Friday, 17 May 2024

The Tunnels under Corunglain

“Despite all the precautions which the city guards take against attacks and raids by the inbabitants of the Broken Lands, they seem unable to prevent small bands of them from sneaking into the city. It is believed, though proof is hard to come by, that the earth beneath Corunglain is honeycombed with a twisting maze of passages. If, as is believed, this labyrinth links up with the orc tunnels beneath the Broken Lands then the actions of the raiders are easily accounted for. By moving though the passages which are narrow and prone to periodic collapses, small bands of orcs, goblins and their kin can appear in the city, wreak a little havoc and then melt back into the earth without leaving a trace. 

The government of Corunglain has uncovered many openings which, they believe, lead into this underworld. In each case a demolition team has collapsed the passages and the discoverer given a substantial reward. It is certain that, given time and effort, a dedicated band of adventurers would be able to find additional entrances to the orc tunnels and earn the thanks of the local populace.”

Gaz11 The Republic of Darokin, DM’s book p36

And thus a mini-campaign for novice adventurers is established. Personally I really like this idea, as it means the adventurers are less like bandits themselves, raiding and slaying the humanoids, but actually defending the city from infiltrators. This has similarities with B2 The Keep on the Borderlands (going against various bands of chaotic humanoids) but set in a major city of 31,000 folks instead of a keep with a hundred or so inhabitants. 

This map shows the layout of the tunnels under Corunglain and shows what is underneath the map in this post about the surface of Corunglain


As can be seen there are numerous tunnels reaching all the quarters of the city. Note that this map could be just the uppermost level of tunnels - there could be even more deeper underground, and could even be part of a megadungeon. There are a dozen small lairs of three to six chambers each attached to the tunnels - this is where the humanoids rest, prepare for raids, count loot and store weapons and food. Each of these lairs is run by a gang of humanoids, usually a single race. 

There are also tunnels leading away from the city - these are the highways along which the humanoids will travel great distances. It is believed from interrogating captured goblins that there are waystations every 10 miles or so where humanoids can rest and eat. Supply wagons with food, weapons and fresh recruits can be encountered here as well as the occasional messenger. 

The tunnel complex shown here is above the water level of the river and wells, with some of the tunnel entrances opening out outside the city walls onto the river bank or a ledge on the cliffs overlooking the rivers. Only when the tunnel goes under the river does it slope down much further. At least one lair (the bottom right one) connects straight to a well shaft, about 20ft above the water level. The kobolds lodged there have learnt how to climb up the wellshaft into the surface city. 

The tunnels are all left dark, since goblins, kobolds, orcs and hobgoblins all have infravision so can see just fine. Of course these races all prefer the darkness anyway - sunlight is irritating and makes them nauseous.  In fact any light source will indicate human intruders to sentries. The tunnels are generally under 6ft tall so gnolls, bugbears and ogres rarely visit as they would have to stoop down all the time. The human soldiers who have to fight these humanoids are actually very grateful for this restriction.  

The humanoid raiding parties are usually single race, e.g. all kobolds or all goblins, and will typically be 6-10 individuals, led by a tougher, smarter warrior who acts as squad leader. There have been a few occasions of mixed-race raiding parties but these run the risk of rivalries and friction between the races.  The hobgoblins see themselves as the bosses of this tunnel complex and often stop any inter-humanoid fights getting out of hand - the hobgoblins remind everyone that the real enemies are the humans above. 

The big exception to segregation is the large chamber in the north, underneath Cheesemarket Square (#16). This is known as the Gathering Hall and is used as a neutral meeting ground and muster point, as well as a common point for those travelling along the main tunnel to the Broken Lands. Interestingly enough some goblins and hobgoblins have started to imitate the humans of Darokin and have set up market stalls in the Gathering Hall, selling things that goblins, orcs and kobolds might want to buy - roasted rats on a stick, stolen weapons, strong beer, makeshift armour and the occasional kidnapped human. Although the stall owners are unlikely to trade with humans or demihumans, adventurers magically disguised as humanoids could buy things here. One gnome trickster claims to have visited the Gathering Hall several times and even considered setting up shop disguised as a paunchy kobold, but decided it was too risky and too smelly. 

What do the raiding parties get up to? Theft, Murder, Kidnapping, Vandalism, Sabotage, Espionage and scaring the humans. Sometimes these are with a bigger goal in mind, to destabilise the government, terrorise the population and demoralise the army, but usually it is much more small-minded, doing it for food, money and fun - that’s what humanoids are like. Some humanoids join these raids for social standing within their tribes - a warrior who brings back food, loot and slaves to their lair will be seen as more valuable and a potential leader by other members of the gang. 

It is rumoured that some goblinoid leaders are considering a major assault through these tunnels, with bands emerging simultaneously from different tunnel entrance. Espionage was mentioned above because some senior tribal leaders back in the Broken Lands are interested in what the city garrison’s response times are, and who else would oppose the humanoids. The humanoids already have a pretty good map of the city and already know the best routes to and from the tunnel entrances. But given the number of human soldiers stationed in Corunglain the humanoids would probably need twice as many on their side to succeed in overrunning the city. A more realistic prospect is combining an overland assault from the Broken Lands with raiders emerging within the city to distract the garrison and maybe open up the gates or lower ropes down the outside of the city walls

The city’s responses to these raids are with either the army or adventurers:

The XIII legion based in the Bastion includes the Corunglain Combat Engineers Company, also known as the Underminers. They can call upon some friendly mages for support and while the combat engineers provide protection, the mages will cast Wall of Stone or Rock to Mud to seal off tunnels and entrances.  The combat engineers do know of mundane ways of sealing tunnels if mages are not available, but these methods are slow and humanoids may counterattack while the engineers are working. 

Sometimes the army or city council will ask the Adventurers’ Guild to hire some suitable heroes to deal with the problem, especially if fighting underground is expected - the army is better suited to combat in large formations on open fields or city walls. This is particularly likely if the humanoids are believed to have seized captives who need rescuing or valuable items that the leaders of Corunglain want to retrieve - simply collapsing the tunnel is not appropriate. 

Unintelligent monsters, particularly giant rats, giant bats and giant crab spiders are a perpetual nuisance, and the hobgoblins may bully the smaller races into dealing with these vermin before they get out of hand. Nonethelss at least one lair has been taken over by vermin, displacing or killing the previous goblin residents. Corunglain does not have a proper sewage system so at least there are no otyughs to contend with. One arrogant hobgoblin chief brought along his pet carrion crawler - it paralyzed and ate him, then escaped into the tunnels. There are rumours among the tribes and gangs that it is still alive, lurking in the dark corners of the tunnels.

The lich Meltherrion is a potential disaster for anyone who encounters him, though diplomatic and respectful humans should escape with their lives.  This could be a valuable lesson for low-level adventurers - not every monster is there to be defeated in combat.  The known part of his lair is marked in pale pink on the map, though given the magical tools he has access to this is probably not the whole of his domain.  He does not like being disturbed but he really hates humanoids - as such he could be a powerful but unpredictable ally. 

