Showing posts with label Karameikos. Show all posts
Showing posts with label Karameikos. Show all posts

Saturday, 8 August 2026

Groups and Factions of Specularum

Source: Vault of Pandius

 Although B6: The Veiled Society has a map of Specularum and gives the city a population of 5,000, I am going with the information in Gaz1: The Grand Duchy of Karameikos which gives a population of 50,000 (a ten-fold increase) and a different map, shown above. Thank you to commenters in a previous post for clarifying this. There are many aspects of a large city that can be explored but here I hope to give a broad overview of which groups have power and influence as well as some of the most important NPCs of each. 

This summary is by no means complete, in that I may add more groups as needed, but these are generally ones either mentioned in published source material (primarily Gaz1 and B6) or that I have created in previous blog posts — three of them have been created for this post. Note that not all of these are monolithic - some will have subfactions or strife within them with attending scheming. Also I will assume that the events of B6 have not happened yet. 

The Nobility

Grand Duke Karameikos III and his court: This is the official government of both Specularum and the Grand Duchy and as such theoretically all others are subservient to the Duke. The Duke has numerous ministers, advisors and other subordinates who look after the minutiae of running both a large city and a Duchy. 

  • Duke Stefan Karameikos III, Ruler of Karameikos  (Gaz1)
  • Duchess Olivia Karameikos, Wife of Grand Duke  (Gaz1)
  • Lady Adriana Karameikos, Daughter of Grand Duke  (Gaz1)
  • Lord Justin Karameikos, Son of Grand Duke  (Gaz1)
  • Lord Valen Karameikos, Son of Grand Duke (Gaz1)
  • Lord Alexius Korrigan, Seneschal of Grand Duke (Gaz1)
  • Lord Zogrev Yarol, Minister of State  (Gaz1)
  • Admiral Lucius Hyraksos, Minister of War  (Gaz1)
  • Lord Bartran Cordelius, Minister of Trade  (Gaz1)
  • Lord Valdo Tisza, Minister of Finance  (Gaz1)

The Vorloi Family is discussed in B6: The Veiled Society; it is ruled by Baron Vorloi who has substantial estates on the south coast of the Duchy. They have a merchant fleet and try to stay aloof from the troubles and intrigues of other groups. 

  • Baron Philip Vorloi, Head of Vorloi Clan  (Gaz1)
  • Fortunato Vorloi, Brother of Baron Philip (B6)
  • Lucia Vorloi, Niece of Baron Philip (B6)

The Radu Family is also from B6: The Veiled Society , and is in control of both the Merchants’ Guild and, unbeknownst to most of Specularum, also the Veiled Society. The Radu also have influence on the dockside with both the warehouse workers and the shipbuilders. 

  • Anton Radu, Head of Radu Clan  (Gaz1)
  • Zweis Radu, Anton’s Son (B6)
  • Cartha Radu, Anton’s Brother (B6)
  • Antonito Radu, Anton’s Son (B6)

The Torenescu Family, also from B6: The Veiled Society, is not as powerful as it used to be but still holds considerable influence in the upper echelons of Specularum society. The Prince of Beggars (see below) has also assisted the Torenescu faction for reasons of his own.  

  • Aleksander Torenescu, Head of Torenescu Clan  (Gaz1)
  • Boris Torenescu, Uncle of Aleksander, deputy of Torenescu Clan  (Gaz1)
  • Stephanos Toresescu, (B6) 
  • Simion Torenescu, Statesman (B6)
  • Theosius, Lieutenant & factotum (B6)


The Criminals

The Veiled Society is (unsurprisingly) introduced in B6: The Veiled Society. It is actually headed by the leaders of the Radu family, though this is a well-kept secret, even among the lower ranks of the Veiled Society. They are involved in both petty crime and also schemes and conspiracies to further the power of the Radu family. The Veiled Society is amoral and quite capable of murder for seemingly trivial reasons, including framing other people, silencing possible witnesses or sheer terror tactics. 

  • Anton Radu, Head of Veiled Society  (Gaz1)
  • Zweis Radu, Anton’s son (B6)
  • Cartha Radu, Anton’s brother (B6)
  • Antonito Radu, Anton’s son (B6)
  • Flaviare, Veiled Society Cleric & Thug (B6)

The Kingdom of Thieves is the closest thing to an official Thieves Guild in Specularum. The Duke and his men do not tolerate such an organisation, and those who are found to be a member of the Kingdom can expect a significant judicial sentence. Nonetheless the Kingdom of Thieves has a strong presence especially in the poorer areas of Specularum. Not all thieves and rogues of Specularum are members of the Kingdom but the King of Thieves can gather the most criminals for grand enterprises such as elaborate heists or long cons. The King prefers a better class of criminal, and believes there should be honour among thieves - otherwise how else will they cooperate for the big jobs? 

  • Flameflicker, the Thief-King  (Gaz1)

The Princedom of Beggars is less of a strict hierarchy and more of a network. The fact that most citizens don’t think twice about beggars and would rather not deal with them means beggars are able to watch the streets and move about without too much interference. 

  • “Lord” Dmitrios, Prince of Beggars  (Gaz1)

The Guild of Seafarers is nominally a guild for sailors. However, it is increasingly apparent that the Seafarers guild includes more than a few pirates. Although they never directly clash with authorities and try to keep a low profile, the guild members are often offloading ill-gotten gains or listening for tip-offs about lucrative merchant vessels sailing from Specularum. The Guild of Seafarers actually allows non-pirates to join so as to give the guild a veneer of legitimacy. The guild has contacts in other maritime nations including the Privateers Guild of Minrothad and the pirate city of Vlaad in Ierendi. (New group, created for this post)

The Religious 

The Order of the Griffon: This order of knights and clerics is the military arm of the Church of Karameikos. Various senior members are also involved in the court of Duke Stefan. Their base of operations is Arragescu Keep, a few miles out of the city though they also have a hall in Specularum (#11 on the map above).

  • Lord Olliver Jowett, Head of Order,  (Gaz1)
  • Baron Desmond Kelvin II, Senior member, ruler of the town of Kelvin  (Gaz1)
  • Lady Mehesda Trandescu, commander of Arragescu Keep (this post)
  • Sir Barrastor Strongsword, Lady Mehesda's lieutenant (this post) 
  • Chaplain Aldara, resident chaplain at Arragescu Keep (this post)

The Church of Karameikos is the most prominent proponent of the philosophy of Law in the realm and is popular with those of Thyatian descent or at least not identifying themselves as definitely Traladaran. However, there are elements within the Church who are insisting that this ought to be the only church in Karameikos, and there seems to be a schism growing between the tolerant wing and the strict wing of the church.

  • Lord Olliver Jowett, Patriarch  (Gaz1)
  • Magdel, Assistant to Patriarch  (Gaz1)
  • Alfric Oderbry, Opposition to Patriarch  (Gaz1)

The Church of Traladara: The default church of the native Traladarans of Karameikos, the Church of Traladara also follows the precepts of Law as a cosmic force though in a slightly different way to the Church of Karameikos and with a more rural and working class approach. 

  • Aleksyev Nikelnevich, Patriarch  (Gaz1)

The Followers of Balance is a relatively small church that preaches neutrality, moderation and balance. It has fewer rules than the two Lawful churches but clergy and lay members are expected to be detached and reserved about all things, not getting into heated debates if they can help it. (New group, created for this post)

The Wavy Blade is a small cult of Chaos that has infiltrated Specularum. At the moment it is small and very secretive but with grand plans. The members will often try to get into jobs that are both respectable and also allow access to the levers of power in the city. One cultist is a sergeant in the city watch, another is an accountant in the city treasury and a third is a lieutenant in the Veiled Society. (New group, created for this post)

The Magical

The Magicians’ Guild is mentioned in Gaz1, marked on the city map above (#14) and given more detail in this post. Not all mages join the guild but those that pay the fees will receive guild benefits. 

  • Teldon, Head of Magicians’ Guild  (Gaz1)

Malthriggian’s Companions are based in Malthriggian’s manor house which is just outside Specularum, although the members will often visit the city for social, academic or business reasons. 

