Tuesday, 25 November 2025

Logos Location #15: The Reliquary of Shimmering Steel

Cartography by Dyson Logos, source

 

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 characters of levels 3-5, nominally set in Rockhome but it could be placed elsewhere at the DM’s discretion. 

This reliquary and shrine was created by an ancient clan of dwarves now lost to time. The clan had access to a Forge of Power (perhaps the one described earlier in the blog) and could craft many magical weapons, particularly axes, that they could either use themselves or else trade to other clans for gold or bartering. Recently an expedition of dwarves has attempted to reclaim it, but unfortunately the reliquary was overrun by a band of gnolls. 

The PCs are asked by a dwarf chief to investigate what has happened to the dwarven expedition and to rescue any surviving members. The PCs may keep whatever treasure is found in the reliquary. 
 

Key to Map

1) Entrance Hall. Empty but signs of a battle, and 6 dwarf and 7 gnoll corpses litter the length of the hall. 

2) 1 giant gecko lizard lurks here. The two pillars were part of a now-broken arch that used to be a magical portal to somewhere else. 
Giant Gecko: AC 5, HD 3+1, hp 20, Move 120ft/120ft climb, THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50 

3) The Armoury. This has 12 weapon racks but none of the weapons are usable thanks to a hungry rust monster here. It can smell the sword in room 3a separated from room 3 by a rotating door that is activated by pushing a button on the wall. 
Rust Monster: AC 2, HD 5, hp 14 Move 120ft, THAC0 15, Att 1 feeler for special (destroys metal items), Save as F3, Ml 7, Align N, XP 175 

3a) This small room opens out onto the open air with a ledge and a 20ft drop down to the ground outside. Against the east wall is a weapon rack holding a Sword +1. It is made of a bronze-like metal called Orichalcum and as such is immune to rusting and rust monster attacks. 

4) Pillared Hall. Here are 6 gnolls (see common monster stats below), camped around a makeshift fire. They will attack any dwarf and will probably attack any non-gnoll. 

5) Secret room. Here is a half-starved dwarf cleric, surrounded by foes and expecting to die. His name is Grangi Bronzebolt.  
Dwarf Cleric: AC 3, HD DwC3, hp 7 (down from 11 due to hunger), Mv 60ft, THAC0 18, Att 1 mace for 1d6, Save Dw3, Ml 8, Align N, XP 35
Spells: Cure Light Wounds, Detect Magic
Equipment: Banded Armour, Shield, Mace, Holy Symbol, 12gp + 10sp

6) 4 gnolls + 1 gnoll leader are camped here, supposedly keeping an eye on the entrance hallway to intercept dwarven reinforcements. 4 weapon racks against the north wall with 5 nonmagical battleaxes and 3 maces. There is a small tunnel linking this to 6a the corridor to the south. 
Gnoll Leader: AC 3, HD 4, hp 19, THAC0 16, Att 1 sword for 1d8, Save F4, Ml 10, Align C, XP 75
Equipment: Chain mail, Shield +1, Sword, 30gp + 1 moss agate gem worth 60gp

6a) This is a corridor with a portcullis halfway along its length. The lever to lift the portcullis is next to the tunnel entrance, though a party of strong characters might be able to lift the portcullis to get under. The weapon racks along the walls are empty. In the tunnel linking this corridor and room 6 are 10 giant rats that will attack anything that enters their tunnel. Note that the tunnel is small and cramped and any adventurers except halflings and gnomes must fight at -2 to hit.   However, midway along the tunnel there is a vial containing a blue liquid - it is a Potion of Levitation
Giant Rat: AC 7, HD 1/2, hp 2, THAC0 20, Att 1 bite for 1d3 + possible disease, Save F1, Ml 8, Align N, XP 5

7a) Empty, just a pool of drinkable water about 5ft deep.

7b) 1 gray ooze lurks in the 5ft deep water here, and will ambush anything passing by. At the bottom of the pool are 3 gems worth 30gp each ( a trio of blue quartzes)
Gray ooze: AC 8, HD 3, hp 15, Move 10ft, THAC0 18, Att 1 pseudopod for 2d8, Save F2, Ml 12, Align N. XP 50, After first hit the ooze will stick to its victom automatically destroying any armour and doing 2d8 damage per round. Immune to cold and fire. 