 

Thursday, 2 May 2024

The Adventurers’ Guild of Corunglain

The city of Corunglain sits at the northern edge of Darokin, dangerously close to the Broken Lands with their tribes of chaotic humanoids that are always eager to raid and plunder. The city is heavily fortified with a strong garrison, but additional help from adventurers is often welcome, especially when the adventurers carry out specific tasks that the conventional Darokin army is not suited for. Given that much of central Darokin is quite peaceful and far from enemy forces, it is not surprising that many adventurers of Darokin gravitate towards Corunglain to find fame, fortune and action, so Corunglain has considerably more adventurers than other cities of that size. There are enough of them that the Corunglain authorities have found it necessary to organise these heroes and freebooters into a guild, to point them in the right direction and perhaps keep them in contact should an urgent situation arises. 

The Corunglain Adventurers’ Guild currently consists of 15 senior staff and about 60 regular guild members. The guild also helps manage transient adventurers who are not proper members, and may have their own ideas about what they can do within the city. The guild does not act as a police force to keep renegade adventurers under control - that is really for the city garrison. But the guild will give advice to those visiting adventurers willing to listen, and hopefully keep conflict within the city to a minimum. Those who maintain the notorious murder-hobo mindset will find that the garrison is more than capable of handling criminal activity by powerful adventurers, and the consequences can be severe.  

Emirikol the Chaotic goes full murder-hobo in Corunglain...
Art by Dave Trampier from AD&D 1st Ed DMG
The senior staff include:
  • Guildmaster: Astorbius Herenka, 12th level mage, human male, align N. Astorbius was born and raised in Glantri and knows the Glantri ways of wizardry well. He has had a long and profitable adventuring career that saw him do battle against lizardmen of the Serpent Peninsula, pirates of Ierendi and tombs of undead sorcerers in Ylaruam. He has settled down in Corunglain and has taken up the position of guildmaster of the Adventurers' Guild mainly because he likes coordinating and organising people and projects - he sees himself as a natural administrator.
  • Deputy Guildmaster: Tallasania Whetstone: 15th level fighter, human female, align L. Tallasania is a retired adventurer from Darokin City. Unlike Astorbius Herenka she has done most of her adventuring within the Republic of Darokin. She knows the Orclands and the wilds around Selenica well. She has become the deputy guildmaster mainly out of a sense of duty towards Darokin - this is her way of helping to protect her homeland. 
  • Treasurer: Strombold Steelsplinter, 11th level dwarf warrior, dwarf male, align L.  Strombold is a very strict and uptight keeper of guild money - some say he fits the stereotypical miserly gold-loving dwarf. But he also likes order and follows laws and procedures, and if the correct paperwork is filled out with the appropriate endorsements he has little problem giving money to others, usually as rewards for services rendered. As with many dwarves, Strombold has a hatred of chaotic humanoids, and he is happy to help employ adventurers to kill goblins and orcs. 
  • Religious Liason: Maghelli Truthsayer, 10th level cleric, human female, align L. Maghelli has been on missions for the Church of Law all over the Known World, including the mountains of Karameikos, Jaboor on the Ylari coast and the woods around Selenica. In achieving her missions she has hired and associated with many characters, some of whom were unsavoury but she developed the skills to motivate them and keep the peace among disparate party members. She now helps organise adventuring parties for missions that are requested by the Church of Law in Corunglain or further afield.
  • Military Liason: Sir Reginald Carruthers, 13th level fighter, human male, align N. Sir Reginald is an aristocrat and knight, the third son of a nobleman of Glantri who, on realising he had neither inheritance nor magical talent, set out on an adventuring career. He still maintains his high-class bearing and can be insufferably condescending and arrogant if he takes a dislike to someone, but he has been on enough adventures with a wide range of companions that most of the time he gets on well with all sorts, including thieves, wizards and halflings. These days he talks to senior commanders of the garrison of Corunglain, including the general of the 3rd Army headquartered here, mainly to discuss missions and tasks that might be suited to adventures. He also helps smooth things over when adventurers go rogue within Corunglain, as it is usually the army garrison who deals with them. Sir Reginald tries to establish if the adventurers were misguided but well-intentioned or if they really deserve what's coming to them and advises the garrison commanders accordingly. 
  • Magical Liason: Melmarris Trueshot, 11th level spellsword, elf female, align N. Originally from Alfheim, Melmarris has travelled far and wide, wherever there are spellcasters, including Glantri, Norwold and Alphatia. During her travels she has made contacts with friendly mages and magical societies including Glantri's Great School of Magic and Karameikos' Magicians' Guild. She has decided to stay in Corunglain for a decade or two to help out with the problems coming from the Broken Lands. 
  • Trade Liason: Tarminax Rethis, 10th level fighter/2nd level Darokin merchant, human male, align L. Tarminax has spent much of his life as a caravan guard, working his way up through the ranks as corporal, sergeant, lieutenant and now captain. He sees his job at the moment as matching merchants seeking guards for their caravans (usually heading towards Glantri or Ethengar) with willing and trustworthy adventurers of appropriate experience. He has picked up some business skills himself and knows more about running businesses and conducting trade than some of the merchants who approach him. 
  • Espionage Liason: Morthos Swiftslice, 9th level thief, human male, align N. Morthos is a partially reformed thief. These days he does not directly engage in criminal activity but he still talks to those who do. Corunglain's rulers do not allow or recognise a formal thieves guild but there is one that still hides in the shadier parts of town, and Morthos was once a member. Although his title indicates he helps coordinate espionage missions, his most common role is as a link between adventurers and the criminal underbelly of Corunglain. 
As well as senior staff there are about 60 adventurers, some of whom operate solo, but others have formed bands that function as tight-knit teams - a few of these have been adventuring together for years. The most prominent of these bands are:
The Red Eagles have been together for five years and specialise in anti-humanoid operations. They have made numerous forays into the Broken Lands and the Orclands to the east. They suspect there is a headquarters of Chaos somewhere in the mountains but have not been able to pinpoint it. 
  • Barthys the Brave: 6th level Dwarf Warrior, dwarf male, align L, from Greenston in Rockhome
  • Marshia Hammershield: 6th level Dwarf Cleric, dwarf female, align L
  • Nornexos: 7th level Mage, human male, align N. Born in Alphatia, wary of Glantri wizards
  • Mebbillon: 7th level Thief, human male, align N, born in Darokin City. In it for the money. 
  • Sarbion Wildwalker: 6th level Fighter, human male, align L, Lost an eye and gained a scar after a battle with gnolls.   

