Friday, 7 June 2024

Humanoid Warriors and Shamans


Here I present tribal warriors and shamans of goblins, orcs, kobolds and hobgoblins as NPC classes. This is really an expansion of the goblin warrior and goblin shaman classes I put together way back near the beginning of this blog. Here the shamans of different races all share the same titles and spell progression and the warriors gain the same special abilities - in a way this is moving away from the classic D&D trope of Class as Race and making the class more independent from the race. But not entirely. Each race will have its own THAC0 and Hit dice progression for the two classes. Note that 1st level warriors for each race should be effectively the same as the stat blocks given in the monster description in the basic rules. I have stuck to this with their typical weapons and armour for each race below. However, variations in equipment is certainly possible, especially for tougher more experienced individuals who may have looted better gear. 

Apologies if this all seems rather dry, crunchy and flavourless but I felt it important to lay down the game rules first then world-building flavour and fluff can be added later. 

I am also aware that I am not including gnolls, bugbears and trolls, or other humanoid creatures such as lizardfolk, centaurs and troglodytes. Instead I have stuck to creatures that are roughly comparable to PC races (humans, halflings & dwarves) in terms of size, strength and body shape. For these other races I will probably give them additional monster stat blocks as I have done with ogres, minotaurs, nagpas and araneas.  I personally feel that although orcs, goblins, kobolds and hobgoblins can be treated as NPCs, other races are best treated as monsters.  

Warriors

LevelTitleSpec Abilities
1WarriorAs basic monster stats
2Veteran WarriorSet Spear vs charge
3SubchiefJunior Commander
4ChiefInspire Courage
5Chieftain2-weapon Fighting
6Senior CommanderMiddle Commander
7Senior CommanderMonstrous Mount
8Tribal CommanderInspire Zeal
9Tribal CommanderSenior Commander
10WarlordTwo-weapon mastery

All humanoid warriors can use whatever weapons and armour are available to them within racial limitations. 
Warriors make saving throws as fighters of the same level. 
As they progress and become more powerful they gain certain abilities. These include: 
  • Set Spear versus Charge is the same as for human fighters. 
  • Junior Commander - a warrior of level 3 or higher can reliably command up to 5 1st level warriors or ordinary humanoids (of the same race) per level of the commander.
  • Inspire Courage - Allies within 30' get +2 to morale checks and saves vs fear.
  • 2-weapon Fighting - The warrior can use 2 one-handed weapons, at -2 to hit penalty for both. 
  • Middle Commander -  The warrior can reliably command 1 junior commander per level. 
  • Monstrous Mount - The warrior can tame and ride a monster larger than himself, which must have HD equal to or lower than the warrrior and be suitable for riding. 
  • Inspire Zeal - Allies within 30' get +2 to hit and damage and +4 to morale and saves vs fear, usable 1 encounter per day. 
  • Senior Commander - reliably command 1 middle commander per two levels. 
  • Two-Weapon Mastery - As per two-weapon fighting, but the warrior suffers no penalty to hit. 

Shamans 

Spells prepared
LevelTitle1st level2nd level3rd level4th level5th level
1Initiate
2Acolyte1
3Acolyte2
4Minor Shaman21
5Minor Shaman22
6Shaman221
7Shaman322
8Senior Shaman3221
9Senior Shaman3322
10Great Shaman33321

Shamans at 2nd level or above can cast spells from the Cleric spell list and, if available to the DM, druid spells. They can cast reversed and chaotic versions of spells without problem. At 1st level they are still proving their worthiness to be granted such power.
Shamans may not use banded armour, plate mail or other heavy armour. They can still use shields and leather, chain mail and scale mail armour. 
Shamans make saving throws as clerics of the same level. 
Shamans cannot use two-handed weapons except for staffs. 

