Showing posts with label Godsblood Straits. Show all posts
Showing posts with label Godsblood Straits. Show all posts

Saturday, 24 May 2014

The Ruined City of Aerisport

Aerisport used to be one of the greatest ports of the Duchy of Urdus in the Toutus Empire. At its height, shortly before the Wars between the Empires, Aerisport had a population of 10,000. It sat on the River Rancor, and ships would swap cargo with river barges that would then travel up through prime farmland to Mesabridge and the Confederacy of the Ten Peaks.
During the Wars between the Empires, Aerisport escaped relatively unscathed. A raid by Telthyan pirates was fought off by the town guard.
This all changed with the Summoning. During his rampage across Kaelaross, Bhael created many Chaos Portals. One of these was in the heart of Aerisport, and it linked to the Chaotic Plane of Carceros (the reddish dot in the middle of the city map).
Further disaster occured when, during the fight between Bhael and the two lawful gods Rhondus and Adonar, the Godsblood Strait was created and the Godsblood Hills were heaved out of the sea immediately offshore from Aerisport. This shook Aerisport like an earthquake and six major fissures in the earth ripped open, swallowing buildings and a few remaining inhabitants (many had fled east when the Chaos Portal was opened). Other smaller splits in the earth are dotted around the city.
This left Aerisport landlocked and the River Rancor was diverted away from the stricken city.

These days Aerisport is abandoned by civilised humans. The map of the city does not show which buildings are ruined and which are still intact . About a third are ruined, either by the earthquake or monsters or even just time and erosion - it has been abandoned for 50 years.
The creatures of Carceros are more varied than the humanoid hordes of Hestoris, and are generally subterranean in nature. To start with they hid out in the surface ruins but then a clan of goblins emerged into Aerisport. These goblins, the Virrish-Guth, are master miners and excavators. On the plane of Carceros they expand and modify the vast dungeon networks. In Aerisport they have started in the fissures, digging sideways from the walls and sometimes creating safe pathways down into the fissures.
The other monsters appreciate the goblins' efforts - rather than killing and eating the goblins the other creatures have enslaved and bullied the goblins into creating underground lairs, usually connected to the fissures.

Nobody knows for how long or how far the goblins have excavated, but it is telling that the area that was the shoreline to the north-west of the city is being filled with what seems to be bucket- and barrow-loads of rubble, enough to form small hills. Some would say that underneath Aerisport is the biggest dungeon in Toutus, surpassing that underneath Seaview Keep.

Saturday, 17 May 2014

The Howling Forest

The Howling Forest is a large stretch of deciduous forest south of the east side of the Godsblood Straits. It is mostly natural, but has a bad reputation since it was first investigated by the Toutus empire. Humans of the Toutus Empire have entered into it occasionally but never settled. Even woodcutters and hunters rarely venture more than a few hours inwards then retreating back out before sunset.
There are a number of inhabitants of the Howling Forest, few of whom are friendly.

There are substantial numbers of werewolves. These include more powerful leader-types that can fight most heroes and win. Other werewolves are clerics of chaotic gods when in human form, particularly Bhael, Skreech and Slargor. These werewolves gather into packs of about 2-20, but many packs are part of wider tribes. These include:
the Sly Stalkers (who sometimes visit human settlements outside the woods, either in human form in the day, or as wolves in the night), the Rabid Slayers (ferocious to the point of killing any creature not of their tribe) and the Midnight Singers  (who take glee in scaring prey witless with their howls before moving in for the kill)
.
There is the ruins of an elven culture that predates the Toutus Empire. The Citadel of Maeredoth has long been abandoned by the elves after foolish elven spellswords dabbled in magics that should have been left alone. Although there was no disaster on the scale of the Summoning, Mearedoth was still tainted with Chaos in such an indelible way that no amount of Remove Curse or Dispel Evil spells would remove. Chaotic monsters, including those from chaos portals, are attracted to the ruins of Maeredoth.
Some of the elves of Maeredoth moved north and joined their kin in the Talloak Forest while others fled west to Teiglin and the Shorgan Forest. There are now very few elves still staying in the Howling Forest, and they have to contend with the werewolves and other creatures.

The Lurggorkoth Orcs (translated: Bleeding Socket orcs) have been in this forest for hundreds of years - long before the Summoning and the chaos portals. They are immune to werewolf lycanthropy but can still be attacked and killed by the werewolves. As such, the Lurggorkoth orcs prize silver more than gold, and will fashion it into weapons, particularly daggers and arrowheads. Chiefs, shamans and leaders will be equipped with silver-headed spears and hand axes.
There is a small tribe of minotaurs led by a chief. They usually stay close to the centre, and are sometimes found investigating the elven ruins of Maeredoth. They dislike the werewolves and can hold their own against them. Although contemptuous of the orcs, they occasionally hire themselves out as mercenaries. Due to their great strength (and possible supernatural origins) minotaurs can damage werewolves. This makes them valuable allies to the orcs.

There is a small, scattered community of sylvan creatures, including treants, dryads, pixies, sprites and elves. They are very cautious of humans, as most werewolves appear human during the day. They hate the werewolves for hunting and killing all the centaurs that used to live in the Howling Forest. 

Random Encounters:
Roll D12+D8  Result
2Green Dragon
3Wereboar
4Sprite or Pixie
5Elf
6Giant Crab Spider
7Ogre
8Giant Carnivorous Beetle
9Orc
10Wild Boar or Giant boar
11Stag (2HD herd animal) or Giant Stag
12Auroch
13Wolf
14Dire Wolf
15Werewolf
16Minotaur
17Bear, Grizzly
18Troll
19Human or Demihuman NPC
20Treant or Dryad

Thursday, 8 November 2012

NPCs of Ironmarket part 2

These non-player characters are all found in and around the city of Ironmarket in the Godsblood Straits region.

Arrack Highhand
10th level thief, align Chaotic, male
Str 10, Int 13, Wis 13, Dex 16, Con 11, Cha 16
AC 1, Move 120', HP 31, THAC0  14 (sword) or 14 (bow) Att 1 sword for 1d6+2  or 1 arrow for 1d6, Ml 8
Equipment: Leather Armour +2, Shortsword +2, Shortbow, quiver & 20 arrows, Ring of Protection +2, 3x potion of healing, Thieves Tools, 50' rope + grappling hook, crowbar
Arrack Highhand is both the leader of the local gang of thieves and the top local agent of the Red Hand. He will monitor but not move against PCs who disrupt Red Hand activities elsewhere, unless told to by his superiors. When left to his own devices he is greedy, ambitious and dominating. He seeks to turn the "Burglars' Guild" into a proper Thieves Guild, achieve dominance over other Red Hand members in Ironmarket and make lots of money in the process.
Appearance: Arrack is tall and thin (6'3" and 120lb) with short dark hair, clean-shaven  and a pinched, drawn face that makes him look almost emaciated. He wears a dark brown leather jerkin studded with dull iron rivets and his shortsword buckled on nearly all the time. His voice is deep and growly and it sounds very menacing when he wants to be. 