The Scorching Torches are named after one of their early quests involved descending into a cavern infested with patches of green slime. The party responded by burning everything and anything within the cavern, using lots of torches, lamp oil and a Wand of Fireballs. These days they are consumate problem solvers, and are often given unusual or complicated missions that are more than just killing orcs. 
  • Tehainia: 8th level Mage, human female, align L, always has her Wand of Fireballs ready. 
  • Zendax the Philosopher: 9th level Cleric, human male, align L, trained in the Reclusium of Serenity
  • Gandari: 7th level Spellsword, elf female, align L, from the Callarii elves of Karameikos
  • Bornis Blackblade: 8th level Thief, human male, align N. Reformed assassin from Vlaad in Ierendi.

Alphanor's Madmen are considered unpredictable and reckless, though within the city walls they are sensible enough not to tangle with the garrison. They are skilled at dungeoneering, and have assisted in countering humanoids tunnelling under the city. A former member, Emirikol, has fled Corunglain having got into trouble with merchants and then killed several city guardsmen making his escape. Emirikol's current whereabouts are unknown but Alphanor would welcome him back. The rest of the city would not. 
  • Alphanor: 12th level Mage, human male, align N. From Alphatia and contemptuous of non-magical folk. He is aware of a powerful lich underneath the city. 
  • Perrion Wildstrike: 12th level fighter, human male, align C, an escaped gladiator from Thyatis and angry with all sorts of authority.
  • Darminia: 13th level cleric, human female, align N. The voice of reason in the group
  • Markkus Deephunter: 13th level Thief, human male, align N. An exile from Darokin City
  • Farathmir: 12th level dwarf warrior, dwarf male, align C. Volatile and bad-tempered, as well as typical dwarven greed for gold and gems. 

Tuesday, 23 April 2024

Eldritch Crystals

Eldritch crystals are briefly described in this post:

source

Another thing I am considering is Eldritch crystals. These are fragments of magical monoliths shattered when the Blackmoorians attacked the Arvorians and scattered when Blackmoor was destroyed in the Great Rain of Fire. They are still full of magical power and could be used to fuel mighty rituals that could either open the dimensional prisons that hold the Scions, or else permanently shut them. Eldritch crystals appear as green, blue or cyan glowing gems, usually of rough and uncut form. Although they look nice as ornamental stones in broaches or other jewelry, any mage casting Detect Magic will realize they are no ordinary mineral, though the exact nature of their magic is not clear. They are sought after by Arvorians, particularly those who are eager to free their alien masters.  However, human mages and elves would love to get their hands on them, as eldritch crystals can be used to power certain magic items.  

I have also introduced them in several adventures, namely

However, I have not really described what they do in terms of game mechanics. And I think I want to keep them flexible in that regard. 

In terms of game writing these eldritch crystals are mostly inspired by two different sources. 

Firstly in Warhammer Fantasy there is Warpstone, a sought-after powerful magical substance. It particularly becomes prominent in the Mordheim game where a meteorite of warpstone strikes the city, causing devestation but also leaving incredibly valuable fragments scattered around the city for brave adventurers to find. Warpstone can be used to power various items, and the Skaven (Warhammer rat-men) are especially skilled at using warpstone in terrible weapons and devices. However, it is also dangerous to handle and can be both poisonous and a mutagen (causing mutations). 

Secondly in various computer games there are multiple forms of currency. Often this is in the form of a "regular" currency for mundane purchases and "premium" currency for high-value transactions, with the premium currency often obtained via real money transactions. 

I have sometimes felt with D&D that after a while at high levels the pursuit of treasure for treasure's sake can seem a little boring. Yes, it can give you experience points, and that is the main reason the PCs seek out treasure troves. But in game terms once you have bought a stronghold and whatever magic items may be available on the market, there is only so much one can do with big piles of silver and gold. Eldritch crystals are intended to be the next level of currency, the premium currency at least among Norwold's Arvorians. At least the players and DM do not have to pay real money to use them in play...

Some eldritch crystals, like warpstone that inspired it, can be toxic and mutagenic - these are often called corrupted eldritch crystals. This is particularly demonstrated in Scenario #7: The Glowing Gemstone where this particularly baleful eldritch crystal has caused mutations in several of the orcs that have come into contact with it. A layer of lead or abjuration magic is sufficient to dampen this damaging aura, and such unpleasant crystals are often held in either lead-lined boxes or in containers with abjuration enchantments. On the other hand other samples are relatively harmless and can be handled without special precautions, at least for short periods. 

I have not come up with specific rules on mutations, whether caused by corrupted eldritch crystals or other reasons, but I have been inspired by Warhammer (the now-rare Slaves to Darkness hardback gives a massive random table), Gamma World and Judge Dredd games, all of which offer ideas for mutations. The form and game effects of such mutations is up to the DM to adjudicate. 

So why do Arvorians and other intelligent beings seek out such potentially hazardous crystals? Because when used correctly in the creation of magic items such as wands and staves, the eldritch crystals can replace the usual charges with a renewable power source, Most wands and staffs have a certain number of charges when created, usually 20 for wands and a staff up to 30 charges. Each use of the wand or staff drains a charge, and when the item has no more charges left it is completely expended and becomes useless. However, if an eldritch crystal is used to power the wand or staff, it no longer has charges but frequency of use, usually once per day, once every 12 hours or once every 8 hours, depending on the size and purity of the crystal. Interestingly for those wands and staves where the user can see the eldritch crystal they can see that the colour leaves the crystal which turns grey when it is used, and the colour gradually returns to the crystal over the course of the next few hours. 

Eldritch crystals can be used for creating and powering other magic items and this again is up to the DM to adjudicate. Eldritch crystals have particular affinity to other planes of existence where they are believed to draw their energies from. This affinity makes them particularly suited for creating portals, gates and summoning devices, including the gates the Arvorians are seeking to create and open to allow their dark masters, the Scions of the Outer Dark, to enter Mystara. Arvorians are so set on this task that they are prepared to kill anyone who they think has eldritch crystals, and they will gather and hoard these crystals with a fierce desire that resembles a dragon's lust for gold. Would Arvorians be prepared to trade with human adventurers for eldritch crystals? Yes, if circumstances warrant, especially if bargaining is easier than violent robbery. 

Eldritch crystals tend not to have fixed values in gold coins - they are not recognised by most civilized merchants in the same way that emeralds, sapphires and diamonds are, although a merchant may well offer up to 500gp if they think it is a nice gemstone. However, some powerful mages will be prepared to offer considerable sums in exchange for eldritch crystals, particularly if they understand how to use them in magic item creation - anything from 1000gp to 10,000gp depending on size and purity. At least three archmages in Alpha now wield magic staves powered by eldritch crystals - two created the staves themselves (one a staff of wizardry, the other a staff of commanding but one has looted a staff of power of Arvorian craftsmanship), so there are a few humans who understand the crystals' usefulness.  

Tuesday, 9 April 2024

Logos Location #8: Monastery of the Fire Opal

    Source


Introduction and Background

Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. 

