Saturday, 11 October 2025

Sample 5.5E NPCs #2: Caldaropolis

 Caldaropolis is a city state on the coast of Caloma, with a population of 120,000, of whom about 80% (97,000) are humans, 15,000 are tieflings and the rest are other various races. 

Caldaropolis is rough and lawless, with crime a constant factor and violence never very far away. Numerous pirates who ply the seas to the west will often stop here. 

The government of Caldaropolis is run by Lord Daschnar, a powerful wizard who is utterly ruthless in holding onto the top spot in the city. He is supported by both the Circle of the Purple Sapphire (an order of wizards and sorcerers) and the Bloodied Blades, a mercenary company that has now become the de-facto city guard. Lord Daschar is not really interested in law and order, and certainly not welfare or justice, but simply maintaining the current status quo. The rest of the city can do as it pleases.

Lord Daschar, Despot of Caldaropolis 

Medium humanoid (human male), Neutral Evil
source
based on 16th level wizard enchanter
AC 11, HP 59, Speed 30ft, Init +1, Profic Bonus +5
Str 9 (-1), Dex 13 (+1), Con 11 (0), Int 18 (+4), Wis 13 (+1), Cha 15 (+2)
Saves : Int +9, Wis +6
Skill Profic: Arcana (+9), History (+9), Investigation (+9)
Senses: Passive Perception 11 (Advantange on Perception + Darkvision & Truesight 120ft when wearing Robe of Eyes)
Languages: Common, Infernal, Elvish
Challenge: 16 (15,000 xp)
Spellcasting: +9 for spells to hit, Save DC 18
Cantrips (5): Mage Hand, Ray of Frost, Friends, Message, Light
1st level (4): Detect Magic, Feather Fall, Fog Cloud, Charm Person
2nd level (3):Alter Self, Cloud of Daggers, Hold Person
3rd level (3): Dispel Magic, Lightning Bolt, Sending
4th level (3): Charm Monster, Confusion, Ice Storm
5th level (2): Cone of Cold, Modify Memory
6th level (1): Mass Suggestion
7th level (1): Project Image
8th level (1): Dominate Monster
Actions: Dagger melee attack at +11 to hit for 1d4+2 piercing damage
Hypnotic Gaze: 1 creature within 5ft must make wisdom save vs DC 18 or be dazed (speed drops to 0 and cannot take any actions) for that turn. 
Reaction: Instinctive Charm. If an opponent within 30ft makes an attack roll against you, you can use a reaction to divert it towards another creature within range of the attack and closest to the attacker. The attacker must make a DC18 wisdom saving throw or attack the new target.
Notable Gear: Dagger +2, Enduring Spellbook, Ring of Spell Turning, Robe of Eyes. 

For the despotic archmage ruling a large city, Lord Daschar is surprisingly even-tempered. He seems calm and logical about nearly everything, particularly around dealing with problems in Caldaropolis. However, he can get very vengeful and vindictive. Should someone cross him personally then his evil nature will show itself, possibly dragging their friends and family into his punishment. Those around him suddenly get worried when his voice turns from a well-spoken oration to a sibilant hiss (his angry voice). If he had a French accent he would sound like the Merovingian from the Matrix films. 
Lord Daschar is finding the governing of Caldaropolis to be quite a job, and unlike some despotic rulers he has no intentions of taking over more cities or land - that would involve even more administration and people to deal with. Some say that the relative lawlessness of Caldaropolis is due to his lack of enthusiasm about governing the city he now has, and that he really only took over so that he could live comfortably and conduct his magical research with plenty of resources. 

