Saturday, 25 September 2021

Scenario #1 - The Captured Cleric

This is intended as an introductionary adventure for 1st level characters to get the Karameikos campaign started.

The PCs join a caravan from Kelvin to Threshold, along with a lawful cleric, Brother Pholtor, who is investigating a possible cult of Chaos gathering in the hinterlands of Karameikos. On the way the caravan is attacked by orcs, but robed humans target and abduct Brother Pholtor from the caravan during the attack. If the PCs do not follow the kidnappers immediately, they are asked by lawful clerics in Threshold to retrieve Brother Pholtor. He has been taken back to their lair, an abandoned hunting lodge, now guarded by orcs and other chaotic creatures.

Brother Pholtor: 2nd level cleric, align Lawful, male
Str 10, Dex 13, Con 10, Int 14, Wis 16, Cha 13
AC 4, Move 90', hp 8, THAC0 19, Att 1 mace for 1d6
Equipment: Chain mail, mace, holy symbol, 23gp, 2 weeks iron rations
Spells: Detect Chaos

The caravan has 2 merchants - Chuldor the Clothier (Normal man, 2hp, neutral), who is bringing a cartload of linen and wool clothes up from Specularum and Barashi the Trader (1st level fighter, 6hp, Lawful, scale armour & normal sword), who is bringing a cart of Ierendian brandy and hopes to purchase dwarf-forged weapons at a reasonable price. Both are aware of the risks of encountering bandits (both humans and humanoids) and they hire the PCs as additional protection - 5gp each per day. Brother Pholtor joins because he has been summoned by his superiors to join them in investigating this new cult of Chaos.

There may be random encounters along the road - as this is for low-level characters, I suggest the table below - 1 in  6 chance 2 times per day (one check in daytime, one check at night), 1d10 for creature type:
  1. 1 wolf
  2. 1d4+1 goblins
  3. 1d4 orcs
  4. 1 giant bat
  5. 1 giant boar
  6. 1d4 human bandits
  7. 1d4 human travellers (normal men, lawful or neutral)
  8. 1d4+1 human soldiers (1st level fighters, scale mail, shields, spears) patrolling from Threshold
  9. 1d4 deer (2hd herd animals)
  10. 1d4 hill goats (1hd herd animals)
    




The journey is 6 hexes of 8 miles each and the mule-drawn carts travel at 16 miles/2 hexes per day. The first day from Kelvin to Highforge is peaceful enough but on the second day the orcs attack as the caravan passes through a rocky valley studded with bushes and small trees. 7 orcs attack the merchants on the path, all armed with spears and shields. During this attack, the merchants try to drive their carts forward through the ambush, while Brother Pholtor is not sure what is happening and falls behind. At this point 3 figures in black robes emerge - 2 chaotic acolytes and a chaotic adept. One of them reads something from a scroll (a Hold Person spell, which Pholtor fails to save against) and together they carry off Pholtor's rigid, motionless body. The chaotic adept and acolytes will focus on capturing Pholtor and will not attack the PCs unless the PCs try to intervene in Pholtor's abduction.

Chaotic Acolyte: 1st level cleric, align Chaotic, male,
AC 6, Move 90', hp 4, 3, THAC0 20, Att 1 mace for 1d6, Ml 12, XP 15 each
Equipment: Scale mail, mace, black robes, unholy symbol, 10sp each

Chaotic Adept: 2nd level cleric, align Chaotic, female
AC 5, Move 90', hp 6, THAC0 19, Att 1 mace for 1d6+1, Ml 12, XP 35
Equipment: Chain mail, mace, black robes, unholy symbol, 25sp, Scroll of Hold Person (used at start of encounter)
Spells: Darkness (reverse of Light)

Orc: AC 6, Move 90', HD 1, hp 5, 3, 7, 4, 3, 2, 2, THAC0 19, Att 1 spear for 1d6, Ml 8, Align C, XP 10 each
Equipment: Leather armour, shield, spear, 10sp each

This is actually a fluid situation and there are a number of possible outcomes

  • The PCs and merchants survive and all continue on to Threshold without Brother Pholtor who is abducted - If this happens then when they arrive at Threshold, Brother Pholtor's superior, Senior Brother Barnheim (4th level cleric, lawful, male) asks that the PCs retrace their steps and try to retrieve Brother Pholtor, suggesting that the ambushers may have a hideout near the ambush site. They are offered 1000gp on Pholtor's rescue, or 500gp on evidence of his killers' demise and retrieval of his body.

  • The PCs manage to prevent Brother Pholtor's abduction and he and the merchants all reach Threshold - In this case Senior Brother Barnheim and Pholtor are both sure that the robed attackers are followers of Chaos - normal bandits don't use Hold Person scrolls. After being rewarded for the safe delivery of Brother Pholtor (500gp total), the PCs are offered another substantial reward (another 500gp + any loot they find) to find the attackers' lair and bring back evidence.

  • The merchants are killed and PCs suffer losses, and Brother Pholtor is abducted - If the ambush goes badly for the PCs and merchants, survivors will try to get to the nearest town - either forwards to Threshold or, if the way is blocked, back to Highforge. News reaches lawful clerics and secular authorities. The clerics offer 500gp for the rescue of Pholtor, and the local authorities offer another 500gp to get rid of the "bandits" threatening trade on this road.The surviving PCs may need to recruit more adventurers (either new PCs or NPC hirelings). 