This abandoned monastery is in the Thyatian territory of Davania, not far from Herakanthia and the town of Cittinova. It was built about 150 years ago by enthusiastic followers of Vanya, a warrior immortal popular in Thyatis and for 70 years it survived as an outpost of Thyatian civilization in the brutal Davanian jungle. However, 80 years ago a combination of a virulent jungle fever and increased attacks by wildlife and vermin decimated the resident monks and lay brothers, and the survivors (less than half the usual inhabitants) retreated to Cittinova, leaving the monastery to the jungle. 

What could encourage adventurers to explore the Monastery?

  • The monastery was named after a fabulous gem worth many thousands of gold coins. It was set into a statue of Vanya and when the monks retreated they left it in place. Retrieving it for the church of Vanya would put PCs in their good graces, or it could be sold to a wealthy merchant. 
  • A number of Thyatian citizens have gone missing from both Scimitar Fort and Cittinova, last seen heading with strangers into the jungle towards the Monastery. The sheriff of Cittinova fears for their safety and wants adventures to find out what has happened, and if they came to harm then prevent others from sharing their fate. 
  • Before the monastery was abandoned it had accumulated donations of money to fund a new wing. However, the money was never spent and it is believed it is still somewhere in the ruins. 


Map of Thyatian possessions on the Davanian Coast
Scale is 72 miles per hex



The lower level has dinosaurs, wildlife and vermin, upper level taken over by araneas & bugbears. Note that many of the areas have windows, so if the PCs enter during daytime these are fairly well lit. 

Ground level is levels 5-7, Upper Level is 6-8

 Ground Floor map by Dyson Logos, source

Key to Ground Level Map

Source: AD&D MMII, illustration Jim Holloway

  1. The Crypt Entrance: Leads to the Crypt Dungeons. Although this surface-level building is empty, the staircase leads down into the subterranean crypts, which are not detailed here, and could be fleshed out by the DM.
  2. The North Entrance: This porch is covered and has a flagstone floor but the north side is open to the jungle. 
  3. The Tower Stairwell, leading up to area 14. There are 2 Tarantella Spiders (AC 5, Mv 120’, HD 4*, hp 17, 20, THAC0 16, Att 1 bite for 1d8 + poison, Save F2, Ml 8, Align N, XP 125, see rules for effects of tarantella venom) lurking here. Up in the northwest corner of the ceiling is a large (3’ diameter) ball of sticky silk that seems to writhe. Opening it releases 20 tarantella spiderlings, stats same as giant centipede, (AC9, Mv 60', HD 1/2 (2 hp each), THAC0 20, Att 1 bite for 0 + poison, Save NM, Ml 7, Align N, XP 7, see rules for effects of giant centipede poison), but appearing as spiders with a leg-span of 1ft. Slumped in a corner is the body of a hapless jungle elf. She has been drained by the tarantellas and is now a withered husk but still has both a shortbow +1 and a dagger +2
  4. The Kitchen:  This place has been cleared out of anything useful or edible - the tables the basin and the stove remain as well as shelves on the side. Some smashed crockery is on the floor. 
  5. Empty
  6. Storeroom/Pantry and Stairs up to area 17. Lurking here is a giant rattlesnake (AC 5, Mv 120', HD 4* (hp 16), THAC0 16, Att 1 bite for 1d4 + poison, Save F2, Ml 8, Align N, XP 125). 
  7. Lower Dormitory: This room has 6 bunk beds, previously the sleeping space for the 12 acolytes. Now it is occupied by 2 Deinonychuses (AC 4, Mv 210', HD 4+1 (hp 17, 19), THAC0 16 (rear talons 14), Att 2 claws/1 bite/2 rear talons for 1d2/1d2/2d4/2d6/2d6, Save F2, Ml 9, Align N, XP 200) that can come and go through the door on the west wall that has been broken down, leading to the outside. There are various body parts of previous meals here. One of the flagstones is loose and wobbly and can be found if the area is carefully searched. Underneath the previous clerics left a sack of 3400sp they deemed too weighty to take with them when they fled.  
  8. The South Entrance: Empty
  9. The Grand Hall: A giant Horned Chameleon (AC 2, Mv 120', HD 5*, (hp 30),  THAC0 15, Att 1 bite/1 horn for 2d4/1d6, Save F3, Ml 7, Align N, XP 300, see rules for chameleon's camouflage and sticky tongue)  lurks here, ready to ambush unwary prey. There are also scraps of smashed wooden furniture and the remains of the chameleon’s previous victims, one of whom was a Thyatian adventurer. His body still has a silver and pearl amulet worth 500gp.  
  10. The Pillared Hall with stairs leading to area 22. The two large square pillars are engraved with the philosophy of Vanya, the patron immortal of this monastery. 
  11. The Cloisters: This is a series of eight monastic cells, small and cramped.There is nothing valuable in any of the cells.
    b) has a mass of dense webs across the ceiling, hiding 2 giant Black Widow spiders (AC 6, Mv 60'/120' in web, HD 3* (hp 15, 12), THAC0 17, Att 1 bite for 2d6 + poison, Save F2, Ml 8, Align N, XP 50). 
    f) has 10 giant rats (AC 7, Mv 120', HD 1/2 (hp 2 each), THAC0 20, Att 1 bite for 1d3 + possible disease, Save F1, Ml 8, Align N, XP 5). They have made their nest underneath a wooden bed.    
  12. The Refectory. The tables and benches that the clerics and monks ate off are still intact. In here is a single Deinonychus (AC 4, Mv 210', HD 4+1 (hp 21), THAC0 16 (rear talons 14), Att 2 claws/1 bite/2 rear talons for 1d2/1d2/2d4/2d6/2d6, Save F2, Ml 9, Align N, XP 200)
  13. The Veranda: paved area raised about 6’ off the ground, open to the jungle air. On here there is a patch of long grass and a single large mushroom growing on the flagstones. The grass is Grab Grass (AC 9, Mv 0, HD 6 (hp 29), THAC0 14, Att 1 grab for special, Save NM, Ml 12, Align N, XP 225) and the mushroom is a shrieker  (AC 7, Mv 9', HD 3 (20hp) No attacks, but shrieks, Save F1, Ml 12, Align N, XP 35). If the shrieker starts shrieking it will attract the Deinonychus from room 12 as well as wandering monsters from the jungle. The Deinonychus has had several narrow escapes from the Grab Grass and will not willingly get too close, prefering to attack adventurers who are struggling to free their entangled comrades. 
    Upper Floors map by Dyson Logos, source