Goblins

Goblin ShamanGoblin Warrior
LevelHit DiceTHAC0Hit DiceTHAC0
11d6201d8-119
22d6192d8-118
33d6193d8-217
44d6184d8-216
55d6175d8-315
66d6176d8-314
77d6167d8-413
88d6158d8-412
99d6159d8-511
1010d61410d8-510
  • Goblins suffer -1 to hit in sunlight
  • Goblins have 60ft infravision
  • Goblins have a base movement of 60ft/round
  • Goblins are restricted to the same weapons as dwarves, and are too short to wield two-handed swords, polearms and longbows. They can wear dwarf-sized armour.
  • 1st level goblin warriors usually have leather armour, shields and either spears or hand-axes (AC 6, 1d6 damage) as per their stat block in the monster section of the rules.
  • A goblin at 2nd level or above (warrior or shaman) may use a dire wolf as a mount. If the AD&D stats for worgs are available then the goblin may ride a worg instead. 
  • Goblins, like dwarves, are skilled miners and can detect unusual stonework as a dwarf. 

Hobgoblins

Hobgoblin ShamanHobgoblin Warrior
LevelHit DiceTHAC0Hit DiceTHAC0
11d6+1191d8+118
22d6+2182d8+217
33d6+3183d8+316
44d6+4174d8+415
55d6+5165d8+514
66d6+6166d8+613
77d6+7157d8+712
88d6+8148d8+811
99d6+9149d8+910
1010d6+101310d8+109
  • Hobgoblins have 60ft infravision
  • Hobgoblins can wield any weapon that a human can and can wear human-sized armour.
  • 1st level hobgoblin warriors usually have leather armour, shields and normal swords (AC 6, 1d8 damage) as per their stat block in the monster section of the rules.
  • Hobgoblins have a base movement of 90ft/round

Orcs

Orc ShamanOrc Warrior
LevelHit DiceTHAC0Hit DiceTHAC0
11d6201d819
22d6192d818
33d6193d817
44d6184d816
55d6175d815
66d6176d814
77d6167d813
88d6158d812
99d6159d811
1010d61410d810
  • Orcs suffer -1 to hit when in sunlight
  • Orcs have 60ft infravision
  • Orcs have a base movement of 90ft/round
  • Orcs can use any weapons that humans can use and can wear human-sized armour
  • 1st level orc warriors usually have leather armour, shields and either spears or hand-axes (AC 6, 1d6 damage) as per their stat block in the monster section of the rules.
  • An orc warrior of 2nd level or higher gains +1 to damage rolls
  • An orc shaman of level 2 or higher can speak the language of either ogres or trolls

Kobolds

Kobold ShamanKobold Warrior
LevelHit DiceTHAC0Hit DiceTHAC0
11d4201d420
22d4192d4+119
33d4193d4+318
44d4184d4+417
55d4175d4+516
66d4176d4+615
77d4167d4+714
88d4158d4+813
99d4159d4+912
1010d41410d4+1011
  • Kobolds are small and are restricted to the same weapons as halflings, and cannot wield two-handed swords, polearms, longbows or other large weapons. They can wear halfling-sized armour.
  • 1st level kobold warriors usually have leather armour and either very small spears or daggers (AC 7, 1d4 damage) as per their stat block in the monster section of the rules.
  • Kobolds have 90ft infravision
  • Kobolds have a base movement of 60ft/round
  • Kobolds are skilled miners and can sense unusual stonework as dwarves can. 
  • Kobold sorcerers - a small proportion of kobold shamans (perhaps 1 in 10) learn magic-user spells instead of clerical spells. These kobold sorcerers do not wear any armour at all. 



Friday, 31 May 2024

Jolgruul the Corruptor and other Chaos Cults

Jolgruul the Corruptor 

One of the more subtle and insidious Chaos Princes , Jolgruul prefers temptation over confrontation. Although he and his followers are quite capable of violence, he prefers to inveigle the foolish and unwary into his machinations. He will often use the seven deadly sins, particularly Avarice, Pride and Lust, to lure mortals into his grasp. Although most chaotic creatures do not consider contracts to be worth the paper they are written on, Jolgruul is much more likely to use contracts with mortals, with the end results never being in the mortals' favour. Such contracts are both cunningly written as if by a master lawyer and also magically enforced, and breaking the contract will bring terrible curses or other consequences on the reneger. Unusually for a paragon of Chaos, Jolgruul himself will also stick to his side of the contract, even if it is not in his favour. Whether he is concerned about practical consequences or he has some strange sense of obligation around these deals is not known.

