Wednesday, 16 February 2022

The Battle of Duke's Road Keep

 

Image by Doug Chaffee (source)
A terrible disaster has been narrowly averted! Just a few days ago Duke's Road Keep, in northern Karameikos, close to the border with Darokin, was assaulted by a powerful force of orcs and ogres. In several places the curtain wall was breached though thankfully the inner keep held. The garrison of Karameikan soldiers and various allies held out until the chaotic humanoids gave up and slunk back to their caves.  

What is Officially Said about Duke's Road Keep 

From Gaz1: The Grand Duchy of Karameikos:

Duke's Road Keep: This fort lies in the mountain pass on the Duke's Road, right at the border between Karameikos and Darokin. Though also mountainous and cold, this is a more cheerful place because of the constant traffic passing through from Selenica to points south. This fort is garrisoned by the Fourth Division, Duke's Road Battalion (nicknamed "The Goblin-Crushers" for their successful military operations carried out against the mountain goblins).

My ideas about what has happened:

A band of 30 dwarf prospectors were the first to spot the orc and ogre horde advancing from the east through the mountain valleys. The dwarves hurried to the keep on their ponies, both for their own protection and also to warn the humans. However, they in turn were spotted by the orcs, and there were several running skirmishes with worg-riding orc scouts trying to stop them. 12 dwarves made it back to the keep, raising the alarm and allowing an hour to organise the defences - this was only possible because 8 other dwarves decided to make a heroic last stand in a narrow gorge, blocking the worgs and their orcish riders for as long as they could before they were overwhelmed. 

The garrison sent riders in each direction of the Duke's Road, warning travellers and caravans of the impending attack. Two caravans made the decision it was safer to stay in the keep than be caught out on the open road by the savage raiders. One caravan heading north to Darokin tried to outrun the orcs but their burnt and bloodied remains were found a few days later. 

Estimates from survivors in the keep put the enemy forces at about 2000 orcs, and at least 120 ogres. About 2/3rds of the orcs were just regular infantry, with spears, axes and shields, but there were companies of orcs with crossbows and shortbows, as well as 100 surviving worg-riders. They came well-prepared for an assault, with many orcs carrying siege ladders to scale the walls, and goblin slaves hauling carts carrying ballistae, catapults and their respective ammunitions. Some of the goblins were carrying shovels, pick-axes and other mining equipment. 

The Dukes Road Keep defenders were 244 soldiers of the Karameikan Army, 4th Division, Duke's Road Battalion ("The Goblin-Crushers"), plus 120 resident civilians (of whom 33 could pick up weapons and fight), 43 caravan guards from the two caravans sheltering in the keep, the 12 surviving dwarf prospectors who first spotted the attacking orcs, the resident chaplain Theodocius (human male 6th level cleric, Lawful) and his 3 adepts (2nd level clerics, Lawful) and a band of adventurers who were on their way to Castellan Keep, looking for fortune and glory.

The battle was brutal and bloody, and went on from the initial attacks at dusk through the night until dawn. Siege ladders were put against battlements and the human defenders desperately tried to kill or knock the orc assailants off the ladders before they could get a firm foothold on the parapets.Toppling a siege ladder over (often with orcs still climbing it) would rouse a cheer from the humans.  Arrows , quarrels and ballista bolts were exchanged by both sides. The orcs were very exposed and were usually not organised enough to form a shield wall against the incoming arrows. 

The gatehouse came under attack from ogres wielding a tree trunk as an improvised battering ram, and the portcullis and gate were eventually smashed down, but before the orcs and ogres could charge in the mage from the visiting adventuring party, Vericonia (human female, 6th level MU, Neutral) used her prized possession, a Wand of Webs, which held the attackers in its sticky webs as they tried to get through the gatehouse, leaving them immobile and vulnerable to counterattack by the defenders. Despite the orcs and ogres hacking or burning some of the webs, Vericonia kept using her wand, making the gatehouse main entrance impassable with multiple web spells. 

As was previously stated, the orcs and ogres managed to overrun the outer walls in three places, mainly thanks to the siege ladders. This forced the defenders back to the central keep. However, the orcs did not get their siege equipment over the walls and so the siege artillery could not aim at the keep. At one point the orcs tried to swarm over the keep like angry ants but this was when the defenders used the flaming oil, poured over from the inner keep's ramparts and scorching anything near the base of the keep's walls. Over a hundred orcs and a dozen ogres were burnt within that minute, and it was at that point that some orcs began to retreat, despite the exhortations and threats of their commanders and chiefs. 

In a final attempt to break the defenders, the great ogre chief Wolfripper started smashing at the inner keep's door with his huge axe, and to the defenders' consternation he was successfully chopping his way in.  At this point the battalion commander Tyllion of Kelvin (human male, 7th level fighter, Lawful) opened what was left of the door and took on the ogre chief in single combat. It was a closely fought battle, with both inflicting terrible wounds on each other. Wolfripper let out a terrible roar that chilled the blood of all the defenders, but although some flinched or were rooted to the spot in fear, the commander was unfazed and landed the final blow, slicing Wolfripper's neck open. Weak from his wounds and exhaustion, he collapsed in the broken doorway. As a dozen ogres charged at the doorway, a lightning bolt shot out from the keep, over the prone body of  Tyllion and blasted half of the ogres into ashes. "I've been waiting for the right opportunity to use that spell" said Vericonia, the mage of the adventuring party. At this point the remaining ogres turned and fled. Seeing their bigger, stronger allies falling back and knowing the defenders had powerful magic the orcs decided to follow in kind. 

It has been 3 days since the battle. Clerics have been healing the wounded, administered last rites to the dead and dying and praying for guidance. Many graves have been dug. Of the defenders, 86 soldiers, 16 caravan guards, 4 dwarfs and 101 civilians have survived. Tyllion the commander has also survived though he is still recuperating from his duel with the ogre chief and now bears some impressive scars. Repairs are being made to the curtain walls and other stonework damaged by catapults and the like. Outside the Keep, on the other side of the Duke's Road, a horrible pile of nearly a thousand orc and ogre corpses now festers. 

If the PCs arrive at Duke's Road Keep, they may have missed the main battle but there are plenty of tasks and missions. 