  • Malthriggian, Leader and host of his companions (this post)

The Mercantile and Industrial

The Merchants Guild is headed by Anton Radu, the leader of both the Radu family and also the Veiled Society. Some of the members of the guild chafe against this arrangement but are brutally kept in line by the threat of reprisals by the Veiled Society. The Merchants Guild has both a monthly membership fee and also a 5% on any profits made, which many consider quite steep. There are some merchants outside the guild but if prominent enough they will be pressured (by the Veiled Society) to join. 

  • Anton Radu, Head of the Merchants Guild and Radu Clan (Gaz1)

The Selenica Cooperative is a widespread network of merchant based in Selenica in Darokin. They have a number of members here in Specularum. They have resisted bullying tactics by members of the Veiled Society who want them to join the Merchants Guild or get out of town.

The Minor Guilds: Many trades and professions have enough members that they can team together and form a guild. Sometimes this is about establishing prices for goods or services, sometimes about reducing friction and competition between members, and sometimes about presenting a unified front in political and legal matters. Loggers, Farriers, Teamsters, Leatherworkers and Tavernkeepers are among those trades with their own guilds. The Dockworkers Guild is mostly under the control of the Radu family and the Veiled Society.

  • Edoard of Threshold, head of Loggers’ Guild  (Gaz1)
Hallonica House is based in Selenica in Darokin and is one of Darokin’s Great Houses of merchants. However, it has offices and warehouses in Specularum and does a lot of business both from Selenica along the Duke’s Keep Road and also from Athenos, along the coast past the Five Shires and  northern Ierendi. Recently members have been threatened by the Veiled Society and so the Darokinians are preparing to defend themselves and their interests . (Adapted from Gaz11: Republic of Darokin)

Sunday, 26 July 2026

B6: The Veiled Society and Urban Investigations

 

source

My thoughts on B6: The Veiled Society

A few days ago I bought the PDF version of B6 from DrivethruRPG and I have been browsing through it. Full disclosure: I have not actually played through it so my point of view is limited in that respect. It's written by David Cook, co-author of the Expert Rules and X4 & X5 modules. The module does not have a great deal of information about the city of Specularum and I suspect the author assumed the DM would have access to Gaz1: The Grand Duchy of Karameikos, where Specularum is given more detail. Actually given the differences between Specularum in this module (5000 population) and in Gaz1 (50,000 population) I suspect TSR had not hammered out the details of what the capital city was actually like when they commissioned this module.  

I won’t give away too much of the plot but it involves three competing families, the Radu, Torenescu and Vorloi, who each hold considerable power and influence within Specularum. Then there is the titular Veiled Society, a criminal group that is stirring up trouble and may be linked to one of the houses. There are a number of urban encounters - a religious procession is interrupted, the PCs are confronted by masked men and there is a riot that the PCs get caught up in. There is a dungeon under a widow’s house that then leads to a murder mystery and political shenanigans.

Would I use it as written? I think I would give it a go with the caveat that improvisation on the DM’s part may be required to link the various encounters together (see my thoughts below). Some of the situations in the module seem a bit arbitrary such as requiring the PCs to split up between different inns, and at one point if they don’t face questioning by a clerical tribunal they will be hanged for murder within a week. DM discretion is a good idea, particularly for this adventure. The author is keen on the idea of different PCs dealing with different factions, thus splitting the party somewhat. My feeling is that this should not be necessary and only done if the players and the DM feel they can handle it. 

I feel like this could be a good introduction to Specularum and the groups and factions within it. After the adventure the PCs could get involved in other schemes and investigations or perhaps delve into previously forgotten dungeons underneath the city. The three families may have had some upsets and some deaths as a result of B6 but they are still functioning and will want to reestablish their power bases whether criminal, courtly or mercantile. Maybe new factions and groups want to establish themselves, perhaps the Dmitrov family or merchants from Minrothad Guilds or even a cult of Chaos.  And of course Duke Stefan Karameikos III and his own ministers and officials will want to maintain their governance.  

Personal Thoughts on Urban Investigations

Those of you who follow my blog will know that I tend to stick to dungeon adventures. This module is quite a radical departure from that format, both for myself and I suspect for early TSR - the previous module in the B series, B5: The Horror on the Hill, was a combined wilderness trek and dungeon crawl beneath a ruined monastery. One of the things about a dungeon is that rooms, corridors and locked doors are very good at keeping a controlled flow of the adventure. The PCs have to get through one room to get to the one beyond, or when they reach a junction in a passageway it is a simple (though not always foreseeable) choice of which passage they take. Dungeons are in some ways flow diagrams made solid. 

Urban adventures like this are considerably more up in the air, with the PCs coming up with unusual ideas for how to handle situations and NPCs, sometimes clever, sometimes stupid. The adventure author cannot predict how player characters will react, and usually neither can the DM running the adventure. The bottom line is that these urban investigations can have a certain amount of structure - in B6 this is the various events such as the interrupted procession, the widow asking for help (which leads to a relatively conventional dungeon under the streets) and the riot. But getting the PCs from one event to the next is far more fluid. Trying too hard to steer PCs in the right direction can turn into railroading, but in a city like Specularum (and here it is only 5000 people, nowhere near the size of some fantasy cities) it is very easy to get distracted or go off chasing red herrings. The investigation aspect can be quite unpredictable and some parties may solve it quickly while others just don’t put things together or even notice the clues. Occasionally the PCs figure things out before the author expects them to and they will rush straight to confront the bad guy. It is tempting to me to add side encounters that adventurers in a city might come across but the PCs might well assume they are part of an intricate plot connected to the main adventure. This module (The Veiled Society) has a section at the front where random encounters are discouraged. Understandable though perhaps rather boring and timid. The author also has the interesting idea of coopting the PCs into fleshing out the shops and NPCs, encouraging the players to make notes on where newly created establishments and NPCs are and what they are like. 

I may be a bit harsh and pessimistic here. I’m sure that most DMs can run this adventure relatively smoothly and most adventuring parties can pick up the clues and figure out whodunnit. Of course a certain amount of improvisation will be needed by the DM, both when PCs get into conversation with NPCs and also when they want to explore the city, perhaps taking their investigation into corners the module author had not considered. This requires a different set of skills, both character skills and player skills, and indeed DM skills, than those required for traditional dungeon crawls. And sometimes I’m not entirely confident in my own skills here. 

One of the ways I have approached this style of plot-based adventure is to not enforce a strict order of events - or at least if the events do happen in an order, it is not dependent on the players and their characters doing the expected thing. It is more of a sandbox but with things going on around the PCs that (hopefully) the PCs will notice and get involved with. You've heard of dungeon crawls and wilderness hex crawls? I introduce to you the street crawl. I don’t like the idea of PCs being expected to follow a specific storyline and having to be guided back on track if they stray. Strict storylines in a relatively free and open environment like a city impinge too much on player agency - are the PCs allowed to make meaningful choices about how they solve mysteries and deal with complex situations? Admittedly this still requires considerable improvisation from the DM, but I suspect they were going to need to do that anyway. 

Regardless of my hesitations, fantasy cities have been a major part of fantasy worlds, whether in the Hyborean age of Conan the Barbarian, Lankhmar where Fafhrd and the Gray Mouser call home, Immyr, the dreaming city that is the capital of Melnibone where Elric used to rule or Greyhawk City where the first D&D games were set or Waterdeep in the Forgotten Realms. It is cities where politics, crime, trade and magic are most concentrated and therefore are the obvious place for so many adventures above ground. 


Tuesday, 21 July 2026

Scenario #17: The Hamlet of Hawthornfield

Introduction and Background

This is a short adventure for a party of characters of levels 2-4 using the B/X D&D rules

In west-most Karameikos, near the border with the Five Shires there was the hamlet of Hawthornfield, a tiny village, now abandoned for over 20 years. It sat on the Cruth River, and around it are the Cruth Highlands, leading up to the Cruth Mountains in the north. Its water supply was Pendle Stream, a stream that feeds into the Cruth river. 

Nearby there is Vurparnu Mansion, the centre of civilization in this corner of the Known World. And recently there has been a burst of enthusiasm in the Manor about regaining lost territory and reestablishing the old Vurparnu estate. Hawthornfield is of particular interest because of reports it still has a functioning water mill - an asset of great use to any grain-growing community. Thus brave adventurers are being asked to investigate and clear out the hamlet so that it can once again produce fine-ground flour for western Karameikos. 