Vanthaine, leader of the Circle of the Purple Sapphire

Medium humanoid (Tiefling female),  Neutral Evil 
source

based on 13th level wizard necromancer, .
AC 10, HP 49 , Speed 30ft (30ft fly with Winged Boots), Init 0, Profic Bonus +5
Str 10 (0), Dex 11 (0), Con 13 (+1), Int 16 (+3), Wis 14 (+2), Cha 13 (+1)  
Saves: Int +8, Wis +7
Resistance to Necrotic Damage
Skill Profics: Arcana (+8), Insight (+6)
Senses: Darkvision 60ft, passive perception 12
Languages: Common, Orcish, Abyssal
Challenge: 13 (10,000 xp)
Spellcasting: +8 for spells to hit, Save DC 16
Cantrips (5): Chill Touch (Cthonic Tiefling), Acid Splash, Toll the Dead, Chill Touch, Fire Bolt, Mage Hand
1st level (4): False Life (Cthonic Tiefling), Burning Hands, Grease, Ray of Sickness, Mage Armour
2nd level (3): Ray of Enfeeblement (Cthonic Tiefling), Darkness, Web, Melf's Acid Arrow, 
3rd level (3): Animate Dead, Vampiric Touch, Fear
4th level (3): Confusion, Greater Invisibility, Summon Aberration
5th level (2): Scrying, Cone of Cold
6th level (1): Create Undead
7th level (1): Finger of Death
Grim Harvest: Any creatures killed by your spells gives you 2hp per spell level , or 3hp per spell level for necromancy spells.
Undead Thralls: Skeletons and zombies animated by you get  +16hp and gets +5 to weapon damage rolls. 
Inured to Undeath: Resistance to necrotic damage, and maximum hit points cannot be reduced. 
Actions: Staff of Striking melee attack at +8 to hit for 1d8 +3 (two-handed) bludgeoning (+ optional 1d6 force damage 10 times per day). 
Notable Gear: Staff of Striking, Wand of Paralysis, Winged Boots

Vanthaine is in many ways Lord Daschar’s right-hand woman. She is the leader of the Circle of the Purple Sapphire, the order of wizards and sorcerers who keep some semblance of normality in Caldaropolis, and she is beginning to see herself as Lord Daschar’s heir. Unlike her master, Vanthaine can be evil just for the sake of it and some of her necromantic experiments are quite horrific. She moved to Caldaropolis from Venthoris about 20 years ago just as Lord Daschar was emerging as the front-runner in the power struggle to rule the city. She has seen horrible things happen to her tiefling family at the hands of human supremacists and although she does not begrudge humans as a species (plenty of members of the Circle are humans), she will not tolerate bigotry about her tiefling ancestry.  

General Alstaron, Master of the Bloodied Blades. 

Medium humanoid (half-orc male), Lawful Evil 
source

based on 15th level Fighter (Champion), 
AC  18, HP 110 , Speed 30ft, Init 0 (with advantage), Profic Bonus +5
Str 16 (+3), Dex 10 (0), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 12 (+1)
Saves: Strength +8, Constitution +7
Skill Profic: Animal Handling (+6), Insight (+6)
Senses: 120ft Darkvision, Passive Perception 16
Languages: Common, Orcish
Challenge: 15 (13,000 xp)
Action: Battleaxe melee attack at +8 to hit for 1d8+3 slashing damage + Topple (target must make DC 16 Constitution save or be knocked prone).
Handaxe melee attack at +8 to hit for 1d6+3 damage
Action Surge: Take an additional action once per short rest 
Bonus Action: Second Wind, regain 1d10+15hp, usable once per short rest
Two extra attacks
Improved Critical: Critical hit on 19 or 20
Two-Weapon Fighting Style: add strength modifier to off-hand weapon damage
Defence fighting style: +1 to AC when wearing armour
Relentless Endurace: When reduced to 0 hp but not killed outright you can drop to 1hp instead, useable 1/day
Remarkable Athlete : Advantage on Initiative rolls and Athletics check
Notable Gear: Splint Armour +2, Battleaxe, Handaxe, Ring of Regeneration