  • Surviving orcs and ogres have regressed back to petty banditry, waylaying travellers on the Duke's Road. They need to be dealt with in an uncompromising way. 
  • Theodocius the Chaplain is convinced that the orcs and ogres would not have come up with this attack by themselves. They are opportunistic, dull and selfish, usually content with attacking farmsteads and caravans. Theodocius wants adventurers to go after an ogre or orc chief and find out who organised this attack. The strategic importance of Duke's Road Keep cannot be ignored. 
  • Tyllion the commander wants emissaries to travel to Highforge where a renowned dwarf architect and military engineer Darreldor Steelhammer (male Dw 5, neutral) is employed by the gnomes. Tyllion wants him to come over to Duke's Road Keep to advise on improving the defences. 
  • Fenrir Bronzehelm (male Dw4, lawful) is one of the few surviving dwarves. He wants the PCs to retrieve the bodies of his fallen comrades, especially those who made a last stand in the narrow gorge. They deserve a decent dwarven burial. 
  • The ogre chief Wolfripper, slain at the climax of the battle, regularly paid fealty and food to the frost giants of the Tomb of the Frost Shamans. When he does not deliver in a month's time, they will send a squad of 3 frost giants to investigate. Is it possible to deal with these frost giants peacefully? Can they be deceived or deterred? 
  • Orc corpses have gone missing from the pile on the other side of the Duke's Road. This is compounded by reports of orcish zombies stumbling west into the Black Peaks. Clearly some necromancy is at work but who and why? Is this necromacer in alliance with the orcs or do they have their own agenda?
  • Surviving ogres of Wolfripper's own personal band were seen retreating northwest and are believed to be holed up in a natural limestone cave. They are led by Spinestomper, an ogre leader and Wolfripper's right-hand brute. Tyllion wants the ogre threat to be finished off. 
  • Tyllion cannot be sure that another attack is not being prepared and wants the defences to be strengthened as quickly as possible. Although he has sent messengers to the Duke in Specularum for reinforcements, he also wants adventurers to escort his treasurer to Selenica to negotiate a deal with the Mercenaries' Guild. The good news is that some merchants who use the Dukes Road regularly could be persuaded to contribute to the costs of the mercenary soldiers.
  • Plorbios the Plump, (human male 2nd level fighter/3rd level merchant, neutral) was the leader of one of the caravans that sheltered in the keep during the battle, and he found himself fighting for his life along side the caravan guards and soldiers. He survived but his merchandise was lost and now he fears bankruptcy. He was moving 20 rolls of fine Pearl Island silk from Specularum to Selenica, but the silk was seized and taken by some enterprising orcs. At a value of 2000gp per roll he is willing to pay a 50% finders fee (1000gp per roll) to anyone who can retrieve his silk and save his business. 
  • A silver and ivory necklace around one of the slain orc chiefs' neck has been identified by Plorbios the Plump as being the same design as the orcs in the Orclands north of Selenica and Hobart Keep. Could orcs be travelling from the Orclands in northeast Darokin to Karameikos? If so, how? How many of the 2000 orcs were from there, instead of local tribes in the Altan Tepes?
  • Theodocius and his sole surviving adept are very overworked. He would like adventurers to travel to the Reclusium of Serenity in the northwest of Karameikos to ask if they can spare any clerics to help with the healing. 
  • The oil that proved so crucial when the inner keep was under attack has been used up, and new supplies need to be found. The best oil is found in the Emirates of Ylaruam, particularly the city of Sulba. But who would be prepared to travel all that way and bring the oil back?
  • What happened to the gang of goblin sappers, seen at the start of the battle? Although they may have simply fled, it is also possible that they are mining away somewhere near the keep, possibly tunnelling under it. Tyllion would like this matter investigated. 
source


Monday, 14 February 2022

My ideas about the villages of Rifllian & Kota-Hutan

 What is officially said in Gaz1: The Grand Duchy of Karameikos on p.39

Rifllian

Ruler: Prestelle (Chief Trader). She is a third level elf and a shrewd trader

Population: 1700, chiefly Callarii elves

Laws: When dealing with human visitors, the Callarii follow the Duke's Law, but in their own affairs follow elvish custom. 

Notes: This is the post where humans come to trade with Callarii elves, trading raw materials and good horses for supplies, equipment and items of elvish craftsmanship. Humans will feel most comfortable in the Silver Swan Inn, which is run (chiefly for human visitors) by Stubbs Platterman, a halfling (first level). 

Image by panjoool, source

Kota-Hutan

Kota-Hutan does not have an official description, though it is mentioned by name in B7: Rahasia as the elven village from which the elf maidens have been kidnapped. 

My ideas: 

B7: Rahasia - Kota-Hutan is the elven village. The Temple of Gray Mountain is where the Rahib lives. No location is given within the module, so I am placing it in the Radlebb Woods, west of Rifllian. 

Elwyn's Sanctuary is a short adventure included in B9: Castle Caldwell and Beyond. As far as this campaign is concerned, Elwyn's Sanctuary is in the hills northwest of Rifllian and southwest of Verge. 

Both the Rahib and Elwyn are part of the Cult of Chaos. The Rahib has actually travelled from Hule on orders from his superiors in the Cult of Chaos to destabilise the elves of Karameikos. 

Humans of Karameikos consider Rifllian as the capital of the Callarii elves. This amuses the elves, as they do not feel the need to have a centre of government - each village and each family is mostly autonomous, and in matters that affect many villages and families there is a gathering of elders at an agreed location (sometimes Rifllian, usually somewhere else). Prestelle does not consider herself to be a ruler, but more of a spokesperson and diplomat. 

However, the elves will agree that Rifllian is an important trade hub, and it is no coincidence that it is close to both Highforge and Kelvin, and close to the main river system of Karameikos which makes trade with Threshold and Specularum easier. Although humans are the main trading visitors, dwarves, gnomes and halflings all occasionally do business here. 

Rifllian has an informal artisans' quarter, where much of the crafting goes on - carpenters, jewellers, leatherworkers, bowyers and weaponsmiths can all be found along Crafts Avenue. There is also the marketplace where most traders visit and deals are made, but sometimes a trader will have a particular craftsman in mind and will go straight to Crafts Avenue. 

Rifllian has no standing army but has a militia system - nearly all elves capable of combat also have a day job, but when the alarm call goes out (either external raiders or internal crime) about a third of the elven population (about 500 elves) can don armour and pick up weapons, ready for action. Of these about half are elven spellswords (fighter/mages), while the other half are elven rangers. 

Pardelli the Falconer (5th level Elf Ranger, Lawful, male) breeds hawks that act as messengers and spotters for the elves of Rifllian. He is believed to possess a Ring of Animal Control that works only on birds. Although it does not live in the village of Rifllian, there is a giant hawk nearby that Pardelli seems to have a good friendship with. 

The Callarii elves generally get on well with other elves, including their eastern neighbours the Vyalia elves and the elves of Alfheim. The Callarii elves are not quite as academic and cultured as those of Alfheim, who consider them a bit simple and rustic, stuck in their corner of Karameikos, rubbing shoulders with uncouth humans. The Alfheim elves sometimes nickname the Callarii "wood elves" - in turn the Callarii consider the Alfheim elves to be a bit haughty and high and mighty, and sometimes refer to them as "high elves". 

The Nehelli tribe of centaurs has been acting strangely recently. Previously they have been willing to trade with elves and even directly with humans (using Rifllian as neutral ground) but now they have been acting aggressively, chasing other races, including elves, out of their tribal territory (the woods south of Rifllian) and shunning contact with the outside world. The elders of Rifllian would like adventurers to investigate, preferably without casualties on either side. Do the centaurs have a legitimate grievance, or are more sinister forces at work? 

The Elvish Truebloods are elf supremacists who resent human intrusion into what they see as their territory. They are similar in methods to chaos cultists and mostly blend in with the rest of the elven population, with members in Rifllian and Kota-Hutan (such as Parnassa Highbrow). Other members who cannot stomach the presence of inferior races (humans, dwarves, halflings) have retreated to a hideout deep in the woods called the Tower of Aelarda Starria. The Elvish Truebloods do not consider themselves chaos worshippers (and despise actual chaos cultists) but many of them act and think in a chaotic way, fuelled by racial pride, hatred of inferior races and fear of the future of elves (not so much extinction so much as dilution and pollution of their bloodlines and culture, and elves gradually being reduced to the level of mere humans).  They claim to be inspired by another group of elves from another world who call themselves "Eldreth Veluuthra". They have not yet acted openly against humans or their elf friends but the time will come. 

Kota-Hutan has a population of about 300 elves and a number of elven NPCs:
  • Galthriel Moonbeam (3rd level Elf Ranger, Neutral, female) is the village's main scout and will lead patrols in the nearby woods, deterring or defeating intruding goblins, orcs and gnolls. 
  • Alhandria (3rd level Elf Spellsword, Lawful, female) is the village's main spokesperson. She often travels to meet other elven elders and is friends with Prestelle in Rifllian
  • Vellorion Blackbow (2nd level Elf Ranger, Lawful, male) is the resident bowyer and fletcher, and is always on the lookout for good quality but responsibly sourced timber for his famous longbows.
  • Callithor Dragoneye (2nd level Elf Spellsword, Chaotic, male) is a trader and traveller, visiting Kelvin, Highforge and Threshold. However, he is also a Chaos cultist and even works with the Rahib on occasions (kidnapping the elf maidens required tip-offs from this treacherous elf). 
  • Parnassa Highbrow (2nd level Elf Spellsword, Chaotic, female) is a member of the Elvish Truebloods. Although not openly hostile to non-elf visitors (at least not when it would be foolish to be so) she is quite condescending and arrogant. She quietly reports any non-elven visitors to her superiors deep in the Radlebb woods at the Tower of Aelarda Starria.
 As well as the Rahib in the Temple of Gray Mountain, Kota-Hutan is also threatened by the Black Viper tribe of orcs who have recently hired a band of gnoll mercenaries. This is the reason why the elves of Kota-Hutan want adventurers to enter the Temple of Gray Mountain - they cannot spare the defenders who may be needed in the event of an orc and gnoll attack.  

source




Wednesday, 9 February 2022

Adventures in Alphatia

 I've been flicking through my copy of "Dawn of the Emperors", the Gazetteer-like boxed set that covers the two great current empires of Mystara, Alphatia and Thyatis. 

