Showing posts with label Ierendi. Show all posts
Showing posts with label Ierendi. Show all posts

Friday, 5 December 2025

The Selenica Co-operative

 

source

The Selenica Co-operative is a network of merchants who have agreed to work together to stay in business and protect themselves and their goods. As the name suggests, the group is centred on Selenica in eastern Darokin and as such is on a crossroads between various nations including Karameikos, the Five Shires, Ylaruam and Rockhome. The merchants are all travelling traders, moving goods and money around between cities and countries, and generally do not maintain static shops, though they often trade with those that do. 

The four main functions of the cooperative are

  1. Mutual defence. Members of the co-operative will often band together into large and well-guarded caravans when travelling to the same destination, or at least travelling the same road for a distance. Given how dangerous some of the mountain passes and hills can be, this is a sensible precaution. Bandits and monsters are less likely to raid a large caravan than a sole trader. 
  2. Trade and financial information. There is a general understanding in the co-operative that news about trade and economics is important for finding the best deals and avoiding difficulties. As such members of the cooperative will tell each other about the ebb and flow of commodities, the activities of rivals who might compete with the cooperative, and laws and taxes in the places the cooperative might do business.
  3. Avoiding competing with each other. Merchants don't like cutting prices simply because somebody else is selling similar wares cheaper. Although there is some disagreement and arguing within the co-operative, it is considered a safe place to sort out potential rivalry and help merchants find alternative markets. 
  4. Loans at reasonable rates of interest. Admitedly what counts as reasonable can be subjective, but as long as both lender and borrower are in agreement, this has kept various merchants solvent and in business when they might otherwise have been ruined by the ups and downs of life as a travelling merchant.
Darokin is a land famous for its merchants including the great merchant houses that employ dozens or even hundreds of workers, and a head of the house overseeing all of its business, with junior merchants often acting under instruction. The Selenica Co-operative is far less hierarchical, and all members are at least in principle equals (though richer members are more equal than others). Each merchant in the co-operative is considered an independent trader looking after their own business and making their own deals. Most members are from Darokin but in the fifty years since it started in Selenica, more merchants from other places have joined, including:
  • Ylaruam. This includes Parsa and Ylaruam City. The co-operative avoids Abbashan as they have had bad experiences with the theocracy there. In Cinsa-Men-Noo there is Maerell Dhambor, who is not a member but has had friendly dealings with the co-operative. 
  • Karameikos, including Specularum, Kelvin and Penhaligon. Specularum is also a trading port for members who wish to trade further across the sea. In Penhaligon there are two members - Beltorphix and Maddrasso.  
  • Rockhome. Though there are great opportunities to trade between Darokin and Rockhome, currently the only safe route through the mountains is into Ylaruam’s Parsa and then north through the Ust-Urt valley and through Karrak Castle. Nonetheless, merchants of the co-operative consider this long way round to still be worthwhile and in Greenston there is Meribidus Silverbrow   
  • Athenos in the south of Darokin is the nation’s main port, and as such many merchants will either sell to foreign merchants here or else hire ships to trade overseas. 
  • Corunglain in the north of Darokin is both a large city of customers and also the jumping off point for merchant caravans braving the dangerous routes to Glantri and Ethengar. There are several members of the co-operative based here. The mutual defense clause of membership is frequently invoked and the co-operative makes sure that caravans heading north into the Broken Lands are as well protected as they can afford to be. 
  • Ierendi City. Note that the members are quite cautious about trading here - the city itself may be safe but the surrounding seas are patrolled by pirates from Vlaad. No sane member of the co-operative will trade actually in one of Ierendi’s pirate ports. 
  • Thyatis City and Kerendas. The Empire of Thyatis is a great opportunity for trade, and the co-operative has several merchants based there. Goods will often be loaded onto a ship at Specularum and make the short trip past Minrothad. 
  • No direct trade with Minrothad City occurs, primarily because of the Minrothad Guilds’ policies and insistence on maintaining a near-monopoly in their homeland. But sometimes Minrothad merchants will trade with members of the co-operative either in Kerendas or Specularum. 

The Selenica Co-operative is quite open-minded about its membership. A certain level of trustworthiness is required, so no theft from or assaulting other members is tolerated. Fraud and getting into trouble with law enforcement is likewise frowned on, and slandering other merchants (especially those within the co-operative) is discouraged. These basic rules mean that most of the cooperative are Lawful or Neutral in alignment - Chaotic types tend not to fit into the co-operative’s ethos. However, a range of races and nationalities are represented, and female merchants are welcome as well. This is primarily a matter of professionalism - the ability to do business and make money is the most respected attribute. 

Although not hierarchical, the co-operative does have leadership of sorts in the form of the Board of Directors, who are the 9 most senior or wealthy merchants in the co-operative who are asked to set the rules, welcome or expel members and deal with disputes between members. Although there is a certain amount of political manoeuvring both by those on the board and those seeking to ascend to the board, it does generally work fairly well, partly because of the ever present competition of the big merchant houses.  Those on the board who are particularly selfish, incompetent or greedy will find themselves outvoted on decisions and possibly voted off the board if the other eight directors would rather have someone different. Nonetheless, the board has run into trouble when one or more directors have been magically influenced (usually involving Charm or Suggestion spells) and there was one period when a rival major merchant houses was using a mage to scry on the board of directors meetings. 






Friday, 25 October 2024

The Gangs of Vlaad

Introduction

This post follows on from the earlier post with the map of Vlaad, the lawless pirate port on Fletcher Island in the Kingdom of Ierendi. Vlaad is effectively controlled by criminal gangs as there are no effective law enforcers to stop them. There are probably dozens of gangs at any one time in Vlaad, but some have become more important and longer lasting than others. Others are only a dozen members strong and have only lasted about a year - internal disputes are the most frequent reason for gangs disappearing though war with larger gang can also destroy small gangs. Although gangs can claim territories such as buildings, city blocks or even whole districts, the boundaries are so changeable as to be impossible to draw on a map with any certainty. The same could be said of their membership: recruitment, desertion, defections and deaths can all affect a gang's membership. Gang members switching from one gang to another can provoke anger and a feeling of betrayal but some gangs (such as the Wharf Rats) are more relaxed about this. Typically a gang will have a core membership of gangsters who are the enforcers of a gang (typically thieves and fighters). Then beyond that there will be various associates, often linked to how the gang makes its money. 

The groups listed here do not include organisations that are not considered criminal gangs. Most obviously the Grey Halberds (a force of mercenary fighters led by Turgon Menhir) but also merchant houses and churches and cults are all omitted from this post but may be covered later. 