  • The merchants are killed but the PCs save Brother Pholtor - Senior brother Barnheim in Threshold is glad but both Pholtor and Barnheim are suspicious about the nature of the ambush. After being rewarded for the safe delivery of Brother Pholtor (500gp total), the PCs are offered another substantial reward (another 500gp + any loot they find) to find the attackers' lair and bring back evidence. The local authorities are also worried about the loss of the merchants and suggest that the PCs make sure these particular bandits don't attack anyone again.

  • The PCs chase after Brother Pholtor's abductors. Although annoyed at the PCs abandoning them, the merchants make it back to Threshold. The PCs can follow the cultists who are carrying Pholtor (they bind and gag him before the spell wears off) back to their lair.

Regardless of the exact sequence of events, near the ambush site is a track heading off from the road to the north-east, with fresh footprints, which carries on for about 6 miles, after which it arrives at a hunting lodge (to be concluded in the next post).

Wednesday, 22 September 2021

Dungeons in Karameikos

 One thing I have noticed while going through Gaz1: The Grand Duchy of Karameikos is that while there is information about the society, laws, regions, armed forces and towns, there are only a few dungeons and ruins marked out on the map, namely:

  • Krakatos - a ruined walled village mentioned in "The Song of King Halav". 
  • Koriszegy Keep - a ruined keep haunted by a cursed vampire. This keep is mapped out, with 8 encounter areas. 

There are 2 possible conclusions:

  1. The designers of the gazetteer do not envision dungeons and ruins to play a significant part in campaigns and adventures in the Grand Duchy. 
  2. The designers have left it up to each dungeon master to place dungeons as they see fit and so the map is a proverbial white canvas or blank slate for the DM to place dungeons and the like as and where they wish. 

I am going with the second conclusion..

Going back through Mentzer's Expert set, the map of the Known World beyond the Grand Duchy has suggested places for the placement of published B/X modules. 

B1: In Search of the Unknown is set west of Threshold near the banks of the Achelos River near a dwarf camp called Grulven's Prospect. My notes on it are here.

B2: The Keep on the Borderlands is set northeast of Penhaligon, along the Castellan River where Castellan Keep is. The Gazetteer confirms this in its brief entry for Castellan Keep. My notes on it are here.

B3: Palace of the Silver Princess is in the realm of Haven, east of Penhaligon and at the source of the Rugalov river. The Gazetteer confirms this in its brief entry on Haven. However, the original orange-cover printing set it on the borders of Glantri. This is discussed in this post 

B4: The Lost City is set in the desert of the Emirate of Ylaruam, north-east of Karameikos

B5: The Horror on the Hill was released after the Mentzer Expert set so does not appear on that particular map but I have placed Guido's Fort and the Hill upstream of Penhaligon

B6: The Veiled Society is still set in Specularum. 

B7: Rahasia was published after the Mentzer Expert set but I have placed it west of the elven village of Rifllian.  

B9: Castle Caldwell and Beyond consists of several different adventures each with their own location. 
The titular Castle Caldwell is now near Guido's Fort, upstream of Penhaligon. 
Elwynn's Sanctuary is now placed northwest of Rifllian
The Great Escape is now on the borders of the Black Eagle Barony

X1: The Isle of Dread is set far to the south, beyond the Kingdom of Ierendi and Minrothad Guilds. 

X2: Castle Amber is set in the Principalities of Glantri

X3: Curse of Xanathon is set in the Kingdom of Vestland, beyond Karameikos, to the north-east of Ylaruam. 

X4: Master of the Desert Nomads and X5: Temple of Death are set far to the west beyond the Five Shires and Atruaghin Clans. 

X6: Quagmire is still far from Karameikos on the Serpent Peninsula though I have suggested some changes

At the moment I am quite happy to keep these adventure locations as they are. I am considering changing the details of Krakatos but not just yet. Koriszegy Keep is discussed in this post. The descriptions in the gazetteer are not the whole story but merely what folks of Karameikos know and can tell the PCs. 

There is no officially published megadungeon for Karameikos. B1, B2 and B3 all have multi-level dungeons but none of these are extensive enough to meet the generally agreed definition that a megadungeon should be able to host an entire campaign - something similar in size to Castle Greyhawk or Forgotten Realms' Undermountain. This is an absence I intend to correct with new locations such as Tarrag Duun

See also my shorter dungeons set in Karameikos: 

Scenario #4: Lair of the Twisted Summoner

Logos Location #4: Kamroth's Cairn


Sunday, 19 September 2021

Rules for the Karameikos Campaign

 I'm going to keep this pretty close to official, BtB Basic/Expert D&D that I have used for this blog. Similar to what I did while I was writing about Kaelaross, I'll use the official B/X rules as the starting point that I know other gamers have, and then add bits on (new monsters, new spells etc.) within this blog. 

Although initially I was intending to keep this campaign strictly BtB, I think now I may include my new demihuman classes:

and also allow my optional rule about regular halflings (halfling scouts) reaching 12th level.