  14. Tower stair well, leading both down to area 3 and up to area 26
  15. East Balcony: This is open to the jungle air. Lurking here is large pteranodon (AC 6, Mv 60'/fly 240', HD 5 (22hp), THAC0 15, Att 1 beak for 1d12, Save F3, Ml 8, Align N, XP 175), using this raised balcony as its roost. In its nest are 3 red spinels worth 200gp each (600gp total).
  16. East Dormitory. This series of cells is similar to the cloisters (area 11). Cells C and E are home to one normal Aranea each (AC 7, Mv 150'/climb 150', HD 3** (hp 13 & 15), THAC0 17, Att 1 bite for 1d6+ poison or 1 spell (special), Save MU3, Ml 7, Align C, XP 100) . The one in cell C can cast Magic Missile, Charm Person, Mirror Image, the one in cell E can cast Magic Missile, Hold Portal and Levitate
  17. East Stairs, leading both down to area 6 and up to 28. This room holds a single Tarantella spider (AC 5, Mv 120’, HD 4*, hp 22, THAC0 16, Att 1 bite for 1d8 + poison, Save F2, Ml 8, Align N, XP 125, see rules for effects of tarantella venom)
  18. Meditation  chamber: This chamber is open to the jungle air. There are 2 normal araneas here  (AC 7, Mv 150'/climb 150', HD 3** (hp 9, 12), THAC0 17, Att 1 bite for 1d6+ poison or 1 spell (special), Save MU3, Ml 7, Align C, XP 100). First one can cast Light, Ventriloquism and Mirror Image, the second one can cast Hold Portal, Shield and Phantasmal Force
  19. West Dormitory: This series of cells has a bugbear in each (5 bugbears total) (AC 5, Mv 90', HD 3+1, hp 19, 9, 16, 22, 15, THAC0 16,  Att 1 sword for 1d8+1, Save F3, Ml 9, Align C, XP 50, equipment 14sp each +1 longsword, improved chance to surprise) . Any disturbance in one cell will alert the bugbears in the other cells. 
  20. West Balcony. Empty 
  21. Training Hall. This now serves as the bugbear’s shared space, with a campfire and some meat from jungle animals. There are 3 normal bugbears  (AC 5, Mv 90', HD 3+1, hp 19, 9, 16, 22, 15, THAC0 16,  Att 1 sword for 1d8+1, Save F3, Ml 9, Align C, XP 50, equipment 14sp each +1 longsword, improved chance to surprise) and 2 juvenile bugbears (AC 6, Mv90', HD 1+1, hp 4, 6, THAC0 18, Att 1 shortsword for 1d6, Save F1, Ml 8, Align C, XP 25) here. 
  22. Stairwell down to area 10
  23. Assistant Bishop’s Quarters: This is now the quarters of the Bugbear leader (AC 4, Mv 90', HD 5+2, hp 29, THAC0 13, Att 1 battleaxe for 1d8+2 or throwing axe (r 60') for 1d6, Save F5, Ml 10, Align C, XP 225, equipment: Battleaxe +1, 3 throwing axes) who has a chest of treasure containing 2400sp, 3000gp and 1100pp. 
  24. Canon’s Quarters: 2 bugbears now live here (AC 5, Mv 90', HD 3+1, hp 13, 14, THAC0 16,  Att 1 sword for 1d8+1, Save F3, Ml 9, Align C, XP 50, equipment 14sp each +1 longsword, improved chance to surprise) . 
  25. High Cleric’s Quarters. This room is divided by a heavy tapestry-like curtain. In the main area are 2 normal araneas (AC 7, Mv 150'/climb 150', HD 3** (hp 9, 12), THAC0 17, Att 1 bite for 1d6+ poison or 1 spell (special), Save MU3, Ml 7, Align C, XP 100). First one can cast Charm Person, Ventriloquism and Mirror Image, the second one can cast Hold Portal, Magic Missile and Phantasmal Force.
    25a) Behind the curtain there is an aranea mother (AC 6, Mv 120’/150’ in web, HD 6**, hp 30, THAC0 14, Att 1 bite for 1d6 + poison or by spell, Save MU6, Ml 7, Align C, XP 725, spells known (2x 1st L, 2x 2nd L, 2x 3rd L): Ventriloquism, Charm Person, Mirror Image, Wizard Lock, Fly, Dispel Magic). If she is alerted to intruders she will shapeshift into a jungle elf, pretend to be captive and try to gain the intruders’ trust before attacking at a suitable opportunity, typically starting with her natural Web ability. Underneath a large chest containing mothy clothes there are loose floorboards, under which is a sack with the aranea mother’s treasure: 6500sp, 1200gp and a spellbook containing all the spells the aranea mother knows. 
  26. Tower room, with stairs leading to both area 14 and 27 
  27. Tower Roof: This roofspace is home to 5 pterodactyls (AC 7, Mv 30’/Fly 180, HD 1, hp 4 each, THAC0 19, Att 1 beak for 1d3, Save F1, Ml 7, Align C, XP 10). If two or more are killed the survivors will fly away into the jungle.  
  28. Bastion Chamber. This is home to 3 normal araneas (AC 7, Mv 150'/climb 150', HD 3** (hp 9, 12), THAC0 17, Att 1 bite for 1d6+ poison or 1 spell (special), Save MU3, Ml 7, Align C, XP 100). First one can cast Shield, Ventriloquism and Invisibility, the second one can cast Hold Portal, Magic Missile and Levitate, third one can cast Magic Missile, Light and Rope Trick and 10 aranea spiderlings (AC 8, Mv 120’/Climb 120’, HD 1*, 4 hp each, THAC0 19, Att 1 bite for 1d2 + poison (as giant centipede), Save F1, Ml 8, Align C, XP 15).
    In the middle of this chamber is a marble statue of Vanya, goddess of this monastery, holding in her marble hands a magnificent fire opal, after which this place is named. The fire opal is worth 5000gp on the open market, or 7000gp if sold directly to the Church of Vanya (for whom it has great religious value).  
  29. Bastion Cloisters: This now holds the araneas captives, held for both information and food. None have weapons or armour. XP rewards for safely returning these NPCs to Cittinova are up to the DM but it is suggested 100xp per rescued captive. The captives are:
    • Varallin Arrowshot, 3rd level Elven Ranger, elf male,  a hunter for the Golden Frog tribe of Jungle elves
    • Barnabus Boartrotter, 2nd level Fighter, human male, a Thyatian mercenary from Cittinova who got lost while supposedly escorting a trade caravan. 
    • Bellisaria Claudo, 3rd level cleric of Vanya, human female, a priestess of Vanya who was investigating the monastery to see if it could be reclaimed by her church
    • Darrus Shortshiv, 2nd level Halfling scout, halfling male, a trader who normally travels between Cittinova and Scimitar Fort
    • Tarrana, 2nd level elven spellsword, elf female, a jungle elf who was curious about the ruins and was caught snooping around by the bugbears.
  30. Bastion Roof: This is now home to an aranea mother (AC 6, Mv 120’/150’ in web, HD 6**, hp 30, THAC0 14, Att 1 bite for 1d6 + poison or by spell, Save MU6, Ml 7, Align C, XP 725, spells known (2x 1st L, 2x 2nd L, 2x 3rd L): Magic Missile, Shield, Mirror Image, Phantasmal Force, Lightning Bolt (6d6 damage), Dispel Magic). Unlike her sister in area 25a this one is not subtle and won’t bother with shapechanging, instead immediately attacking with her web ability and spells. If there is loud fighting below her in area 28 she may come down the stairs, investigate and aid her children. Her nest on the roof includes a weatherproof chest that contains her spellbook (including all the spells she knows). 