20 years ago the village was raided by orcs  - nearly half the inhabitants were killed and most of the survivors fled to safer settlements. Soon afterwards Hawthornfield was taken over by a powerful necromancer called Ezzorius, looking for a quiet base of operations. He went to work building an army of the undead, using all sorts of dead bodies for reanimation. However, about 2 years ago Ezzorius had an unfortunate encounter with a wandering cockatrice, and is now a stone statue in the middle of the hamlet. His undead minions are still milling about, uncontrolled and mindless. 

The buildings are dilapidated but still structurally intact and upright. For the sake of simplicity, all buildings here are single storey. However, dotted around the hamlet there are various petrified remains of wildlife and livestock - a cow, or a rabbit or a badger frozen as statues. As far as clearing out the hamlet is concerned, the cockatrice is the principle problem. Dealing with animated undead, kobolds and wandering wildlife is secondary although still appreciated by civilized folk.


Key to map:

1) The Mill. Note that outside the mill's front door (the star on the map) is a statue of a wizard-like human with his hands thrown up in defence and a look of horror on his face. If somehow brought back to life, his name is Ezzorius and he is a 10th level chaotic magic user who can command any of the undead creatures in the hamlet. He will be grateful enough to let the PCs leave with their lives but is otherwise not a nice person to deal with. 

a) Empty

b) The milling room. This is dominated by a pair of millstones linked by cogs and axels to the waterwheel outside. Lurking in the rafters here is a giant crab spider that will attack any intruders. 

Crab Spider: AC 7, HD 2*, hp 6, Move 120ft/Climb 120ft, THAC0 18, ATT 1 bite for 1d8 + poison, Save F1, Ml 7, Align Neutral, XP 25,  Poisonous bite: Anyone bitten by giant crab spider must make a save vs poison at +2 to the roll or die in 1d4 turns. 

c) The miller's house main room

d) The miller's house bedroom. Under a floorboard is the miller’s savings, a sack containing 25gp, 122sp and 270cp

from AD&D 1E MM, art by Tom Wham
e) Sluice and Millpond. The sluice controls the flow of water out of the millpond and through the waterwheel. It has been left open for decades and the water flowing through is not enough to turn the wheel, just flowing around it.  The sluice also acts as a footbridge over Pendle Stream. Deep in the millpond near its centre there now lurks a giant pike:

Giant Pike: AC 5, HD 4, hp 20, Move swim 360ft,  THAC0 16, Att 1 bite for 4d4, Save F2, Ml 9, Align Neutral, XP 75. Sudden Speed: Pike can surprise opponents on 1-4 on d6. Entirely Aquatic: Giant pike can breathe underwater but cannot breathe air, and similarly cannot move on land. 

2) The Hairy Halfling Tavern

a) Bar room. The front door here has been smashed , allowing animals access inside. Inside the bar room amidst broken furniture and glassware there is a cockatrice that will attack any intruders. Behind the bar the creature has amassed a small hoard of trinkets: 4300sp, 950gp, 56pp and 5 gems worth 50gp (agate), 50gp (Tigereye), 100gp (amber), 100gp (pearl) and 300gp (beryl). Note that the cockatrice may wander around the hamlet during the day and will attack any living thing, though it generally ignores undead monsters.   

Cockatrice: AC 6, HD 5**, hp 25, Move 90ft, fly 180ft, THAC0 15, Att 1 beak for 1d6 + petrification (save vs Petrification or be turned to stone), Save F5, Ml 7, Align Neutral, XP 425

b)  Kitchen: This room is empty apart from petrified remains of 4 giant rats. 

c) Store room. Most of the foodstuffs and drink here has long since perished, but there is a gallon-sized barrel of finely aged gnomish whiskey worth 300gp

d) Innkeeper's bedroom. Nothing of value here. 

Image by Jeff Dee, from D&D Expert Rulebook

3) Shrine of Law. This building has been descrated and now no longer functions as holy land. However, lawful clerics and others respectful of such matters may aspire to re-consecrate this shrine.

a) Vestibule. In here are 8 crawling claws that will attack living things.

Crawling Claw: AC 8, Move 60ft, HD 1/2, hp 2, THAC0 20, Att 1 claw for 1d3, Save NM, Ml 12, XP 5  

b) Main Shrine. This room is dominated by a broken statue of a saint who lived in the area over a century ago (Saint Verbian the Defiant who was renowned for protecting farmers from marauding monsters). 

4) The Alnithons' Farm 

a) Sheep Shed - This flimsy building now holds 5 skeletons (formerly human) that have been standing aimlessly for decades. They will attack any intruders. 

Skeleton: AC 7, HD 1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align Chaotic, XP 10. Undead traits: As undead, skeletons are immune to Charm, Sleep, Poison and disease

b) Farm shed - includes various farming tools, storage bins and a small plough, plus 2 skeletal horses. They will stand absolutely still unless either touched or attacked, in which case they spring into action. 

Skeletal Horse: AC 7, HD 3, hp 15, 13, Move 90ft, THAC0 18, Att 2 hooves for 1d4/1d4, Save F2, Ml 12, Align Chaotic, XP 35, Undead traits: As undead, skeleton horses are immune to Charm, Sleep, Poison and disease

c) Farmer Alnithon’s main room. This is empty, and has nothing of value.  

d) Alnithon’s bedroom. Farmer Alnithon has been transformed into a ghoul by a cursed amulet. He hungrily attacks any intruders. The amulet around his neck is silver and moonstone, worth 200gp, but anyone wearing it for a week will be transformed into a ghoul - Detect Evil will reveal something very wrong with it, while Detect Magic will show a strong aura of Necromancy about the amulet. 

Ghoul: AC 6, HD 2*, hp 10, Move 90ft, THAC0 18, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis, Save F2, Ml 12, Align Chaotic, XP 25

5) The Borthons' Farm 

a) Borthons’ front room: 4 skeletons (formerly orcs) are here, guarding the farmhouse. They attack any intruders. 

Skeleton: AC 7, HD 1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align Chaotic, XP 10. Undead traits: As undead, skeletons are immune to Charm, Sleep, Poison and disease

b) kitchen & storeroom. There is nothing of interest here - broken crockery and cooking utensils, plus a metal stove next to barrels of long-decayed foodstuffs.   

c) Borthons’ bedroom. This room holds 6 stirges that will initially attack but will fly out of the window if they fail morale checks 

Stirge: AC 7, HD 1 (4hp each), Move fly 180ft/crawl 30ft, THAC0 19, Att 1 beak for 1d3, Spec abil Swooping strike (+2 to first hit roll), Blood drain (automatic 1d3 damage/round after successful hit), Ml 9, Save F2, Align Neutral, XP 13

d) Cattle shed & dog kennel. In here are 3 reanimated large dogs, using the same stats as zombie wolves. 

Zombie Dog: AC 6, Mv 90ft, HD 3+2 (hp 17, 14), THAC0 16, Att 1 bite for 1d6+1, Save F2, Ml 12, Align C, 50 XP, Spec Quality: undead - immune to poison, disease & mind-affecting spells, turned by clerics as ghouls. 

e) chicken coop. This is empty apart from various feathers, straw and bits of egg shell.  

6) The Clacktors' Farm: This farm has recently been taken over by a band of kobolds. They are rightly terrified of the cockatrice and will avoid it at any cost. They might be open to negotiation as long as they are not asked to fight "the feathered horror". They know it wanders around during the day and thus they only emerge from the farmhouse at night. If the cockatrice is slain the kobolds might be persuaded to move out peacefully. 

a) Clacktons's front room: The front door here has been reinforced and is not easy to break down. Inside are 6 kobolds + 6 kobold slingers. 

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

b) Dining room and kitchen: 4 kobolds are here. The window has been heavily boarded up. 

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

c) Clacktors' bedroom: Quarters for the kobold leader and 3 kobold slingers. In a crude chest under the bed there is the kobolds' treasure: 2100sp, 620gp and 2 potions of healing. The windows have been heavily boarded up.

Kobold Leader: AC 5, Mv 60ft, HD 2 (12hp), THAC0 18, Att 1 weapon for 1d6, Save F2, Ml 8, Align C, XP 20, Equipment: chainmail armour (halfling-sized), shortsword

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

d) Farm shed.  The door here has been broken down and inside are 4 petrified kobolds in poses of terror and panic. Up above in the rafters on the ceiling there are 3 giant bats which may attack if PCs loiter or cause a racket. 