Velipnar the Zealous
7th level cleric, align Neutral, male,
Str 8, Int 14, Wis 14, Dex 10, Con 13, Cha 10
AC 2, Move 90', HP 26, THAC0  17, Att 1 warhammer for 1d6 or spell, Ml 10, 
Equipment: Chain Mail +1, Shield +1, Warhammer +1, Holy Symbol, 2 vials of holy water
Spells: Detect Magic x2, Cure Light Wounds, Light, Hold Person, Silence 15' radius, Find Traps, Dispel Magic, Remove Curse, Cure Serious Wounds 
Velpinar is in charge of a shrine to Khazep in Ironmarket, and keeps in contact with members on the Town Council (namely both the Clerics' Representative and the Mages Representative). Velipnar has visited the Students of Gerontium in Maquosmouth, and believes they are worth helping. He will often try to drum up support for their fight in Ironmarket, though so far without much success. He has a friendly rivalry with the churches of Law in town.
Appearance: Velipnar is 5'9", and average weight. He has short brown hair and has a moustache and sideburns, and grey eyes. Most of the time Velipnar is relaxed and jovial, wearing his clerical vestments around town, but if he is either expecting trouble or wanting to impress, he will wear his chain mail underneath his clerical robe. 

Garraville Shrelk
4th level thief, align Chaotic, male
Str 8, Int 16, Wis 13, Dex 15, Con 8, Cha 8
AC 6, Move 120', HP 8. THAC0 18, Att 1 dagger for 1d4, backstab THAC0 14, dam 2d4, Ml 6 
Equipment: Robe of Protection +1, Ring of Protection +1, Dagger +1, Potion of Invisibility
Garraville is an unpopular moneylender in Ironmarket who is also a member of the Red Hand. He is aware of Arrack Highhand, and avoids him when possible. Garraville sometimes gets debtors to repay him with questionable or even illegal favours when they can't produce the cash. Garraville does not like getting violent with debtors - he has plenty of contacts with street gangs who can do it for him.
Appearance: Garraville is 5'4", 95lb  and really not much to look at. He has a face that bears likeness of both a rat and a vulture, with a large hooked nose and crooked teeth. His hair is a dull grey and there is a bald patch on the top of his head. He will usually dress in cheap merchant clothes, usually dark grey or black. 

Lieutenant Vandergrun
5th level fighter, align Neutral, male
Str 16, Int 10, Wis 7, Dex 11, Con 14, Cha 13
AC 2, Move 60',  HP 40, THAC0 13, Att 1 sword for 1d8+3, Ml 10
Equipment: Plate Mail, Sword +1, Shield, Light Crossbow, case with 20 bolts
Vandergrun is a lieutenant in the Ironmarket town guard. He is heavily in debt due to an ongoing gambling problem, and has borrowed money from unsavoury sources, including Garraville Shrelk. He is now basically in Shrelk's pocket, albeit grudgingly so. Most of the time he is a tough and effective law enforcer. However, when Shrelk or money is involved, he becomes extremely untrustworthy and duplicitous. Vandergrun knows he's in a really difficult situation, but his instincts are to cover it up and hope that no-one knows what's going on. After all, he doesn't want to lose his job or his rank over this.
Appearance: Vandergrun is a heroic figure, 6'3", 200lb (most of it muscle) and a thick black mane of hair with a large black handlebar moustache and heavy black eyebrows. He has several scars, including one on his neck and another on his left forearm and back of the hand. He is usually in uniform (plate mail with an Ironmarket tabard over the top) and always armed. 

Wednesday, 8 February 2012

Dungeon of the Month February 2012

The Giant Caves of the Twisted Hills
A short adventure using B/X D&D or Labyrinth Lord rules for characters of levels 6-9
These caves are in the Twisted Hills, in the stretch of hills between the coast of the Walrus Channel and the Grulven Mountains. The six giant-sized chambers (rounded walls, wide passages) all have ceilings about 20-25' from the floor, while the human-sized areas (square and rectangular rooms, 10' wide passages) have 10' high ceilings. 
The caves have become the lair of a clan of hill giants who have allowed smaller creatures to live in the areas that the giants find too cramped to be comfortable. Note that if they have a mind to, the hill giants can stoop down and fit into the 10' high x10' wide corridors  but they suffer a -2 to hit and a +1 penalty to AC as it is similar to a 6' tall human fighting in a 5' tall passageway. The other creatures in the human-sized rooms give the giants a wide berth - they know the giants are the rulers of this dungeon.


The Giant-Sized Caves - all the areas 1-6 have high ceilings
1) 2 hill giants (hp 24, 29, stats as per rulebook) + 2 cave bears (hp 32, 20, stats as per rulebook). In the middle of the room there is a pile of 5 boulders (range 20'/40'/80' dam 2d6)  which the giants will pick up and throw one each on the first round if they have the opportunity. The giants and bears are on sentry duty and watching for trouble.
2) 4 hill giants (hp 38, 22, 30, 27, stats as per rulebook) + 2 hill giant young (hp 15, 24, stats as per ogres in rulebook). To one side of the room there is a pile of 7 boulders (range 20'/40'/80' dam 2d6)  which the adult  giants will pick up and throw one each on the first round if they have the opportunity.
3) 3 hill giants (hp 39, 44, 26) + 1 hill giant young (hp 10, 15, stats as per ogre in rulebook). At the south-east side is a pile of 5 boulders (range 20'/40'/80' dam 2d6)  which the giants will pick up and throw one each on the first round if they have the opportunity.
4) 1 hill giant Chief (AC 4, Move 120' HD 10, hp 55, THAC0 11, Att 1 mace for 4d6 dam, Save as F10, Ml 11, Align Chaotic, XP 1000) + 2 hill giants (hp 48, 47, stats as per rulebook).
The hill giant chief has a large chest (5'x5'x5') that contains a massive weight of treasure: 120,000sp, 21,000gp, 1,200pp, a finely wrought golden sceptre worth 3,200gp, a silver and iron helm with fine enamelling worth 1,800gp and a set of 6 matching emeralds worth 1000gp each  (50,000gp total)
5) 1 hill giant (hp 34, stats as per rulebook)  +3 cave bears (hp 27, 22, 35, stats as per rulebook)
6) 3 hill giants (hp 40, 40, 35) + 1 hill giant young (hp 18, stats as per ogre in rulebook). On one side of the room there is a pile of 5 boulders (range 20'/40'/80' dam 2d6)  which the giants will pick up and throw one each on the first round if they have the opportunity before closing for combat.


The Forgotten Rooms
7) Empty
8) A patch of Green slime (hp 11, stats as per rulebook) is dripping off the ceiling and will try to drop onto anyone who simply enters the room without checking. If someone announces they are checking for traps or other suspicious things before entering, they will detect the slime and can avoid it.