The Most Prominent and Long-Lived Gangs of Vlaad

The Black Sharks are the main rivals to the Sail Street Syndicate and they control the Dockside Marketplace. All market stalls need to pay a fee to the Black Sharks for setting up each week. The Black Sharks keep this fee relatively low as they don't want to drive away their main source of money but woe betide any trader who tries to avoid this fee - a beating and losing goods and cash is the minimum punishment. The Black Sharks also have a sideline in fencing goods seized by pirates - these will often end up being sold in the Dockside Marketplace. Because of their connections with traders and pirates, the Black Sharks are often more aware of life beyond Vlaad. 
Leader: "Great White" Dorf (human male, 11th level fighter, align C)
Membership: 60 gang members + 100 associated merchants & fences

The Iron Talons control the old Town Hall and keep a certain level of civic maintainence going. However, they only get the work done when either they are being paid well or it is in their interest not to let a building or structure collapse. If people start building or modifying structures without the Iron Talons consent then the contruction project will run into difficulties - supplies will go missing, workers will be scared off, mysterious fires will cause damage and project leaders will be found floating dead in the harbour. The Iron Talons keep a tight grip on what they see as their niche. They have been known to get involved in other activities including more conventional protection rackets and they control a large chunk of the west of the city in this matter, occasionally clashing with the Sail Street Syndicate. The Sordid Rhinoceros is within the Iron Talons territory and the innkeeper Gaerloth pays them a regular fee. Two of the patrons of the Rhino, Malphorius and Durrunock, are sometimes hired as temporary enforcers for the Iron Talons.  
Leader: Grandma Zooni (human female, 10th level thief, align C)
Membership: 45 full time gangsters + 60 associates (including architects, engineers & workmen)

Image by Larry Elmore,
from D&D Expert Set

The Razors are involved in various forms of human trafficking, particularly slavery but also press gangs and prostitution. The Razors have arrangements with certain pirate captains including the slave-taking Vladivar Carriolis and a lady slave trader, Baronia the Shackler. The Razors also have contact with several different Chaos cults including one in a basement beneath a merchant house, and another that follows Jolgruul the Corruptor. The Razors are based mainly in the north of the city. 
Leader: Glump Shrizznak, (human male, 13th level thief, align C)
Membership: 30 gang members + 30 associated slave traders 

The Sail Street Syndicate is run by the notorious Nelth Varangus and specialises in running establishments of ill repute, favoured by sailors, pirates and those seeking sordid pleasures.The syndicate either owns or controls numerous bars, taverns, brothels and gambling houses in Vlaad, particularly around the docks (close to where newly paid sailors on shore leave are likely to disembark). They also run a number of extortion and protection rackets, with a number of smaller, mostly honest businesses, paying the Syndicate a monthly fee to be left in peace. If Nelth is in a generous mood (which is rare), the Syndicate may actually protect the businesses from other gangs. The Sail Street Syndicate has a sideline in narcotics and they sell these through some of their establishments.
Leader: Nelth Varangus, human male, 15th level thief, align C)
Membership: 50 gang members + 125 establishment staff

The Scorpions are the hired killers and assassins of Vlaad. Although expensive, they are very capable and deadly. They include a wide range of methods and classes though many are skilled as thieves but with improved backstabbing. They include several former members of the Holy Killers of the Eternal Secret from Ylaruam, several chaotic fighters and two renegade wizards of Alphatia who can use powerful spells to destroy opponents. The Scorpions are known to travel outside of Vlaad if paid enough and might be found in any nation of the Known World while on a mission. The Scorpions have a tendency to avoid gang wars, and will only accept contracts targetting gang members if it comes from within the same gang. Some refer to the Scorpions as the Assassins' Guild but they don't like that name.
Leader: Allinor the Pragmatic (human male, 17th level thief, align C) 
Membership: 34 members + 12 associates

The Spiders Guild are inspired by stories of classic Thieves Guilds and try to emulate this. They have several different teams, including one of burglars (the Wall Crawlers), one for confidence tricks (the Web Spinners), one for mugging (the Trapdoors) and one for pickpocketting (the Crab Spiders). They have had at least one gang war with the Black Sharks and the disappearance of several senior Black Shark members has raised the suspicion that there is a team in the Spiders Guild that includes some capable assassins (the Black Widows) but they only work for the Spiders Guild, never hired by outsiders.
Leader: Relgor the Karameikean (human male, 15th level thief, align C)
Membership: 35 full time thieves + 60 associates

The Wharf Rats are a team of beggars and urchins who still manage to make money in this cynical and brutal city. Although donated coins and the occasional theft bring in enough money to survive, the Wharf Rats have found that they can also make money as spies and information brokers as most people won't pay attention to a beggar slumped in the gutter or twelve-year olds kicking a can around. Although often considered the least of the major gangs, the Wharf Rats take a strange pride in being underestimated and ignored - that's how they operate.  Some former members have gone on to join other gangs but maintained ties or at least connections with the Wharf Rats, so these former members may contact the Rats for information. 
Leader: Sturnik Shortshanks (halfling male, 11th level halfling scout, align N)
Membership: 60 beggars + 70 urchins + 20 associates

source


Friday, 18 October 2024

A Map of the Port City of Vlaad

 



Introduction & Overview

This version of Vlaad is based on my overhaul of Ierendi where what in canon is a small town of 1,100 is upgraded into a city of 20,000. And it is no tourist destination - it is a pirate port similar to Tortuga or Port Royal in the golden age of piracy, lawless and dangerous, frequented by all types of ne'er-do-wells and exiles. 

Vlaad was originally founded on Fletcher Island by Thyatians first as a prison colony and then as a trading post. As the town grew the Thyatians built the large blocks of terraced houses that dominate the centre of town, the quays and the public buildings including the Hexagon. For a while it was a well-run example of a Thyatian colonial town. But then when Ierendi broke away from Thyatis the town went into decline, exacerbated by the Thyatian navy launching several attacks at the town. Town planning also ceased, and many of the later buildings have been thrown together with little regard to either the grander plan of the city or health and safety. 

The town does not have a sewer system. This means the streets are horribly smelly and unhygeinic but at least there are fewer places for otyughs and giant rats to hide. The Thyatians did at least have the good sense to install a number of wells dotted around the city before they were expelled. These are important resources, and some gangs will try to restrict access, or charge money for fresh water in their territories. 

These days the governor appointed by the government in Ierendi City is an Lucian Dalfour, an indolent fop who is only interested in parties and the money to fund them. He lets the city run itself, only rousing himself to get involved if unrest is getting so bad as to interrupt his parties. Ierendi City knows that Vlaad is generally ungovernable and that the governor is more of a token than a real authority. The real power in the city are the gangs run by criminals, particularly thieves.  


Key to the Map

1) The Hexagon: This was built as both a fortress and the governor's residence by the Thyatians over 300 years ago and is still in good repair. The outer walls are barracks to 30 troops who are loyal enough to the kingdom of Ierendi to stick around and protect the nominal governor. 

2) The Town Hall: Once the civic heart of the town, this has now been taken over by the Iron Talons gang. Interestingly enough the Iron Talons do have a number of architects and builders on retainer, so it is possible to get buildings and infrastructure repaired though typically at very expensive rates unless fixing the problem is in the Iron Talons' own interest. 

3) The Guildhall: This building has become an interesting neutral meeting place for various gangs and factions that claim power in Vlaad. The guildhall itself is run by the Conclave of the Calm, a sect of neutral clerics who are trying to keep some sort of peace in Vlaad. Some gang members have found that peaceful is not the same as easy target. 