7c) 4 dwarf warriors (see common monster stats below) are camped here. Their morale is low but they believed they are trapped so cannot retreat.  

8) Twisting staircase, going down heading north. There is the body of a giant gecko, killed by dwarves.

9) 4 dwarf warriors + 1 dwarf leader (Dw 3) have made their base here. The majority of the dwarves want to leave but the dwarf leader, Muldir Ironstrike, is determined to carry on and considers retreating tantamount to cowardice. 
Muldir Ironstrike, Dwarf Leader: AC 2, HD Dw3, hp 20, Move 60ft, THAC0 16, Att 1 sword for 1d8+2, Save Dw3, Ml 11, Align N
Equipment: Plate mail, Shield, Sword +1, 20gp + 10pp

10) Chapel of the Forgemaster. 1 dwarf adept (Aldara Barrelbrew, DwC2) worried about her superior (in room 5). This room holds the actual relics of Saint Orothmir the Forgemaster, a dwarf patron of smiths and craftsmen who has ascended to immortality. Either side of the altar are statues, one of him as an apprentice, one of Oromthmir at the pinnacle of his skill. 
Aldara Barrelbrew, Dwarf Adept: AC 3, HD DwC2, hp 10, Move 60ft, THAC0 19, Att 1 mace for 1d6, Save Dw2, Ml 7, Align N, XP 20
Spells: Cure Light Wounds
Equipment: Banded Armour, Shield, Mace, Holy Symbol, 2 Vials of holy water, 12gp
  
11) Chamber of statues of famous dwarven smiths. Weapon racks are empty apart from a box that contains 3 silver daggers and 1 Dagger +1

12a) The southern long passage. Here are 3 gnolls and a gnoll veteran who are holding this place to keep the dwarves bottled up in the northeast before a final assault.The gnolls are in the lower central part - there are raised walkways either side and a large pillar at the north end (leading to 12b) against which there is a weapon rack with 2 normal swords, a battle axe and a bastard sword. 
Gnoll veteran: AC 4, HD 3, hp 13, Move 90ft, THAC0 17, Att 1 morning star for 2d4, Save F3, Ml 9, Align C, XP 35
Equipment: Banded Armour, Morning Star, 40gp

12b) The northern long passage. The eastern side of this large arcade is raised up by 10ft. There are a series of alcoves on the raised side, the northmost of which has what appears at first sight to be bones and coins floating in mid-air. This is actually a gelatinous cube that has recently cleared up the bodies from a battle of gnolls against dwarves, and it will surprise those approaching on 1-4 on d6. The gelatinous cube contains 10gp + 12sp + 2 gems worth 50gp (a small amethyst) and 100gp (moonstone). 
Gelatinous Cube: AC 8, HD 4, hp 20, Move 60ft, THAC0 16, Att 1 pseudopod for 2d8+  paralysis (save vs paralysis or unable to move for 2d4 turns). Save F2, Ml 12, Align N, XP 125

13) The Crypt of the faithful. This secret place holds 10 alcoves, each containing a coffin where famous dwarf smiths are laid to rest. On top of each coffin is a weapon they made (3 battle axes, 2 warhammers, 3 maces, a normal sword, a bastard sword and a shortsword). If any of these weapons are moved, a Magic Mouth will speak: “Do not open the coffins, or suffer the ire of the dead”. If the coffins are opened or damaged, two of the dwarf corpses are revealed to be 2 wights, and they will attack the offender. Just taking the weapons will not activate the wights. In one of the coffins occupied by a wight is a silk sack containing 310pp and a bejewelled silver dagger worth 500gp (also functions as silver dagger in combat). 
Wight: AC 5, HD 3, hp 15, 11, Move 90ft, THAC0 17, Att 1 touch for energy drain, Save F3, Ml 12, Align C, XP 65 