Similarly, spells, monsters and magic items that I have introduced in this blog may be used - none of them are exclusive to Kaelaross and they should transfer to Mystara without problem.

This follows the ideas I talked about regarding "simple core, many options". where the B/X rules are not so much the entire rules so much as the common, established framework on which new stuff can be attached. 

Saturday, 18 September 2021

The Grand Duchy of Karameikos

Karameikos is one of the earliest campaign settings, as it was included in the Cook Expert D&D book in 1981, before Dragonlance or Forgotten Realms. Only Greyhawk and Blackmoor can claim earlier publishing as official D&D settings.

Some general points about the official version of the nation that I intend to carry over into my version:
  • The coast and lower river areas are relatively well populated and safe. The further upstream and inland you go, the sparser the human habitants and more common the monstrous ones. 
  • The human population is a mixture of Traldar (the original inhabitants, rural and superstitious but noble) and Thyatians from the nearby empire (recent immigrants, more civilised and educated but also cynical and untrustworthy). 
  • There is a certain element of the "Points of Light" campaign concept in that the southern coast and main river valley are strips of civilization. Moving away from these into the woods and hills and things will get dangerous and unknown. 
  • The Black Eagle Barony is the seat of power of a ruthless and evil megalomaniac who happens to be a cousin of the Grand Duke. Although he has not yet threatened the Grand Duchy itself, some say it is only a matter of time. 
  • The main city is the estuarine port of Specularum with 50,000 inhabitants. Other large settlements include Kelvin (20,000 inhabitants), Fort Doom (10,000 inhabitants) and Highforge (6500 gnomes, 1000 dwarves).  
  • In the woods and forests there are clans of elves and centaurs, as well as hostile tribes of humanoids, and more sinister creatures such as vampires and werewolves. 
In my writings about possible adventures in Karameikos, I shall base what I consider canon on GAZ1: The Grand Duchy of Karameikos, the first of the gazetteers, and set the timeline at AC1000. Lots of other sources mention Karameikos (such as Vaults of Pandius and its associated Threshold magazine) and though I might borrow from them, I won't consider them canon. 


I should also point out that although I will generally stick to the gazetteer, I may change things to suit the adventures I intend to write. 
For more of my writings about Karameikos see:

Wednesday, 15 September 2021

The Cult of Chaos in Karameikos

 The main villains for this new campaign I'm thinking about will be a new, insurgent cult of Chaos that is attempting to take over Karameikos. Why them?

  • Clear cut bad guys - very few people will be upset or morally outraged if adventurers kill chaos cultists and chaos marauders. They are among the worst of humanity (and demihumanity). 
  • A wide range of members - certainly humans from all 4 of the basic classes (fighter, mage, thief and of course cleric), but also corrupted demihumans, humanoids (orcs, gnolls etc) as well as more monstrous recruits, mercenaries and pets.  
  • A wide range of power levels - a campaign about beholders or dragons might not have a battle with the main bad guys until adventurers have been through plenty of previous adventures to get them to the requisite levels. But chaos cultists can start off at 1st level and progress upwards. 
  • Switching from stealthy infiltration to brute force and back again as needed allows for a variety of adventures. Chaotic humans can easily enter towns, get jobs and (as long as they maintain their cover) even rise to positions of authority within civilised society. But also they can muster their forces (both human and inhuman) to form legions of destruction. 



There have been hints and mentions of a cult of Chaos in the classic modules - most notably B2: the Keep on the Borderlands where they occupy the uppermost cave, surrounded by chaotic humanoid footsoldiers, and a camp of chaotic fighters in the wilderness. They have even infiltrated the Keep itself! Also  B3: Palace of the Silver Princess and X3: Curse of Xanathon have powerful chaotic clerics as the main villains - the latter is interesting in that until the events of the adventure, Xanathon and his clerics of Cretia are tolerated within the town of Rhoona. Also X5, the Master is a chaotic cleric, leading an army of chaotic beings. I don't think it's too much of a stretch to have them all part of a network of chaotic cultists that stretches across the Known World. 

Inspiration comes from a wide range of sources, including Michael Moorcock's Elric series, where both the decadent Melniboneans and fantatical Pan-Tangians are followers of the gods of Chaos. Moorcock used Law vs Chaos rather than Good vs Evil in many of his books, and this carried on into a number of early RPGs and other games. Basic/Expert D&D, Warhammer Fantasy (both Battle and RPG, especially the classic volumes Lost & the Damned and Slaves to Darkness), Empire of the Petal Throne and of course the Stormbringer RPG all used the clash of Law vs Chaos, with Chaos generally being the bad guys. 

art by Adrian Smith

There are lots of other evil cults that can be drawn on for inspiration, including R. E. Howard's Conan stories, the Cthulhu mythos, the cultists from Diablo III, even Indiana Jones and the Temple of Doom. 

I'm going to depart from "official" Mystara in that I won't use specific deities, immortals or the like. Instead, Law and Chaos are not just belief systems and loyalties, they are forms of energy that can power clerical spells directly without gods or the like granting spells to clerics. Clerics of Law and Chaos have enough faith and belief to channel these energies into spells. Neutral clerics can draw on both energies at the same time as long as they keep the forces in balance. These forces can be represented by gods and the like, but these are ficticious personalities - this is how I am treating the Temple of Cretia in X3 - Cretia does not really exist but represents the mischievous and disruptive aspects of Chaos for the people of Rhoona. 