Giant Bat: AC 6, HD 2, hp 6, 8, 5 Move 30ft/fly 180ft, THAC0 18, Att 1 bite for 1d4, Save F1, Ml 8, Align N, XP 20 each

e) Sheep shed. In here are the inanimate remains of a dozen sheep. 

7) The Dirrinors' Farm: This was where the necromancer lived until his unfortunate transformation (see area 1).  Note that wandering around the farmyard is a skeletal ogre, patrolling endlessly. 

Skeletal Ogre: AC 7, HD 4+1, hp 18, Move 90ft, THAC0 17, Att 1 club for 1d10, Save F4, Ml 12, Align Chaotic, XP 125, undead - immune to poison, disease & mind-affecting spells, turned by clerics as zombie

a) Dirrinors' front room. This room has a front door that has been trapped with a crossbow and trigger wire (2 shots, THAC0 12, dam 2d4 per hit), but there is also a smashed-in window so any observant character can bypass the trap. 

b) first bedroom. 2 Bone Warriors are guarding this room. 

Bone Warrior: AC 5, HD 3, hp 14. 15, Move 120ft, THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align Chaotic, undead - immune to poison, disease & mind-affecting spells, turned by clerics as wight

c) kitchen and storeroom: 10 skeletal giant rats are here, and they will attack intruders. 

Skeletal Rat: AC 7, HD 1/2, hp 2, Move 90ft, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 12, Align Chaotic, XP 5, undead - immune to poison, disease & mind-affecting spells, turned by clerics as skeletons

d) Necromancer's quarters. This place is clearly more recently used and has a neat bed, and a bookshelf stacked with mystical and terrible grimoires and tomes. There are 10 of these books and are worth 1d6 x 100gp each. Although Read Magic is necessary to understand these books, once cast the reader sees that the books are about necromancy and various ways to animate and control the undead as well as treatises on the nature of undead creatures. Under the bed covers is the necromancer's spellbook. It has the following spells

    • 1st level spells: Read Magic, Detect Magic, Charm Person, Shield
    • 2nd level spells: Continual Light/Darkness, Web, Caustic Bolt, Stinking Cloud
    • 3rd level spells: Dispel Magic, Lightning Bolt, Protection from Evil 10ft Radius
    • 4th level spells: Remove Curse/Curse, Wall of Fire, Dimension Door
    • 5th level spells: Animate Dead, Cloudkill

8) Independent cottages. These were used by non-farmer residents of the hamlet. 

a) The door here has been broken down. Inside are two petrified kobolds, one of them frozen while trying to climb out of the window. 

b) This place now holds 3 skeletons plus a skeletal horse. If the place is searched it is clear this belonged to a tailor, with needles, threads and pieces of cloth on a workbench, and a wardrobe with finished and partially made cotton and linen items. In a box under the workbench is a Robe of Protection +1 and a large roll of fine silk worth 200gp. 

Skeleton: AC 7, HD 1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align Chaotic, XP 10. Undead traits: As undead, skeletons are immune to Charm, Sleep, Poison and disease

Skeletal Horse: AC 7, HD 3, hp 15, 13, Move 90ft, THAC0 18, Att 2 hooves for 1d4/1d4, Save F2, Ml 12, Align Chaotic, XP 35, Undead traits: As undead, skeleton horses are immune to Charm, Sleep, Poison and disease

c) Empty

d) Empty

e) Coiled up here is a large pit viper that will lash out at any thing that approaches it. 

Pit Viper: AC 6, HD 2*, hp 11, Move 90ft, Att 1 bite for 1d4 + poison, Save as F1, Ml 7, Align Neutral, XP 25, Venomous bite: Anyone bitten must save vs poison or die instantly. 

f) 5 stirges are roosting here in what was the hamlet's bakery. There is a large oven here; inside of it are lots of ashes but in the ashes is a single green Chrysoberyl gem worth 300gp. 

Stirge: AC 7, HD 1 (4hp each), Move fly 180ft/crawl 30ft, THAC0 19, Att 1 beak for 1d3, Spec abil Swooping strike (+2 to first hit roll), Blood drain (automatic 1d3 damage/round after successful hit), Ml 9, Save F2, Align Neutral, XP 13

 


 

 

Saturday, 18 April 2026

Scenario #16: The Caverns Beyond the Mine



This is a short adventure for characters of levels 1-3 who have completed Vlastag Silver Mine. At the back of the mine in room 17 there is a pothole in the floor dropping down 40ft to the floor of area 1 on this map. If the PCs are brave or foolish enough to climb or abseil down, they will enter this cave complex which is a part of the Shadowdeep, albeit part that is very close to the surface world. . 
This short adventure is not all hack and slash. A lot of the inhabitants of these caves are fungivorous and are not interested in attacking adventurers - this is more of a snapshot of an underground wilderness the PCs are travelling through than an underground fortress or obstacle course. Having said that there are 2 sentient factions here, the troglodytes (areas 9-11) and the goblins (areas 20-24), though it is possible that the PCs find their way out without encountering either of these groups.  
Here the main aim is to exit the cave system safely. The PCs start in area 1 (descending from area 17 in the Vlastag Mines) and the way to the surface is the southern exit of area 16 here. 

1) This cavern holds 4 giant fire beetles grazing on a large patch of harmless fungi. The fire beetles are not aggressive but will defend themselves if attacked. There is of course an opening in the ceiling (marked a) leading to area 17 in Vlastag Silver Mine. 
Giant Fire Beetles: AC 4, HD 1+2, hp 6 each, Move 120ft, THAC0 18, Att 1 bite for 2d4, Save F1, Ml 7, Align N, XP 15 each

2) Empty apart from some broken stalactites and stalagmites

3) 6 cave lice live here. They are harmless unless attacked, and will try to scurry away from humanoids.  Note that embedded in the walls here are 5 clear quartz crystals worth 30gp each. However, removing them will generate a ringing frequency that causes the lice to react angrily. It takes 1 turn to remove each crystal, or half that if the PCs have pickaxes. 
Cave Lice: AC 2 on top, 7 underneath, HD 1, hp 4 each, Move 60ft, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 6, Align Neutral, XP 10 each

4) There is a white ape in the patch of fungi in the northern alcove. It has unwisely been grazing on mushrooms with a psychedelic effect, and and the ape now acts as if under the effects of a confusion spell - roll on the Confusion effects table when first encountered and again after every game turn. The DM can also use the NPC reaction table but without charisma modifiers. If the roll indicates a friendly reaction from the ape, it believes the PCs to be fellow apes and will behave accordingly. 
These psychedelic fungi are greenish-yellow in hue and there is one particular patch of them. Collecting the whole patch (10lb weight) will be lucrative as alchemists will be interested in the fungal properties (100gp value to alchemists or herbalist).
White Ape: AC 6, HD 4, hp 20, Move 120ft, THAC0 16, Att 2 claws for 1d4/1d4, Save F2, Ml 7, Align N, XP 75

5) This cavern has a stream running through it from west to east. The stream is shallow (1ft deep, 5ft wide) but splashing around in it are 3 giant toads. They are carnivorous and will attack any humanoids that enter their stream. They will target the smallest-looking member of the party as they are after an easy meal. 
Giant Toad: AC 7, HD2+2, hp 10 each, Move 90ft, Att 1 bite for 1d4+1 or 1 tongue (range 15ft), dragging small creatures to toad. On a to hit roll of 20, small opponents are swallowed whole, taking 1d6 damage/round. Save F1, Ml 6, Align N, XP 25 each

6) This side cave is empty

7) This large cavern is apparently empty but high up in the vaulted ceiling there are 2 giant bats. They are not particularly aggressive and if left alone they will stay up in their ceiling roost - they have had their fill of invertebrate prey. But if disturbed (e.g. shot at) they will defend themselves. 
Giant Bat: AC 6, HD 2, hp 6, 8, Move 30ft/fly 180ft, THAC0 18, Att 1 bite for 1d4, Save F1, Ml 8, Align N, XP 20 each