Friday, 15 March 2024

A map of Corunglain

Here is a map I’ve done of the city of Corunglain in northern Darokin. This is primarily based on the description of Corunglain in the Gazetteer GAZ11 The Republic of Darokin as well as some information gleaned from the map of Darokin in the gazetteer. A big thank you goes to the folks over at the Mystara forum on the Piazza for offering guidance on some of the more obscure aspects of lore, which I have had a go at incorporating. 




The labeled locations are:
The Bastion: This fortification on the north side includes a tall watchtower in the middle that can see for miles around. Directly underneath the watchtower is a large keep that includes the headquarters of the XIII Legion of the Third Army. The keep and its two neighbouring buildings are also barracks for 400 soldiers of that legion (the rest of the legion are quartered in the northern half of the city). In the event of a major humanoid attack this is expected to bear the initial assault.  Underneath the smaller building on the west side is the city jail, mostly underground. Imprisonment is only occasionally a punishment - more frequently the prisoners are kept here until their fates are decided.  
The Citadel: This is the main fortification of the city. It includes the headquarters of the Third Army of Darokin and also of the II Legion, most of whom are barracked within the Citadel. 
Grand Market Square: This has business from 9am to 6pm every day, though it gets particularly busy around midday. By city law any stalls and goods must be cleared away by 6:30pm so in the night this is a quiet empty city square. 
Corun Park: This walled garden is accessible for a small fee (1sp) and many citizens and soldiers of different classes and walks of life (except those who cannot afford the entrance fee) mingle here.
Corun House: This is the seat of power for House Corun, one of the major trading houses of Darokin and the family whose descendents were instrumental in founding Corunglain (its name was originally Corun's Glen). It is the only private residence in the city that has its own grounds and garden, and is surrounded by an 8' high wall. 
Elfheart Garden: A municiple flower garden with guards at the gates, this is only open to elite and gold-class citizens (i.e. well-to-do members of society).  
Wharf Pool: This bulge in the Vesubia River serves the city in two ways - firstly the docks on the western shore are used for loading and unloading cargo and passengers from river boats. Secondly the docks are also used for the final stages of assembling new river boats (the sections are usually built within the city walls).
The Resting Gardens: This is the city cemetary, and there are thousands of graves here packed tightly. The grounds are regularly patrolled by clerics from the Chapel of Eternal Rest to ensure there are no undead or grave-robbers. 
The Grand Park: This parkland outside the city walls is open to all, and is large enough to hold several herds of deer. It is only lightly managed, and occasionally more dangerous wild beasts can find their way in here. Wealthy citizens and army officers enjoy riding and hunting here. 

The key to the numbered locations are:

  1. Temple of Askelon the Healer (Lawful Saint), staffed by 20 clerics of various levels. Popular with many citizens. 
  2. Askelon Hospital (includes insane asylum)
  3. The Fae-Lord Theatre: Also acts as concert hall. 
  4. The Tax Office. The tax officers regularly patrol the city, checking on both shops and travelling traders
  5. The Town Hall. This has a large bell on top which can be rung when the city is under attack. 
  6. The Municipal Bank of Corunglain
  7. House Mauntea's regional office/second home of Corwyn Mauntea
  8. The Temple of 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), 50 clerics of various levels. This is the most popular place of worship in the city. 
  9. Corunglain Magicians' Guild, staffed by 30 mages of various levels. 
  10. The Adventurers Guildhall. The senior guild members are mostly ex-adventurers turned organisers. They recruit adventurers for missions on behalf of the city. However, there are about 60 regular active adventurers who are also guild members
  11. Varania's Tower (Archmage of Cornuglain)(Other mage towers dotted around the southern half of the city)
  12. Chapel of Eternal Rest is dedicated to ensuring the dead stay dead. There is a small staff of 5 clerics cloistered here. As well as conducting funerals and comforting the bereaved, they also patrol the Resting Gardens, ensuring there are no grave robbers or undead. Although not as popular as either Askelon or Bassallia, the Chapel of Eternal Rest is held in high esteem, and all the citizens of Corunglain know they will eventually end up here.  
  13. Abandoned mine entrance. 
  14. The Wharf including docks for cargo and boat-building
  15. Streel Berth (includes 2 windmills owned by house Corun). A much smaller dock than Wharf Pool, and sometimes used by those who want less attention, including thieves, smugglers and spies.
  16. Cheesemarket Square: Although not nearly as big and important as the Grand Market, this square is occupied by market stalls every fourth day. It is particularly good for foodstuffs (as its name suggests), including fresh and preserved meats, honey, wines, beers, fresh bread and of course cheese. 
  17. Tinkers Square, nicknamed Stinkers Square. This neighbourhood has all the unpleasant industries including tanners, abatoirs and renders. The stench here drives the nicer and frailer citizens away. However, somewhere near this square is the Corunglain Thieves Guild hideout. 
  18. The Bastion Road, also known as Gallows Way. This is where public punishments are dealt out, including stocks, flogging and, in the worst cases, execution by hanging (hence the nickname).  
  19. Multhoon's Trading Post: A tavern and general supplies shop that is often used by those who would rather not enter the city, either to avoid the City Watch or to avoid some of the taxes. . 




Thursday, 29 February 2024

B3 Palace of the Silver Princess: My thoughts and ideas

Although I had some awareness of B3 from way back, I first learned what B3 was about when I bought B1-9: In Search of Adventure, a compilation of the early Basic D&D modules. It was edited and shortened, so B1-9 by necessity of limited space only had the two actual dungeon levels, with a short introduction about the Eye of Arik, pruning a 36-page module down to 15 pages. For many years I accepted that was it. However, recently I have acquired a PDF of the orange cover printing of B3. For those of you who do not know, there were 2 versions of B3 Palace of the Silver Princess. The first one had an orange cover, the second had a green cover. The orange version was recalled after concerns about it's content, best explained here. But copies survived and somehow someone created the PDF that I now have. I actually don't have a copy of the green-cover version but I am assuming that it contained the material that appears in B1-9. 


This version has some black and white illustrations by the likes of Erol Otus and Roslof, including some that are definitely old-school, such as the questionable Illusion of the Decapus and the downright weird ubues (three headed hermaphrodites!). 

In my readthrough I also noted that some encounters were left blank, in a way very similar to B1: In Search of the Unknown, discussed previously.  The DMs were expected to fill these in as they saw fit. Referring back to B1-9, these blank encounters have been filled in and I expect B1-9 uses the contents of the green cover version. 