4) The Courthouse. This once noble and respected building is now derelict and completely empty, covered with insulting graffiti. It has not seen a lawful trial here for over a hundred years, though occasionally gangs will hold mock trials here of enemies and traitors they have already decided to execute. 

5) Lighthouse. Run by clerics of the Spuming Nooga, this lighthouse is still functioning, with a Continual Light spell on the inside of a polished metal bowl that is mounted and rotated at the top of the tower. Seafarers both honest and pirate rely on this lighthouse enough that interfering with it will result in harsh reprisals from those who want to keep maritime traffic flowing safely. 

6) Temple of Spuming Nooga. Spuming Nooga is a neutral immortal of the sea, often depicted as a whale blowing from its blowhole. Its cleric act as intermediaries between the elemental forces of the air and sea and mortal seafarers, offering blessings for ship hulls and sometimes helping out with navigating the northern Sea of Dread. 

7) The Dockside Marketplace. This place is kept relatively clear in the night but every day traders will set up stalls here to sell goods, both normal and illicit. The Dockside Marketplace is controlled by the Black Sharks gang and their enforcers will check that stall owners have paid a fee to the gang every day. However, the Black Sharks have found through trial and error not to put the price too high otherwise no vendors will turn up to the market. The Black Sharks also manage a handful of skilled pickpockets who will wander the marketplace when it is crowded, pilfering what they can from both buyers and sellers.  

8) The Quayside: Made of solid granite and of old Thyatian design, this stretches right the way around the harbour. Both the east and west sides have granite piers jutting out into the harbour for ships to moor at. The Iron Talons who run the town hall (#2) do a reasonable job keeping the harbour in good condition, usually commisioned for particular repairs by captains who want a safe berth for their ships. 

9) Temple of Loki: This ancient immortal appeals to all sorts of criminals and pirates and even those with a penchant for mischief. There are known to be ten clerics here. The town still frowns on the open worship of Chaos, but the priests of Loki argue that worshipping Loki is not the same as being a Chaos Cultist - he is merely an immortal with chaotic tendencies. 

10) Ethodon trading company. This is an emporium that sells all manner of useful items from rope and iron spikes to poison, torture devices and the occasional cursed magic item. It is run by some mages from Glantri who are quite capable of defending themselves. 

11) The Sordid Rhinoceros. This once grand establishment has now degenerated into a dive frequented only by the drunk, the desperate and the wicked. Visitors enter at their peril. This place is nominally under the control of the Iron Talons but they mostly leave it alone, although some members will come here for a drink after a hard day of violence, bullying and extortion. 

12) Raveneye Manor is home to Jerrillia Raveneye, an elf sorceress who has a fascination with monsters and biological experiments. The ground and upper floors are respectable enough but her basement should not be entered. 

13) Drasdath Merchant House. This place is not a shop but a headquarters. Although nominally run by a merchant company, it is actually the base of a Cult of Chaos, with a dungeon basement underneath the ground floor. 

14) Baronia's Compound. This is a walled compound containing slave-holding cells and barracks for some mercenary hobgoblins, owned and run by the notorious slave-trader Baronia the Shackler

Random Encounters in Vlaad. 

Note that this table does not include normal, non-combatant citizens - they are assumed to be almost everywhere and will generally leave adventurers alone. 

Random Encounters in Vlaad
D20ResultsNotes
1-3Pirates2d8 fighters (level 1), similar to Pirate entry in Expert Rulebook, currently on shore leave
4-6Gang Thugs1d4 thieves (levels 1d4) + 1d6 fighters (levels 1d4) looking for easy targets to rob
7Drunk1-3 on d6 this will be an ordinary citizen. On 4-6 on d6 roll again on this table. They will temporarily have an Int and Wis of 5 each
8Cleric1d6 clerics from the same church or cult, each of level 1d6, 50% neutral, 50% chaotic
9Press Gang2d4 1st level fighters, will try to subdue & capture easy targets to put on ships
10Adventuring Party2d4 NPCs of various classes and levels
11Grey Halberds2d4 Fighters of levels 2 and up, align Neutral, mercenaries guarding a client
12MerchantNPC of levels 1d6, usually with wares and a cart or market stall, 50% local, 50% foreign
13ProstituteThief (level 1d6) offering her services. 75% are as they say, 25% part of scam or double cross
14Slave traderFighter (level 1d6) + 2d4 guards (F1), 50% chance of 2d6 slaves
15Pick PocketThief (level 1d6) looking inconspicuous but will try to pick the PCs' pockets
16-17BeggarThief (level 1d6) looking pathetic and asking for money but usually more astute than they appear
18FugitiveNPC has fled here from foreign lands, possibly due to crimes they have committed
19TravellerNPC has traveled here from foreign lands for certain reasons
20Disguised MonsterDoppelganger, Lycanthrope, Vampire or DM's Choice

source


Sunday, 11 February 2024

Logos Location #7: The Sordid Rhinoceros

Warning: This post deals with adult themes including drug use. 

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.

by Dyson Logos, source

The Sordid Rhinoceros is an inn in the lawless and dangerous city of Vlaad in the nation of Ierendi. It is not a conventional dungeon crawl, rather a meeting point for various NPCs, some of whom may be hostile, others treacherous, others who can be bargained with. None are particularly charitable or benevolent.  The tavern sits quite close to the docks, so there are a few sailors and pirates among the patrons. 
Rather than going through this room by room as I would with normal dungeons, I will list the most notable NPCs to be found here, along with the rooms they are usually found in. 

The Staff:

  • Gaerloth: human male Fighter 7, align N, Str 16, Int 10, Wis 13, Dex 12, Con 16, Cha 10. Equipment: Leather Armour +2, Mace +2 of Stunning.  Gaerloth is the Innkeeper and the manager of this establishment. He is also the main bouncer and enforcer. During business hours he is usually behind the bar in the barroom (room #1). Although he can be quite laissez-faire about how patrons and guests interact with each other, he has a strict policy of nobody hurts or threatens his staff or steals from him.  He is particularly protective of his wife Madrina. 
  • Madrina: human female thief 5, align C, Str 10, Int 14, Wis 15, Dex 14, Con 10, Cha 13 Equipment: Bracers of Defence AC 5, Dagger +2. Madrina is the brains behind this business and looks after the money. Like Gaerloth her husband she does not care what patrons do to each other. She runs a small drug-dealing sideline here which Gaerloth is not aware of - as such she is not so welcoming of other drug dealers who she sees as rivals.
  • Benardia: dwarf female warrior4, align N, Str 14, Int 10, Wis 12, Dex 10, Con 16, Cha 8, Equipment: meat cleaver (as hand axe), leather armour, Ring of Levitation.  Benardia is the cook for the inn and prepares nearly all the meals for both staff and paying guests. She also buys in a lot of the ingredients, and some of her sources are quite dubious. But as long as it is both tasty and non-toxic (and preferably non-humanoid) she will buy it and cook with it. Despite this she takes pride in cooking good meals, and takes customer responses to her meals personally. During working hours she is in the kitchen (#2). 
  • Nazgeth: human male, thief 3, align C, Str 10, Int 12, Wis 13, Dex 14, Con 8, Cha 10: Equipment: Dagger +1. Nazgeth is the janitor of this inn, He is also Madrina’s front man in her drug-dealing, and is often found casually sweeping the floor in the main barroom (#1) and the saloon bar (#1a) where patrons can easily approach him for a packet of something special. He has a knack for disposing of dead bodies which is above and beyond the duties of most janitors.  
  • Quilla: human female, thief 2, align N, Str 9, Int 13, Wis 10, Dex 17, Con 10, Cha 13. Equipment: dagger. Quilla is the classic young attractive bar maid, serving drinks and clearing tables. She stays out of most of the illicit activities going on in the inn, and is primarily concerned with keeping herself safe and out of trouble. Gaerloth and Nazgeth respect this and both are quite protective of her. However, she has been known to pick pockets of very drunk patrons and also claim items accidentally left behind in the bar. 