For the cult within Karameikos see also:

For the cult in the wider Known World see also:

Sunday, 12 September 2021

Expanding Mystara

I am toying with an idea but not yet committed enough.
The idea is expanding on Mystara and the Known World, both fluff and crunch. My ideas, at least at the moment, are along the lines of adding new stuff rather than changing existing stuff.

In terms of rules, I may well go back to some of the stuff I did earlier for Kaelaross. If I did go ahead with this I think I would stick with B/X. As you might have noticed from my previous posts, I have looked at 5E. It is not that I do not like it, it is simply that I am not used to it. When writing new stuff, whether it be monsters, spells, NPCs or adventures, I just go with rules that I already know.

So the next question is Why Mystara? It's relatively well known to me (along with Greyhawk and Forgotten Realms) and also for most of its publishing history it used the B/X rules whereas other published settings used AD&D or 3E/4E, so stuff associated with other editions (paladins, rangers & monks, devils and demons) is not too central to it. It is also a setting where there are plenty of fans but they don't seem so uptight about messing around with canon - the Vaults of Pandius are full of speculation and alteration.

The rough idea is for a series of adventures set in the Known World, with smaller ones being released here as posts, and larger ones perhaps as PDFs accessible via this blog. This blog would also be a good place for me to thrash out ideas and explain some of the background behind some of the adventures.  

Friday, 11 July 2014

The Choice - 5E or B/X?

Although my blogging has not been as productive recently as it used to be when I first started, I still feel like keeping it going. Now that 5E has come out, I'm faced with a choice. Do I stick with B/X and it's OSR progeny, Labyrinth Lord, or do I change to 5E?

The thoughts that spring to mind include:
For:
  • From what I've seen of 5E, it looks like quite a good system, not too far removed from previous editions. I feel I could work with it. 
  • Increased viewing figures for the blog. This is quite shallow, and I know it should not be important, but I cannot completely ignore it. 
  • There is the feeling of joining in with a whole lot of people in a common pastime. When a whole lot of people are enthusiastic about something, its easier to be enthusiastic about it oneself.  
  • In a previous post I mentioned having a simple core, with many options. I can treat 5E Basic Rules as the core, from which new options can spring. 
  • 5E Basic rules are free for download. I could easily stick to those and ignore the expensive hardbacks, as I suspect a few players and DMs will do. 

Against:

  • The B/X and Labyrinth Lord niche is quite small. As such I felt quite comfortable making suggestions and putting ideas out there. The rule of thumb is that the smaller the group, the less likely there will be some psycho who gets offended or gets mean about my efforts. 5E could involve thousands of players and DMs, and quite honestly putting ideas out there seems more intimidating. 
  • 5E is a new system which I am not familiar with. Yes there are some similarities and commonalities with other editions, but I'm still cautious and uncertain about some of the rules. I've had B/X for over 30 years. Maybe I should stick with what I know. Being told I've got the rules wrong can make me feel a fool, and put a dampener on any enthusiasm.
  • 5E is still in the process of being released, both in terms of the 5E Basic rules and the full rulebooks (PHB, DMG & MM). Should I be writing for something when my ideas could be rendered irrelevant or redundant because of official releases I am not yet aware of?
  • Although WotC is unlikely to get its legal knickers in a twist over blogs that do not make money, nonetheless, with Labyrinth Lord and 3.X I felt protected by the OGL. 5E does not seem to have that sort of license. 
  • There may be an ongoing interest in B/X and Labyrinth Lord regardless of 5E. I could carry on providing ideas for them. 
  • There are enough differences between 5E and B/X that I would feel the need to start a new world. Kaelaross is heavily dependent on the three alignment system, not nine, and assumes that the forces of Chaos are evil, and the forces of Law are good. 

Then again:

  • Maybe I am taking myself too seriously. This is a hobby, not a job. I am not getting paid for this, nor does anyone's lives or livelihoods depend on my blog. 
  • Starting a new world could be quite entertaining. 
  • The rules are not as important as having cool ideas. 
  • A lot of the rules between the editions are common enough that anything written for B/X can be converted (with a bit of thought) to 5E and vice versa. 
  • This is my blog. As I mentioned before, I am the primary audience. So what do I want to do? What do I think is fun?
  • With the emphasis away from strict rules and more towards optional rules, I may not need to stick to official 5E, and could do a sort of 5E/B/X mash-up.