8) This cavern has several patches of fungi, and there are creatures grazing on them - in the northern patch there are 4 cave locusts while in the southern patch there are 6 manticore rats. They ignore each other and will probably ignore the PCs if there are no loud noises or acts of aggression. 
Cave Locust: AC 4, HD 2*, hp 9 each, Move 60ft/fly 180ft, THAC0 19, Att 1 bite for 1d2 or 1 bump for 1d4, Save F2, Ml 5, Align N, XP 25. Gooey Spit: If a locust spits at an opponent it rolls to hit AC 9. If successful the opponent must save vs poison or be incapacitated for 1 turn due to awful smell.  
Manticore Rat: AC 8, HD 1, hp 4 each, THAC0 19, Att 1 tail for 1d4, Save NM, Ml 5, Align N, XP 10

9) The Pointed Cave: This cave is filled with stalactites and stalagmites, and is home to a pack of 4 troglodytes who will try to use the rock formations to ambush any humanoids wandering through. They will hold off on their stench until melee is already initiated. 
Troglodyte: AC 5,HD 2*, hp 9 each,  Mv 120ft, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4, special atttack: stench, Ml 9, Save F2, Align C, XP 30 each
Troglodyte stench: Troglodytes can release a stench at will which requires opponents within 10ft to save vs poison or suffer -2 to hit while in melee with the troglodyte until the end of the encounter
Troglodyte camouflage:  Troglodytes have chameleon-like camouflage and can surprise opponents on 1-4 on d6

10) This side cave has 2 troglodytes  guarding a cluster of 6 large eggs (laid by a female troglodyte). 
Troglodyte: AC 5,HD 2*, hp 9 each,  Mv 120ft, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4, special atttack: stench, Ml 9, Save F2, Align C, XP 30 each
Troglodyte stench: Troglodytes can release a stench at will which requires opponents within 10ft to save vs poison or suffer -2 to hit while in melee with the troglodyte until the end of the encounter
Troglodyte camouflage:  Troglodytes have chameleon-like camouflage and can surprise opponents on 1-4 on d6

11)  Here are 2 troglodytes and a troglodyte leader, a particularly large and craggy individual who bosses the other troglodytes around. In an earthenware pot there is the troglodytes’ treasure: 5400sp, 1100gp, 4 moss agate gems worth 40gp each and a non-magical amulet of gold and lapis lazuli worth 600gp
Troglodyte Leader: AC 5, Move 120ft, HD 5+5, 25hp, THAC0 14, Att 2 claws/1 bite for 1d4+1/1d4+1/1d4+1, Spec Abil: Camouflage (surprise opponents on 1-3 on 1d6), stench as normal troglodytes, Save F5, Ml 10, Align C,  400xp
Troglodyte: AC 5,HD 2*, hp 9 each,  Mv 120ft, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4, special atttack: stench, Ml 9, Save F2, Align C, XP 30 each
Troglodyte stench: Troglodytes can release a stench at will which requires opponents within 10ft to save vs poison or suffer -2 to hit while in melee with the troglodyte until the end of the encounter
Troglodyte camouflage:  Troglodytes have chameleon-like camouflage and can surprise opponents on 1-4 on d6

12) This side cave is empty

13) This end of the large cavern is occupied by a giant draco lizard that is currently clinging to a cleft in the ceiling, ready to swoop down on potential prey. 
Giant Draco Lizard: AC 5, HD 4+2, 15hp, Move 120ft/fly 210ft, THAC0 15, Att 1 bite for 1d10, Save F3, Ml 7, Align N, 125xp

14) This side cave is home to 5 manticore rats. They will squeak loudly at anyone entering but won’t attack except in self-defence. 
Manticore Rat: AC 8, HD 1, hp 4 each, THAC0 19, Att 1 tail for 1d4, Save NM, Ml 5, Align N, XP 10

15) This oversized alcove has numerous fungi in a large patch, and is being grazed by 8 cave lice. 
Cave Lice: AC 2 on top, 7 underneath, HD 1, hp 4 each, Move 60ft, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 6, Align Neutral, XP 10 each

16) This great cavern has a ceiling about 50ft high. To the south there is a large tunnel about 30ft wide and 20ft high that leads out of the cave system and to an exit onto the surface in the middle of a copse of oak trees not far from the entrance of Vlastag Silver Mine. 

17) This grand cavern has a high ceiling and a stream running through it. The stream forms a pool and in here there is a rock python, lying in wait for prey.  The rock python has a gem (a large Zircon worth 500gp) lodged in its stomach that can be found if cut open. Discarded on the edge of the pool are a set of goblin-sized leather armour and a goblin-style shortsword (left by the deceased goblin chief). Also scuttling around the edges of the cavern are 7 giant fire beetles in a small herd that will not attack if left alone. 
Giant Fire Beetles: AC 4, HD 1+2, hp 6 each, Move 120ft, THAC0 18, Att 1 bite for 2d4, Save F1, Ml 7, Align N, XP 15 each
Rock Python: AC 6,  HD 5 , hp 21, Mv 90ft, THAC0 15, Att 1 bite for 1d4 or 1 squeeze for 2d4, Save F3, Ml 8, Align N, XP 300, If bite attack is successful the python will wrap itself around target and squeeze for automatic 2d4 damage per round (no need to roll to hit)

18) This room is covered in stalactites and stalagmites and is difficult to move around (half movement) if the moving creature does not have a climb speed. There are 2 giant crab spiders here that will attack any intruders that get close enough. The northern end is covered in cobwebs and in the cobwebs are 2 corpses of hobgoblins, former guards in the silver mine. One of them has 5 silver ingots (worth 100sp/10gp each) while another has a sack of 125gp. 
Crab Spider: AC 7, HD 2* hp 5 & 8, Mv 120ft, THAC0 18, Att 1 bite for 1d8+ poison (save vs poison or die in 1d4 turns), Save F1, Ml 7, Align N, XP 25

19) This cave has many different fungi. Lurking in the patch is a shrieker that is covered in yellow mold - anyone attacking the shrieker will release yellow mold spore clouds. The shrieking will attract both the giant crab spiders from area 18 and the goblins in area 20. The goblins know of the yellow mold and will not go near the shrieker. 
Shrieker: AC 7, HD 3 (13 hp), Mv 9ft, THAC0 none, Shriek attracts monsters, Save F2, Ml 12, Align N, 20xp 
Yellow Mold: AC (always hit), HD 2**, hp 10, Move 0, THAC0 n/a, Att see below, Save F2, Ml n/a, Align N, XP 30. Spores: 50% chance per being hit that the yellow mold will release a cloud of toxic spores in 10ft x 10ft x 10ft volume. Anyone caught in this cloud must save vs Death Ray or choke to death in 6 rounds 

20) Here are 6 goblins, 2 goblin archers + 1 goblin veteran around a campfire. There are also 2 barrels - one of low-quality beer and another with edible fungi. 
Goblin: AC 6, HD 1-1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shield , hand axe, 10sp 
Goblin archer: AC 7, HD 1-1, hp 4 each, move 60ft, THAC0 19, Att 1 shortbow (range 50ft/100ft/150ft) for 1d6 or 1 hand axe for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shortbow, quiver +10 arrows, hand axe, 10sp
Goblin Veteran: AC 6, HD 2-1, hp 9, Move 60ft, THAC0 17, Att 1 shortsword for 1d6+2, Save F2, Ml 8, Align C, XP 20, Equipment: Leather armour, Shield, Shortsword +1, 35gp & 100sp

21) There are 4 goblins & 2 goblin archers here, guarding two patches of fungi that have been fenced off with 5ft high wicker fences.  Inside the fences among the fungi are  22 bat-eared rabbits (10 in the north patch, 12 in the south patch). 
Goblin: AC 6, HD 1-1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shield , hand axe, 10sp
Goblin archer: AC 7, HD 1-1, hp 4 each, move 60ft, THAC0 19, Att 1 shortbow (range 50ft/100ft/150ft) for 1d6 or 1 hand axe for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shortbow, quiver +10 arrows, hand axe, 10sp

22) There are 10 goblins here, and about 20 straw mattresses. This is the goblin sleeping area. 
Goblin: AC 6, HD 1-1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shield , hand axe, 10sp

23) This cave has a pool of water and a patch of fungi. There are 4 cave locusts here that are quite skittish and will spit and jump if any intruders enter. The goblins use them as an improvised alarm. To the east there is a passageway that gradually descends deeper into the shadowdark.  
Cave Locust: AC 4, HD 2*, hp 9 each, Move 60ft/fly 180ft, THAC0 19, Att 1 bite for 1d2 or 1 bump for 1d4, Save F2, Ml 5, Align N, XP 25. Gooey Spit: If a locust spits at an opponent it rolls to hit AC 9. If successful the opponent must save vs poison or be incapacitated for 1 turn due to awful smell.