The Thoul Lair (if you're playing with LL rules, use Thoghrins, which are thouls with different names)
9) Empty
10) 8 thouls (hp 19, 10, 15, 16, 13, 12, 17, 14, stats as in rulebook) are making a terrible noise as they are ripping apart a deer carcass.
11) 5 Thouls (hp 15, 12, 16, 24, 20, stats as in rulebook), plus a troll (hp 35, stats as in rulebook) as their leader. There is a sack hanging from a hook on the wall, and this sack contains 1220gp, 560pp, a jewelled platinum dagger and scabard worth 1100gp, a silver and tourmaline necklace worth 680gp and 3 small topazes worth 200gp each (6500gp total)
12) Empty apart from a crossbow trap. Anyone opening the door triggers several crossbows set to the side of the door (3 crossbow bolts, THAC0 10, dam 2d4 each). The thouls know about this trap and can reset it or disable it to get into the room. Any thief trying to find or disable traps has normal chance of doing so.


The Abandoned Hideout - the giants know that there are scavengers in these rooms, and will often throw waste and leftovers into these rooms to be devoured.
13) 5 carrion crawlers (a.k.a. carcass scavengers in LL, hp 20, 17, 12, 19, 11, stats as in rulebooks). Among the decaying bones in this room is a single sapphire worth 2000gp
14) Empty
15) Empty apart from in the middle of the room are two metal plates, 5'x5', one on the floor, one on the ceiling directly above the first. Anyone stepping in between these plates gets 3d8 damage of electricity shooting through him. If they are wearing metal armour they suffer an extra 1d8 damage.


The Minotaur Den - After the previous minotaur boss was killed in a battle with the hill giants the minotaurs here have had to tread very carefully around the giants and pay them a large sum of loot. Also because of the threat of the hill giants, the minotaurs have banded together in an unusually large group of ten. They have recently attacked and looted a trade caravan.
16) Empty
17) 4 minotaurs (hp 22, 32, 24, 28, stats as in rulebook)
18) 5 minotaurs (hp 30, 30, 22, 10, 17, stats as in rulebook) plus three terrified humans who have seen their colleagues killed and eaten. The humans are:
    Obremm, human male F2, hp 5 (normally 10), align Neutral, merchant-trader
    Murdork, human male F2, hp 4 (normally 8), align Lawful, caravan guard
    Merria, human female, NM, hp 2 (normally 4), align Neutral, mule-handler
19) 1 minotaur boss (hp 57, stats as in my previous post on minotaurs) with a pile of treasure in one corner  15 rolls of silk worth 200gp each, 40 jars of rare spices (each weighing 1lb and worth 20gp), 10 ingots of dwarven mithril worth 300gp each,  a leather sack with 1300pp and a chest of 2700gp (16000gp total)
20) Empty


The Haunted Rooms - These rooms were abandoned by living things a while ago
21) 1 Spectre (hp 19, stats as in rulebook)
22) Empty
23) 1 Invisible Stalker (hp 44, stats as in rulebook) stands over the decayed body of a wizard who was killed by the spectre emerging from room 21. The invisible stalker is still following the instructions to "watch my back" - nothing about protecting his summoner from attacks by undead. The wizard's body still has a ring of protection +3, a wand of illusion and 2 potions of extra-healing.
Of course, when the PCs enter the room, all they will see is the wizard's body unless they are currently detecting invisible creatures.
24) 6 shadows (hp 13, 12, 14, 17, 12, 9, stats as in rulebook)
25) Empty
26) Secret Room


The Nagpas's Haunt - These creatures have reached an understanding with the giants and will advise them on matters of intellect and knowledge. In return, the giants let the nagpas study here without too much disturbance. 
27) Empty
28) 1 Nagpa (hp 48, memorised spells: Detect Magic, Invisibility, Dispel Magic, Confusion and Feeblemind, stats as in my previous post on nagpas). The nagpa has a locked chest with the key around his scrawny neck. Inside the chest is the nagpa's collected treasure - 20,000sp, 4,800gp, a pouch of 12 gems worth 100gp each (3 amethyst, 3 jade, 3 amber and 3 and 3 chrysoberyls) and 6 silver-wrought 12" high statuettes of heroes and deities worth 500gp each  (total = 11,000gp)
The nagpa also has his personal spellbook with his known spells in it - this can include whatever spells the DM thinks are appropriate but should include the spells the nagpa currently has memorised and Explosive Rune. The DM may introduce new spells to magic user PCs via this book. 
29) Empty apart from a book on a table. This book was a spellbook now ruined, and is trapped with an Explosive Rune spell on the inside first page - anyone opening the book to look inside unleashes the explosion that causes 6d4+6 damage to all within a 10' radius. Anyone in the radius except the reader gets a saving throw vs spells to take only half damage, the reader gets no save. 
30) 1 lesser nagpa (hp 36, memorised spells: charm person, phantasmal force, hold person, stats as in my previous post on nagpas) and two displacer beasts (known in LL as phase tigers, hp 24, 20) as guards
31) 2 lesser nagpas (hp 30, 26, #1 memorised spells: detect magic, web, dispel magic, #2 memorised spells magic missile (3 missiles per spell), Mirror Image, Protection from Normal Missiles, stats as in my previous post on nagpas)
32) Empty apart from desks, chairs and bookshelves. The books on the shelves belong to the nagpas and they are very old, on arcane and magical topics. There are 68 books, each worth 2d6x10gp and weighing 1d6 lb. The entire collection is worth 4700gp and weighs 238lb. There is also one other book, hidden among these less valuable books, which is the lesser nagpas' shared spellbook, which they use to refresh their memorised spells. The exact contents are:
1st level: Charm Person, Detect Magic, Magic Missile, Sleep, Ventriloquism
2nd level: Locate Object, Mirror Image, Phantasmal Force, Web
3rd level: Dispel Magic, Fly, Hold Person, Protection from Normal Missiles, 


Monster XP summaries (Hill giants xp 560 cave bear 440 young hill giant 140)
#1 560+560+440+440 = 2000xp
#2 560 x4 + 140 x2 = 2520xp
#3 560 x3 + 140 = 1820xp
#4 1000 + 560 x2 = 2260xp
#5 560 + 440 x3 = 1880xp
#6 560 x3 +140 = 1820xp
#8 38 xp
#10 80 x8 = 640xp
#11 80 x5 + 680= 1080xp
#13 135 x5 = 675xp
#17 320 x4 = 1280xp
#18 320 x5 = 1600xp
#19 1000xp
#21 820xp
#23 1060xp
#24 59 x6 = 354xp
#28 1700xp
#30 570 +570 x2 = 1710xp
#31 570 x2 = 1040xp

Wednesday, 1 February 2012

Mercenaries of Toutus

This is not a complete list, but just the most notable and famous of the mercenary bands around the west coast of Toutus. You may notice that Teiglin does not feature much - as a large kingdom with its own army, it does not need mercenaries, though they may be found around the borderlands along side adventurers

Tancrad's Motley Mariners - Tancrad Anchorhead (12th level fighter, unaligned) is a mercenary fleet commander with 5 ships at his disposal. He is based in Trislem in the Walrus Freehold, and usually has one or two of his ships there. He also does business in and around the Varreshiss Islands, and there is often one of his ships in that area.
Each ship is a caravel with a crew of 50, made up of many different nationalities, appearances and a few different races (a number of dwarves and halflings are among the ratings). They are all combat trained (1st level fighters minimum) and none are obviously chaotic - some discipline and standards of behaviour are required. Many are legitimate sailors, but some are reformed or refugee pirates and buccaneers either turned honest or just lying low.
Tancrad usually hires his ships out for exploration, trading in dangerous waters or amphibious raids. Anti-piracy patrols and other dangerous tasks will require extra hazard pay.