14) This room holds a broken arch, which used to form a magical portal. The vertical pillars are still standing in the centre of the room. It has been turned into a kennel by the gnolls, housing 2 dire hyenas (that use the same stats as dire wolves). 
Dire Hyenas: AC 6, HD 4+1, hp 13, 19, Move 150ft, THAC0 16, Att 1 bite for 2d4, Save F2, Ml 8, Align N, XP 125

14 a) The Acid Stepping Stones. This corridor is flooded to 2ft deep with corrosive acid. There are a series of stepping stones and it is possible to traverse the length of the corridor with a successful dexterity check. Failure to do so means 2d6 acid damage as the person slips on a wet stone into the acid. Nobody, not even the dwarves, know why this room is like this, though it is possibly a way of destroying accidentally cursed items. Halflway along there is inscribed in the walls the message 
"Blood Red, Leaf Green then Sky Blue". This is a clue to the combination puzzle found in room 22.

15)  Empty apart from crude gnollish graffiti disparaging dwarves and their mothers

15 a & b) . These are 2 pairs of alcoves. In each alcove there is a Crystal Living Statue that normally stand to attention but will attack anyone that touches them. The living statues are shorter and stouter than most, and resemble crystalline dwarves.
Crystal Living Statue: AC 4, HD 3, hp 15 each, Move 90ft, THAC0 17, Att 2 fists for 1d6/1d6, Save F3, Ml 12, Align L, XP 35 
 
16) 5 gnolls are camped here outside the gnoll chief's place. 

17) Gnoll chief has set up his quarters here, previously the quarters for the resident cleric. He is accompanied by a pair of gnoll veterans. The gnoll chief has gathered treasure into a sack underneath his bed; it contains 1500gp, 6500sp and 4 gems worth 50gp each (a pair of Onyxes and a pair of agates). 
Gnoll Chief: AC 2, HD 5, hp 24, Move 90ft, THAC0 15, Att 1 battleaxe for 1d8 +2, Save F5, Ml 11, Align C, XP 175
Equipment: Banded Armour +1, Battleaxe +1, 2 daggers
Gnoll Veteran: AC 4, HD 3, hp 12, 15, Move 90ft, THAC0 17, Att 1 morning star for 2d4, Save F3, Ml 9, Align C, XP 35
Equipment: Banded Armour, Morning Star, 40gp

18) Chamber of the Crescent Moon. There is a huge glowing symbol of a crescent moon on the floor of this chamber, which is patrolled by a Turquoise living statue. There are 2 dead gnolls, though the turquoise living statue stays within this chamber and only attacks non-dwarf intruders while they are in here. 
Turquoise Living Statue: AC 3, HD 4+4, hp 20, Move 150ft, THAC0 15, Att 1 headbutt for 1d6+1 (+2 to hit and double damage if charging), Save F2, Ml 12, Align N, XP 200
The turquoise living statue once per day can emit an aura of lethargy instead of attacking with its headbutt: Anyone within 30ft must save vs spells or be affected by a Slow spell for 2d4 turns. Turquoise living statues are immune to Sleep, Charm and other mind-affecting magic, disease & poison. If destroyed, the Turquoise Living Statue disintegrates, leaving 2d10 pieces of turquoise worth 30gp each. 

19) The Plunging Pool is 20ft deep though there is a walkway around the north and west sides. There are also 2 statues of dwarf warriors. Anyone entering the pool will be attacked by the resident giant crab.
Giant Crab: AC2, HD 3, Move 60ft, THAC0 17, Att 2 pincers for 2d6/2d6, Save F2, Ml 7, Align N, XP 35

20) Empty apart from being 5ft deep in water. 