Patrons At the Bar

  • Malphorius: human male, thief 4, align C, Str 14, Int 10, Wis 10, Dex 16, Con 10, Cha 16,  Equipment: Dagger of Backstabbing, leather armour. Malphorius is a thug for hire. Superficially he is handsome and charming, with a smile and a gift for banter. But he is a cold-hearted killer: he is hired as a hitman and enforcer. He also has a sideline in burglary, robbery and extortion. He is  also a notorious Casanova, with a string of abandoned lovers. He is interested in Ilshamet but there is something odd about her that causes Malphorius to hesitate. 
  • Brandiga : human female, fighter 3, align C, Str 15, Int 12, Wis 10, Dex 10, Con 13, Cha 13, equipment: Scimitar +1, Leather armour +1. Brandiga is the first mate of a small pirate sloop, the Crimson Raven. When not at sea she will hang out here, listening for tidbits about ships movements and the crew and cargo they might carry. She has also been known to recruit new crew and accept offers of service here. She has talked to Dribneg but doesn't believe any of his tales. 
  • Cartegissa: elf female, spellsword 4, align C, Str 10, Int 16, Wis 12, Dex 10, Con 10, Cha 13, equipment: Chain mail +1, longsword +1. Cartegissa regularly travels between Vlaad and her homeland of Alphatia. She buys and sells Zzonga fruit (a mind-numbing drug grown in Alphatia) and is the main supplier for Madrina and Nazgeth for this particular substance. As she does business through Madrina she is very welcome as a guest. Cartegissa can be very snobbish, and has a particular disdain for dwarves and halflings. 
  • Blackjack Joshusos: human male, fighter 3, align N, Str 12, Int 14, Wis 10, Dex 10, Con 12, Cha 15 Equipment: Scale Mail, scimitar. Blackjack Joshusos is a gambler who regularly organises card games in the back rooms of the inn (#6 & #7). Gaerloth and Madrina allow this as long as the players pay them an entrance fee to the game. Joshusos thinks himself a skilled card sharp but he is actually a gambling addict who is getting deeper into debt. He is not nearly as good at cards as he thinks and he keeps borrowing money from Madrina, who is getting fed up with his empty promises of paying her back when his luck changes. 
  • Durrunock: dwarf male, warrior 4, align C, Str 16, Int 7, Wis 8, Dex 12, Con 16, Cha 6.  Equipment: Chain Mail +1, Hand Axe +1, 4 throwing daggers. Durrunock is a surly bad tempered bastard, broad and tough. He is also quite insecure and instantly has a grudge against anyone who acts smarter or higher class than him (which is most of the inhabitants of Vlaad and this inn, which is saying something). Gaerloth tolerates him because he buys lots of drinks and has the money to pay for them (treasure from a short adventuring career before other adventurers refused to let him join their party). Durrunock just about stops himself from getting into trouble with Gaerloth and Madrina, but anyone else in the barroom had better avoid Durrunock altogether. He is surprisingly friendly towards Quilla, and fancies her although this is not reciprocated. 
  • Ilshamet: wererat female, align C, stats as wererat. Ilshamet appears as a timid blonde woman who seems completely out of place in the Sordid Rhinoceros. In fact she will hang around at the bar and look for victims, usually those who want to take this poor woman back to their place. The staff at the inn are aware that she has visited here a number of times, left with strong looking men and come back alone, so they know she is not quite what she appears to be, but she keeps her true nature secret. She has a small pack of fellow wererats in an abandoned cellar a block away, and if possible she will lure her targets there. 
  • Dribneg: human male, Fighter 2 align N, Str 14, Int 12, Wis 12, Dex 15, Con 10, Cha 10, equipment: leather armour, scimitar +1. Dribneg was bos'un of a privateer ship based in Minrothad, the Pride of Malfton. During his voyages he has seen and heard many strange things, from giant monsters on the Isle of Dread to Thyatian colonies on northern Davania, If someone buys him enough drinks he will even tell about the Lost Treasure of Captain Grigorovic. His ship the Pride of Malfton was wrecked on a desperate attempt to reach the sinking city of Quagmire - he and a dozen other survivors made their way up the east coast of the Serpent Peninsula using the remaining lifeboat until they reached civilization, after which Dribneg found his way to Vlaad. Dribneg is an eclectic and sometimes erudite, sometimes unreliable, source of stories, information and questionable rumours. 

Guests staying in the rooms

  • Tizzelleth: human female, mage 22, align N, Str 9, Int 16, Wis 8, Dex 10, Con 12, Cha 14, equipment: Wand of Illusions, Wand of Fear, Dagger +3, several spellbooks. Tizzelleth is an exile from Alphatia, and a Zzonga fruit addict. She is compos mentis less than half the time, and then she is anxious and ashamed of what she has become. The rest of the time she is getting high on Zzonga fruit in her rented room (#9) and cannot look after herself or cast spells. Occasionally she will start to get her act together and declare she has quit Zzonga for good. This may last for a week or a month before deciding one or two Zzonga fruit won't hurt. But during her lucid periods she is a capable high-level mage, if rather nervous and highly strung. She has subdued and slain several violent troublemakers in the barroom, and Gaerloth and Madrina are in awe of her, at least when she is clear-headed. She has struck up a peculiar relationship with Nazgeth who is her main supplier and also Perrenia. 
  • Tubrudd the Apostate: human male cleric 5, align C, Str 10, Int 11, Wis 15, Dex 10, Con 10, Cha 8, equipment: banded armour +1, mace +1. Tubrudd was a cultist of Chaos, but now he doesn't know what to believe in. He is keeping a low profile at the inn, usually staying in his room (#26), but he has a habit of getting drunk every weekend and ranting at other guests about his fears and resentments. Although he has tried Zzonga, he finds rum and whiskey are best for soothing his troubled soul. Sometimes when he is drunk he will tell people "in strictest confidence" that while a cultist he saw things happen that shocked and upset him badly enough that he quit the cult in disgust. Now he does not belong anywhere except maybe a bar stool. He can no longer cast clerical spells. 
  • Perrenia: human mage 3, align N, Str 10, Int 15, Wis 10, Dex 12, Con 10, Cha 16, equipment: dagger, spellbook. Perrenia is an escort and good-time girl who has temporarily set up in the inn (room #28). She usually finds clients by hanging out in the saloon bar - occasionally she will speed up the process with a Charm Person spell. Although she expects to be paid for showing clients a good time, she does enjoy her work most of the time and some of her clients are regulars. She has fled from the other pirate port Jortan after getting involved with a very nasty madame. She is honest with the staff of the Sordid Rhinoceros about what she does and although she does not receive quite the same level of protection from Gaerloth as the staff do, Gaerloth will intervene if one of her clients gets unpleasant. Tizzelleth also likes her though the Zzonga addict is an unreliable ally. 