Friday, 4 July 2014

My first impressions of 5E Basic Rules

I've just downloaded the 5E Basic rules here.
What I've seen looks pretty good. And it's free, at least the Basic version is.
Some observations that spring to mind:

  • Ability scores get bonuses like 3E. However, the default way of generating them is first choose race and class, then roll 6 stats (4d6 and drop lowest) and assign to whichever ability scores you wish.  
  • Demihumans all get +2 to one stat (Subraces get an extra +1 or +2 to another stat). Humans, however, get +1 to each stat. Is this balanced? Purely in terms of stats, no, but I suspect that other demihuman abilities (such as infravision) do keep things balanced. 
  • Quite a bit more flavour and fluff than I was expecting. This is not an SRD collection of rules but a proper book for DMs and players to learn about the game. 
  • There are many references to the Forgotten Realms, and a few to Greyhawk, Dragonlance and other campaign settings. 
  • Clerics are modified - no longer restricted to blunt weapons, they now use any simple weapon. Interestingly they don't use heavy armour, only light or medium armour. 
  • Only one domain is given for clerics, the Life Domain. Incidentally this domain allows clerics to use heavy armour. 
  • Fighters get Martial Archetypes, though only one is given, the Champion. 
  • Rogues also get Roguish Archetypes, and the only one given in the Basic rules is the Thief. 
  • Wizards get Arcane Traditions (perhaps similar to 2E schools). The one given in the Basic rules is Evocation.
  • The Nine Alignments are back! Thank goodness. I know not everyone likes or uses alignments, but what 4E did just seemed so wrong. 
  • Backgrounds include Acolyte, Criminal, Folk Hero, Sage & Soldier. These all have a big impact on equipment, skills and other aspects. 
  • Strength requirements for heavy armour? Interesting. 
  • Armour Class is ascending. 
  • Premade equipment packs allow adventurers to start quicker. 
  • Trinkets are a whimsical addition to equipment
  • Feats are mentioned as being in the PHB but are not part of the Basic rules. 
  • Multiclassing is sort of discussed, but certain details are left to the PHB. Enterprising DMs could probably house-rule it without the PHB. 
  • Proficiency Bonus becomes quite important. Still haven't worked out exactly how. They seem to crop up in all sorts of situations, particularly in skills and combat. 
  • Ability Scores get discussed in chapter 7, after race, class, alignment and equipment. Interesting choice. 
  • Saving throws get a short section, with no examples given. 
  • Rounds are 6 seconds long. 
  • Spell lists are reduced in size, as befits a Basic Rules set. I'm sure more spells will appear in the PHB. 
  • There is a blank 2-sided character sheet and an extra sheet for spells at the end.  


So for me this raises the question - do I stick with B/X Classic D&D, or make the jump to 5E ? I have not decided yet, but a new edition would benefit from a new campaign setting.

Sunday, 22 June 2014

Menshallan Keep part 2


This follows on from the previous post, Menshallan Keep Part 1 and details the upper floor of the keep. It uses the B/X / Labyrinth Lord rules and is suitable for characters level 4-6.

The north-east corner is taken over by a band of chaos cultists while werewolves have taken the north-west corner. There is an uneasy truce between the two.

27) 4 chaos cultists - 3 Chaos Warriors (F3), 1 Chaos Cleric (C3) are guarding the stairway to the upper floor. If in trouble they will call to room 28 for reinforcements. They have a candelabra with Continual Light cast on it. 
Chaos Warriors - AC 3, Mv 90', HD F3, hp 15, 12, 20, THAC0 17, Att 1 sword for 1d8+1, Ml 10, Align C, XP 50 each, Equipment: Banded Armour, Sword, Shield, Cultist Robes, 3d6gp each
Chaos Cleric - AC 3, Mv 90', HD C3, hp 12, THAC0 19, Att 1 hammer for 1d6, Ml 10, Align C, XP 65, Equipment: Banded Armour, Hammer, Shield, Cultist Robes, Unholy Symbol, 23gp
Spells: Cure Light Wounds, Rage ( + Aura of Shadows if using LL rather than B/X)

28) Empty Hallway

29) 3 chaos cultists - 2 Chaos Warriors (F3), 1 Chaos Magus (MU4)  here as reinforcements if called for from room 27
Chaos Warriors - AC 3, Mv 90', HD F3, HP 12, 15, THAC0 17, Att 1 sword for 1d8+1, Ml 10, Align C, XP 50 each, Equipment: Banded Armour, Sword, Shield, Cultist Robes, 3d6gp each)
Chaos Magus - AC 8, Mv 120', HD MU4, HP 14, THAC0 18, Att 1 dagger for 1d4 or spell, Ml 9, Align C, XP 190, Equipment: Cultist Robes, 2 Daggers, 1 spellbook, 36gp
Spells: Charm Person, Shield, Mirror Image, Phantasmal Force (+ Read Magic, Detect Magic, Continual Light, Knock and Web in spell book but not memorised)
This room contains a bed, a lantern with Continual Light cast on it and table for the magus - it is his home since he has been displaced by the nagpa in room 35. He would dearly love to get his hands on the nagpa's spell book and dispose of his inhuman rival. Underneath the mattress and pillow is a sack with 12 gems worth 1940gp (2 zircons worth 60gp + 50gp, 1 amethyst worth 100gp, 1 pearl worth 100gp, 2 topazes worth 200gp + 250gp, 4 aquamarines worth 250gp, 300gp, 300gp, 330gp) plus the magus' spell book. 