Alphatia is ruled by a monarch (currently Empress Eriadna, 36th level Magic User, human female, Neutral) and also a grand council of 1000 mages. What struck me is on p6 of the Player's Guide to Alphatia it says:

"The Grand Council is the other ruling body. Every user of magic who achieves ultimate mastery (36th level)  can be on the council - though not everyone is, because the number of Counsellors is limited to 1000."

That means in Alphatia there are at least 1000 magic users of 36th level And people say that the Forgotten Realms has a problem with high level NPCs running around the place...

Image by ManthosLappas, source

I am sure this would affect the tone of any adventures there, unlike in Karameikos, Darokin or even Thyatis knowing that the local prince or a councillor may appear, do something drastic like cast Meteor Swarm and then disappear, like wand-wielding demigods. 

I was watching a Youtube video from online MystaraCon and they briefly mentioned Alphatia, and I believe Bruce Heard said that if he redid it, perhaps he would make Alphatia more fractured, less united. If Alphatia as a nation got its act together, it could steamroller any opposing force, including Thyatis and Glantri (probably both at the same time). But Alphatian wizards have chaotic tendencies. This is a different take on Chaos from the Chaos Cultists I have talked about previously, and in AD&D terms I would say most Alphatian wizards are  Chaotic Neutral rather than Chaotic Evil. They are simply too individualistic, selfish and recalcitrant to do as the Empress commands. I imagine politics at the top of Alphatian society as being less about following rules and more about expediency and détente - managing relations with peers when both of you are powerful enough to kill each other but you are not sure if either of you can be bothered. 

Distractions from the duties of rulership include:

  • Other wizards and their machinations - the biggest and most obvious threat to an Alphatian archmage is another Alphatian wizard
  • Magical Research
  • Explorations and personal Expeditions
  • Zzonga Fruit (a highly addictive fruit that induces a mind-numbing and apathy-inducing daze).

Sometimes it seems Alphatia is barely an Empire, and is only a bad Imperial decree away from becoming a sort of magical anarchy, with dozens, perhaps hundreds of small archmage-ruled dominions vying for supremacy over each other while a helpless imperial court looks on in despair.

Is it possible for archmages to work together? Yes. But given the range of magical tricks, deceptions, countermeasures and forms of surveillance available to a 36th level archmage, trust would be a very valuable commodity.  I would say that alignment plays a part here - Lawful archmages and wizards are both more trustworthy and more trusting than Neutral ones, who in turn are more trusting and trustworthy than Chaotic wizards. The idea of a network of Lawful and a few Neutral archmages who realise it is in their long-term interests to not work against each other and perhaps even co-operate (especially when a common cause is found) could be a stabilising factor holding the Empire together. There may even be some Alphatian patriots who consider the well-being of the Alphatian Empire to be as important as their own desires and plans. They are the ones who organise Imperial military expeditions and other situations where Alphatia needs to get its act together. 

Is it possible to use Alphatia as a campaign-spanning setting, taking characters from 1st to 36th level? Yes, particularly if there are corners of Alphatia where the ruling wizards are not taking their responsibilities properly (which could be nearly half of the Empire). Or maybe the archmage has the PCs on hand as his trouble-shooters - he is their patron, they are his agents helping him to keep his realm quiet enough that he can focus on his magical research. 

One thing I am aware of is that in other nations as the PCs become more powerful, perhaps Name level (9th level) and ready to build their own strongholds and dominions, they are often among the strongest and most capable characters for miles around. In Alphatia they will always be in the shadow of archmages, some of whom will be very close by. It will take a long time before the PCs feel like they are epic heroes rather than tiptoeing around archmages who could disintegrate them with a spell if so provoked or inclined. 

And of course the social and legal distinctions between magic users and the great unwashed means that any balanced party with a mix of characters will find Alphatian society distinctly skewed in the favour of any magic users, elves or clerics. This may annoy some players who have previously considered adventuring parties as all equals and peers, at least in social matters. 

So although I believe a campaign starting at 1st level can be done, it will feel quite different. 
Perhaps Alphatia is better used in other ways? 

Firstly as a homeland of powerful and unpredictable wizards who can travel across Mystara and do whatever they like, acting as villains, patrons, bargainers, foils and the like in adventures far afield.

Secondly, as a source of wondrous magic, from magical rings to armadas of flying ships, to newly invented spells, 

Thirdly as a high-level adventure setting with Companion or Master level characters venturing into Alphatia to complete a quest and dealing with Alphatian society and its very powerful NPCs, some of whom will have to be negotiated with or maybe avoided entirely. 

Another thought has occurred. Generally Alphatian wizards and archmages are selfish and willful but generally not malicious. What if the Cult of Chaos (which is definitely AD&D chaotic evil, not chaotic neutral) tried to change that? Converting a powerful wizard to their cause would be useful. Converting an entire nation of thousands of wizards to the Cult of Chaos would be world-changing. 

In fact I would not be surprised if some Alphatian wizards had not already become twisted summoners, particularly those around the Kingdom of Blackheart and the dread Ugly Woods. If you want to do experiments on monsters, it is easier to summon your own rather than trying to capture them alive.  But of course, that would require striking an insidious bargain with the forces of Chaos. Although some wizards might hesitate at such a dark path to power, other wizards would leap at the opportunity. Once enough wizards have been converted, then they start going after strategic targets, including members of the Imperial court and councilors loyal to the Empress, as well as those pesky lawful wizards who actually support the Empress. If they won't convert, they will be destroyed. It's time to show Alphatia the joys of anarchy...


Saturday, 5 February 2022

Languages in this Mystaran Campaign

In this campaign there are still many different languages, but not exactly one per species or intelligent monster type - languages are often shared by different monstrous races. In a similar way, the Common tongue is now split into three regional versions of Common, like Arabic across the middle east, or Spanish across Central and South America. People from different nations or cities may have slight differences in phrases or vocabulary, and may have accents but they will understand each other if they have the same version of Common. 

There are no alignment languages as far as this campaign is concerned - alignment language has not sat well with me. Although within a particular faith or religion this could be understood (e.g. Latin for Catholics, Arabic for Muslims). the idea that monsters would speak the same alignment language does not make sense to me. This part of Moldvay's rules in particular irks me: 

The idea of magically forgetting or learning a language because of a change in attitude just jars with me. 

The major languages in this campaign are:

Alphatian Common: Spoken in Alphatia and its dominions, including Bellissaria and Esterhold. Those outside this area simply refer to it as Alphatian. 

Demonic: Spoken by lesser demons, but also some chaotic monsters that are not proper demons. Minotaurs, medusas, manticores and harpies all speak demonic, and some also speak common. This has implications for the true origins of such monsters. 

Draconic: Spoken by all dragon races (Blue, Black, White, Green, Red, Gold) if the individual dragon can speak. 

Dwarvish: Spoken by dwarves, and is the national language of Rockhome. It is also spoken by gnomes who have a strong accent and sometimes have their own words for things - this has caused some scholars to regard gnomish as its own language, though anyone who speaks dwarvish  can get by when dealing with gnomes (including all dwarf PCs).  

Elvish: Spoken by elves and is the national language of Alfheim. Because of elvish records going back so long, it is one of the oldest languages that is still spoken and written in Mystara and it has not changed much since the days of Blackmoor (think of the gradual change from Shakespearean English to modern English). 