Friday, 8 September 2023

The Emancipators of Thyatis

The Emancipators are a secret society in Thyatis who are opposed to slavery, and seek to free slaves where possible, usually without paying slave owners. This sets them at odds with the Thyatian government and law which accepts slavery, and views freeing slaves without the owner's consent as theft. Thus the Emancipators work in the shadows. They have been doing this for over 200 years, since its founding in AC 788 by Praetorus Validor, a nobleman of Kerendas.

Philosophy and Alignment

If this were AD&D it would be a simple case of neutral good and chaotic good Emancipators against lawful evil and neutral evil slave owners. But with B/X D&D's single-axis approach to alignment being reflected in the cosmic forces of Law and Chaos this has led to heated debate within the Emancipators as to whether slavery is lawful or chaotic and therefore what does that make them? The consensus within the group is that the Emancipators are on the side of Law. Although the law of the land and Thyatian society accepts slavery and what the Emancipators try to do is illegal, the Emancipators believe that the true philosophy of Law requires some respect and dignity for all intelligent beings. Slavery does not allow this respect and dignity and is therefore chaotic, and so by opposing slavery, the Emancipators are on the side of Law. It is worth pointing out that there are quite a few members of the Emancipators who do not care for the cosmic forces of Law and Chaos and who declare themselves neutral in such matters but they still think that slavery is a terrible wrong that they are trying to set right. A few members would admit they have chaotic tendencies (not caring for authority or societal norms, prefering individualism) but then strongly deny that this would make them evil (in AD&D terms chaotic neutral or perhaps chaotic good) and they view slavery as Law but in its worst, most extreme form. 

scene from Spartacus (starring Kirk Douglas and Tony Curtis), source


The Structure of the Emancipators

There are perhaps 200 trusted members of the Emancipators, split up into cells of 5 to 10 members. The similarity to how chaos cultists infiltrate society often generates wry amusement, but it still works. If Thyatian authorities arrest and interrogate one cell, other cells should still remain safe and secret.  There are several cells in each of the major cities operating independently of each other. Similarly towns in the Thyatian homeland have a cell each. There are also cells dotted around usually near farming or industrial areas where slaves are used.  Each cell has its codename, usually a colour. There is a manor house outside of Kerendas City, home to a secretive nobleman , Gaius Validor, where cell leaders gather once a year. The manor house is heavily guarded and Gaius is careful not to let his connection to other Emancipators be revealed. Many Emancipators do not know that this is the headquarters of the group - they only refer to the mysterious HQ as "Indigo". 

Emancipators usually try to free one slave at a time. If possible they will assess how eager the slave is to escape - there is nothing more frustrating than trying to free a slave only to find that either they are too scared of retribution to leave or perhaps feel that they are in a good situation with reasonable shelter, food and security compared to the uncertainty of life on the run. Emancipators only rarely engineer mass escapes as this tends to attract attention of the authorities. Losing one slave could be seen as carelessness on the part of the slave owner - a hundred slaves on the loose becomes a problem for every decent Thyatian in the vicinity and raises fears of a slave rebellion which can occasionally become very violent and vengeful. The Emancipators have no intention of harming innocent Thyatians or bringing the army down on them and their newly freed charges.   

Recruitment is extremely careful with many tests and a year long probabtion where the new member is not even aware of everyone in the local cell, least of all members beyond the cell. It is rumoured that Emancipators have a particular handshake and phrase that could seem innocuous to a non-member but members should recognise, thus allowing them to identify each other but without much risk of revealing themselves to non-members. After the simultaneous collapse of the cells in both Argevin ("Saffron") and Torion ("Pearl") in AC 975, when infiltrators loyal to slave-owning businessmen betrayed the local members to the authorities along with over a dozen escaped slaves, the Emancipators take no chances. 

Having said that, individual members can hire people outside the society for one-off jobs, usually involving transport. As long as the hirer is the only one who can be identified to authorities this is considered an acceptable risk. The Emancipators also occasionally hire adventurers for particular tasks, particularly ones that require specialist skills such as thievery, spellcasting or application of sharp steel. Sometimes the same people are hired on a regular basis and they have an idea of who they are dealing with but they don't rat out their employer, either because they like the payment or perhaps they don't like slavery themselves and therefore approve of what the Emancipators are trying to do. 

Selected Cells

The Kerendas Docks Cell ("Scarlet"): This team of 6 members is less involved in freeing slaves from their masters and more with safely smuggling them out of the country. They have several sea captains who they trust, including Mayana Abbrovic, who regularly sails the southern coast from Thyatis to Sind. Mayana hates slavery and as such will help the Emancipators, delivering escapees to Athenos in Darokin, Specularum in Karameikos and the safer parts of Ierendi.  

The Greenheight Cell ("Viridian"): This cell specialises in the overland route into Karameikos. past the Vyallia Elves but carefully avoiding the goblins of the Dymrak forest. The cell owns and runs a farmstead on the border of the forest where horses and cattle are raised. This is used as departure point onto Karameikos. The Vyalia elves have a mixed view - on the one hand they have no love of Thyatian slavery and sympathise with those who love freedom. But on the other hand the elves do not want to be dragged into what they see as a human dispute. 

The Goldleaf Cell ("Beige"): This team of 3 activists is particularly concerned about a brutal mining operation in the nearby hills. The mine owners maintain at least 60 slaves in appalling conditions, guarded by hobgoblin mercenaries. The cell has rescued only four slaves, one at a time, as per normal procedure but they are considering breaking protocol and freeing all the slaves at once. This would require extra muscle and at least one of them is quietly asking around for adventurers willing to participate. Freed slaves are shepherded northeast towards the border with Ylaruam, though the path is fraught with wandering monsters, including other hobgoblins. An armed escort would be appreciated. 

The Argevin Cell (“Azure”): Rebuilding after a disaster two decades ago when the whole cell was arrested, this cell is keeping an especially low profile.  Two of the members are half-Alphatian mages and this has led to complications, namely accusations of bias towards slaves of Alphatian heritage and those who show magic talent. One of the members has even accused another of being an agent of the Alphatian Empire. The accused has admitted to Alphatian sympathies but not loyalty or official connections. He does have a good arrangement with a merchant-trader who can transport passengers to the Isle of Dawn, including Alphatian-controlled ports where slavery is not tolerated.  

source


Wednesday, 2 August 2023

Aquatic Denizens of the Sea of Dread

image by Pindurski, source

The timing of this post accidentally coincides with the release of Threshold Magazine #31 which actually covers very similar subject matter. Which of these you as the reader prefer and maybe use in your games is up to you - perhaps elements of both could be combined in your campaign. 