30) 6 chaos cultists (5x F3, 1 C3). The chaos warriors are resting and do not have their armour on. There are 10 beds around this room plus a table and 6 chairs and a candelabra with Continual Light cast on it. If the cultists are surprised or if for some reason they do not recognise the PCs as a threat, they will be sat around the table playing a game of dice and cards (called "Papers and Paychecks").
Chaos Warriors - AC 8, Mv 120', HD F3, HP 13, 13, 20, 12, 9, THAC0 17, Att 1 sword for 1d8+1, Ml 10, Align C, XP 50 each, Equipment: Banded Armour - not worn, Sword, Shield, Cultist Robes, 3d6gp each)
Chaos Cleric - AC 3, Mv 90', HD C3, HP 8, THAC0 19, Att 1 hammer for 1d6, Ml 10, Align C, XP 65, Equipment: Banded Armour, Hammer, Shield, Cultist Robes, Unholy Symbol, 20gp
Spells: Darkness, Blood Loan (+ Hold Person if using LL rather than B/X)

31) Empty Hallway draped with banners with the symbols of two chaos gods, Slargor and Havok.

32) 1 chaos cultist leader Galliard, (C5 / Advanced Werewolf) Galliard will transform into his wolfman form when he is reduced to half HP or less. The transformation will restore him to his "werewolf hit points" of 28.
As human AC 7, Move 120', HD C5, HP 15, THAC0 16 Att 1 mace for 1d6+1 or Spell, Ml 12, Align C, Equip: Mace, unholy symbol, cultist robes, key to treasure chest
Spells: Rage, Cure Light Wounds, Hold Person, Aura of Shadows, Champion of Chaos)
As Wolfman form of werewolf: AC 5, Mv 120', HD 7, HP 28, THAC0 12, Att 2 claws/1 bite for 1d4+1/1d4+1/1d10+1. Spec Att: Infect with Lycanthropy, Spec Def: Immune to normal weapons (Silver or magic to hit), Sv F6, Ml 12, Align C, XP 1490
In a corner under a lounger Galliard uses as a bed is a locked chest. He has the key around his neck. Anyone trying to force or pick the lock without the key will trigger a poison needle trap (save at +2 vs poison or die in 1d6 turns). Inside the chest is 3300sp, 3570gp, 720pp, a Potion of Levitation, a Scroll of Protection from Elementals and a large sapphire worth 2000gp

33) Empty - storage for cultists, full of boxes of food and barrels of drink. 

34) 1 displacer beast (a.k.a. phase tiger, pet of the chaos cultists) (AC 4, Mv 150', HD 6, HP 20, THAC0 14, Att 2 tentacles for 2d4/2d4, SD +2 bonus to AC & Saves, Sv F6 (+2 bonus), Ml 8, Align N, XP 570). The displacer beast will not attack anyone wearing cultist robes but will only follow and obey Galliard. 

35) 1 lesser nagpa (AC 5, Mv 120', HD 6, HP 25, THAC0 14, Att 1 bite for 1d6 or spell, SA Create Flames, Darkness, Phantasmal Force all 3 x per day, SA MU6, Ml 7, Align C, XP 820, memorised spells: Charm Person, Web, Lightning Bolt (for 6d6 dam)), allied to the cultists, plus a pet hellhound (AC4, Mv 120' HD4, HP 19, THAC0 16, Att 1 bite for 1d6, SA breath for 4d6, Detect Invis 75%, Sv F4, Ml 9, Align C, XP 190) 
The nagpa's lair is decorated in all sorts of arcane writings and formulae. Instead of a conventional bed, the nagpa has a raised platform that it perches on while sleeping. On this platform there is a locked chest and an apparently empty leather sack. The locked chest is actually a decoy and the lock has been jammed and the chest is full of pieces of iron and lead. The sack is a magical Bag of Holding. Inside is 2400gp, 6000sp and the nagpa's spell book (containing Read Magic, Magic Missile, Charm Person, Mirror Image, Web, Dispel Magic, Lightning Bolt and Fly). 

36) Empty (corridor)

37) Empty

38) 2 wights dressed in the uniform of the former guards of this keepwho have been cowed by Galliard in room 32 (AC 5, Mv 90', HD 3, hp 13, 8 THAC0 17, Att 1 touch for Energy Drain, SD silver or magic weapons needed to hit, Sv F3, Ml 12, Align C, XP 110),  + a box with 6 pieces of ornately engraved silverware (2 plates worth 300gp each, 2 bowls worth 400gp each, a serving dish worth 600gp and a jug worth 600gp)

39) Empty

40) 1 ochre jelly (AC 8, Mv 30', HD 5, HP 16, THAC0 15, Att 1 slam for 2d6, SD Split into smaller jellies, Sv F3, Ml 12, Align U, XP 500) trapped in here by the werewolves. 

41) Empty apart from inanimate skeletons of two careless cultists caught by the ochre jelly

42) 1 rust monster patrolling the corridor (AC 2, Mv 120', HD 5, HP 22, Att 1 for special, SA rust metal weapons and armour, Sv F3, Ml 7, Align U, XP 500)

43) Trap - There is a large chalice made of silver sat on a carved stone pedestal in the middle of this room. There are two traps in this room. Firstly a crossbow trap (Att 2 bolts, THAC0 12, Dam 1d8/1d8) aimed at the door. Secondly the chalice sits on an Explosive Rune - anyone looking at the rune under the chalice detonates it, causing 6d4+6 dam, save vs spells for half damage except for the person triggering it. The chalice itself is nonmagical and worth 400gp (part of the silverware set in room 38). 