The Lands Around the Palace

The orange cover version was written before the release of the Expert set and the establishment of the Known World (south-east Brun). There is a map of the surrounding area, which does not neatly fit into the Known World - later on the Mentzer Expert set would place the palace in the eastern half of Karameikos, north of Rugalov village, in the hills southwest of Penhaligon. However, the orange-cover map shows "The Princes of Glantri" in the south-east. If we take this to be true it radically changes the location to the other end of the Known World map. 

The orange-cover version has a brief overview of this map, with various locations given a paragraph each. Personally I am tempted to go with elements of this original map and shift the module to the mountains and valleys to the northeast of Glantri perhaps between Morlay and Malinbois. The actual map is not considered particlarly accurate - the more up-to-date maps of Glantri take precedence, but the names and descriptions of the settlements and patches of wilderness can be shifted around on the map of Glantri. This leads me onto an intriguing tangent - a Basic/Expert campaign set in Glantri: however I don't think I'll expand on that here, although this map and its accompanying descriptions certainly offer many places to explore. The module alludes to this as well, suggesting wilderness encounters once the PCs reach Expert level (i.e. 4th level or higher)

Another question that has sprung to mind is what about the realm of Haven? Is it only the small area immediately surrounding the palace? Or the whole of this map? I like the idea that Haven was most of what is on this map, up to the escarpments that lead to Glantri. Since the fall of the palace to chaotic forces, the vicious and chaotic ruler of Gulluvia now controls the areas marked out on the map by the border of territory. The ruler, a sorceress called Dh'mis, was trained in Glantri and is in league with the forces of Chaos, perhaps steering higher authorities in Glantri away from the palace and the toe-hold the forces of Chaos have in this area, and I would say she at least tolerates the cult of Chaos if not actively embraces it. 

Expanding the Palace 

Outbuildings and other ruins: the two maps of the palace, the upper and lower levels, are assumed to be the whole palace. This is up to the DM - the maps provided in the module could just be for the central keep - there could be curtain walls, towers and a courtyard with stables, smithy and the like. 

Deeper levels of the dungeon: What if the passages in areas 1D and 1E were not completely caved in, or perhaps the rubble blocking the passage could be cleared? 

The Cult of Chaos certainly has an influence within the Palace itself. The cleric in the upper level, Carathandamus, is chaotic and I imagine him as being the cult representative in the palace. How much influence and control he can exert on other inhabitants is up to the DM - he has his own retinue of two dwarves and a werebear, but beyond that he may give other residents of the palace a wide berth, particularly the less intelligent ones. 

One thing I have noticed in the differences between the B1-9 version and this orange cover version is that the orange one has no mention of The Eye of Arik, a cursed gem that has spread its chaotic influence through the palace, attracting monsters and sending residents mad.  Instead there is just a very valuable ruby, “My Lady’s Heart”. Although it is worth 10,000gp to those who find it, it does not have magical properties. The B1-9 version has destroying the Eye of Arik thereby lifting the curse as the mission, the main reason for entering the palace. This choice of versions is really up to the DM - are his players noble heroes or greedy treasure-hunters? Of course, having just one version of the module may make this moot. 

New Monsters of the Orange Cover version

  • Archer Bush
  • Baric
  • Bubble
  • Decapus
  • Diger
  • Ghost
  • Jupiter Bloodsucker
  • Marble Snake, Giant
  • Marmoset, Giant
  • Poltergeist
  • Purple Moss
  • Ubue

A number of these are not native to Brun but from Davania - the Jupiter Bloodsucker, the Giant Marmoset, the giant Marble Snake and the Decapus all have populations in that dense jungle far to the south. This raises questions of what are they doing so far from home - I suspect they were brought here as biological curiosities by an academic expedition funded by a Prince of Glantri . They were temporarily held at the palace but before they could be forwarded to Glantri City, disaster struck the palace and they escaped into the rooms and hallways where they remain. 

In terms of using these monsters elsewhere they are a mixed bunch. Some, like the Decapus and Poltergeist seem very reusable. Others I find difficult to take seriously. The Ubues are notoriously odd while bubbles just don’t seem like monsters, more like they should be a magical hazard. 




Monday, 19 February 2024

My Odd Relationship with Megadungeons

Big dungeons are a major part of D&D - it's in the name of the game "DUNGEONS & Dragons". The earliest games were Dave Arneson encouraging the first player characters to explore the ruins of Castle Blackmoor, and Gary Gygax likewise had Castle Greyhawk. I'm sure those more knowledgeable than me about the early days at Lake Geneva could expound further. These were the foundations on which this mighty hobby was built. Even today 50 years later old-school grognards yearn for the eventual publication of Gygax's original Castle Greyhawk. MAR Barker had his underworlds beneath the ancient cities of Tekumel and Ed Greenwood gave us Undermountain below the city of Waterdeep. And with the rise of firstly the OGL (Open Game License) and then the OSR (Old School Revival) many other creators have offered their megadungeon creations. 

Here I should make a distinction between megadungeons and regular-sized dungeons. The generally accepted definition of a megadungeon is one that forms the backbone of a campaign - the PCs are not expected to properly clear it out but return to it time and time again, exploring a bit further and a bit deeper with each expedition and each experience level gained. Other dungeons are typically visited only once, and if the dungeon is of modest size the PCs may well investigate all the rooms and kill all the hostile inhabitants.  But megadungeons have similarities to wilderness environments - they are big and expansive enough that the dungeon as a whole can never be completely explored or cleared of monsters. 

Regular readers of this blog will notice that in the posts where I detail a dungeon with actual monsters, traps and treasure, they are not megadungeons. This is partly because of the nature of a blog - I don't think detailing a megadungeon level with hundreds of encounter areas is really feasible for a blog that I hope to post on each fortnight. But it is also indicative of my own motivation and focus - I enjoy creating dungeons but only in fairly short bursts. As such moderate sized dungeons of around 20 encounter areas suit me better. Beyond 30 encounters I will start getting bored, tired and running out of ideas - others might not be impressed with my lack of focus but that's just how my mind works (or fails to work after a while). The three tags for this blog that illustrate this are:

However, I still like the idea of a megadungeon. There is still both a sense of nostalgia, treading in the footsteps of the founders of this hobby along dark and winding passages (prodding with a 10' pole regularly) and also a sense of exploration and wonder. Although some DMs and authors want their dungeons to have verisimilitude and to make sense at least within the fantasy game world, others view dungeons as free from that constraining logic - hence the "funhouse" dungeon where anything can be encountered as long as it is challenging and entertaining. The idea of the dungeon being a form of Mythic Underworld, connected to but not quite part of the "normal" campaign world on the surface, is an idea that has been discussed and expounded on various forums and social media platforms. Another concept that could apply to both smaller dungeons and megadungeons is the idea of dungeons as infestations, which I sometimes use. 

My compromise between my short attention span and my sense of wonder of megadungeons has emerged as blog posts that talk about various megadungeons in broad overview but not detailing specific encounters. Basically there are megadungeons in my Mystara campaign, but I'm not going to go through them room by room. Off the top of my head, the ones I have posted about so far in this iteration of the blog are:

Enthusiastic DMs are more than welcome to have a go at mapping and detailing these for use in actual adventures. 