Sterin Clerical Services - 20 clerics of Partheusa are based in Sterinport and on hire on a daily basis, either the whole company or a contingent of 3-5 (never fewer - they like to watch each others' backs). They usually dress in chain mail, with surcoats and shields bearing Partheusa's emblem (a blacksmith's hammer on an orange background).
As befits followers of a goddess of trade and craftsmanship they are professional and detached about their work and generally offer the range of clerical spells up to 4th level, including healing, divination and protection. They often work along side more combat-oriented mercenaries as combat medics, or dealing with limited outbreaks of disease or undead.

Svarrien's Company - These are a relatively conventional mercenary company of 200 men split into 4 platoons of 50 men each. They are all human fighters of at least 2nd level and are equipped with plate mail and either wield spears, shields and swords, or swords and light crossbows. They fight in formation, with the crossbowers firing over the heads of the spear and shield men who are braced to fend off cavalry charges.
Svarrien's Company are based in Sturnornel Fort, and are based around a core of survivors from the Urdus Ducal army who fled eastwards during the Summoning. There is still some sort of loyalty towards the humans in the area, though since the duchy has collapsed they are now interested in money rather than feudal obligations.

Uldur’s Scouts - a company of human light cavalry with studded leather and fur armour, lances and maces who are based in Walrus City and go out on patrols on the Icemud Tundra, visiting trading posts and trappers. Like Svarrien's Company, they have some loyalty to the city, and are unlikely to betray Walrus City or attack its citizens and traders, but they do expect to get paid, and will often moonlight  in side jobs when things are quiet around Walrus City itself. Uldur himself was killed during a battle in the Wars between the Empires when Bursian forces attacked Walrus City, but the company still carries his name. There are believed to be 75 in the company, which is often split into patrols of 12 each. 

Grundil's Quarrellers - In Stalim in the Walrus freehold among the 550-strong militia are Grundil’s Quarrellers, 150 dwarf crossbowmen originally from the Grulven Mountains who now act as mercenary guards. They are paid by the city council and as such are relatively loyal to the city as a whole. The dwarves are used in defensive duties, including manning the city walls and assisting the other militia and city officials at the city gates checking visitors and traders going in and out. There is the unofficial role that it keeps the dwarves of the Grulven Mountains on good terms with Stalim and there is a turnover of dwarves coming to join the company for a 3 or 4 year "tour of duty" and going back to the mountains to tell the other dwarves what their human neighbours are like ("Alright I suppose, and their ladies are leggy, but they don't have proper skill with metal and their beer is like watery yak pee")

Friday, 27 January 2012

Elkhorn Island

Elkhorn Island, just north of the Godsblood Straits, is sparsely inhabited with no major settlement. Before the Summoning it was claimed by the Duchy of Urdus. However, it is generally accepted that what went on there was not accurately recorded. Some say that there was a cult of chaos on the island that performed some sort of unspeakable rite, while others say that a flaming green star crashed to earth there three hundred years ago.

These days the biggest population is the shrine of Adonor which sits on an old site that contains ruins that predate the Toutus Empire. There are five clerics here, one of whom is always a high priest. They will not say why a shrine is maintained here, and especially why a high priest is required, but they are friendly and helpful to visitors. Visitors are warned not to stray too far from the shrine, as the clerics do not patrol the woods.

The woods of Elkhorn Island include a selection of wildlife, including a clan of werebears (most of whom are true-breeding, not infected). The werebears have a truce with the lawful clerics of the shrine, and the two groups do not interfere with each others' business.

The truth about the island is disturbing. There was an ancient temple of Bhael on the site where the shrine of Adonor now stands. Chaotic cultists flocked to it from all over Toutus until BY 1312 when the Toutus Army invaded and put a stop to the cult. However, in its final hours when the cultists saw the army approaching, they appealed to their dark overlord Bhael to assist them, and a powerful demon fell from the sky. This demon slew many Toutatian soldiers and a few cultists as well (the forces of Chaos do not care about collateral damage). The force of soldiers had come prepared, and advising and assisting the commanders were some powerful clerics of Adonor. They used powerful clerical magic as well as divine assistance from their patron - first they tried to banish the demon back to the Planes of Chaos, but somehow it resisted. They did manage to imprison it deep under the cultists' unholy gathering place and put it into a deep slumber.
As the Toutatian soldiers gathered their wounded, buried their dead and finished off the cultists who were trying to flee, the clerics decided to maintain a vigil over the imprisoned demon, and thus a shrine was established on the site. The strong aura of Law from the shrine counteracts and suppresses any malign influence the buried demon might have on its surroundings - the clerics know and encourage this as they do not want the island to become more tainted by chaos than it has been.
The one relatively accurate description of what happened in Elkhorn Island is written down in a book called "The Abominable Cults of Chaos Worshippers", but very few copies of this still remain.

Forces of Chaos might well seek to unleash the demon, but getting past the lawful clerics would be a problem. If it were unleashed, it would cause as much death and destruction as a mobile Chaos Portal, and creatures and worshippers of chaos would flock to the demon as the most powerful leader of Chaos on Kaelaross. Certain members of the Traitor Legion know this, and the contingents of Traitor Legionnaires both in the Salty Forest and on the Island of Lost Souls are well-placed to sail to Elkhorn Island if they could overcome or bypass the clerics of Adonor.

Monday, 23 January 2012

Kaelaross and the Monster Manual

Although my intentions earlier in the blog were to keep Kaelaross clearly B/X D&D, separate and distinct from AD&D, I have decided to relax a bit. If I were to allow monsters from 1st Edition Monster Manual into Kaelaross, which ones would I use? Note that I don't expect those who read this blog to necessarily have the book, and I won't make them central to any adventures on this blog without giving them B/X D&D stats. If you do want B/X D&D stats for these, you could try Labyrinth Lord Advanced Edition Companion.

Boar, Giant - Although not as common as their lesser cousins, giant boar are known to inhabit the warmer areas of Toutus, including the Howling Forest (near the Godsblood Straits).