44) 4 Dire Wolves, kept as pets by the werewolves. They are hungry and will attack anyone not a werewolf (AC 6, Mv 150', HD 4+1, HP 12, 19, 22, 17, THAC0 15, Att 1 bite for 2d4, Sv F2, Ml 8, Align U, XP 140)

45) 1 advanced werewolf (5 HD) - initially appears as a muscular barbarian. He will transform into a wolfman as soon as he senses danger. 
As wolfman - AC 5, Mv 120', HD 5, hp 27, THAC0 15, Att 2 claws/1 bite for 1d4/1d4/2d4, SA Infect with lycanthropy, SD Silver or magic weapons to hit, Sv F5, Ml 8, Align C, XP 500
His "bed" consists of 6 fur blankets each worth 200gp (made of giant weasel pelts, properly tanned and made) and upright against the wall are 3 rolls of silk, each worth 400gp.  In a sack under the pile of furs is 1600gp + 240pp


46) 3 normal Werewolves (AC 5, Mv 180',  HD 4, HP 28, 16, 18, THAC0 16, Att 1 bite for 2d4, SA Infect with Lycanthropy, SD Silver or magic weapons to hit, Sv F4, Ml 8, Align C, XP 190). As normal werewolves, they do not have a wolfman form, and just transform into large wolves. 

47) Empty

48) 4 normal werewolves (AC 5, Mv 180',  HD 4, HP 15, 20, 16, 22, THAC0 16, Att 1 bite for 2d4, SA Infect with Lycanthropy, SD Silver or magic weapons to hit, Sv F4, Ml 8, Align C, XP 190)

49) Trap  -Contains a cloud of Insanity Gas - anyone entering must save vs poison or act as if under a confusion spell for 1 hour (roll for the effects of the Confusion spell every 1 turn/10 mins)

50) Trick - Illusion of 2 rust monsters running around on the floor. The illusion is not sophisticated enough for the illusory rust monsters to respond to the PCs entering - they appear to just keep running around.

51) 4 chaos warriors (3x F3, 1x F4) are stationed here. Their main task is to guard against werewolf attacks. They have a table, 4 chairs and a lantern with Continual Light cast on it. 
Chaos Warriors - AC 4, Mv 90', HD F3, HP 10, 15, 10, THAC0 17, Att 1 sword for 1d8+1 or Silver Dagger for 1d4+1 Ml 10, Align C, XP 50 each, Equipment: Banded Armour, Sword, Shield, Cultist Robes, Silver Daggers, 3d6gp each). 
Chaos Sergeant - AC 2, Mv 60', HD F4, hp 19, THAC0 15, Att 1 sword for 1d8+2, Ml 10, Align C, XP 135, equip: Plate mail, Shield, Sword +1, +2 vs Lycanthropes (makes humming noise when lycanthropes are within 30')

52) Empty

XP count: #27 215xp, #29 390xp, #30 365xp, #31 1490xp, #34 570xp, #35 1010xp, #38 220xp, #40 500xp, #42 500xp, #44 560xp, #45 500xp, #46 420xp, #48 760xp, #51 285xp
total = 7650


Menshallan Keep Part 1


Menshallan Keep was an outpost of the Toutus Empire far to the north in the Walrus Freehold.along the coastline of the Twisted Hills. (It is not marked on the map - use your intuition to find it). It is abandoned by humans, but not ruined - during the Wars between the Empires, the Toutus Empire just withdrew all the troops and staff to fight elsewhere, and then the empire collapsed. The Keep still stands. 
The keep is in a concentric pattern, with four square corner towers connected by four thick "corridors" and a courtyard with a pond in the middle. 
The two main levels are shown here, though any enterprising DM could add as many extra levels as they want. Note the stairs going down from the ground floor in room 13 - is that just cellars or is there more under the keep than on the surface?
The surface levels are intended for a party of levels 3-5. At least one magic weapon is recommended. 