With the exception of Safari Island the islands of Ierendi and Minrothad do not have the same extensive wilderness as the main continent of Brun which holds the bulk of the Known World. Traders’ Island, Alfeisle, Ierendi Island and Utter Island are all large enough to have areas a league or more away from towns and cities. But these are not inhabited by the sort of monsters one would encounter in the rugged forested foothills of Karameikos, the deserts of Ylaruam or the mountains of Rockhome.

A lot of the focus in official sources is the threat and problems of land-dwelling race, particularly pirates that threaten trading ships in these seas and occasionally raid villages. Pirates are almost the standard bad guys for Ierendi and Minrothad, taking the place of bandits and brigands and partially replacing the usual evil humanoids (orcs, goblins, ogres). They certainly have bases in hidden coves and small islets and can also be found in the more chaotic cities of Ierendi. However, there are other monsters that are far less human that threaten the inhabitants of these islands.

[A note on sources of monsters: This post will refer to monsters that are not in the two B/X rule books. In previous posts I have borrowed from both AD&D and also AC9 Creature Catalogue. I will do so again here - I hope this does not render this post useless for those without these sources.]

Humanoid Races of the Sea

Below the surface of the waves there are various competing species, some of them benevolent, some vicious and some are indifferent.
  • Aquatic Elves (from Creature Catalogue) - These are not to be confused with the surface-dwelling sea elves of Minrothad, the aquatic elves live underwater. They are friendly towards other elves and mostly friendly to other civilised races, though they dislike and avoid pirates.
  • Merfolk (from Expert rules) are among the most common of the ocean’s intelligent inhabitants and can be found throughout the waters. Some are nomadic while others have established underwater towns. Their attitude towards other races can vary but is rarely outright hostile, though they can get very defensive towards those they see as intruders.
  • Shark-kin (from Creature Catalogue) are rarer and more reclusive than merfolk. Despite their name, they tend to leave humans alone unless they are provoked. However, when a tribal leader dies the shark-kin come ashore in a ritual to chose and appoint a new leader. When this happens they can be more erratic and unpredictable towards land-dwellers. Occasionally a pack of shark-kin will fall under the influence of evil devilfish, in which case they become hostile towards other races. 

  • Sahuagin (from 1st Edition AD&D) are believed to be a chaotic offshoot of the shark-kin.They are far more aggressive and predatory, attacking any and all who they encounter. They are the sworn enemies of aquatic elves and mermen and unlike other undersea races they are capable and willing to attack human settlements on the shore (Sahuagin can cope with breathing air for up to 4 hours at a time). Like shark-kin they will tame and use sharks as both mounts and pets. They occasionally work with weresharks who, in human form, act as agents and spies for sahuagin. 
  • Snappers (from Creature Catalogue) are bad-tempered and dangerous turtle-folk who are rarely encountered in Ierendian and Minrothad waters. They are more common further south around the Thanegoth Archipelago as they are amphibious and come ashore to breed and lay eggs, and the shores in the northern Sea of Dread are a bit too busy for their liking.
  • Tritons (from Creature Catalogue) are generally well intentioned and tolerant towards humans. They tend to be more distant and aloof than aquatic elves. Though similar in appearance to mermen, they are tougher and more dangerous in combat and they all seem to have clerical spell casting abilities. As such merfolk will treat tritons with respect and occasionally ask them for clerical assistance. 
  • Kna (from Creature Catalogue) are considerably larger than most aquatic humanoids and are perhaps the undersea equivalent of ogres and hill giants, although they are not related. Their attitudes towards other races is variable - sometimes trading, other times wrecking human and elves ships and looting the cargo. They sometimes act as mercenaries, hired muscle for other races. It is known that several tribes of kna have associated with sea dragons (see below), working with them to attack ships or demand payment, while others have fallen under the malevolent influence of either the devilfish or the kopru. Unlike some aquatic races, kna cannot cope with being out of water, so they leave land settlements alone.  

Non-Humanoid Monsters

  • Kopru (from Creature Catalogue and X1: Isle of Dread) are inscrutable, alien and incredibly ancient as a race. They have a mind-influencing ability similar to a Charm spell that they will use both on intruders and to maintain an entourage of enchanted slaves (usually of the aquatic races mentioned here, particularly shark-kin and snappers). Sometimes a Kopru will simply use its mind-influencing on the leaders of a tribe and the rest of the tribe will follow the charmed leaders.
  • Sea Dragons (from original Expert Rules and Creature Catalogue) are powerful and influential inhabitants of the sea, similar to their land-dwelling draconic cousins. They are not innately hostile towards humans and most other races but are greedy and selfish, often demanding tribute from ships for safe passage and reacting angrily towards those who ignore the sea dragon’s demands.
  • Dragon Turtles (original Expert rules & Companion rules) are much rarer than sea dragons, and are considerably more powerful. Occasionally mistaken as uncharted islets because of their size and rock-like shells, dragon turtles can destroy ships and perhaps even threaten a coastal town if angry enough.
  • Sea Serpents (from original Expert Rules & Creature Catalogue) are not very clever but are large enough to threaten boats and small ships. Although most other creatures leave them alone treating them as just large predators, sea dragons and sea giants occasionally put them to use as guards and oversized pets. 
  • Weresharks (from  Rules Cyclopedia) are a type of lycanthrope, humans cursed to change into large sharks and hunt warm-blooded prey. They are found in many parts of human society, but pirates and fishermen seem to have the highest incidence of this type of lycanthropy. Interestingly enough sahuagin respect, almost revere, weresharks, but shark-kin despise them, viewing weresharks as sorcerous abominations. At least one wereshark is believed to live on Safari Island.
  • Devilfish (from Rules Cyclopedia and Masters Rules) are evil vicious creatures similar in appearance to manta rays, but capable of clerical spell casting. Unlike some races they do not have settlements as they do not have hands and therefore cannot build, so they are nomadic, roaming across the Sea of Dread in schools of up to 50 members. They occasionally work with kna, with the devilfish masterminding attacks and the kna providing the brute force. 
  • Sea Giants (from Masters Rules) are generally neutral and leave humans and surface races alone. They tend to live in deeper oceans, further south in the Sea of Dread than Ierendi and Minrothad. But they can get territorial, particularly when other creatures poke around the giants’ huge underwater homes. Because of the depths they dwell at, they occasionally encounter deposits of Neptunium, which they will mine and either use for themselves or sell to other aquatic races.
  • Aquatic Hydrae (Expert Rulebook) are similar to their land-dwelling cousins though they have turtle-like flippers instead of clawed feet. They are not particularly intelligent and are often just marauding monsters, but powerful and dangerous monsters nonetheless.
  • Sea Hags (from Masters Rules) are hideous and chaotic creatures that hate all other living things. They have a terrifying appearance that can scare away even brave adventurers, and a life-draining touch. It is rumoured that those killed by a sea hag's touch are not devoured but transformed into lacedons (see below). [Note: although there is another version of the Sea Hag found in the AD&D Monster Manual with a killing gaze, I am using the Masters Rules and Rules Cyclopedia version]
  • Lacedons (from 1st Edition AD&D Monster Manual) are a type of ghoul that are found underwater. They have developed webbed feet and hands as well as slimy, green-tinged complexion. As with other ghouls they are undead, not humanoid, and do not need to breath at all, so are effectively amphibious. They are sometimes found in the service of sea hags
  • Sea Lions (from 1st Edition AD&D Monster Manual) are quite unlike their real-life namesakes and are a monstrous combination of lion and large fish, attacking with teeth and claws. 