Brownie - These fey creatures related to sprites and pixies have been touched by the powers of Law. Although very shy and wary of bigger folk, brownies are nonetheless useful allies against Chaos. They have been known to ally with powerful lawful mages as familiars, and also found in both the Shorgan Forest and the Talloak forest.

Couatl - These agents of Law, when not on the Planes of Law, are found in warmer, tropical climates and rarely in Toutus.

Demons, all - All these demons could be found in the Planes of Chaos, and could travel to the Material Plane either through a Chaos Portal or individual summoning

Dragon, Silver - Silver dragons are as rare as gold dragons and, like them, can disguise themselves to blend in with lesser races. Silver dragons are known to be friendly with lawful clerics and deities but, unlike lammasu and shedu, are not in servitude or owe any great loyalty. Tales of silver-bearded dwarves transforming into silver dragons have occasionally been heard both in the Grulven Mountains and the Ten Peaks.

Ghast - These stinking undead are primarily found in Narvellis, in the Varreshiss Islands, but apparently some clerics of Storshin have discovered a ritual to transform normal ghouls into ghasts and are travelling from one region to another looking for ghouls to transform.

Ghoul, Lacedon  - These undead are found in the waters around the Varreshiss Islands, particularly the cursed and haunted Narvellis Island with its undead masters.

Golem, Flesh, Stone & Iron - These constructs are among the most powerful that a magic user can create.  The students of Gerontium in Maquosmouth would be most impressed if they found out how to create these.

Irish Elk - These huge majestic herbivores are found in northern climates, including the hills and plains of the Walrus Freehold, and on some of the Varreshiss Islands.

Ki-Rin - These heavenly creatures are very rarely seen except on the Planes of Law. When they do appear on the Material Plane, it is to oversee the fight against some terrible evil foe. Ignore the psionics and give them 1 clerical spell from each level from 1st to 7th

Koalinth (aquatic hobgoblin) - These creatures are believed to have come through the Chaos Portal created in the sunken city of Urdus, and now have set up bases around the Godsblood Straits. They often clash with their main rivals, the Sahuagin.

Lamia - These chaotic deceivers are found in ruined, desolate areas including the Twisted Hills and the Godsblood Hills. They are also found on the Planes of Chaos, and most of the lamias on the Material Plane came through the Chaos Portals.

Lammasu - These noble creatures of Law will sometimes be sent by Lawful deities to assist or advise their mortal followers. They are also found on the Planes of Law.

Leucrotta - These strange predators are definitely chaotic in nature, and are found near some chaos portals, including Maquosmouth and Aerisport in the Godsblood Straits.

Lurker Above - These strange ambushers dwell underground. They have evolved in the Underworld, but have adapted and thrived in deliberately created dungeons.

Morkoth - These strange underwater predators are not common, but can be found in deep waters, including off the western coast of Toutus such as around the Vareshiss Isles and Godsblood Straits. Sages believe, based on survivors accounts, that these are not natural creatures but evil monsters of Chaos.

Ogre Mage - Rather than being a separate species, on Kaelaross, Ogre mages are ogre leaders who have made a dark pact with a powerful chaos god (usually Bhael) and been transformed. They may either be on their own or else among a band of normal ogres either as leader or as lieutenant to an ogre chief.

Peryton - Bizarre stag-headed predators. They could only be a creation of Chaos, and their vicious behaviour confirms this. A few have been sighted around the Chaos Portal in Aerisport, while others are seen in the Twisted Hills south of the Walrus Freehold

Quasit - These demonic imps are often found in areas where other demons are found. Also they may ally themselves to a particularly chaotic and unpleasant magic user.

Rakshasa - Originating in Pelepton's home plane of Aegothis, these tiger-faced shapeshifters have slipped through chaos portals and have now infiltrated surviving cities around Kaelaross such as Ironmarket and Trislem.

Remorhaz - These giant polar worms are found on the icecap north of the Walrus Freehold. They are not natural creatures but are thought to have come through a portal from Noreesis Vale (change alignment from neutral to chaotic).

Roper - Sages believe that although these creatures may have started off as natural creatures in the Underworld, they have been touched by Chaos and are found in some planes of Chaos as well as dungeons and the underworld.

Sahuagin - These violent sea raiders are the bane of both other sea creatures and shore-dwelling land folk. They are thought to have originated in the Planes of Chaos, but several outposts have been established around the chaos portal in Urdus where they clash with both the Koalinths and the mermen in the area.

Satyr - these wild and unpredictable fey are notorious for their appetites for wine, music, dancing and women. They are found in small groups in the largest forests, including the Shorgan Forest, the Talloak Forest and even the Twilight Forest.

Shedu - Along with Ki-Rin, Couatls and Lammasus, these are the messengers and agents of the Lawful gods sent to assist and advise their mortal followers in their battle against the forces of Chaos. Ignore the psionics and give them spellcasting as if 7th level magic users.

Slithering Tracker - These amorphous predators may be related to less intelligent slimes and oozes. They are found in both dark dungeons and also the sprawling caverns of the Underworld.

Toad, Ice - These creatures are found in the far north, on the ice floes and icecap north of the Walrus Channel. They only come onto human lands during the bitterest winter, though there are records of a band of ice toads causing trouble among trappers and hunters north of Walrus City a few years back.

Umber Hulk - These huge monsters are creatures of chaos, placed in the Underworld by dark powers (such as Havok) to cause as much disruption and death to miners and explorers as possible.

Water Weird - These malevolent creatures are found in the Elemental Plane of Water, but have been tainted by Chaos, giving them an evil urge to kill. They rarely occur in bodies of water such as seas, rivers, lakes, underground pools or even village wells.

Winter Wolf - These chaotic predators originated from the Chaos Plane known as Noreesis Vale, but have slipped through a chaos portal and now roam the northernmost reaches of Kaelaross, including the Icemud Tundra and Twilight Forest as well as the island of Cortacus in the Walrus Freehold.

Xorn - These creatures from the Elemental Plane of Earth don't often occur on the Material Plane, but when they do it is either at the beckoning of a powerful spellcaster or else deep in the Underworld.

Others, which I have not had time to comment on, include:
Aerial Servant
Ankheg
Axebeak
Barracuda
Beetle, Giant Rhinoceros
Catoblepas
Eagle, Giant
Frog, Giant
Frog, Killer
Gar, Giant
Gargoyle, Kopoacinth
Groaning Spirit
Hippocampus
Hippopotamus
Ixitxachitl
Jackalwere
Larva
Leech, Giant
Leprechaun
Lich
Lizard, Giant Fire
Lizard, Giant Minotaur
Locathah
Mimic
Mindflayer
Naga, Spirit & Guardian
Night Hag
Nightmare
Nymph
Otyugh
Owl, Giant
Pike, Giant
Porcupine, Giant
Sea Hag
Shambling Mound
Slug, Giant
Sphinx, Andro
Sphinx, Hieraco
Triton
Will-o-Wisp
Wind Walker
Wolverine, Giant
Yeti

Monday, 9 January 2012

A Timeline for Kaelaross

This is a work in progress - as more details are added to the setting, I expect this timeline will expand. The standard timescale in use across Kaelaross is the Bursian Year (BY) reckoning. 