Jolgruul's cultists may well have entered into contracts with him, or else been ensnared and corrupted and then found that their only option was to go along with him. They are typically sneaky, deceptive and occasionally quite charismatic, making everything they do and encourage others to do seem quite acceptable and reasonable. Jolgruul's followers are most often found in and around Thyatis, particularly the large cities, though there are rumours cult cells have made it to Specularum in Karameikos and also the pirate port of Vlaad in the Kingdom of Ierendi. Although not active in Darokin, Jolgruul is impressed with some chaos cults in Darokin City, particularly the Black Rabbits and the Lords in Scarlet and has encouraged his clerics to consider some sort of alliance with them. 

Although most of Jolgruul's followers are humans, there are a few monstrous creatures that are interested in his approach, including some that can shift into human form. Devil swine, mujina and doppelgangers have all been known to be part of Jolgruul's cult. But Jolgruul generally ignores those who cannot be subtle and deceptive. Centipede Demons are also found assisting these cultists - whether the cultists are powerful enough to summon and bind these fiends themselves or whether Jolgruul sent them as a boon to his followers is not clear.  

The Snake Cult of Jaboor

Art by Conceptopolis, source
Underneath the Ylari port of Jaboor there are a network of tunnels that lead down to the caverns that contain the sunken river bed of what was the river Nithia. This is now home to a colony of serpent people and some of their monstrous allies. However, in the last five years they have human allies in the town above as well. The human townsfolk are all expected to follow the official religion of Ylaruam, The Eternal Truth, and the vast majority comply, with many being true believers. But there are a few who resent such dogma and orthodoxy, and seek a different sort of immortal patronage. The serpent people have made contact with these, initially using magical disguises, and introduced these renegade humans to the worship of Apep the Snake God, the bane of ancient Nithia.  Although the cult now has human followers, the serpent people are definitely the ones in charge, though they very rarely emerge onto the surface. Most of the time it is the human followers who go down into the caverns, using an old cave entrance among a cluster of boulders to the west of town. 

Out of the town population of 4500 people, only about 20 are true followers of Apep while another 50 or so are hired by the cult as guards, mages and the like. As with many of these cults they are very selective and careful about who they try to recruit and convert. Some of these cultists want some sort of power and prestige that they cannot gain legitimately, including forbidden magic of ancient Nithia, while others join as angry, blasphemous defiance against what they see as the overbearing and smothering monotheism of the Eternal Truth that holds sway over Ylaruam. For the previous 5 years they were just establishing the cult, gathering trustworthy members, money and information, but now they are getting bolder.  Recently the cult has kidnapped several citizens of Jaboor. Two have already been sacrificed to Apep but another two are being held for the next ceremony, including a visiting cleric of the Eternal Truth. 

The Ravenous Maw

source
This cult is quite unlike the previous two and makes no attempt at subtlety. It is established in various humanoid tribes along the Black Peaks, Altan Tepes and into southern Rockhome, particularly among ogres, gnolls, trolls and hill giants. It is focused on hunting and eating, and since all of its worshippers are naturally carnivorous, this fits in with their primary concerns - finding and killing prey and eating their carcasses.  This cult has relatively few human members, but these are often the worst sort of degenerate cannibals. Even among the humanoid cult members, eating each other is not unknown, though for the sake of cult cohesion and combat strength the shamans only sanction eating other cult members when they have died from other causes such as battle against enemies of the cult. Of course, some of the more hungry members will ignore this rule - they are chaotic after all. 