General Alstaron commands 1,200 mercenary troops who form the Bloodied Blades, a combination of city watch, tax collectors and military defence force. He answers directly to Lord Daschar and he thinks Vanthaine is a bit weird and creepy, though he does not say so to her face. Unlike some other higher ups in the city, Alstaron has a strong sense of law and order (though not necessarily justice or mercy) and he and his Bloodied Blades try to stop the city from tearing itself apart in rioting, gang warfare and possibly even civil war. Vanthaine sometimes teases him about this but Lord Daschar lets him get on with it - Alstaron gets involved in small and local problems that Lord Daschar really is not interested in but knows ought to be resolved. 
General Alstaron is quite good to his troops. Those that serve him well are treated well, with pay, housing and possible promotions - Alstaron got rid of paying for promotions and made sure it happened on merit and job performance. But he does expect loyalty and those who compromise their loyalty (typically bribes but sometimes other temptations) can feel his wrath. 

Kantheri, Gang Leader

Medium Humanoid (human female), Neutral Evil
Based on 10th level Rogue (Arcane Trickster),
AC 17, HP 35, Speed 30ft, Init +3, Profic Bonus +4
Str 14 (+1), Dex 17 (+3), Con 10 (0), Int 14 (+2), Wis 15 (+2), Cha 14 (+2)
Saves: Dex +7, Int +4
Skill Profic: Stealth (+7), Acrobatics (+7), Perception (+6), Deception (+6) (Expertise in all, double bonuses)
Tool Profic: Thieves Tools, Forgers kit
Senses: Passive perception 12
Languages: Common, Thieves Cant
Challenge: 10 (5,900 xp)
Spellcasting: +6 for spells to hit, DC 14 to save vs spells
Cantrips: Mage Hand, Minor Illusion, Shocking Grasp
1st Level (4): Charm Person, Disguise Self, Expeditious Retreat, Feather Fall
2nd level (3): Darkness, Knock, Levitate
Actions: Shortsword melee attack at +10 to hit for 1d6+5 piercing damage + vex (if you hit and damage a creature you have advantage on next attack roll before end of next round) + wounding (+2d6 necrotic damage, and DC 15 Con save or be unable to regain hit points for 1 hour)
Shortbow: Ranged (80ft/320ft) attack at +8 to hit for 1d6 piercing damage
Sneak Attack: If you have advantage on an attack, you may add 5d6 damage. Note this can be combined with weapons with Vex quality (such as shortsword) or Steady Aim
Bonus action: Cunning Action. You may take one of the following as a bonus action: Dash, disengage or Hide. 
Steady Aim: When standing still for the whole turn you get advantage on your attack roll. 
Notable Gear: Leather Armour +2, Shortsword +2 of Wounding (“Raggedtooth”), shortbow, Quiver of Endless Arrows (hold up to 40 arrows, generates 1 arrow per hour until quiver is full)

Kantheri is in it for the money. She dislikes violence, although if she is attacked or cornered she is quite capable of fighting. But she considers her best work is done when nobody else notices until the following morning. She prefers either burglary or confidence tricks - armed robbery seems rather crude and risky (particularly if the intended victim can fight back). 
Kantheri has gathered a collection of fellow rogues who she is teaching the tricks of the trade. She has heard of thieves guilds but she thinks that is rather old-fashioned and not her style. So she runs this small informal band of 22 criminals from the back streets of Caldaropolis. She is on good terms with the landlord of the Welcoming Warthog tavern and she will meet up with fellow gang members and fences in the wine cellars under the Welcoming Warthog. 