BY -14,000 Rise of the Warrior Kingdoms of Kzuth
BY -6000 primitive humans colonise Toutus and spread over most of the continent
BY -1200s Rise of Cynidean empire in what would eventually become part of  Bellenos
BY -800s First city-states on eastern coast of Bursia
BY -350s "Papyri of Zoth" written in Cynidea
BY -205 City-States of Bursia become a republic
BY 1 Bursian Empire is founded as the first Bursian Emperor is crowned
BY 223 Great dust storms buries what is left of Cynidea, leaving nothing but ruins
BY 300s Human kingdoms form on south coast of Toutus continent
BY 430 In the Grulven Mountains the Dwarven kingdom of Urrugorn collapses
BY 482 Bursian civil War begins
BY 497 Bursian civil war ends, start of Age of the Tetrarchs in Bursia
BY 500s Toutian Kingdoms form an alliance 
BY 561 Start of the Tetrarch War in Bursia
BY 562 End of the Tetrarch War in Bursia, founding of the second Bursian Empire
BY 722 Toutian kingdoms are unified into the Toutus Empire in response to a humanoid threat
BY 820 Urdus Isthmus is colonised by the Toutus Empire
BY 826 Construction of Seaview Keep started
BY 830 Port at Maquosmouth formally starts to accept ships
BY 844 Zelchus takes over ownership of Seaview Keep
BY 850 Toutus Empire invades the Dwarves of the Ten Peaks
BY 860 Teiglin is incorporated into the Toutus Empire as a colony
BY 899 Dwarves of the Ten Peaks form a Confederacy
BY 1050 Dwarves of the Ten Peaks revolt against Duke of Urdus
BY 1067 Ironmarket becomes regular trading place between humans of Urdus and Dwarves of the Ten Peaks
BY 1221 Warlock Harbour built off coast of Teiglin
BY 1312 Chaos Cult on Elkhorn Island is destroyed, shrine to Adonor established on the island.
BY 1322 "The Histories of the Ancients" is written
BY 1330s Human trappers and hunters form settlement on what would become Walrus City
BY 1423 Construction of Hurin Fort begins
BY 1432 Walrus City formally established
BY 1456 "Magic Weapons I Have Known and Loved by Snorrvord the Elder" written
BY 1466 Najask City formally established
BY 1483 Walrus City governed as Imperial colony
BY 1501 Walrus City and other cities around the Walrus Channel become the Walrus Freehold
BY 1511 "The Abominable Cults of Chaos" commissioned and written
BY 1550 The Wars Between the Empires begin
BY 1551 "The Noble Families of Toutus" is written
                Vettrel Keep on Kaynor Islands abandoned by Teiglin, taken over by pirates
BY 1557 Weberin Island is sacked by Bursian Forces, resulting in anarchy
BY 1560 The Summoning - for 3 weeks Bhael roams Kaelaross on his own, for another 3 weeks Bhael does battle against Rhondus and Adonor across the face of Kaelaross. Many apocalyptic disasters happen and Chaos Portals are created. 
               Capital of Teiglin officially moves from Erkhart (now ruined) to Thaldion
                The Urdus Isthmus sinks below the sea, forming the Godsblood Straits. Other geographical changes also happen. 
BY 1561 Construction of string of forts to the west of Ironmarket begins
BY 1565 Klantorr Island officially ceases to be a Barony and becomes a Theocracy
BY 1591 A company from the Traitor Legion establish a base on the west of the Island of Lost Souls
BY 1595 Failed attempt to recapture Erkhart in Teiglin. Castellan Keep is reoccupied instead.
BY 1601 Thestor II begins his reign of Teiglin
BY 1610 Current Year


Saturday, 7 January 2012

Dungeon of the Month January 2012

The Hideout of the Gang of Three - a dungeon for characters of level 5-7 using Basic/Expert D&D or Labyrinth Lord rules.
This dungeon is set in Mellish, on the west coast of the Godsblood Straits, and is the secret base for the three powerful NPCs who run Mellish as their own private fiefdom.

1. The Entrance Hall: 1 minotaur (29 hp, stats as per rule book), 2 ogres (12, 18 hp, stats as per rule book), one chaos priest (hp 13, see below for stats, human 4th level cleric) and one chaos warrior (hp 18, see below for stats, 4th level fighter) all stand guard. In the middle of the room is an octagonal pit 20' deep (2d6 falling damage). The creatures here will try to push intruders into the pit.

Grulgor's domain (rooms 2-10)

2. Rubbish Pit, open pit 20' deep (2d6 falling damage) with an ochre jelly (hp 17, stats as per rule book) at the bottom. The sides are very slippery and cannot be climbed out without help (thieves get -30% to Climb Walls check, other characters need to use rope and iron spikes and/or crampons). Although the ochre jelly has no interest in treasure, 43sp, 11gp and a spherical turquoise worth 10gp have ended up in the pit.

3. 4 ogres (hp 25, 14, 16, 12, stats as per rulebook) are lounging around here. Unless they have a reason to be alerted, they suffer -1 to their surprise roll (in effect being surprised on 1-3 on d6). The room is filled with straw mattresses covered in badly tanned hides (not valuable).

4. 5 ogres (hp 18, 27, 21, 22, 18, stats as per rulebook)  + 1 ogre leader (hp 30, stats as per my article on this blog). The ogre leader has a key on a leather thong around his neck. The key is to a wooden chest under his crude wooden throne, in which there is 12,000gp, 4200gp, 300pp and 2 large aquamarine gems worth 400gp each.

5. 3 chaos warriors (hp 19, 16, 17, see below for stats) are on guard here. They will attack any intruders. The room is decorated with trophies including helms, shields and banners of fallen foes, plus a few mummified heads.

6. Vordentus (6th level human thief, AC 3, Move 120', hp 17, Att 1 shortsword, THAC0 14 (10 if backstabbing), Dam 1d6+3 + poison (2d6+6 + poison if backstabbing), Ml 8, Align Chaotic, XP 570, equipment: leather armour +1, Ring of Protection +2, shortsword +2, thieves tools, vial of distilled mushroom poison (if injected or swallowed, save vs poison or suffer 1d6 damage per turn until dead, poison is neutralised or 24 hours has passed)
Vordentus is the chief spy of the Gang of Three. He is resentful about not being made a full partner (why not make it the gang of four?) and is considering defecting to the Red Hand. In the event of there being a fight in room 5, Vordentus will be alerted. He will then use his thief abilities and poison to make hit-and-run attacks against lone or straggling intruders or maybe just escape with his life. Vordentus's room includes his bed, his table and chair and a chest with a false bottom. On top are clothes and rations (nothing worth more than a few silvers) but underneath the false bottom is 1100gp, 2 vials of distilled mushroom poison and a coded letter from the Red Hand that is difficult to decipher but is basically an invitation to quit Mellish and head for a secret location west of Aerisport in the Godsblood Hills.