The Ravenous Maw does not seem to have a coherent personality that the members worship but merely the concept of predation and carnivory. Having said that, shamans will often conflate the Ravenous Maw with chaos princes and minor immortals linked to their race - Yeenoghu for gnolls, Vaprak for ogres and trolls, and Baphomet for minotaurs, all of whom encourage their followers to hunt, kill and eat humans. It is believed from captured members that Maglubiyet the Immortal patron of goblins and hobgoblins holds the Ravenous Maw in contempt, considering it animalistic, disorganised and short-sighted, thus few of those races are found in this cult. 

The Ravenous Maw is quite open minded about who or what can join their ranks - as long as the new member is suitably vicious and hungry but controllable, it will be considered. Ettins, athaches, frost giants and thouls have all been found among them. Predatory beasts are sometimes used as mounts or war beasts, including cave bears, sabertooth cats and giant hyenas. 

The Ravenous Maw is not yet powerful enough to threaten major towns or castles but it has certainly attacked human villages in northern Karameikos, northern Thyatis and southern Darokin around Selenica, devouring villagers, livestock and pets. The dwarves of Rockhome have been threatened but so far have fended off attacks on their strongholds. The folks of Ylaruam have not yet been attacked but they could still be next on the menu. 

The Scuttling Scourge

Developing from a much smaller cult of scorpion-worshippers of Ylaruam who followed a Chaos Prince that had been a manscorpion (referred to as The Scorpion King), the Scuttling Scourge holds vertebrates in contempt and eight-legged arthropods in great respect. Spiders, scorpions, whip-scorpions and rhagodessas are all considered a higher form of life. This cult has spread from its homeland of Ylaruam and now has members dotted across the Known World including Davania, Yavdlom and Sind. Araneas are considered allies, although they are not religious and will not join in the ceremonies. 

Unlike the Snake Cult of Jaboor where human worshippers respect snakes and serpent people but do not expect to become one, the human worshippers of the Scuttling Scourge aspire to transform from a feeble four-limbed mammal into a much better form - an eight-legged predator protected by chitinous armour and armed with deadly venom. It is not known how this happens or even if it does happen (are the human cultists being fooled and just used as edible pawns?) but it is what the most fervent cultists desire. There are some manscorpions associated with the cult in its homeland of Ylaruam and on the eastern edges of the Great Waste bordering Sind who encourage this belief and it is possible that they have a way of transforming humans into manscorpions but this has not been confirmed.

Those familiar with a wide range of chaos cultists know that the Scuttling Scourge is not the only cult with an affinity for spiders - certain Arvorians of Norwold follow a spider-like entity called Mohosskith, though it is unlikely to be involved in this cult. 

Friday, 24 May 2024

Aalthir and Cittinova: When Cities Meet

Cittinova is a Thyatian colony on the northern coast of Davania, and is effectively the main town of Thyatis on Davania (though Raven Scarp would argue that point). It has a population of 2,000 people (mostly humans, a few jungle elves and a handful of other races).  Compared to smaller colonies and outposts such as Herakanthia it is a bastion of civilization, and is relatively secure from the monsters prowling the jungle. And yet as far as other cities in the Known World are concerned it is rather small and insignificant, and would really only count as a provincial town. Cittinova has a town guard of 200 soldiers, mostly armed with chain mail and either longswords and light crossbows or else longswords and polearms such as pikes and halberds. These town guards keep the peace within town and also fend off roaming monsters - although they need to fight in formation to defeat the larger dinosaurs.  

The Floating City of Aalthir is in a completely different league. Created and lifted by incredibly powerful magic, Aalthir has a population of 23,000, of whom 2,000 are magic users. That means for every man, woman, child, elf or whatever in Cittinova, there is magic user capable of casting Magic Missile or Charm Person in Aalthir. And there is a council of 12 archmages who both act as the rulers and  navigate the city through the skies of Mystara.  Any one of those archmages could wipe out a town like Cittinova, guards and all, from a safe distance. 