Heruune, Leader of  Venom Blade syndicate

Medium humanoid (tiefling female), Chaotic Evil
Based on 10th level Rogue (Assassin)
AC 14, HP 52, Speed 30ft, Init +3 (and with advantage), Profic Bonus +4
Str 13 (+1), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 10 (0), Cha 12 (+1) 
Saves: Dex +7, Int +5
Skill Profic: Acrobatics (+7), Stealth (+7), Intimidate (+5), Investigation (+5). Expertise in all (double all bonuses)
Tool Profic: Disguise Kit, Poisoner's Kit
Senses: Darkvision 120ft, Passive Perception 10
Languages: Common, Thieves Cant, Abyssal
Challenge: 10 (5,900 xp)
Spell-like abilities (Abyssal Tiefling): Resistance to Poison damage, Poison Spray, Ray of Sickness, Hold Person
Actions: 3 attacks/turn Scimitar melee attack at +8 to hit for 1d6+4 damage
Hand Crossbow range 30ft/120ft for 1d6 piercing + poison (2d6 poison damage, target must make DC 15 Constitution save or be poisoned)
Sneak Attack: If you have advantage on an attack, you may add 5d6 damage. Note this can be combined with weapons with Vex quality (such as shortsword) or Steady Aim or Surprising Strike
Steady Aim: When standing still for the whole turn you get advantage on your attack roll. 
Surprising Strike: During first round of combat, you have advantage on attack rolls against any creature that has not taken a turn. If your sneak attack hits any target during that round the target takes extra +10 damage. 
Reaction: Evasion: If subjected to an effect that requires a Dex saving throw to only take half damage, you only take half damage on a failed save, and no damage on a successful save.
Notable Gear: leather armour, Scimitar +1 +2 vs creatures of Good alignment, Scimitar +1 +2 vs orcs, Hand Crossbow, 20 bolts, Poisoner's kit, Disguise kit.

Heruune is a killer for hire, and the leader of other like-minded assassins. She and her gang (currently numbering 40), are the premiere killers in the city, particularly if a target needs to be taken out quietly without warning or fuss. The Venom Blade Syndicate actually spans a number of cities in Caloma, and Heruune has met her counterparts in the Venom Blade Syndicate in Venthoris, Mendopolis and Senthopolis. 
Heruune is quite emotionless and sometimes seems robotic in her tone. She rarely does hits on short notice, preferring time to study and plan. However, every now and then (perhaps once per month) she will let her hair down and go out for a drink. Thats when a whole lot of pent-up emotions flood out, whether it be rage, sorrow, joy - during these binges she can be very volatile and unpredictable, killing on a whim or giving passers by hugs. She was popular at the Caldaropolis Comedy Club for a while when she did a hilarious routine while drunk. But then her popularity there plummeted two months later after an incident involving two murdered bar maids.  

Saturday, 4 October 2025

Scenario #14: Vlastag Silver Mine

 


Introduction

This is a B/X D&D adventure for characters of levels 1-3 and is set in the Black Eagle Barony in Karameikos, with adventure hooks starting in Luln
This is a functioning silver mine, reclaimed and reactivated by the Cult of Chaos without the knowledge of the Black Eagle Barony’s ruler, Baron Von Hendriks. The Iron Ring slavers know of this and provide the slaves in return for a share of the silver produced. 

Hooks

There are various reasons why the PCs should raid the mine. The most obvious ones are:
  • Rescuing citizens kidnapped and enslaved from Luln
  • Following up leads about the Cult of Chaos or Iron Ring slavers from previous encounters, perhaps going after a specific cultist or slaver
  • Silver bullion heist if the PCs are not that bothered with the morality of slavery
  • Rescuing a specific NPC particularly if the NPC is useful to them

Notes on the Slaves 

Although names and very short stats are given for the slaves, they are all unarmed, unarmoured and unwilling to fight. Some of them are chained up  (keeping them to a single location) or are wearing leg irons (movement reduced to 30ft/rnd). Normal weapons cannot break these bonds but the DM may allow attempts to cut chains with magical weapons (the chains are AC -1, 20hp per link and on a to hit roll of a natural 1 the intended blow will strike the bound slave instead). The thoul in room 11 has the bunch of keys that can unlock all the shackles and leg irons. 
If the PCs want to interact with each individual slave it may require a certain level of improvisation from the DM. Most of them come from the Black Eagle Barony though some are from Luln or elsewhere in Karameikos. At the DM's discretion the party may be awarded 10xp per slave freed, +5xp per slave escorted safely to Luln. 