Menshallan Keep Ground Level

  1. The Entrance Passageway: The double doors at each end are hanging off their hinges. 
  2. Hallway - empty apart from a pile of animal bones (previous meals of the ogres). 
  3. Crossbow Trap aimed at the doorway. Att 2 bolts, THAC0 12, Dam 1d8/1d8
  4. Armoury - all usable stuff has ben looted. In the corner are two Rhagodessas (AC 5, Mv 150', HD 4+2, hp 13, 24, THAC0 15, Att 1 leg/1 bite for 0/2d8, leg hit grips and allows automatic bite, Sv F2, Ml 9, Align unaligned, XP 215 each) that will attack any intruders. 
  5. Armoury - Most usable stuff has been looted but 2 suits of human-sized scale mail & 10 spears remain. 
  6. 2 ogres (AC 5, Mv 90', HD 4+1, hp 15, 16, THAC0 15, Att 1 club for 1d10, Sv F4, Ml 10, Align C, XP 140 each) + 2 juvenile ogres (AC 6, Mv 90', HD 2+1, hp 7, 5, THAC0 17, Att 1 club for 1d8, Sv F2, Ml 8, Align C, XP 35 each)
  7. Hunks of butchered meat hanging from the ceiling. The meat is mostly livestock and wild deer, but one or two pieces look disturbingly human.
  8. 3 ogres (AC 5, Mv 90', HD 4+1, hp 11, 24, 17, THAC0 15, Att 1 club for 1d10, Sv F4, Ml 10, Align C, XP 140 each)
  9. A dead dwarf - used as part trophy, part toy by the ogres. 
  10. 1 ogre leader (AC 4, Mv 90', HD 6+2, hp 37, THAC0 12, Att 1 battle axe for 1d8+3, Sv F6, Ml 11, Align C, XP 380) wielding a battle axe +1 for 1d8+3 damage (+1 magic bonus, +2 for ogre strength). He has a chest in the corner with 60 ingots worth 100sp each, 21,000sp, 1600gp and 420pp. 
  11. Empty
  12. Empty
  13. 1 wight (AC 5, Mv 90', HD 3, hp 13 THAC0 17, Att 1 touch for Energy Drain, SD silver or magic weapons needed to hit, Sv F3, Ml 12, Align C, XP 110)
  14. 3 shadows (AC7, Mv 90', HD 2+2, hp 12, 9, 10, THAC0 17 Att 1 touch for 1d4 + drain 1 strength, SD Magic weapon needed to hit, Surprise on 1-5 on D6, Sv F2, Ml 12, Align C, XP 83). In the corner there are four large ceramic vases, 3 containing a total of 13,000sp and the last one 18 gems (all citrines) worth 50gp each and 2 scrolls (one is a Scroll of Protection against Elementals, the other has the Magic User spells Web, Levitate and Dispel Magic)
  15. animated iron statue (AC 2, Mv 30', HD 4, hp 26, THAC0 16, Att 2 swords for 1d8/1d8, SD nonmagical metal weapons stick to statue, Sv F4, Ml 11, Align Unaligned, XP 190) crafted to appear as a soldier encased in full plate armour wielding two swords. The statue will not attack immediately unless to defend itself. Scrawled in chalk on one of the walls are three commands: En Garde!, Hither! and As You Were!
    En Garde! will cause the statue to attack
    Hither! will cause the statue to move in the direction of the person giving the command.
    As You Were! will cause the statue to cease fighting and return to this room. 
  16. Former training room. 3 animated swords attack, 1 is a sword +1 +2 vs spellcasters and will attack any mage, cleric or other spellcaster. Dispel Magic will de-animate the swords. They attack with THAC0 18 and do 1d8 damage, except for the magical sword which of course has THAC0 17 and does 1d8+1 damage, except against spellcasters such as clerics, magic users and elf spellblades. The swords cannot be defeated by conventional means, but they, like other weapons, will be stuck if they damage the animated iron statue in room 15. They will not leave this room, so characters can retreat without the swords following. 
  17. Dining hall with long tables and benches. There are two wax animated statues (AC 9, Mv 90', HD 3, hp 10, 11, THAC0 17, Att 1 weapon for 1d6, Sv T3, Ml 12, Align U, XP 65) attending the tables in an endless cycle - one lays the table places and the other clears them away. The statues appear to be man-servants in peasant clothes, with hand axes hanging from their belts. If interrupted or the crockery or cutlery is stolen or destroyed the wax animated statues attack the offenders. 
  18. Corridor - appears normal but entering the southern half triggers blinding gas (save vs poison or be blind for 1d6 hours) and a magic mouth spell that shouts out "Intruders!" repeatedly. Intelligent inhabitants of the keep have marked the boundary between the safe part and the trapped part with two upturned buckets sitting on the floor of the passage (in between the doors to rooms 21 and 22)
  19. Central Courtyard. The pond here is murky but contains nothing of interest except scummy water and mud. 
  20. Empty
  21. 1 Gelatinous Cube (AC 8, Mv 60', HD 4, hp 24 THAC0 16, Att 1 slam for 2d4 + paralysis, SD surprise on 1-4 on D6, Sv F2, Ml 12, Align U, XP 135) + gems suspended in it.
  22. Empty
  23. 1 Wight (AC 5, Mv 90', HD 3, hp 9 THAC0 17, Att 1 touch for Energy Drain, SD silver or magic weapons needed to hit, Sv F3, Ml 12, Align C, XP 110) plus 3 Ogre zombies (AC 8, Mv 60', HD 5+1, hp 31, 18, 20, THAC0 14, Att 1 club for 1d10, always attacks last, Ml 12, Align C, XP 260), guarding a chest with 2100gp, 4 pieces of jewelry worth 400gp each and 210pp and a Mace +1. 
  24. Empty. Former kitchen, with sink and stoves and tables. 
  25. Alchemical Lab with warning on the door in Elvish. Inside there are many pieces of salvageable alchemy equipment (total 160gp worth but bulky and fragile) and ingredients, plus 32 different unlabeled jars and vials with various contents such as magic potions, acids, urine specimens, poison, squid sepia and the like. The DM is invited to be creative and sadistic should the PCs start experimenting....
(XP distribution: #4 430xp, #6 350xp, #8 420xp, #10 380xp, 13# 110xp, #14 190xp, #15 249xp, #17 130xp, #21 245xp, #23 890xp)