21) Water here is 5ft deep. Guarding a sunken chest in the middle of the room are 3 Bone Warriors (formerly dwarf warriors, so a bit shorter than usual). Inside the chest is 2300gp and 2 mithril ingots worth 1000gp each. 
Bone Warrior: AC 5, HD 3, hp 14, 10, 16, Move 120ft, THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align C, XP 35

21a) This secret passage allows a way around the portcullis in room 22; Once on the inside of this passage the secret doors are easy to detect and open but normal difficulty applies when searching for secret doors in room 21 & 22

22) This room is divided by a portcullis. Just within reaching distance on the other side are 3 pedestals, each with a gemstone set into it, a green emerald, a blue sapphire and a red ruby respectively. This is a combination lock and the gems need to be touched in a particular order: Red, Green & Blue. If this is done, the portcullis lifts up. The gems glow slightly when touched until all three are glowing. If it is the wrong combination they then go dull again.  At the back of the room is a pedestal on which sits a War Hammer +2 +4 vs giants, the most valuable item remaining in this Reliquary. Note there is a secret door so anyone in 21a can bypass the combination puzzle. 

Common Monster Stats

Gnoll: AC 5, HD 2, hp 9, Move 90ft, THAC0 18, Att 1 morning star for 2d4, Save F2, Ml 8, Align C, XP 20
Equipment: Morning star (spikey 2-handed club), chain mail, 2d4gp (or 5gp each)

Dwarf Warrior: AC 4, HD Dw2, hp 9, Move 60ft, THAC0 19, Att 1 battle axe for 1d8, Save Dw2, Ml 5 (8 around leaders), Align N, XP 20
Equipment: banded armour, battle axe, 2d6gp (or 7gp each)

Friday, 14 November 2025

The Subversion of Clan Rungorth

Of the seven great clans of Rockhome, Clan Hurwarf is the most isolationist, distrusting other nations and non-dwarves. Most of the time this is kept in check by the rest of dwarven society welcoming foreign traders and diplomats, but every now and then it can spiral out of control into paranoid madness.  

source

Clan Rungorth is a minor clan that has split off from Clan Hurwarf because Clan Hurwarf was not being isolationist enough.  It was always on the periphery of dwarven society, with its stronghold (Torrag Ikkorn)  in the southern mountains, but in the last fifty years it has fallen under the sway of an evil dwarf cleric who has fallen from grace and is now in league with the powers of Chaos. This dwarf, Multheid the Pure, has whipped Clan Rungorth into a frenzy of paranoia, and has denounced the rest of dwarven society as being corrupt and decadent as a result of prolonged contact with such wicked and despicable races such as humans, halflings, gnomes and worst of all, elves. Now the clan is hostile to any non-dwarf, and even other dwarves from outside the clan are treated with deep suspicion.  

Multheid's most loyal followers call themselves The Protectors of the Pure, and wear black cloaks and tabards, and have shaved their heads (though not their beards). These Protectors of the Pure are believed to number about 20 and include a number of very dangerous and experienced dwarf warriors. They act as Multheid's enforcers within the clan. The Protectors of the Pure trust Multheid absolutely and think that Rockhome as a society and nation is going to collapse and Rungorth will be the last bastion of true dwarves. Draxor Tunnelwalker is the leader of the Protectors of the Pure and is Multheid’s right-hand dwarf - he is both fanatically loyal and a brutal killer. 

However, there are others in the clan who have their doubts, but they have learned to their bitter cost to keep quiet and keep their heads down, as the most outspoken skeptics have been executed on Multheid’s orders. There is a small network who call themselves the Unbelievers but they are in no position to make any effective change, but should outsiders challenge Multheid’s grip on Rungorth, there will be some who will help. To compound the situation the clan leader, Gurnor Ironhammer, believes Multheid and has all but ceded rulership to the chaotic cleric. This seems to be more a lack of leadership and backbone rather than deliberate handing over of authority.  

Clan Rungorth has one major stronghold, Torrag Ikkorn, with 230 dwarves, and several smaller outposts with about 50 dwarves in each, for a total of 450 dwarves. They strive fervently to be self-sufficient in everything and assume anything from the outside world (traded, given or even stolen) is somehow tainted. This has resulted in food shortages and even some cases of malnutrition in the clan, but any food from outside, especially from those weird Wyrwarf clan farmers, is assumed to be poisoned or drugged or diseased. 