Fey: Spoken by pixies, sprites, dryads, nixies and other faerie folk. Although it sounds rather like elvish to foreign ears, it is its own distinct language. 

Giantish: Spoken by all giant races (Stone, Hill, Frost, Fire, Cloud, Storm) as well as ogres, cyclopes and related creatures. 

Goblinish: Spoken by goblins, hobgoblins, bugbears and kobolds. Can automatically be learned by PC dwarves and elves as a racial ability. It is the second language of the broken lands.,

Hinnish: The language of halflings. It is the national language of the Five Shires. When spoken properly it is accompanied by a lot of hand gestures that form an accompanying sign language. Although not a full language in itself, this hand-signing means that halflings are better at gesturing to each other when silence is required. 

Hule Common: West of the Great Waste, this is the common language, spoken across much of the Savage Coast. Some people of Sind also speak this though Thyatian common is the official language of Sind. 

Orcish: Spoken by orcs, gnolls and also some ogres and trolls, it is the main language of the Broken Lands. Elf PCs can automatically learn this as a racial ability. 

Saurian: Spoken by lizardfolk, troglodytes, Gatormen, Caymen, Calacorms and similar reptilian humanoids. Crucially when up close this language also involves the release of certain pheromones. Although creatures without these pheromones can still be understood, it is clear that they are not "native" speakers. 

Thieves' Cant is not so much a true language on its own so much as a combination of slang, codewords, jargon and the like that thieves can understand but nearby civilians cannot thus keeping the conversation relatively confidential, without sounding obviously foreign. Since it is derived from the Common tongue, each common tongue has its own Thieves Cant, so a thieves guild in Alphatia will speak a different thieves cant from a gang of thieves in Thyatis. 

Thyatian Common: Spoken by humans and demihumans across most of eastern Brun, including Karameikos, Darokin, Ierendi, Minrothad, Glantri, the Northern Reaches, Sind, Ethengar and of course Thyatis and its dominions. 

Yavian: Spoken by the human inhabitants of the Serpent Peninsula including Yavdlom and Ulimwengu (the Karimari) though more travelled members of those nations also speak Thyatian Common. The human natives of the Isle of Dread and Thanigoth Archipelago also speak a dialect of Yavian - native Yavian speakers can just about understand these Thanigothians but those from the nations to the north have to treat Thanigothian as a separate language. 

Thanks to Noisms and his post about languages that helped inspire this post, and also the writers of 3E D&D who decided that not all species require their own languages. 


Tuesday, 1 February 2022

Scenario #6: The Lizard King's Encampment

This is for characters of levels 4-7 and is set on one of the islands on the northern edge of Dhiki Namazzi, the sea between the Serpent Peninsula mainland and Thanegia Island. I hope it can be included while running X6: Quagmire, as an example of the bases used by the lizardmen to attack Quagmire and other human settlements on the islands. 

The encampment consists of an outside palisade and wooden outbuildings set against the base of a rocky cliff, and a dungeon set into the cliff.




  1. Gatehouse: 3 lizardfolk are on guard here. The gates are sturdy, simple and wooden, with a sliding bar to lock from the inside.
  2. Watchtowers: These are wooden structures 20' tall with 2 levels each. 2a and 2c have a lizardman each on watch at the top here, but 2b and 2d are empty. Each lizardman has a gong that he should ring if he spots trouble but each one is also asleep 50% of the time. 
  3. Slave Huts, These contain human prisoners, seized from Yavdlom towns and villages, including from the city of Quagmire. The doors are locked from the outside and the slavemaster has the keys. The slaves will be grateful to be set free and even more grateful if given passage to civilised lands. If the PCs free them and help them get away from the compound they should be awarded XP according to their XP value. If treated well, Barteus and Onnoli may offer to become henchmen.
    3a. 4 normal humans,  + 1 2nd level fighter (Barteus, human male, Str 14, Int 10, Wis 8 Dex 13, Con 10, Cha 12,, hp 3 (normally 8), Al L). These are sailors captured from a Minrothrad trading ship that weighed anchor in the wrong bay. 
    3b. 4 normal humans + 1 1st L magic user (Onnoli, human female, Str 8, Int 16, Wis 10, Dex 13, Con 10, Cha 15, hp 1 (normally 3) Al N). These have been captured from the city of Quagmire and can guide PCs to the city. 
    3c. Empty
    3d. 2 normal humans (fishermen from Yavldom)
  4. Dungeon guardroom: In here are 2 lizardfolk and a Calacorm. They have a gong they will ring if they encounter intruders that should alert the slavemaster in room 5
  5. Slavemaster's Quarters. Here is a two-headed lizardman who is in charge of all the slaves in the compound. Underneath a loose flagstone is his treasure: 460gp, 1200sp and 3 amethyst gems worth 100gp each. 
  6. Empty apart from 5 carved murals showing triumphant lizardmen defeating hapless humans. The murals are actually quite artistic (if you don;t mind the subject matter) and could sell for 100gp each, though they weigh 400lb each, 
  7. 2 giant geckos are kept here as guards and pets. 
  8. Lizardman living quarters: Here are 6 lizardfolk (male and female) basking near a wood-fuelled brazier 
    8a. 3 lizardfolk young 
    8b. 5 lizardfolk young 
  9. Eastern bathing pool. Here is a large pool of dirty water where 2 lizardmen are wallowing to keep their skin moist. There are also 7 eggs the size of footballs around the edge of the pool. 
  10. Feasting chamber. Here are the partially devoured remains of various creatures (humanoid and animals) + 2 lizardfolk and 1 giant gecko feasting on what's left of a marsh antelope. 
  11. Northern bathing pool. This is the lair of 3 calacorms
  12. The Deep Pool. The east side of this room is dominated by a pool of water over 20' deep. Inside lurks a giant octopus (AC 7, Mv 60'/120' swim, HD 6, hp 27, THAC0 14, Att 8 x tentacles for 1d3 each, Save F3, Ml 7, Int 2, Al N, XP 275, see Creature Collection for special rules and more details) that will lash out and attack any intruders. Inside the pool is a single exceptionally large amber gem worth 1000gp but it can only be found if someone dives in and searches the bottom of the pool (1 in 20 chance per round without underwater light, 1 in 4 chance per round with underwater light)
  13. 1 gator man (AC 3, Mv 120'/180' swim, HD 7, hp 35, THAC0 13, Att 1 bite/1 weapon for 3d6/1d10+3, Save F7, Ml 10, Int 7, Al C, XP 450, see Creature Collection for more details). It wields a two-handed sword +1. In a ceramic urn up against a wall is the gator man's treasure: 4 gold ingots worth 100gp each, 360gp, 2100sp. a gold and garnet ring worth 300gp, a set of 4 silver goblets worth 80gp each and matching silver pitcher worth 200gp. The gator man is the lizard king's main muscle and battle champion. 
  14. 1 two-headed lizardman + 3 normal lizardfolk
  15. Weapons & stores. This room is full of boxes including various crude swords, clubs and axes, as well as construction and excavation equipment such as ropes, pick-axes, hammers and buckets.
  16. Pit trap and illusory chest: The northeast part of this room is a concealed pit. In the northeast corner there is a the illusion of a treasure chest, brimming over with coins and gems. Magic detection will reveal it is an illusion, and so will trying to touch it - solid things like hands pass through it as if it were a hologram. In terms of noticing the pit, dwarves have a chance to notice the slight change in stonework and Detect Traps spell also works. Thieves get a +20% bonus on Find Traps rolls as it is not properly concealed (of course, the thief must be actively searching for traps). If anyone heavier than 50lb steps onto the trap, it opens up, dropping the creature down into a 30' deep pit for 3d6 damage. After dropping a victim in, the counterweight mechanism starts to close up the trap door (closes in 1d4+1 round) unless it is somehow wedged open. 
  17. 1 Lizard king (AC 3, Mv 150'/120' swim, HD 8, hp 36, THAC0 12, Att 1 weapon for 3d6+2, Save F8, Ml 12, Int 10, Al C, XP 650, see AD&D Fiend Folio for more details)+ chest with 2000gp, 200pp and a golden crown studded with emeralds and peridots worth 1500gp. 
  18. 2 giant geckos
  19. 4 lizardfolk are wallowing in the western bathing pool. Dotted around are 6 football-sized eggs. 
  20. Troglodyte lair: 6 troglodytes (AC 5, Mv 120', HD 2*, hp 9, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench [opponents in melee must save vs poison or suffer -2 to hit from nausea], Save F2, Ml 9, Int 10, Al C, XP 25). Scattered loose in a corner is the gang's treasure: 550gp, 2900sp and a bag of 5 zircon gems worth 50gp each. These troglodytes are mercenaries hired by the lizard king to keep the various inhabitants in line. However, because of the stink they cause, they have been contained in this one room and the door is kept shut in an attempt to keep the smell in. 
  21. Shrine. This room contains a large pool on the south side, about 3' deep and murky and smelly. There is a shiny metal statue in the water of a grotesque lizard-toad thing about 3' high. However, it is highly electrified and anyone touching it will suffer 2d6 lightning damage. Detect Magic will show an unidentifiable aura around the statue while Detect Traps will tell the caster that the statue is a trap. However, it is magical, not mechanical so thieves cannot use find/remove traps skill. The lizardfolk and other reptilian residents believe it to be the image of a chaotic demigod and treat it with great reverence. At the base of the electrified statue is a name carved in the saurian language: "Laogzed"
Wandering monsters - Should the PCs stay in one place too long there is a 1 in 6 chance per turn of encountering wandering monsters - roll 1d10:
1-5: 1d4+1 lizardfolk
6-7: 1 calacorm
8-9: 1 giant gecko
10: 1 two-headed lizardman