And now Aalthir has come to rest over the sea just north of Cittinova, in plain sight of the Thyatian town. This has caused considerable consternation and speculation among the population, and many citizens are fearing annihilation or conquest. After all, Aalthir originally comes from Alphatia, and although now it is effectively an independent city-state, it still has many cultural and political ties to that great empire. And as everyone knows, Thyatis and Alphatia do not usually get on well together. 

Instead, the archmages have sent a delegation down to Cittinova on a skyship, claiming only wishing to trade and establish friendly relations. Of course, the Thyatian governor of Cittinova doesn’t trust these Alphatian wizards at all but firstly he knows they have the upper hand in nearly all respects, and secondly many of his citizens are fascinated by this magical marvel. Even the merchants of Cittinova are eager to do business with their fellow traders a mile above the ocean.  

 Art by VargasNi, Source

The Aalthir authorities are quite careful about who they allow onto Aalthir itself - only a few select Cittinova officials actually set foot in Aalthir. One enterprising skyship captain has been offering sight-seeing trips to the curious people of Cittinova, taking them on her skyship (an exciting adventure in itself!) and then circling around the floating city several times but not landing as the captain and her crew point out landmarks and features that the tourists would find interesting. At one point a squadron of six hippogriff riders flew from Aalthir over Cittinova for a fly-by. But this scared both humans and livestock  who were not sure if this was some attack. The rulers of Aalthir have forbidden any future visits by hippogriff.  As a friendly gesture it did not go as well as planned but as a display of military might it was certainly demonstrative. 

For the moment there is a bustling trade in the main marketplace of Cittinova, with goods and passangers being ferried to and from the floating city via skyships. The merchants of Aalthir are buying local specialities including jungle fruits, rare woods from the enormous nearby trees, and animals, both butchered body parts and also the occasional live specimen. One Aalthir wizard has bought a captured phanaton as a pet, despite the phanaton's protestations. In return the merchants of Cittinova are buying silks from Ochalea, tea and spices from Bellissaria and many magical potions and curiosities made in Aalthir itself. A visiting trader from Minrothad has joined in with the buying and selling, partly to make money but also to see how Alphatian merchants operate and what they have to offer - making connections between Minrothrad and Aalthir could be profitable. A mysterious archmage called Ellaria has travelled by magic carpet from Aalthir to briefly visit Cittinova, though she always wore a silver mask that completely covered her face and long clothes that covered her skin.  

One skyship took a band of Aalthir mages deep into the jungle of Davania, and they have returned with various trophies including a sedated giant chameleon, a grateful but rather confused rakasta whom the Aalthirians rescued from a hungry Tyrannosaurus and the severed head of said dinosaur - the rest of its body had been blasted by lightning bolts, and a charmed Deinonychus. The new owner of the Deinonychus insists that it will stay friendly; Other people on board are not so sure. But a jolly good time was had by all, except for the crew hand who got attacked by a carnivorous plant. He survived but is still badly shaken. 

 Art by ValerySazanov, Source

But what is going on behind the scenes? Firstly a Thyatian wizard visiting from his home back in Port Lucinius has teleported back home and ridden to Thyatis City to report on this visit. The Thyatian government is now aware and considering its response. Secondly one of the tourists onboard the sight-seeing tours is an Imperial Thyatian agent and has used his elven cloak and boots to hide on the ship, then snuck off when it docked, so now there is a Thyatian spy on Aalthir, though his ability to report back to his superiors is limited. Similarly an Alphatian wizard has wandered away from the trade delegation into Cittinova and is now looking to see what is going on in this Thyatian backwater, although he does not have the same government connections, and might be doing this for his own curiosity. 

Will this calm down the tensions between the two empires or will it exacerbate them? How will central Thyatis react to what could be interpreted as an intrusion? Did Alphatia approve of this event or did Aalthir conduct this entirely on its own? The ramifications of this encounter between two settlements of rival empires are yet to play out. 

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. .