7. 3 chaos warriors (hp 13, 28, 20, see below for stats) + Lieutenant Karnus (6th level fighter, AC 2, Move 60', hp 31, Att 1 polearm, THAC0 12, Dam 1d10+3, Ml 11, Align chaotic, XP 320. Equipment: Polearm +1, Plate Mail +1, 25gp)

8. Grulgor the Angry, 8th level fighter, align Chaotic, male
Str 16, Dex 10, Con 16, Int 8, Wis 8, Cha 8
AC 0, Move 60', hp 51, THAC0 10, Att 1 polearm for 1d10+4
Equipment: Plate Mail +2, Ring of Protection +1, Polearm +2, 3 javelins, potion of extra healing
Grulgor is one of the Gang of Three, and thus part ruler of Mellish. His quarters include a bed, a table and a box of clothes. Underneath the bed is a loose flagstone (same chance to spot as secret door). Under the flagstone is a leather sack in which there are 15 amber gems each worth 300gp, a platinum and amethyst ring worth 600gp and 350pp.

9. 1 ogre leader (hp 29, stats as per my article on this blog), Borzogg, who is Grulgor's loyal companion and hench-thing. He has a strong hatred and rivalry with the ogre leader in room 4 who commands most of the ogres in the dungeon.

10. Empty apart from some barrels of beer and fresh water.

Velshist's Domain

11. 2 minotaurs (hp 30, 18, stats as per rulebook). They have been charmed by Velshist in room 13, and will obey her slavishly.

12. 1 minotaur leader (hp 43, stats as per my article on this blog) + 2 minotaurs (hp 19, 23, stats as per rulebook). All three have been charmed by Velshist in room 13 and will obey her without question. The minotaur leader will sometimes act as her deputy. The minotaur leader has 2 golden torcs that it wears as bracelets - each is worth 500gp.

13. Velshist the Rapacious 8th level magic user, AC 5, Move 120', hp 19, THAC0 15, Att 1 dagger for 1d4+2 or spell, Align Chaotic, XP 1060
Equipment: Bracers of Defence AC 7, Cloak of Protection +1, Dagger +2, Wand of Illusion, 2 potions of Healing, bag of holding. Spells: Magic Missile, Detect Magic, Charm Person, Web, Levitate, Mirror Image, Fireball, Dispel Magic, Charm Monster x2
Velshist carries her bag of holding with her at all times and it contains the rest of her treasure. The centrepiece and her prized possession is a chess set carved from ebony and ivory. The board is worth 500gp and each of the 32 pieces are worth 40gp. Together the whole set is worth 2000gp.The bag also contains 105,000sp, 660gp, 108pp, 2 potions of gaseous form and an amethyst and silver pendant worth 240gp.

14. A permanent Phantasmal Force cast on the room that apparently populates the room with 1d6+2 monstrous, rapidly moving shadows. Although creatures formed by Phantasmal Force are normally AC9, these are moving fast and erratically enough to count as AC6. The illusion is permanent, and after one is hit and dissipated, it reforms after a turn.

15. 1 apprentice mage (5th level magic user, AC 9, Move 120', hp 17, Att 1 dagger or 1 spell, THAC0 17, dam 1d4+1 or by spell, align Chaotic, XP 350, memorised spells are: charm person, magic missile, web, mirror image, fireball, equipment: robe, dagger+1, spellbook, 64pp, topaz worth 650gp), plus pet rust monster (hp 21, stats as per rulebook)

16. 1 Fire Elemental (8HD, 1d8 damage, hp 42, other stats as per rulebook), with two fire pits. The fire pits are only 2' deep, but cause 2d6 fire damage per round to anyone who enters that square (including jumping across). The elemental will try to push PCs into the fire pits.

17. 1 apprentice mage (5th level magic user, AC 6, Move 120', hp 9, Att 1 dagger or 1 spell, THAC0 18 or 17 if thrown, dam 1d4 or by spell, align Chaotic, XP 350, memorised spells are: magic missile, sleep, phantasmal force, invisibility, dispel magic Equipment: robes of protection +1, ring of protection +1, 4 daggers balanced for throwing, bracelet worth 120gp) plus pet rust monster (hp 30, stats as per rulebook). The apprentice mage has a locked chest as well as a bed. In the chest are some underwear, a ceremonial robe and a sack with 180pp and a coded letter from the Red Hand, which if decoded is inviting the mage to defect to the Red Hand.

Urquart's Domain

18. The Long Corridor: Along the sides are lined up 25 human zombies (hp 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, stats as per rulebook), 5 ogre zombies (AC 8, Move 60', HD 5+1, hp 26, 33, 18, 22, 21, THAC0 14, Att 1 club for 1d10, always attacks last, Ml 12 (fearless), Align Chaotic, Int 0, XP 260 each) and 2 minotaur zombies (AC 8, Move 60' HD 7, hp 22, 29, THAC0 13, Att 1 horn/1 bite for 1d6/1d6, always attacks last, Ml 12 (fearless), Int 0, XP 440)

19. 5 ghouls (hp 9, 6, 9, 7, 11, stats as per rulebook).

20. 4 chaos priests (4th level clerics, hp 18, 21, 21, 16, stats as below) with their beds and belongings. There is also a table with a dull gray jug of ale and 6 dirty flagons in the middle of the room. The jug is tarnished but well-crafted silver - if cleaned up it is worth 800gp, while each flagon is similarly badly tarnished silver, worth 200gp each if cleaned.

21. 2 chaos priests (4th level clerics, hp 17, 16, stats as below) plus 1 spectre (hp 820, stats as per rulebook). This will soon be a chapel of Chaos, but is as yet unfinished. The area has not been sanctified/desecrated nor has the carving been finished. The spectre is a former priest of chaos, and will not attack his living brethren despite his hunger. Nevertheless, the two priests of chaos both wear amulets that supposedly protect them  from energy drain. The amulets are actually bogus (no magical properties at all) but are very nice and worth 750gp each, being wrought gold studded with amber stones. .

22. 1 bone golem (hp 33, stats as per rulebook), plus a large collection of inanimate bones and two partially constructed and currently inanimate bone golems.