Commonly used stats:
Lizardfolk (male or female): AC 5, Mv 60', HD 2+1, hp 10, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 10, Int 6, Al N, XP 25 
Lizardfolk Young: AC 7, Mv 60', HD 1/2, hp 2 THAC0 20, Att 1 bite for 1d2, Save NM, Ml 7, Al N, XP 5
Calacorm, AC 6, Mv 120', HD 3+3, hp 17, THAC0 16, Att 2 weapons for 1d6+1/1d6+1, Save F3, Ml 8, Int 8, Al C, XP 75
Lizard, Giant Gecko: AC 5, Mv 120', HD 3+1, hp 15, THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Int 2, Al N, XP 50
Two-Headed Lizardman: AC 5, Mv 90', HD 4+2, hp 20, THAC0 15, Att 2 weapons/2 bites for 1d6+1/1d6+1/1d4/1d4, Save F4, Ml 10, Int 7, Al C, XP 125

Thursday, 27 January 2022

Notable Gnomes of Highforge

Highforge is the gnome-dominated town in the middle of Karameikos between the Windrush and Hillfollow rivers. Rather than a full description and map, I will simply describe some of the more significant gnomish members of the community, using my new Gnome Warrior and Gnome Trickster classes. 

In terms of age, I am going with the numbers in 1E AD&D DMG:

  • Young adult 50-90
  • Mature: 91-300
  • Middle Aged: 301-450
  • Old: 451-600
  • Venerable: 600-750

Tershimal Hieronymous

10th level Gnome Warrior male, align Neutral
Str 16, Int 12, Wis 14, Dex 13, Con 10, Cha 14
AC 0, HP 36, THAC0 9, Dam 1d8+4, Save as Dw10, Ml 8 (11 vs undead)
Equipment: Mithril Plate mail +2, Dawnstriker (normal Sword +2 +4 vs undead, casts Light at will), 2 potions of extra healing, Scarab of Protection (6 charges).

Appearance: Tershimal is 3'10" and 330 years old, with coper-brown skin and iron-grey hair and goatee, balding on top. He is instantly recognsiable because he is missing a left ear and has a large sHe is  As far as gnomes go, he is fit and muscular. He usually wears his mithril armour and carries his sword slung over his back. 
Personality: Tershimal is surprisingly dark and intense for a gnome. He has been through tragedy and loss, with half of his family dying at the hands of a vampire and its ghoul minions. He is now on a personal crusade to destroy as many undead as possible. He has even gone on a year-long quest to find the right weapon for the job - Dawnstriker, a broadsword that he wields in two hands. 

Dorfus Hilltopper, King of Highforge

12th level gnome warrior male, align Lawful
Str 13, Int 13, Wis 14, Dex 10, Con 16, Cha 16
AC 0, HP 44, THAC0 9, Dam 1d6+3, Save as Dw12, Ml 10
Equipment: Chain mail +3, Shortsword +2, Boots of Speed, Ring of Protection +2, Medallion of ESP 30' range
Appearance: Dorfus Hilltopper is tall for a gnome: 4'2". He is now getting quite plump and well-fed and is 360 years old . He has coppery skin and golden brown hair, including a handlebar moustache that joins up with his sideburns. He usually wears smart robes, only donning his armour if he expects trouble. But he always has his ring of protection and sword strapped on. 
Personality: Dorfus is a charming and hale fellow, who makes friends easily. He is widely considered a good king, certainly by gnomes across Karameikos and to an extent by humans and dwarves. He is smart and experienced enough to know how to deal with different races, including elves, halflings, dwarves and humans of different nations. He is the current head of the Hilltopper clan that can trace its ancestry back over two thousand years to the retreat of the Hutaakans and the end of the Traldar golden age. He is not particularly ambitious, and for the moment is content to maintain Highforge as it is. 

Humberdan Ambereye

4th level gnome trickster, male, align Neutral

source
Str 8. Int 16, Wis 10, Dex 13, Con 10, Cha 14AC 6, hp 9, THAC0 19, Dam 1d6, Save as Th4, Ml 6
Equipment: Leather armour, shortsword +1, sling + 10 bullets, gemcutting kit
Spells: Light, Simple Illusion, Ventriloquism, Mirror Image, Wall of Fog
Appearance: Humberdan is 3'4" tall, and quite old even for a gnome (536 years if you have to know). He has silvery white hair and long beard, and is bald on top. He has an intense, often scowling expression on his face, though this is usually a matter of concentration rather than annoyance. He typically dresses in loose fitting leather armour robes lined with pockets filled with useful things like gem-cutting tools.
Personality: Humberdan Ambereye is an expert in gems and mineralogy and takes his profession very seriously. He is interested in reports that dwarves in Grulven's Prospect have found a unique gem and is looking for agents to investigate this. Humberdan is financially astute, and as well as appreciating gemstones for their own beauty, he is well aware of their value to other people. 


Norberten Trollscorcher
Image by Eric Belisle, source

9th level Gnome Warrior, male, align Lawful
Str 16, Int 9, Wis 12, Dex 15, Con 14, Cha 12
AC 0 (-2 vs missiles), 39hp, THAC0 8, Dam 1d6+3, Save Dw9, Ml 10
Equipment: Mithril Shortsword +2, Banded Armour +2, Shield +1 +3 vs missiles, 
Appearance: Unusually for a gnome, Norberten prefers to be clean-shaven. He is 3'8", solidly built for a gnome and 133 years old. He often goes around fully equipped for battle with his sword, shield and banded armour. He is often quite serious and does not often smile. 
Personality: Norberten Trollscorcher is a gnomish warrior and adventurer who has made a name for himself after defending a gnome burrow from a marauding troll. He loves Highforge but refuses to be tied down to a formal military role

Egglethorpe Critterchatter

Image by Nicolás S. Astete  source
7th level Gnome Trickster, female, align Neutral
Str 7, Int 16, Wis 14, Dex 13, Con 8, Cha 14
AC 6, 20hp, THAC0 14, Dam 1d6, Save Th7, Ml 10
Equipment: Staff of Wizardry, Ring of Protection +2 
Appearance: Egglethorpe is old, even for a gnome - approximately 620 years though she has lost count. She has silver-white hair tied up in a bun. She doesn't bother with armour these days - if in trouble she just uses her trickster spells to disappear.
Personality: Egglethorpe Critterchatter prefers wandering the woods, talking to squirrels and badgers. She also talks to elves, halflings, druids and sylvan creatures that have accepted her as friendly. She hates orcs and goblins but also gets angry with human destruction of the wilderness and will use her trickster spells to annoy or scare away human woodcutters or intrusive farmers. 