     


Sunday, 8 January 2023

Logos Location #1: The Cult Basement


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. I hope this will be an ongoing series within this blog. 

This dungeon adventure is suitable for a party of characters of about 5th level.

Background to The Cult Basement

I am locationg this in Vlaad, a pirate town in my version of Ierendi, though it would probably fit into most civilized cities that a cult might infiltrate. On the surface (areas 1-8) it is a merchant's house that welcomes visitors, apparently well-to-do, despite the rough and dangerous city it is in. Beneath it there is an extensive cellar where a Cult of Chaos is based (areas 9-21). 

Cartography by Dyson Logos, source

Key to Map

  1. Reception Area: There is a Magic Mouth spell that greets everyone. For established residents it greets by name, but for strangers it asks that they stay here while someone arrives to welcome them (which may not be a friendly welcome). Brevin (room 5) will hear the Magic Mouth spell and respond appropriately. 
  2. Bed chamber & washing area. Here are two senior cultists who maintain a veneer of harmless normality on the surface level - Borgross and Meia
    Borgross: AC 4, HD Ftr4, hp 15, Mv 90', THAC0 15, Att 1 sword for 1d8+2, Ml 10, Save F4, Align C, XP 125, Str 14, Int 10, Wis 8, Dex 10, Con 10, Cha 13, Equipment: Chain Mail, Sword +1, Ring of Protection +1, Merchant's Clothes over chain mail, purse with 24pp
    Meia: AC 8, HD MU4, hp 12, Mv 120', THAC0 18, Att 1 dagger for 1d4 or 1 spell, Save MU4, Ml 9 Align C, XP 125, Str 9, Int 16, Wis 12, Dex 13, Con 11, Cha 12, Equipment: Merchant Clothes, 3 x dagger, spellbook, copper & quartz pendant worth 80gp. Memorised spells: Magic Missile, Shield, Web, Mirror Image (spellbook also contains Read Magic, Ventriloquism, Magic Mouth and Wizard Lock)
    These two will try to usher visitors away peacefully but if the PCs are persistent or threatening then Borgross and Meia will attack 
  3. Living Room: This room contains comfortable table, chairs and a harpsichord (worth 140gp but as heavy and bulky as a small piano)
  4. Study: This room has a large bookcase on the west side and desk and chair on the east. No sensitive documents are kept here, but some of the books are about chaotic philosophy, which careful inspection might reveal.
  5. Lounge. This area has a large table, chairs and a drinks cabinet. Brevin stays here, alert to anyone setting off the Magic Mouth spell in room 1. Like Meia and Borgross in room 2, he will try to shoo visitors away peacefully, attacking only if they are persistent or aggressive. He is not that clever, but if confused he will try to ask Borgross and Meia for advice or assistance. 
    Brevin: AC 4, HD Ftr5, hp 24, Mv 90', THAC0 12, Att 1 battleaxe for 1d8+3, Save F5, Ml 10, Align C, XP 225, Str 16, Int 9, Wis 10, Dex 14, Con 13, Cha 8,  Equipment: chain mail, Battleaxe +1, 2 throwing axes, merchant clothes over chain mail, purse with 28pp
    The drapes on the east side of the room covering the stairs have an illusion covering them making it look like a brick wall. However, this is purely visual, and any touching will reveal the illusion. 
  6. Kitchen 
  7. Dining Room. This room is dominated by the serious, scowling portrait in oil paints of an old man (actually the founder of the cult, Karrageth) and the painting is still possessed by his spirit. Karrageth can talk, move (within the frame) and listen. Furthermore the portrait has a continuous Know Alignment spell - anyone entering the room must save vs spells or Karrageth will know their alignment, and will begin denouncing them if they are of Lawful alignment. Karrageth is consulted when vetting potential cult members. If the portrait is attacked, Karrageth is unleashed as a wraith who will attack anyone not in the cult. 
    Karrageth's Wraith: AC 3, HD 4** hp 11, Mv 120'/Fly 240', THAC0 16, Att 1 touch for 1d6 + energy drain (1 level per hit), Save F4, Ml 12, Align C, XP 175, spec abil: As undead, wraiths are immune to Charm, Hold & Sleep spells, as well as poison, disease & aging. Wraiths are incorporeal and require magic weapons of +1 or better enchantment to hit.  
  8. Conference room. Long table & many chairs. 
  9. 4 cult guards are resting here on their beds. 
    Cult Guard: AC 5, HD F3, hp 13 11, 10, 8, Mv 90', THAC0 17, Att 1 sword for 1d8, Save F3, Ml 9, Align C, XP 35, Equipment: Chain mail. sword, dagger, 20gp each
  10. This hallway has a mirror dominating the wall on the east end. Anyone looking into the mirror will see a monstrous, deformed version of themselves. This is merely an illusion used to entertain the cultists and scare visitors. 
  11. The Library has a high ceiling and many bookshelves reaching up to 15ft above the floor as well as ladders to reach the upper shelves. The ceiling is obscured by cobwebs among which lurk 2 giant Black Widow spiders. They will attack anyone who climbs on the ladders.
    Black Widow Spider: AC 6, HD 3*, hp 10 (male), 15 (female), Mv 60'/climb 120' in webs, THAC0 17, Att 1 bite for 2d6 + poison (save or die in 1 turn), Save F2, Ml 8, Align N, XP 50
    11a. Here is Zeephus the Librarian, a chaos cultist who has been granted the power to control the black widow spiders - he uses them both for his own protection and also to guard the books. Nobody can browse the books without him keeping the black widows at bay. If intruders get into a fight with the spiders he may join in.
    Zeephus: AC 3, HD Clr4, hp 16, Mv 90', THAC0 18, Att 1 warhammer for 1d6 or by spell, Save C4, Ml 8, Align C, XP 125, Str 10, Int 13, Wis 14, Dex 14, Con 14, Cha 7, Equipment: Chain mail, warhammer, shield, unholy symbol, cult robes, 20pp, wrought silver ring worth 200gp. Memorised spells: Hold Person, Cure Light Wounds, Detect Magic
  12. Food stores for the cult. As this is set in a city, the food is quite fresh and reasonable quality
  13. The Summoning Room. This is a high-vaulted room with five sides, five pillars and a large pentagram in the centre. In here terrible rituals are conducted to contact foul beings from the planes of Chaos. One such creature has travelled to the material plane and is lurking among the pillars, a Fire Imp (introduced in this post). It will attack any intruders (and possibly any cultists it doesn't like). 
    Fire Imp: AC 7, HD 5*, hp 25, Mv 60'/fly 150', THAC0 15, Att 2 claws for 1d4/1d4 or 1 breath for 3d8 (useable every other turn, no roll to hit, just save vs dragon breath for half damage), Save F6, Ml 10, Align C, XP 400. Fire imps are immune to normal weapons and require magic weapons to be damaged (+1 bonus or better).
  14. Study/office, currently unoccupied
  15. Quarters of senior cultists. Grelgor & Arania will both attack people they don't recognise unless accompanied by someone they trust.
    Grelgor: AC 3, HD Ftr5, hp 30, Mv 60', THAC0 13, Att 1 2-handed sword for 1d10 +2, Save F5, Ml 10, Align C, XP 225, Str 13, Int 10, Wis 8, Dex 10, Con 16, Cha 13, Equipment: Plate Mail, Two Handed Sword +1, cult robes, 22pp
    Arania: AC 2, HD Clr5, hp 19, Mv 60', THAC0 16, Att 1 mace for 1d6+1, Save C5, Ml 10, Align C, XP 300, Str 10, Int 13, Wis 15, Dex 10, Con 12, Cha 16, Equipment: Plate mail, shield, Mace +1 +2 vs Elementals, Unholy Symbol, Cult Robes, purse with 32pp. Memorized spells: Cure Light Wounds, Light, Hold Person, Aura of Shadows
  16. Head cultist Araphon is here. The dark powers he worships have granted him power to command the hydra in room 20 - as such only Araphon can access the treasure chamber in room 21 without getting attacked. 
    Araphon: AC 1, HD Clr6, hp 30, Mv 60', THAC0 14, Att 1 mace for 1d6+2, Save C6, Ml 12, Align C, XP 500, Str 14, Int 14, Wis 16, Dex 10, Con 16, Cha 16, Equipment: Plate Mail +1, Shield, Mace +1, Unholy symbol, cult robes, gold chain of office worth 350gp. Memorized spells: Darkness x2, Cause Light Wounds, Hold Person, Aura of Shadows, Paranoia
    a) Pit dropping down 30' to area 20, shrouded in magical darkness. Anyone entering this area without precautions will fall down and suffer 3d6 falling damage. 
  17. Adept Dormitory 6 chaos Adepts are stationed here though there are more beds (some recruits were recently lost).. 
    Chaos Adepts: AC 4, HD Clr2, hp 10, 9, 8, 7, 6, 5, Mv 90', THAC0 19, Att 1 mace for 1d6, Dave C2, Ml 9, Align C, XP 20, Equipment: Chain mail, shield, mace, unholy symbol, cult robes, 10gp each. Memorized spells: Cure Light Wounds.
  18. Refectory: This dining hall has a long table and benches as well as a ghoulish candelabra in the centre made from human bones and skulls. If it is touched, it emits a loud scream then announces that a mysterious and subtle curse has been activated. This has no particular effects, and is merely a mischievous use of Meia's Magic Mouth spell. DMs should feel free to mess with players by rolling dice behind screens without saying why. 
  19. Ladders descending down 3 30ft chutes to area 20
  20. The Hydra Lair. Here is a 6-headed hydra that is used by the cultists to sacrifice victims (including captured intruders and recalcitrant cult recruits). It will only obey Araphon the head of the cult. 
    6-Headed Hydra: AC 5, HD 6, hp 31, Mv 120', THAC0 14, Att 6 bites for 1d10 each, Save F6, Ml 9, Align N, XP 275, For every 8 points of damage the hydra takes, 1 head is destroyed and will no longer attack. 
  21. Treasure Chamber: There are boxes and chests of treasure here. The trove consists of 15,000cp, 26,000sp, 4200gp, 120pp, 10 gems worth 100gp each (a set of polished amber stones), a silver and coral necklace worth 600gp and a golden goblet studded with amethyst worth 700gp. There is also a Wand of Magic Missiles (20 charges) but nobody in the cult has figured out what the command word for it is, so it is in the treasure chamber for safe keeping. 