The clan leader of Hurwarf (Lord Duric) wants to reestablish contact with Clan Rungorth, and hopefully ascertain the situation. He insists that any party doing so should be entirely composed of dwarves - he believes non-dwarves would worsen the situation. He would like any problems to be resolved as diplomatically as possible, without bloodshed. However, he is worried about a hostile reception as one messenger he sent has not returned and he fears dark forces may be at work. 

Multheid the Pure has some sort of end-game but it is not clear what it is. Perhaps he just wants rulership over a clan. It is possible that he wants to establish a long-term cult of chaos among the dwarves of Rockhome though some would say there are better candidates, particularly among the Underside of Dengar city, and better ideologies (the greed for gold and the militarism in other clans could easily be taken too far).  It is also possible that he genuinely believes what he is preaching, but if he is worried about what is happening to dwarven society, then allying with the forces of Chaos is a mad way of countering this. And this may be the truth of the matter - Multheid is mad, and is preaching his insanity to Clan Rungorth, many members of whom were already nearly as paranoid as him. His fall into the clutches of Chaos may be because lawful and neutral immortals would not accept someone so divisive and hateful as their servant and representative among mortals, but to the darker powers of Chaos that thrive on fear, hostility and madness Multheid is a useful tool. 

Multheid has had an underground extension to Torrag Ikkorn excavated, where he now resides and works, creating an army of undead (mostly reanimated dwarf corpses but any suitable humanoid body will suffice). Other dwarves, even the leader Gurnor Ironhammer, are not permitted here and it seems he has done a good job of hiding his true loyalties from Clan Rungorth. It is possible that exposing Multheid’s Chaos worship and his desecration of dwarf corpses will shock enough clan members that a sizeable rebellion against Multheid will rise up. Of course, his fanatical dwarf followers, particularly the Protectors of the Pure, will rationalise and excuse these revelations, saying that it is all necessary to protect the clan and that strange alliances (even with the forces of Chaos) are sometimes needed when the enemy (everybody else in Rockhome) is overwhelming. Which way the clan leader Ironhammer will swing could prove crucial: for him, the reanimation of dwarf bodies as zombies would be the breaking point. And if the clan chief turns against Multheid, other dwarves may do likewise, perhaps out of traditional loyalty to the clan leader or perhaps they will reconsider what is really going on in the clan. 

Just to complicate matters, the Rusty Razor tribe of goblins is causing trouble in the area, and taking advantage of Clan Rungorth's internal problems to seize territory, establish hideouts and raid caravans and small settlements. Multheid claims that these goblins are being hired and encouraged by the corrupt and decadent dwarves of Dengar, who are too cowardly and coniving to confront Clan Rungorth directly. 

A little further away is another minor clan, Clan Dursten, who are allied with Clan Everast. These dwarves are a lot more sane and reasonable, and have seen more of Rungorth's descent into madness than most other outsiders. Indeed, until about a year ago there was still some trade and military cooperation between Dursten and Rungorth but relations deteriorated when Clan Dursten's leader, Sargenford the Gnollslicer, denounced Multheid and his vile views on the rest of Rockhome's dwarves. At this point all friendly contact between Dursten and Rungorth ceased, and Clan Dursten has had to deal with a resurgent goblin menace (particularly the Rusty Razor tribe) on their own. Sargenford will listen to those sent to deal with Clan Rungorth, particularly if they are polite and reasonable. He hates and despises Multheid and would like to see him removed, but he does not want bloodshed of other dwarves - he feels that Clan Rungorth has fallen under the evil cleric’s spell and that if Multheid is removed the rest of the clan will come to their senses. 