Another compromise that so far has not been published on the blog is the idea of dungeon sections like geomorphs that can be linked up to form a larger map. Since each section only holds a certain number of rooms and encounter areas, detailing it seems less overwhelming than staring at a map with 200 or more rooms (Ed Greenwood's Undermountain maps from the 2E boxed set spring to mind). Here are some dungeon sections from an aborted attempt to completely redo Quasqeton. I didn't get far with it (I detailed the rooms for the first two sections) but the concept of dungeon sections is still valid. 



One thing I am aware of is that player attitudes towards dungeons can vary. Systematically exploring an underground dungeon for treasure and magic items is a very nerdy, slightly obsessive, activity.  Kill the monster, search for treasure, move on to the next encouter (checking for traps and secret doors all the time). Although there is verbal interaction between party members, they generally only interact with the DM's world by combat and puzzle-solving. And I think this is one of the reasons why I have kept the fully mapped and keyed dungeons here relatively short; because I don't know what players might think about megadungeons, which aren't to everybody's taste. Maybe they are properly old-school, happiest when kicking down dungeon doors and fighting the orcs guarding that chest. But I have also encountered enough players to know that some enjoy banter with townsfolk, finding out about local politics and perhaps getting involved in schemes and business ventures. For them everything should be in moderation, including dungeons. And even though a party could leave a megadungeon for an above-ground adventure, there may be players who quietly roll their eyes at being directed back to the same dungeon when there is an entire fantasy world to explore. 

Of course I'm not going to lay down any rules (and you would quite rightly ignore them if I did). But I hope that enough readers share elements of my viewpoint that you will continue to follow this blog and would be interested to hear your views on megadungeons in the comments below.  

Sunday, 11 February 2024

Logos Location #7: The Sordid Rhinoceros

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

Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara.

by Dyson Logos, source

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

The Staff:

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

Patrons At the Bar

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

Guests staying in the rooms

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



Monday, 5 February 2024

Demography of Adventurers in Mystara

Art by David S LaForce from Basic Rules

When detailing settlements I sometimes wonder how many fighters, clerics, mages and thieves there might be in each one. As a result I have come up with quick and dirty ways of deciding how many city's inhabitants can cast Fireball or Raise Dead.  These numbers are suggestive only, and a DM's adventure requirements, common sense or perhaps the circumstances of a settlement take priority. 

I generally assume that 9 out of 10 humans count as Normal Men (i.e. 0-level). They have 1d4 hp and have no notable combat skills or training. This will include all sorts of roles in society, including children, housewives, farmers, shopkeepers, artisans and beggars. This means that 1 in 10 will have levels in a class. I realise that this ratio is fairly arbitary and DMs may well wish to change this, perhaps to 1 in 5 having class levels in more dangerous regions down to 1 in 50 having class levels in peaceful towns. 

So of those 1 in 10, how are the classes distributed? I would suggest a default ratio of:

  • 40% Fighters (4% of general population)
  • 20% Thieves (2% of general population)
  • 20% Clerics (2% of general population)
  • 20% Mages (2% of general population)

This is obviously subject to various conditions and influencing factors. A settlement with a large cathedral may have more clerics, while a settlement in Glantri would have no clerics but double the number of mages. Similarly an Alphatian settlement would have perhaps 50% mages, with the other classes taking up 16% each. But for most places I consider this an acceptable starting point. 

Demihuman settlements will have their own ratios, given that firstly they will have a greater number of combatants to non-combatants, and secondly they have their own classes. But I would suggest:

Elves

Dwarves

Halflings

Gnomes

So once I have decided how many have character classes, the next question is what levels are they? I generally assume that the number of NPCs at any level is half that of the previous level. This can seem like a fairly steep falling off. But unlike adventurers, most NPCs with levels do not have quite the same urge or opportunity to gain power.  And of those who do, there is a certain casualty rate - not all those who try to get to the next level will survive the process. There is also the mathematical simplicity and convenience of halving numbers to get quantities for the next level. Although one could say that the numbers of NPCs for a level are two thirds that of the previous level, it becomes mathematically more complicated to work out the numbers for each level given an expected total. 

So for a large town of 10,000 humans, I would expect approximately the following:

  • 9000 normal (0-level) humans
  • 400 fighters
    • 200 x 1st level fighters
    • 100 x 2nd level fighters
    • 50 x 3rd level fighters
    • 25 x 4th level fighters
    • 12 x 5th level fighters
    • 12 x 6th and higher level fighters
  • 200 thieves
    • 100 x 1st level thieves
    • 50 x 2nd level thieves
    • 25 x 3rd level thieves
    • 12 x 4th level thieves
    • 6 x 5th level thieves
    • 6 x 6th and higher level thieves
  • 200 clerics
    • 100 x 1st level clerics
    • 50 x 2nd level clerics
    • 25 x 3rd level clerics
    • 12 x 4th level clerics
    • 6 x 5th level clerics
    • 6 x 6th and higher level clerics
  • 200 mages
    • 100 x 1st level mages
    • 50 x 2nd level mages
    • 25 x 3rd level mages
    • 12 x 4th level mages
    • 6 x 5th level mages
    • 6 x 6th and higher level mages
Naturally these are guidelines only and if the adventure or other aspects of the game require a higher level character then that should take priority. After all, nobody will tell a 20th level mage that he can't make his home in a small village of 200 people. 
Art byJeff Dee, source Expert Rules

Most of these folks with class levels will not be actual adventurers. Most of the fighters will be in the city watch, garrisoned soldiers, mercenary bands, or perhaps veterans who have quit the fighting life but still have the skills and stamina if they must defend themselves. Similarly most of the clerics will work and pray in temples, shrines, monastaries and churches of various faiths based in the settlements. The thieves will be street criminals, perhaps belonging to a guild, or freelance. A few thieves might be spies with political masters or military scouts. And mages include many academics, hedge wizards, perhaps even alchemists or fortune tellers. 

I tend to say that only 1 in 20 of those with character classes (so 1 in 200 of the general population) are actual adventurers. Some may consider this quite generous and reduce it down to less than 1 in 1000 of the population. It depends on how peaceful and stable the settlement is, and also what are the nearby opportunities for fame and fortune. A city that is free from trouble (such as Minrothad City) will have far fewer adventurers than one facing constant monstrous threats (such as Corunglain in northern Darokin). One could say that there are more occasional adventurers, but most of the time they earn their money in more conventional ways, such as mercenary fighters who will sometimes join dungeoneers, hedge wizards who want to investigate ruins to find ancient texts, or clerics sent on quests by their church elders. 
Thus our theoretical city of 10,000 people will probably have only about 50 full-time adventurers, with approximately the same distribution in class and levels as the rest of those with class levels- perhaps 20 fighters, 10 thieves, 10 clerics and 10 mages who regularly go on adventures.