24) 4 goblins + 3 goblin archers + 1 goblin minor shaman. The shaman, Tangrath, has found herself as the leader of the goblins here. There are also 2 human captives tied up in a corner - slaves who fell down into the cave system from the silver mine. Although the goblins were considering eating them, the goblin shaman is smart enough to use the captives as a bargaining chip. At the DM’s discretion the PCs can be awarded 100xp if the two captives are returned safely to Luln. 
On the north wall of the cave is a chest. It is locked and the shaman has the key. Inside are 6300sp, 1200gp and 2 potions (Potion of Levitation and Potion of Gaseous Form)
Goblin Minor Shaman: AC 7,  HD 4(d6)*, hp 15, Move 60ft, Att 1 staff for 1d6 or 1 spell, Save C4, Ml 8, Align C, XP 125, Equipment: leather armour, quarterstaff, unholy symbol, scroll of clerical spells (Speak with Animals, Silence 15ft r, Locate Object); prepared spells: Cure Light Wounds, Rage, Hold Person 
Goblin: AC 6, HD 1-1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shield , hand axe, 10sp
Goblin archer: AC 7, HD 1-1, hp 4 each, move 60ft, THAC0 19, Att 1 shortbow (range 50ft/100ft/150ft) for 1d6 or 1 hand axe for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shortbow, quiver +10 arrows, hand axe, 10sp
Captives: 
  • Belsara - human female, age 40, align N, stats as NM, weaver and wool spinner from a hamlet outside of Luln
  • Velnik - human male, age 25, align L, stats as MU1, from Luln, mage’s apprentice and scribe, speaks Goblin and has spoken to the shaman though not to much effect. 

Saturday, 14 March 2026

A Journey from Karameikos to Ylaruam

Cartography by Mark Howard (source)


Revisiting the Rules for Overland Travel

It is possible to hand-wave journeys from one nation to another, and DMs are entitled to do so. One session the PCs are finishing their adventures around Castellan Keep and the Caves of Chaos, and the next session they have arrived at Cinsa-Men-Noo.  However, in many epic quests in legend, film and literature the journey is the bulk of the adventure. The Hobbit, The Fellowship of the Ring, the Odyssey, King Solomon’s Mines, Apocalypse Now and others have travel to a destination as most of the story. These are good for world-building and verisimilitude - making the campaign world seem more real, with geography, inhabitants and events going on around the PCs.  

Traditionally the idea is that Basic adventures (levels 1-3) happen around the dungeon, while Expert adventures (levels 4-13) involve venturing out into the wilderness. The X-series of modules (X1: The Isle of Dread etc) often have large sections of wilderness with dungeons often taking a secondary role. And so wilderness travel is principally addressed in the Expert rulebook. 

If the PCs stick to roads, I don’t bother with chances of getting lost and journey time is improved, as well as the reduced likelihood of hostile encounters.  If they decide to go off the beaten path , then things become more difficult and risky, and the rules for checking if the PCs get lost will apply. 

This particular journey from Karameikos to Ylaruam is more of an example than a concrete event that must happen. It is my way of considering how such expeditions might take place and how the DM can approach them. 

Motive & Hooks

The meta-reason for getting PCs from Karameikos is because I have envisioned Karameikos hosting low-level, Basic adventures - once the PCs reach 4th level or more they can venture further afield, either south into the Sea of Dread (which inevitably involves ship journeys) or staying on land they can travel to Darokin or Ylaruam. If the DM is happy with a true sandbox campaign, the PCs can venture anywhere they want, if they have the means and the motivation, but as a DM I find it better to prepare adventures in geographical clusters (e.g. northern Ylaruam or north coast of Norwold’s Great Bay) and to guide PCs towards that area if not towards a specific adventure. But of course trying to explain this to players might break the mood - why would their PCs, brave adventures in search of fame and fortune, want to travel to a far-off land like the Emirates of Ylaruam?  

  • Treasure: Gnarl Vorggonson from far-off Ostland talks to the PCs in a tavern about the Emirates of Ylaruam. There are great pyramidal tombs filled with the burial treasures of the ancients. Whatever the risks of whatever guards it, the rewards are certainly worth while. The following morning Gnarl is found dead with a Ylari dagger in his back. The Holy Killers of the Eternal Secret have struck again. 
  • Employment: A new notice is pinned on a wall of the inn at Castellan Keep: “ Caravan Guards wanted for journey northwards. Some combat experience preferable, payment is reasonable. See Beldorphix the Dwarf Merchant at the Griffon Shield Inn in Penhaligon”. 
  • Magic Items: Zashell of the Magician’s Guild in Specularum has come across old papyrus scrolls inscribed with spells not seen in centuries. After investigating their provenance, she is sure there are more such scrolls in the ancient ruins of northern Ylaruam and she is willing to pay well for them if brought to her intact.   
  • Academic Study: Ganahellion, an elf associated with Specularum College of Sages, wants to investigate the stories of ancient civilizations that once dominated northern Ylaruam. But he needs bodyguards as he has heard the land can be quite dangerous. 
  • Entrepreneurial Trade: The garrison at Duke’s Road Keep has run out of oil for both lighting and for pouring on besiegers (after a recent and brutal battle). Anyone who brings five large barrels from Tel Al Kebir will be well paid. 
  • Religion and Philosophy: Sister Alpadina, a junior cleric in the Order of the Griffon, has been asked by her superiors in Kelvin to see if there are suitable allies against the forces of Chaos in other lands. The Order has heard of the Eternal Truth and its followers but don’t know much about it. They know even less about the mysterious dervishes that inhabit the deserts of Ylaruam but Sister Alpadina wants to investigate, though she cannot do it alone. 
  • Pursuit of Justice: The chaotic priest who has infiltrated Castellan Keep has fled after adventurers find evidence implicating him on his colleague in the Caves of Chaos. Will he take a riskier route into the wilderness or will he flee by safer though more circuitous roads and trails? PCs who pursue him may need to investigate and ask questions at the various settlements he might have passed through. 

Route and Distances

Here the hex maps I have used in these blog posts become really useful. The one at the top of this post was chosen because it shows the entirety of the journey as I expect it, with Karameikos in the southwest quarter and the Emirates of Ylaruam in the northeast quarter, with Cinsa-Men-Noo near the northern edge of the map. At 8 miles per hex it is simply a matter of counting the number of hexes between points and multiplying by 8 to get the distance in miles. It could be argued that the town, castle or village featured in a hex actually only takes up a small proportion of what is inside a hex (an 8 mile hex is actually 55 square miles in area) and thus distance may not be an exact multiple of 8, but I don't feel the need to be that accurate. 

My suggestion for this would be:

  • Penhaligon to Duke's Road Keep: 7 hexes or 56 miles by road
  • Duke's Road Keep to Reedle: 4 hexes or 32 miles by road
  • Reedle to Selenica: 5 hexes or 40 miles by road
  • Selenica to Parsa: 15 hexes or 120 miles by road (Update: I have written about the Selenica Pass here)
  • Parsa to Sulba: 8 hexes or 64 miles by trail
  • Sulba to Ylaruam City: 7 hexes or 56 miles by trail
  • Ylaruam City to Cinsa-Men-Noo: 9 hexes or 72 miles by road
This gives a grand total of 55 hexes or 440 miles if the PCs stick to the main roads and trails. Whether or not the PCs stop at the various locations for rest and resupply is up to them. Generally speaking a travellers' inn, even a poor quality one, is better and safer than camping out on the side of the trail. These locations could well have their own adventures, side treks and NPC schemes going on as the PCs pass through. 

Speed of Travel

This one is explained in the Expert Rulebook and is the group's slowest traveler's movement per turn divided by five as miles per day. This is then further modified by what terrain they are travelling through although trails and roads cancel out any hinderance from terrain. I understand that this results in a daily distance that is only rarely divisible by 8, so it won't be a convenient matter of treating hexes as simple discrete stepping stones - we will be dealing in fractions of hexes (although probably not fractions of miles). 