Shandrae Hillwanderer
6th level Gnome Warrior, female, align Neutral
Str 15, Int 12, Wis 10, Dex 16, Con 13, Cha 10
AC 1, hp 29, THAC0 12 (melee) for 1d6+3 or 11 (missile) for 1d6+1, Save Dw6,  Ml 8, 
Equipment: Chain mail +2, shortsword +1 +3 vs giants, shortbow, quiver + 20 arrows +1, Ring of Levitation
Appearance: Shandrae is quite young for a gnome (92 years old!) and is 3'9", and of athletic build. She has coppery red hair which she keeps in a plait and has fair freckly skin. She has several scars on her arms and legs from various fights. She often wears her armour and weapons, even when going around town, as she does not want to be caught off guard. 
Personality: Shandrae Hillwanderer is a prospector looking for gems across the hills and mountains of northern Karameikos who has become familiar with the area and is something of a local guide. She knows both which races and tribes inhabit where, as well as notable locations such as Quasqueton, Guido's Fort and even the Frost Shamans Tomb. However, unless it is clearly for the good of fellow gnomes, she does not do this guiding for free.

Gnimthel Bluerock


image by WillOBrien source
6th level Gnome Trickster, male, align Neutral
Str 9, Int 15, Wis 12, Dex 15, Con 10, Cha 13
AC 5, hp 20, THAC0 15 (melee) for 1d4+1, 15 (missile) for 1d6
Equipment: Leather Armour +1, Light Crossbow + 20 bolts, dagger +1, ring of Spider Climbing, 2 x potion of healing
Appearance: Gnimthel is a young rogue of a gnome, 95 years old and slim build, with a constant grin on his face only partially hidden by a well-trimmed beard without a moustache. He has light brown hair and fair skin. He always wears his leather armour which looks very similar to a leather overcoat and his dagger tucked underneath in his belt. He only carries his crossbow when expecting trouble. 
Personality: Gnimthel Bluerock is the leader of a band of gnomish ne'er-do-wells who use their trickster skills to take money and valuables, usually from humans and dwarves, though when they steal from other gnomes, the target "deserves" it in their eyes.



Sunday, 23 January 2022

Monsters of Fighting Fantasy: Island of the Lizard King

Island of the Lizard King is the seventh in the Fighting Fantasy series and is set on a tropical island where the main foes are, as the title suggests, lizardmen. A lot of these foes seem suited to the Serpent Peninsula and Thanigoth archipelago. In my own notes on X6: Quagmire I have suggested that the lizardmen threatening the city are part of a larger force of lizardfolk and other cold-blooded races. 

There are some monsters from this book that I am not giving stat blocks to because I think they are better fitted by existing monster stats. For the Lizard King himself, I would use the lizard king stats from 1E AD&D Fiend Folio. For the black lion (the pet that accompanies the lizard king) I would use stats for a sabertooth tiger. 

Grannit 

Name Grannit
Armor Class3
Hit Dice (Avg hp) 2+2 (11hp)
Movement 60’/30’ burrow
No Attacks 1 bite
THAC0 17
Damage1d6
No Enc 1d10
Save as F2
Morale 8
Alignment Unaligned
TreasureNone
Size/Type Small Vermin
Intelligence3 (animal)
XP value 25
Grannits are small but vicious underground predators found in cave systems. They scuttle around in groups and although their mouths are not particularly large, they can chew their way through soft stone. Their carapaces, particularly over their torsos, are remarkably tough, as if made of stone. They are also well camouflaged, and opponents  entering the grannits area are surprised on 1-4 in 6. 

Gonchong

Name Gonchong
Armor Class 7
Hit Dice (Avg hp) 1* (4hp)
Movement 90’
No Attacks 1 proboscis
THAC0 17
Damage1
No Enc 1
Save as MU 1
Morale 8
AlignmentChaotic
TreasureAs host
Size/Type Tiny magical beast
Intelligence14 (Highly)
XP value 50
These symbiotic parasites attach themselves to the scalps of powerful predators to feed on their blood and cerebral fluids. They insert a proboscis into the skull, both to draw on brain fluids and also to control their hosts' minds. This would be horrible enough but the gonchong also gives the host extra strength and stamina to become better killers so as to feed itself and therefore feed the gonchong. The host must be a living creature with a discernible brain and head. Once attached the host only partially retains its mind - the gonchong can override any thoughts or decisions the host has. In return the host gets +2 to all damage rolls as the gonchong's steroid-like hormones enhance the hosts' muscles, and also the host gets +2 hp per hit dice, so a lizardman that normally has 2+1 HD and does 2-7 damage would have 2+5 HD and do 4-9 (1d6+3)  damage if a gonchong were attached to it. 
If detached from the host, the gonchong scuttles about on its legs like a large bony tick, trying to attach itself to a new host. It will make a normal attack but if it rolls a 18-20 (natural 20 needed if the opponent is wearing a metal helmet - a natural 20 by the gonchong means it has knocked off or got underneath the helmet) it has jumped onto the opponent and successfully attached itself to the scalp with its proboscis. Any PC under the influence of a gonchong is considered an NPC to be controlled by the DM (in the role of the gonchong). 
Removing a gonchong from an incapacitated host (the gonchong will not let the host allow itself to be rid of it - the gonchong commands the host to protect it at all costs, including the hosts' life) requires the use of a Charm Monster spell (or similar mind control) on the gonchong to persuade it to let go  of the host willingly. Any attempt to forcibly remove it and it will swirl its proboscis around the host's brain, automatically killing the host before it detaches itself and tries to find a new host (possibly whoever is trying to remove it). 
Gonchongs are intelligent, vicious, mean creatures that can be deliberately cruel to their hosts, forcing them to hurt loved ones or destroy treasured possessions. Any decent creature that knows of gonchongs will try to destroy them on sight.

Hill Troll 

Name Hill Troll
Armor Class6
Hit Dice (Avg hp) 8+4* (40hp)
Movement 90’
No Attacks 2 fists
THAC0 12
Damage1d8+2/1d8+2
No Enc 1d4
Save as F8
Morale 10
Alignment Chaotic
TreasureE
Size/Type Huge Giant
Intelligence7 (low)
XP value 1200
Hill trolls are believed to be hybrids between trolls and hill giants. They are not smart but they are very tough and strong, capable of ripping a man limb from limb. Their troll heritage means that once injured they begin to regenerate at +1 hp per round - slower than normal trolls but they can still come back from apparent death unless they are burnt with fire or acid (like normal trolls both of these prevent regeneration). Although not as skilled at boulder throwing as hill giants, a hill troll can pick up and fling rocks at opponents up to 100' range, causing 2d6 damage if it hits. Hill trolls can usually speak a rough version of giantish, and although they are usually loners they can sometimes be found among hill giants. Trolls, even their parent, hate and reject them. Strangely enough, although they are hybrids of two separate species, hill trolls can breed. 

Razorjaw 

Name young Razorjawadult Razorjaw
Armor Class 7 7
Hit Dice (Avg hp) 3+3 (17hp)10+10 (55hp)
Movement 90’/30’ burrow90’/30’ burrow
No Attacks 1 bite1 bite
THAC0 1610
Damage1d6+13d6
No Enc 1d81
Save as F2F5
Morale 88
Alignment UnalignedUnaligned
TreasureNoneNone
Size/Type Medium VerminHuge Vermin
Intelligence1 (non)1 (non)
XP value 50900
Razorjaws are large red and black wormlike invertebrates, the young are about 20' long and 1' wide while the adults are much larger. They reproduce asexually and an adult can lay a batch of eggs every year, usually in a hot, volcanic area. Razorjaws are immune to heat and fire and the young take advantage of this to hide in volcanic areas that larger predators may be reluctant to enter and their bright red and black colouration acts as a sort of camouflage. Razorjaws have a special lunge attack - on their first attack in combat a razorjaw will throw itself at an opponent's face or throat. This attack is at +2 to hit and does double damage on a successful hit. Razorjaws are themselves omnivorous predators and will attack any creature smaller than them as well as plant matter if flesh is not available. 