Notable NPCs

Multheid the Pure

Str 14, Int 14, Wis 16, Dex 10, Con 16, Cha 15
AC 2, HD DwC7, hp 40, Move 60ft, THAC0 15, Att 1 mace for 1d6+2 or 1 spell, Save C7, Ml 11, Align C,
Equipment: Plate Mail, Shield, Mace +1, unholy symbol, potion of invisibility, potion of gaseous form 
Spells: (3/2/2) Cure Light Wounds, Darkness, Rage, Aura of Shadows, Bless, Cause Disease, Paranoia

Gurnor Ironhammer

Str 16, Int 8, Wis 8, Dex 12, Con 14, Cha 13
AC 1, HD Dw7, hp 41, Move 60ft, THAC0 11, Att 1 axe for 1d6+4,  Save Dw7, Ml 10, Align N 
Equipment: Banded Armour +1, Shield +1, Hand Axe +2 +4 vs giants, trolls & ogres, potion of extra-healing

Draxor Tunnelwalker

Str 16, Int 9, Wis 10, Dex 10, Con 14, Cha 15
AC 2, HD Dw6, hp 27, Move 60ft, THAC0 13, Att 1 battleaxe for 1d8+3, Save Dw6, Ml 12, Align C
Equipment: Plate Mail +1, Battleaxe +1, 3 daggers

Sargenford the Gnollslicer

Str 13, Int 12, Wis 10, Dex 10, Con 14, Cha 16
AC 1, HD Dw7, hp 46, Move 60ft, THAC0 12, Att 1 battleaxe for 1d8+3, save Dw7, Ml 10, Align L
Equipment: Plate Mail +2, Battleaxe +2, Amulet of Lie Detection

Friday, 7 November 2025

Descent into Avernus Homebrew #4: The Demonic Ship

 

Apologies for the poor quality of the map here: when I was sketching it out, it was primarily for myself as the DM, and to a certain extent to show the players. 

So the setup for this was loosely inspired by an old 2nd edition AD&D adventure called A Paladin In Hell. Part of this was on a demonic ship called the Demonwing. The ship in that adventure was multi-dimensional and considerably larger and more complex. This ship is relatively conventional in its layout. Nonetheless, like its inspiration, it is was a flying ship capable of navigating the outer planes, created by the demons of the Abyss to launch raids into Avernus. I say it was, because it has crashed and is now distinctly non-functional as transport. Nonetheless, most of the crew have survived and are angry and defensive, assuming that any intruders are their foes. 

The plot hook I gave my players was that Mordenkainen (who in Descent into Avernus has temporarily set up base on the first level of Hell for academic studies) wanted the PCs to retrieve two very important instruments, the Astrolabe and the Sextant that allowed the ship to traverse the outer planes along with its crew and passengers. In return Mordenkainen would help them in their quest to free the city of Elturel. 

All creatures on the ship except the rutterkin demons are from the 5E Monster Manual. The rutterkin is officially in Mordenkainen’s Tome of Foes but since I don’t have that book I adapted the stats for rutterkins from 3E Fiendish Codex II: Hordes of the Abyss. 

Key to the ship map (1 sq: 5ft)

1) Main deck: Empty

2) Fore-deck main cabin: Empty 

3) Bowsprit cabin: 1 barlgura, the bosun, who has the sextant that Mordenkainen seeks.  

4) Stairs down

5) Poop cabin: 1 vrock

6) Mid-deck corridor: usually empty but creatures will wander through.

7) 5 Dretches 

8) Crew Cabin: 2 rutterkin

9) Crew Cabin: empty

10) Crew Cabin: 1 chasme

11) Cultists’ cabin: 10 cultists + 1 cult fanatic. These are human mortals. Although the cult fanatic is eager to take the fight to the forces of Law and feels privileged to fight alongside actual demons, her followers are really having second thoughts and are quite terrified, having seens two of their number being casually murdered by their demonic masters. 

12) Ships Stores: 2 shadow demons

13) 2 rutterkin demons are torturing a captured spined devil who they wrongly suspect of sabotaging the ship’s engine

14) Engine Room: This room has a clearly damaged magical mechanism at the rear - this was the engine. In here, invisible, is an imp that has sabotaged the engine and caused the demonic ship to run aground. However, the imp is stuck here in a ship full of demons and is terrified of anything and anyone. Although Mordenkainen has not specifically asked for it, he would be fascinated if the PCs could retrieve some or all of the engine for him to study. 

15) Captain’s Cabin: 1 hezrou who has a navigation table, with charts of the planes and  the astrolabe that Mordenkainen is after.