If the slowest member of the party is travelling at 60ft/turn in a dungeon then they are travelling at 12 miles per day in the wilderness, assuming they are on relatively open and easy terrain, including trails. In fact if on roads the speed is increased by 3/2, so that character can travel at 18 miles per day on road. Such a character could therefore theoretically complete the route given above in  28 days (320 miles by road / 18 miles per day on roads = 17.8) + (120 miles by trail / 12 miles per day = 10 days).  Even a party riding mules will travel twice as fast as that (mules have a base speed of 120ft/turn) and could ideally complete the journey in 14 days. 

Random Encounters

I'm okay with random encounters as long as DM discretion applies both with regard to challenging the party and also whether it makes sense within the campaign world. Also remember that encounters need not be violent - either side may wish to parlay or avoid the other altogether. For some civilised encounters they are simply passing each other on their respective ways. Page X57 in the Cook rules gives guidelines for how often for each type of terrain random encounters are met. The number of checks per day is not entirely clear but I would suggest 2 - one during the day (presumably while travelling) and again at night (while camped) but I understand if the DM would rather keep it to just once per day. 

If the DM has enough time and motivation then custom random encounter tables are a great way to keep PCs on their toes - otherwise the encounter tables in the Expert Rulebook should be fine, especially with a bit of DM discretion. 

Weather

Weather is not actually addressed in the Expert rulebook but DMs can still make rulings about it. Harsh weather including hailstorms, downpours, blizzards and sandstorms can all hamper a party's movement and possibly get them lost if they insist on pushing on along a poorly marked trail. If already off-road, it is very difficult to navigate when the sun and stars are obscured by storm clouds. Actually damaging  weather such as lightning storms, tornadoes and the like should be rare and perhaps not random (i.e. only occuring when the DM needs the PCs to take shelter).  

The seasons will be important as well: winter travel in subarctic climes (such as Norwold) is not to be taken lightly. Similarly in hot deserts (such as Ylaruam and the Great Waste) the summer months can be unbearable.  

Provisions

Assuming the PCs have no magical way of creating food and drink, they will have to bring their own. Travelling along a river at least provides plenty of water and in temperate climes water should not be too scarce but in deserts such as Ylaruam it is a precious commodity. Since the B/X rules do not have classes dedicated to the wilderness, foraging is difficult and by no means reliable (although if using expanded rules, druids and elven rangers could be useful in this regard). Food and water for mounts may be necessary as well, especially in deserts and barren lands. The Rules Cyclopedia does offer guidelines on foraging in p89. 

Interestingly neither Moldvay Basic nor Cook Expert rules give the encumbrance for normal or iron rations. It's all lumped together with other miscellaneous equipment as 80cn/8lb. However, the Rules Cyclopedia is much more specific - a pack of one week's normal rations is 200cn and a week's iron rations are 70cn. A full waterskin (a quart) is 30cn and is probably going to last a day of travelling, two days if strictly rationed. 

As far as B/X rules are concerned there are no specific consequences for hunger, thirst or exhaustion. I would suggest for every 2 days without food or half day without water each PC suffers -1 to Str and Con (temporary - lost point are restored at 2 points per day once the character can eat and drink). If either score drops below 3 they are incapacitated (cannot move or fight and are barely conscious), and if either score drops to 0 they die. Clearly this is not scientifically accurate - most humans cannot survive more than 3 days without water to drink, even less in hot deserts - but I think it is sufficient for my purposes. If you prefer to work out your own rules for hunger and thirst, go for it. There is a brief section on p32 of Gaz2 Emirates of Ylaruam about heat exhaustion, but this is not really the same as dehydration. 

Saturday, 28 February 2026

An Updated Map of Karameikos

Based on original cartography by Thorfinn Tait, source

Since I restarted this blog in 2021, I have added various locations to Mystara. Many of these are in the Grand Duchy of Karameikos. I have also taken the liberty of placing some official adventure modules there as well, sometimes in a different place to where other members of the Mystara community believe they should be. As I have said before, this is my own version of Mystara, and I do not feel obliged to stick to fanon or even canon. Nonetheless, a lot of Karameikos is as described in Gazetteer #1. 

The official modules in Karameikos include

  • B1: In Search of the Unknown - Quasqeton is approximately the same place as indicated in Mentzer Expert set
  • B2: The Keep on the Borderlands- the Caves of Chaos are approximately same place as indicated in Mentzer Expert set, just outside Castellan Keep, I have expanded on Castellan Valley, the surrounding area. 
  • B3: Palace of the Silver Princess [this one could be set in Glantri but I'm keeping it in the official location in Karameikos] is in Haven, north of Rugalov. 
  • B5: Horror on the Hill - now north of Penhaligon along with Guido's Fort
  • B6: The Veiled Society is still set in Specularum
  • B7: Rahasia and Kota-Hutan - now west of Rifllian
  • B9: Castle Caldwell is now near Guido's Fort , just off the Duke's Keep Road 
  • B9: Elwynn's Sanctuary is to the west of Riflian and Verge

I have also created a number of civilised settlements

And here are the dungeons I have added:

Honourable mentions of official locations


Sunday, 22 February 2026

Scenario #15: Destroy the Siege Weapons!

 


Introduction

This is a short adventure using the B/X rules for characters of levels 2-4, set in Karameikos in the Known World. 

Scouts in the town of Penhaligon have told their captain they have spied hobgoblins and other humanoids constructing siege weapons in the hills near town. Given that Penhaligon is the only clear target for miles around and also news about the assault on Duke's Road Keep, Lady Penhaligon and her advisors have decided to deal with this preemptively, before the seige weapons get anywhere near the town walls. The PCs are asked to deal with this situation and destroy the siege weapons, and perhaps make things difficult for the enemy to build more of them. The PCs are of course entitled to any treasure they find. 

The hobgoblins have set up base in an abandoned dwarf hall that has a courtyard and perimeter wall outside the underground chambers. They are assisted by human members of the Cult of Chaos who want to see Penhaligon fall. 

Key to the Map

1) The Courtyard. This is surrounded by a wall 20ft high with a walkable parapet and four towers about 25ft high each. The towers are solid, not hollow, so are really just stone platforms with battlements around the top and an external staircase for each one. The guards manning each one are as follows:

1a) 2 hobgoblin crossbowers, 1 hobgoblin

1b) 2 hobgoblins, 1 hobgoblin crossbower

1c) 2 hobgoblin crossbowers, 1 hobgoblin Sergeant. 

1d) 2 hobgoblins, 1 hobgoblin crossbower. 

Note that the hobgoblins in 1b and 1c man the front gate. Any hobgoblin has a 40% chance of being asleep. However, if not asleep then a hobgoblin will notice combat or intruders going on in any adjacent tower. Also a hobgoblin can alert their comrades in an adjacent tower with a loud shout (this can be done at the same time as combat or movement) . This is not intended to be an easy encounter and if the PCs are not clever or careful they may find themselves being mobbed by 11 hobgoblins. Getting through the main gate is not easy as it is barred from the inside with a big wooden beam. Thieves can easily scale the walls - the stonework is rough enough that those trained at climbing need not make a check. Non-thieves will need to make a dex check when trying to climb either the walls or a tower - failure means falling to the ground and taking 1d6 damage. Ropes or ladders may help in this case. Disguises, bluffing and magical charming might work, getting the hobgoblins to open up the gate voluntarily as the hobgoblins have seen human cultists of chaos come and go. 

2) Dining room. There are 4 hobgoblins + 2 hobgoblin crossbowers here as well as 2 tables with 4 chairs each. In a corner is a metal stove with a pot of some sort of stew and  five dead rabbits hanging from hooks waiting to be butchered. There is also a cupboard containing earthenware crockery, metal pots and crude iron cutlery. 

3) The Armoury. This room has racks holding 8 sets of hobgoblin-sized leather armour, 5 shields, 4 hand axes, 5 spears, 4 crossbows and 110 crossbow bolts. 

4) The Dorm. This room has 6 bunk beds and currently has 4 hobgoblins, unarmoured and asleep. They will take 1 turn to don their armour if woken, or if attacked while unprepared they will fight without armour (AC 9). 

5) 2 hobgoblin sergeants are here. Similar to those in room 4 they are unarmoured and asleep unless given prior warning - they will be woken by fighting in room 4 and will prepare themselves in 1 turn before rushing to aid the regular troops. There are 3 beds here and chests containing the sergeants' personal belongings. Sitting on a table is a silver candelabra worth 200gp. 