Slime Sucker

Name Slime Sucket
Armor Class 7
Hit Dice (Avg hp) 8 (36 hp)
Movement 120’/60’ swim
No Attacks 2 tentacles
THAC0 12
Damage1d8/1d8 + grasp
No Enc 1d3
Save as F4
Morale 8
Alignment Unaligned
TreasureNone
Size/Type Large Vermin
Intelligence1 (non)
XP value 650
Slime suckers are primordial creatures perhaps related to squid and octopi - certainly their tentacles are similar, though slime suckers only have 6 of them - 4 for walking and 2 for grabbing prey. Slime suckers live in swamps, marshes and estuaries and are completely amphibious, breathing air and water with equal ease. They attack with their two front tentacles. If both tentacles hit the same opponent and it is smaller than the slime sucker (man-sized or less) it lifts the target up to its maw to bite it at +4 to hit (THAC0 8) and 2d4+2 damage.  The slime sucker may either hold onto the opponent to bite it again next round or drop it to attack another opponent. 

Two-headed Lizardman 

Name Two-Headed Lizardman
Armor Class5
Hit Dice (Avg hp) 4+2 (20hp)
Movement 90’/60’ swim
No Attacks 2 weapons/2 bites
THAC0 16
Damage1d6+1/1d6+1/1d4/1d4
No Enc 1d8
Save as F4
Morale 10
Alignment Chaotic
TreasureS
Size/Type Medium Humanoid
Intelligence6-8 (low)
XP value 125
These mutant horrors are derived from normal lizardmen but are much worse. They attack with both weapons wielded ambidextrously (each head controls an arm) while also trying to bite their opponents.  They are only surprised on 1 in 6. They are bigger and more vicious than normal lizardmen and a two-headed lizardman may take over a lizardman group. Two-headed lizardmen speak saurian. In normal circumstances only 1 in 1000 lizardman eggs produce a two-headed lizardman but when around chaotic influences such as chaotic shrines or a chaotic lizardman shaman takes over the tribe, the chances jump to perhaps 1 in 50. They have a tendency to bicker with themselves, though among mature specimens this does not result in self-inflicted violence.  This is a matter of natural selection - those lizardmen whose heads try to kill each other simply don't live long enough to reach maturity. 

War Cyclops

NameWar Cyclops
Armor Class 2
Hit Dice (Avg hp) 8+8 (44hp)
Movement 120'
No Attacks 1 weapon
THAC0 11
Damage3d6+2
No Enc 1
Save as F8
Morale 12
Alignment Chaotic
TreasureC +1000gp
Size/Type Huge Giant
Intelligence7-9 (low)
XP value 775


Believed to be a deliberate cross between normal cyclopes and hill giants, war cyclopes are huge ferocious brutes found in armies of Chaos and the retinues of powerful chaotic leaders including twisted summoners. They stand 12’ tall and in battle wield a single huge weapon such as an axe, sword or trident. They are poor at judging distances, so rarely use missiles (and then at -3 to hit). Without armour a war cyclops is AC 7 but they are often equipped with oversized plate mail or banded armour, hence AC 2. A war cyclops is single minded in its ferocity and tenacity - in combat it is immune to mind-affecting spells such as Charm, Hold or Fear effects, and never check morale.

It is fortunate that no female war cyclopes have been seen, and they are not believed to be a true breeding species. However, they band together with each other and when true cyclopes are around, war cyclopes will respect and follow them. War Cyclopes speak a crude form of Giantish. 

Wednesday, 19 January 2022

Selenica, the Crossroad City

 

(map by Giovanni Bondini translation and additions by Simone Neri, source here)

Selenica is a city of 39,000 people in eastern Darokin, not far from the Emirates of Ylaruam,, Alfheim, the Grand Duchy of Karameikos and the dwarf Kingdom of Rockhome. It is in a unique position, not only being close to the borders of those other 4 nations but also being reasonably close to Thyatis, the Five Shires and the Northern Reaches. It is ideally placed for overland trade, and not only do Darokinian merchants set out from here, but foreign merchants also come here, bringing their wares from far away. But as well as the massive mercantile economy, there is also a significant military and diplomatic presence here in Selenica. The city is close to the notorious Orclands in the mountainous northeast of Darokin and although Fort Hobart stands between the orcs and Selenica, the city has enough defences should threats come from either a different direction or bypass Fort Hobart. 