Friday, 8 July 2022

The Lost Treasure of Captain Grigorivic

 Captain Grigorivic was one of the great pirates of the Sea of Dread a hundred years ago. From AC 891 to AC 920 he was the scourge of the seas, raiding Karameikos, Thyatis, Minrothrad and the Five Shires in his ship the Bloodied Rose. He and his crew accumulated a king's ransom in treasure - some say worth half a million gold pieces. 

In 919 he buried a large amount on an island off the Serpent Peninsula - not just some simple pit, but a carefully constructed vault built into a repurposed native temple. There were certain puzzles and traps set with specific solutions by his most trusted crewmen. Once they had set all the traps, Grigorivic killed them to keep them silent. He was the only one who knew how to circumvent the traps. 


Flint's Treasure, Jul 13, 2018 by OliverInk

He and the rest of his crew sailed away, with Grigorivic creating his own map to find the same island and native temple. Grigorivic continued his reign of piracy on the high seas in the Bloodied Rose for another year until AC 930 when his luck ran out. While trying to reach the port of Vlaad the Bloodied Rose ran into the reefs northeast of Fletcher Island and was wrecked. Captain Grigorivic went down with the ship along with with his map to the island and the native temple. 

The wreck of the Bloodied Rose is dangerous to anyone venturing inside. First of all it is under 50 feet of seawater, with only the top of the mast sticking above the waves at low tide. Anyone going down to the wreck had either be able to breathe underwater or be really good at holding their breath. Captain Grigorivic is still in charge, this time as a wight, commanding a quite literal skeleton crew with the bo'sun' and first mate as ghouls. The local wildlife is not too friendly either, with bull and mako sharks patrolling the area. However, should adventurers find their way into the captain's cabin they will find his chest which contains a decent amount of treasure in itself (acquired in the year after burying his main hoard). More importantly they will find the map that leads to the island. 

The wreck of the Bloodied Rose has been discovered by local fishermen who in turn alerted Darionus Astor, a merchant of Darokin based in Athenos who specialises in salvaging from wrecks. His team, based on the ship The Valiant Porpoise, used their Helmets of Water Breathing to dive down. They managed to confirm the identity of the ship but were then attacked by the undead crew. One diver was killed, another was injured and had to be pulled back to the Valiant Porpoise by the other two surviving divers while being chased by sharks who sensed blood in the water. 

After retreating back to Athenos for resupply and academic research, Darionus has decided the Bloodied Rose is worth another attempt, this time with adventurers who can fend off any monstrous threats. Darionus is willing to split the treasure but as a classic Darokinian he will try to negotiate the best deal, although he will refuse to help the adventurers if his cut is less than 30%. Given the treasure map could lead to much greater riches, the PCs could accept this split.