6) The well. This is 20ft diameter and although the water surface is fairly close to the floor level, the water is very deep (40ft). Although drawing water from the surface is relatively safe, anyone swimming or sinking deeper than 20ft into the well will find the well shaft widens out into a large water-filled chamber and there are inhabitants near the bottom, 3 giant pirhanas. If these are defeated and the PCs don't drown, 40ft below the surface the skeletal remains of a dwarf still wears a gold medallion worth 600gp might be found. 

Giant Pirhana: AC 6, Move 150ft swim, HD 3+3, hp 13, 14, 17, THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, XP 50

7) Hobgoblin Captain: Here is the leader of the hobgoblins, Shugguthol a tough veteran, and 2 hobgoblin sergeants as his pals and bodyguards. He has a key around his neck that unlocks the treasure chest in this room. It contains 4300sp, 540gp and 4 gems worth 50gp each (a quartet of banded agates). Note that the chest also contains correspondence (in hobgoblinish) from a hobgoblin king based north of Penhaligon who is currently launching attacks against a village called Guido's Fort. 

Shugguthol, hobgoblin captain: AC 3, Move 60ft, HD 4+4, hp 26, THAC0 15, Att 1 sword for 1d8+2, Save F4, Ml 10, Align Chaotic, XP 125, equipment: Chain Mail, Shield +1, Sword +1, dagger

8) Gaerron the Engineer. This room is the quarters of a human military engineer who has turned to Chaos and with a deep hatred of the rulers of Penhaligon who exiled him. His room has a bed, a chest with personal belongings and also a table with pens, paper and lots of drawings and designs for various siege engines and other large mechanical devices. Although unhinged and some of the designs are ridiculous, other designs are ingenious and would be of interest to other engineers. Think of Leonardo da Vinci meets Rube Goldberg. The whole bundle of designs is worth about 100gp if the right buyer can be found. He also has a bookshelf of engineering and mathematical textbooks, as well as some books describing magi-tech as practiced by gnome tinkers. The whole collection of books is worth another 150gp though there are 25 books, each weighing 1lb/10cn. He also has a small bag of 230gp & 24pp. 

Gaerron:  AC 4, Move 90ft, HD F4, hp 23, THAC0 16, Att 1 halberd for 1d10+1, Save F4, Ml 9, Align Chaotic, XP 125, equipment: Chain Mail +1, Halberd, Dagger

9) Ogre Guards: These two ogres stands guard over the quarters of the chaos cultists and are loyal to them. There is a bell hanging off the wall to one side and if the ogres feel threatened or need help they will ring the bell to alert the two cultists in rooms 10 (Naellissa) and 11 (Jorrath).

Ogre: AC 5, Move 90ft, HD 4+1, hp 16, 20, THAC0 16, Att 1 club for 1d10, Save F4, Ml 8, Align Chaotic, XP 125, equipment: crude hide armour, oversized club, shortsword, 60gp each

10) Naellissa , Chaos priestess. In her quarters she has two chests: one contains her personal belongings - the other is a rather dangerous gift from a senior cleric of Chaos: 7 crawling claws. Naellissa cannot actually control them; they will not attack her, but they will scurry out and attack anyone else in the vicinity. She has found trying to get them back in the chest is very difficult and usually involves trapping each one with an up-turned bucket. However, if she feels threatened she will open this chest and unleash the crawling claws.  Naellissa is a fervent true believer and wants to see the siege machines here knock down the walls of Penhaligon, and will do what it takes to see it done. The chest containing the crawling claws has a false bottom - opening it reveals 200pp and a jade gem worth 400gp, as well as a letter of commendation from a mysterious cleric of Chaos called The Rahib in the Temple of the Gray Mountain, near the elven village of Kota-Hutan. 

Chaos Priestess: AC 4,Move 90ft, HD C3, hp 11, THAC0 17, Att 1 mace for 1d6 or 1 spell, Save C3, Ml 8, Align Chaotic, XP 75, equipment: Chain mail, shield, mace, unholy symbol; spells: Cure Light Wounds, Detect Magic 

Crawling Claw: AC 8, Move 60ft, HD 1/2, hp 2, THAC0 20, Att 1 claw for 1d3, Save NM, Ml 12, XP 5  

11) Jorrath the Chaos Mage & Gark. Jorrath is the overseer of this whole location, and can command Naellissa, Shuggothol and Gaerron if necessary. However, he is a wily fox and if things look bad he may try to surrender to the PCs, claiming that he is just an underling and he has valuable information and he was never really convinced by the Cult of Chaos anyway. He is accompanied by a gark, a magical goblin-giant hybrid whom Jorrath rescued from cruel slavery, and now owes Jorrath his life.  Underneath his bed is a loose flagstone. Under the flagstone is Jorrath's sack of treasure: 1700gp, 100pp and a bejewelled silver goblet worth 600gp. 

Chaos Mage: AC 7, Move 120ft, HD MU4, hp 11, THAC0 17, Att 1 dagger for 1d4+1 or 1 spell, Save MU4, Ml 7, align Chaotic, XP 200, equipment: Dagger +1, Spellbook, Potion of Healing, Ring of Protection +1; spells: Magic Missile, Charm Person, Mirror Image, Caustic Bolt (also in his spellbook but not prepared are: Read Magic, Detect Magic, Locate Object, Phantasmal Force)

Gark: AC 4, Move 90ft, HD 4+4, hp 26, THAC0 15, Att 1 battleaxe for 1d8+2, Save F4, Ml 8, Align Chaotic, XP 125, equipemnt: chain mail, battleaxe, gold chain worth 75gp wrapped around wrist. 

12) Goblin worker quarters. In here are 5 goblin workers relaxing between shifts. The floor is dotted with straw mattresses and there is a water barrel and a box of rather stale bread in one corner. 

Goblin workers: AC 7, Move 60ft, HD 1-1, hp 4, THAC0 19, Att 1 tool for 1d4, Save NM, Ml 6, Align Chaotic, XP 10, equipment: leather work apron, tool (carpentry hammer, adze, saw, chisel), 5sp each

13) Store room: This place has boxes of nails, screws, planks of timber, sheet metal and coils of rope, the raw materials from which the siege weapons are crafted. 

14) The workshop. Here are 3 hobgoblins, a hobgoblin sergeant and 10 goblin workers. The goblins are wielding crafting tools, not proper weapons and are not carrying shields, though their leather work aprons function as leather armour. The hobgoblins are here to supervise the goblins, and will occasionally kick or slap one to make sure it keeps working. There are numerous parts of siege machinery, including a giant bow that will become part of a ballista, 3 ballista bolts, a ram head and several crude heavy wheels, as well as anvils, work benches and saw horses. 

Goblin workers: AC 7, Move 60ft, HD 1-1, hp 4, THAC0 19, Att 1 tool for 1d4, Save NM, Ml 6, Align Chaotic, XP 10, equipment: leather work apron, tool (carpentry hammer, adze, saw, chisel), 5sp each

15) The hall of siege weapons. Here are a catapult, a ballista and a battering ram. They are constructed out of combinations of metal, timber, rope and leather, and are best destroyed by fire. The large double doors leading from here into the courtyard are barred on this side, so entering into here from the courtyard is very difficult if not impossible without magical means. 


Common Monster Stats

Hobgoblin: AC 6, Move 90ft, HD 1+1, hp 6, THAC0 19, Att 1 hand axe for 1d6, Save F1, Ml 8, Align Chaotic, XP 15, equipment: leather armour, shield, hand axe, 10sp

Hobgoblin Crossbower: AC 7, Move 90ft, HD 1+1, hp 5, THAC0 19, Att 1 hand axe for 1d6 or 1 crossbow bolt for 1d6 (range 80ft/160ft/240ft), Save F1, Ml 8, Align Chaotic, XP 15, equipment: leather armour, hand axe, crossbow, 10 bolts + quiver, 10sp

Hobgoblin Sergeant: AC 6, Move 90ft, HD 2+2, hp 10, THAC0 18, Att 1 sword for 1d8 , Save F2, Ml 9, Align Chaotic, XP 25, equipment: scale mail, shield, sword, dagger, 5gp