Selenica has quite a substantial write-up in Gaz11: The Republic of Darokin so I won't repeat it all here. Here are some of my own ideas: 
  • Street crime is not as prevalent as in other cities - there is no Thieves Guild (see below) and there is a substantial city watch. However, not all the watch are above bribery, and the merchants houses pay the biggest bribes, so some of the watch are more loyal to particular merchant houses than to impartially upholding the law. These crooked watch members rarely do the dirty work themselves, but will turn a blind eye or redirect patrols while agents and thieves working for merchant houses go after the assets of rivals. 
  • The Central Bank of Selenica is a prime target for the boldest thieves looking to make a reputation for themselves. However, the vaults are not actually underneath the bank but in a demiplane in the Ethereal plane, and can only be accessed by a portal guarded by an array of different traps and constructed creatures that obey the bank manager's commands. 
  • The city is surrounded by a large stone wall studded with watchtowers. The defences are manned by troops from Fort Hobart - typically a legion of 1160 soldiers and officers. There are also 300 city watchmen who are more focused on crime than military invasion but they can join in a fight if necessary. There is also the Mercenaries Guild (see below) as well as various armed citizens who can rush to the ramparts in an emergency.
  • The sewers under the city are substantial and extensive. The good news is that compared to less advanced cities, Selenica looks and smells clean, with animal and human waste draining down off the streets into the sewers. The bad news is that the sewers are frequently infested with various scavenging monsters that may emerge from the sewers and attack the townsfolk. Carrion Crawlers, Otyughs (see AD&D Monster Manual), giant rats, gelatinous cubes and ochre jellies have all caused problems in the sewers over the decades. 
  • Although Selenica is not a very religious city, it does have a few temples including one dedicated to King Halav (popular with resident and visiting Karameikans),  two smaller temples of Kagyar maintained by dwarven clerics, a mosque to the great prophet Al-Kalim of Ylaruam, a veritable cathedral to Bassallia (a Neutral Exalted, a merchant princess of Darokin who became an Exalted by becoming a Polymath - she is considered a patron demigoddess of merchants and traders), one Church of Law and one Temple of Neutrality. Worshipping Chaos is strictly forbidden and chaos cultists can expect to be executed if found guilty. 
  • As well as the two main merchant houses of the city (Al-Azrad and Hallonica) there are other smaller merchant houses and companies. Some of these have banded together to form the Selenica Cooperative, an affiliation of Darokin merchants and traders who have decided to work together by sharing caravan guards, business contacts, warnings of threats to trade or life and useful services (translators, wheelwrights, mule-handlers). They are of course based in Selenica, but they have trading posts in various big cities and towns in eastern Brun, including Penhaligon and Specularum.   
  • Selenica is an excellent base from which to go on adventures. All types of mundane equipment (except large sea vessels) are available here, as well as quite a few magic items. There is also a variety of services such as sages, animal trainers, alchemists and lots of mercenaries, and experts in adventuring classes who can train adventurers as they advance in power. Clerics in the various temples can cure diseases, remove curses and even raise the dead - all for a donation to the temple coffers. And of course there are plenty of merchants who will buy loot from adventurers. Some of these will be careful not to handle stolen goods - they don't want to be labelled fences. But others are not so fussy. 
  • The Selenica Arcane College is not as extensive or powerful as some of the establishments in Glantri or Alphatia but they have an adequate spell library with all the standard spells and some new ones as well. They also will identify magic items for a modest fee (50gp per item). The Dean Marius Borrisus (human male, MU19, neutral) is of Alphatian descent and still corresponds with family in Alphatia while the vice dean of arcane research Tellerine Sapphire (human female, MU16, lawful) is good friends with members of the Magician's Guild of Specularum and the world famous Glantri Great School of Magic. Whatever conflicts may be between mages of different nations, the Selenica Arcana College is viewed as something of a neutral meeting ground.
  • Hippogriffs are sometimes seen flying around one of the towers in the south of the city. This is the home of Corrigescu's Aerial Travel. An enterprising Karameikian, Yakob Corrigescu (human male MU10/Mer4, neutral), has tamed a clutch of 4 hippogriffs and has trained riders. Although expensive, they are an excellent way of travelling all over the Known World, with each hippogriff carrying Corrigescu's own rider and one paying passenger, and can fly up to 72 miles per day.
  • The guilds have become quite powerful, including the Wainwrights' (wagon makers) Guild, the Coopers'  (barrel-makers) Guild and the Muleteers' (mule-handlers) Guild. Although not quite as powerful as the merchant houses that use their services, the merchants are careful not to upset the guilds as any merchant barred from the guilds' services will find business more difficult than usual.  The Mercenaries' Guild and the Bodyguards' Guild are rivals, each vying for the lucrative caravan guard business, so a merchant would have to anger both guilds to be refused caravan guards. 
  • The Mercenaries' Guild is a useful contact for adventurers, as they are sometimes contacted with job requests that are too dangerous or specialized for either the Darokinian army or the Bodyguards' Guild. It can also marshal more conventional armed forces, and if the city is in real danger then perhaps 900 armed men (of various types) can be hired to bolster the city defences. 
  • The Darokin Diplomatic Corps (DDC) maintains a large office here, with diplomats and trade emissaries travelling out to nearby countries, typically joining a trade caravan. The DDC sometimes gets involved in internal disputes as well, between merchant houses, or guilds or civil powers and the military. About 30 diplomats are based here at any one time. 
  • Selenica is officially part of Darokin but it is far from Darokin city, and often acts and seems like an independent city-state. The current Lord Mayor Thanya Berrigord (human female, Ftr12/Mer6 neutral) considers it easier to ask forgiveness than permission from the government in Darokin. She has even developed her own contacts with both the dwarves of Rockhome and the elves of Alfheim. These aren't proper diplomatic relations but more like back-channels. Although Thanya does not intend to announce secession or full independence, she does expect Darokin City to allow her city a certain level of autonomy. She has actually used the DDC based in Selenica to negotiate aspects of this so as not to antagonise the central government. 
  • As an international hub of trade and diplomacy, there is inevitably a certain amount of espionage as well. Nearly every nation in the Known World has some sort of agent keeping an eye on things in Selenica - even if things do not happen directly in the city, news will reach Selenica quicker than most cities. It is not just nations either - merchant houses and other groups will have their own people watching other people. Usually this is just a matter of gathering information, but sometimes it escalates into more direct action, in which case adventurers may get involved as expendable proxies. The DDC is not officially an intelligence agency, but it is still often alerted to the more drastic activities of various agents. The DDC and the City Watch in turn may hire adventurers to stop these activities, or at least keep the peace within the city. 
  • Currently there is no proper Thieves Guild - it was banned, with senior members arrested and executed and its headquarters ransacked after it tried to assassinate senior city officials (and succeeded in killing the deputy Lord Mayor and the Captain of the city watch) in an attempted coup on 24 years ago (976 AC). However, some members survived and there are gangs of thieves run by former guild members around the city. They keep a low profile, and the surviving former guild members have a deep hatred and distrust of Glantrian wizards - according to them, the coup was not simply the Thieves' Guild acting on its own, but in partnership with a circle of renegade Glantrian wizards. These wizards failed to go through with their part of the plan and instead teleported out of the city, leaving the Thieves Guild on its own in a battle with the city government. 
  • The city does not have a river running through it, so its main source of fresh water is a series of deep wells that go down into the bedrock to some subterranean lake. Generally speaking this is simply accepted without question, but every now and then the buckets hauled up contain something more than fresh water - a blind white fish, a weird sort of aquatic fungus, some organic detritus or the severed hand of a scaly humanoid (admittedly the last one has only happened once but it immediately caused a commotion). A sage wants to hire adventurers to go down to the bottom of the well and investigate this underground lake. 

Saturday, 15 January 2022

Derothgar, the Fortress of the Damned and the Horned Crown of Chaos

 

art by Richard Wright (source)

Deep in the Orclands in the northeast of Darokin stands Derothgar, the Fortress of the Damned. It is a stronghold of all sorts of creatures and monstrosities, including humanoids, undead and chaos cultists, depraved humans who have thrown their lot in with the forces of darkness (including chaotic clerics. chaos warriors and twisted summoners). Very few civilized folk know of its existence, because it is surrounded by so many orc and goblin tribes and also the huge dome of non-detection that prevents scrying and clairaudience within a mile radius of the fortress. 

At the heart of this evil fortress is the leader, Baelforg the Soulripper (human male, 25th level Cleric, align Chaotic). He is the commander of Derothgar and its inhabitants. and he does this by means of a unique artifact, the Horned Crown of Chaos. Forged in the long lost past, perhaps of Nithian design, perhaps even older, from soon after the fall of legendary Blackmoor, the Horned Crown of Chaos offers its wearer some unique powers:

  • Long range telepathy with selected subordinates and lieutenants (up to 20 individuals may be connected to the crown), allowing two-way conversations up to 500 miles range
  • Charm person or monster within 60 yards, 1/turn, (-4 to save if target is chaotic, +4 to save if target is lawful)
  • Wearer's charisma is raised to 18 in the eyes of chaotic creatures and characters
  • The wearer can cast Geas spell 1/day on any chaotic target, -4 to save.

Baelforg rarely leaves the fortress and never sets the crown down - he even sleeps with it on. He sees himself as the puppet master, pulling strings from a safe distance and behind his curtain of non-detection. He is telepathically connected to henchmen and local commanders dotted around the Known World and is one of the most influential characters in the Known World, yet only a select few know that he even exists. He has a hand in many chaotic cults and strongholds across Darokin, Karameikos, Ylaruam, Rockhome and Glantri. Technically Baelforg answers to his masters in Hule - he is their regional overseer for south-east Brun - but in effect he is almost autonomous, and he prefers it that way. He has also been discretely investigating how he might ascend as a Prince of Chaos. 

Derothgar is like an iceberg - the visible part above ground is only a small part of the whole. Below the ground are 20 levels - it is a megadungeon. As a fortress it relies on not being found - once adventurers know its location it is not as secure as one might think. Getting into the outer layers is feasible as there are three official entrances on the ground floor, and various unsecured windows. However, once in, the sheer size and complexity of the structure becomes a defence in itself. It is never straightforward to get from one place to anywhere else, and although the guards and garrisons are disjointed and uncoordinated, there are a lot of them.  The surface levels that form the above-ground fortress contain more chaotic humans, while the underground dungeon levels contain more undead and other monstrous horrors. Right at the heart of the lowest dungeon level there is believed to be several permanent portals to some of the planes of Chaos, including Urdunor - the prevalence of Hellforged Iron worn on senior commanders confirms this. 

Derothgar is not intended to be a beginners' dungeon - even its upper levels are expected to be for characters of levels 7 and up. And there is no nearby town to rest and heal wounds, or sell loot, so regular expeditions here will require carefully planned logistics and possibly some sort of magical transport.

Thanks to Needles and his Swords & Stitchery blog for this post here which helped solidify my ideas for this post.