23. Urquart the Doomed, 8th level cleric,  male, Str 13, Dex 8, Con 10, Int 10, Wis 16, Cha 14, AC 1, Move 60' hp 28, THAC0 14, Att 1 warhammer +1 for 1d6+2 or spell, Ml 10, align Chaotic,XP 1060
Equipment: Plate Mail +1, Shield +1, Warhammer +1 +3 vs lawful creatures, Unholy Symbol, Potion of Invisibility
Spells: Detect Law, Darkness, Cure Light Wounds x2, Snake charm, Bless/Bane, Hold Person, Animate Dead, Dispel Magic, Sticks to Snakes, Cure Serious Wounds
Around his neck, Urquart has a key to the large chest that dominates the room. Inside is 121,000sp and 80 gold ingots worth 100gp each. There is a catch on the side of the chest that needs to be pressed, otherwise unlocking and opening the chest releases a vial of poison gas - save vs poison or die instantly. The catch is not too difficult - any thief trying to find/remove traps gets +30% to both rolls.

24. 1 deputy cleric Derrefane (6th level cleric, AC 3, Move 60', hp 25, THAC0 16, 1 staff of striking for 2d6+1, Align Chaotic, Ml 10, XP 570 Equipment: Plate Mail, Staff of Striking 20 charges, unholy symbol, 2 vials of unholy water, 1 potion of healing,
Spells: Cure Light Wounds, Darkness, Detect Magic, Hold Person,  Bless/Bane, Silence 15' radius, Animate Dead, Dispel Magic).
This is Derrefane's quarters, and he has a bed, a table, chest and coat stand (on which several ceremonial robes hang). A stone in the wall behind his bed is loose, and if detected and pulled out there is a silk bag with Derrefane's treasure - 2300gp, 240pp and 4 jade cabochons worth 100gp each

25. Hidden pit trap. Apparently empty, but the room has a false floor. Anything more than 50lb weight will cause the false floor to slope down into the middle of the room, into a 30' deep trap (3d6 falling damage).

26. 15 human skeletons (hp 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, stats as per rulebook), 3 ogre skeletons (AC 7 Move 90' HD 4, hp 23, 12, 22, 16, THAC0 16, Att 1 club for 1d10, Align chaotic, Int 0, XP 80).

Chaos Priest: 4th level clerics, AC 2, Move 60', HD 4d6, Att 1 mace or 1 spell, THAC0 18, Dam 1d6 or by spell, Ml 10, Align Chaotic, XP 135
Equipment: Plate Mail, Mace, Shield, Unholy Symbol, 3d6gp
Spells: Cure Light Wounds, Darkness (x2 if Labyrinth Lord rules), Hold Person, ( and Bless/Bane if Labyrinth Lord rules)

Chaos Warrior: 4th level fighters, AC 3, Move 60' HD 4d8, Att 1 two-handed sword, THAC0 15, Dam 1d10+2, Ml 10, Align Chaotic, XP 80
Equipment: Plate Mail, 2 handed sword, 3d6 gp

Monster XP values
#1 (320+280+135+80), #2 500, #3 560, #4 700+380, #5 240, #6 570, #7 240+320, #8 560, #9 380, #10 0, #11 640, #12 640+1000, #13 1060, #14 0, #15 350+350, #16 1060, #17 350+350, #18 500+1300+1320, #19 145, #20 540, #21 270 +820, #22 1560, #23 1060, #24 570, #26 150+240

Treasure Values apart from individual monster treasure and magic items
#2 25gp
#4 7700gp
#6 1100gp
#8 6850gp
#12 1000gp
#13 13,940gp
#15 970gp
#17 1020gp
#20 2000gp
#21 1500gp
#23 20,100gp
#24 3900gp

Monday, 19 December 2011

The Salty Forest

Formerly known as the Urdusberg Forest, the Salty Forest was partially submerged in the Summoning as the rest of the Urdus isthmus sank. Interestingly, it was not simply tilted with one end dipping into the seas and the other end high and dry - the whole forest was shifted downwards to about 2-4ft below the high tide mark. Many of the trees have died from too much salt around their roots, and these are dead trees, rotting where they stand or have fallen. A number have actually survived, turning the Salty Forest into a temperate quasi-mangrove swamp. 

The tides come and go, and at low tide a lot more soil and roots are exposed to the air but the vegetation both live and dead tend to stop the water from flowing back to sea easily, turning the Salty Forest into a swamp with many pools of standing brackish water.

There are islands where the forest floor pokes above the waters even at high tide - these islands are sought-after by creatures both intelligent and instinctive that do not like spending much time wading through the water that for humans is typically waist deep. Some of the original forest inhabitants that survived the initial flooding have moved to these islands. None of the islands are larger than a mile across, and many are only a hundred yards or so in diameter, but they are important refuges from the salt water. 

Although eerie and apparently deathly with half of its trees dead and rotting from salt poisoning, the swamp is actually full of life. Fish that can cope with shallow salt water, amphibians that don't mind sea salt and many types of bird (especially coastal birds and waders), reptile and insect can all be found here. In between the surviving trees (which are now putting out seeds and saplings of their own) there are reeds and sea grasses. Some folk assume that swamps are full of undead creatures - for the Salty Forest this is untrue as there have been no human disasters or battles in the forest that would result in undead rising from their graves. 

During the Toutus Empire, the Urdusberg Forest was reserved for hunting by noblemen - peasants and common folk were not allowed in (though poachers would often defy these rules). Since the Summoning and the flooding of the forest no human, halfling or other civilized race has paid much attention to the forest - it has been abandoned. Some creatures from the Chaos portals in the ruined cities of Aerisport and Maquosmouth have found themselves here, but not many. For the most-part, the Salty Forest is wilderness, left alone in the battle between Law and Chaos. 
Notable inhabitants include:

  • A company of 30 men from the Traitor Legion have set up a fort on an island. Their intentions are unknown but unlikely to be good. 
  • A band of lizardmen have become nomads within the forest, moving around from one island to another. They are known to be led by a particularly vicious and powerful lizardman who calls himself the Lizard King. 
  • Rostorros the Treant is known to wander the Salty Forest. Although he mourns the death of many of his trees, he accepts that the nature of the forest has changed, and that his new trees need to be salt-tolerant.  
  • A network of dryads has been decimated as over half of them died with their trees during the initial flooding. Those that survived have made contact with each other and watch out for each other. 
  • A number of small juvenile black dragons have roosted in the swamp. They probably have not gathered much treasure yet, but at least one has been flying back and forth to Maquosmouth, a ruined city with plenty of abandoned wealth. 

Random Encounters in the Salty Forest - Roll 1d8+1d12

Roll   Result
2         Gorgon or Catoblepas (DMs choice)
3         Treant (1 in 6 chance of being Rostorros himself)
4         Dryad
5         Snake, Pit Viper
6         Spider, Giant Black Widow
7         Lizardman
8         Placodont
9         Giant Seagull
10      Boar, Giant
11      Herd Animal (Swamp Deer, 2HD or Swamp Stag 3 HD)
12      Toad, Giant
13      Scarlet Crab
14      Normal Crocodile
15     Ogre (if more than 5, one will be a leader type)
16     Giant Crab
17     Troll
18     Traitor Legion Patrol (1d4+1 chaotic human fighters level 3-5)
19     Snake, Rock Python
20    Black Dragon