Key to the Map


1) 4 slaves working the kiln, all with leg irons, + 3 hobgoblins keeping an eye on them. 10 ingots of silver worth 100sp each (1000sp or 100gp total value). There is a pile of coal next to the kiln, plus molds for the ingots.
The slaves are: 
Gellma, human female, NM, hp 2, age 40, align N
Torrish, human male, NM, hp 2, age 30, align L
Rennarien, elf male, NM, hp 3, age 320, align N
Wilgon, human male, NM, hp 1, age 77, align L

2) 4 zombies digging the west face + 1 chaotic adept. This is the junction for the rail tracks where the north and south branches meet. The adept is particularly alert as she knows this chamber is the way out for any slaves and the way in for any intruders. 

3) 5 slaves wearing leg irons are working the north face + 2 hobgoblins + 1 hobgoblin lieutenant. The slaves are: 
  • Desder, human male, MU1, hp 2, age 20, align N
  • Palmona, human female, NM, hp 3, age 27, align L
  • Daltheg, human male, NM, hp 3, age 44, align N
  • Norrdor, dwarf female, DW1, hp 6, age 55, align L
  • Edgor, human male, NM, hp 3, age 51, align N

4) This room is considerably lower than the rest of the mine and the passage leading to it is a slope down.  3 zombies digging the northwest and southwest corners and 1 chaotic adept keeping an eye on them from higher up in the passage, next to a stake in the floor with a skull on it (hobgoblin sign for danger). They will attack if commanded to by the adept. The room contains an invisible gas that slowly suffocates those who enter. The zombies are immune to this but the adept knows the gas is heavier than air, so if he stays in the passage higher than the chamber he is safe. 
Anyone spending a round in the gas must make a saving throw each round. First failed saving throw means the person suffers from nausea (-2 to hit and ability checks, unable to concentrate on casting spells for 2d4 turns even after leaving the toxic area). Second failed saving throw means unconsciousness. If removed from the gaseous area by other party members the unconsciousness lasts for 2-8 (2d4) turns after which they have 2d4 turns of nausea. Third failed saving throw means death from suffocation. There is a pile of 30 silver ingots (worth 100sp each, total value 300gp)  at the far end of this room - the chaotic clerics use zombies to pick up and deposit them.  

5) 4 hobgoblins + 5 beds + camp fire + barrel of salted meat. This is the hobgoblin guards’ quarters when they are not overseeing the slaves. The southern rail track also passes through here and the hobgoblins will regularly check the carts. 

6) 1 black widow spider has made its lair here, with lots of cobwebs. It will attack anything that touches its web. The hobgoblins are aware of it but are not sure how to deal with it. There is a skull on a stake in the middle of the passage leading to this chamber, the hobgoblin sign for danger. Suspended in the web are 2 corpses - one of a hobgoblin (9sp still in its pocket) and one of a human adept (who wears a gold chain with a chaotic unholy symbol around his neck worth 120gp).
Black Widow Spider: AC 6, Move 60ft/120ft in webs, HD 3*, hp 10, 12, 14, THAC0 17, Att 1 bite for 2d12 + poison (save or die in 1 turn), Save F2, Ml 8, Align N, 50xp

7) 2 zombies and 4 slaves are working the west side and have dug out alcoves. The slaves are all shackled to a stake in the stone floor with 30ft long chains. There are 2 hobgoblins here standing guard. Also a minecart on the rails. The slaves are:
  • Nissil, human female, NM, hp 2, age 15, align N
  • Kaelan, human male, F1, hp 6, age 18, align L
  • Marriol, halfling female,  NM, hp 2, age 23, align L
  • Cordien, human female, NM, hp 3, age 22, align L

8) Empty

9) 4 zombies + 1 chaotic adept commanding them. The zombies are digging away one in each of the four alcoves but will attack if commanded to by the adept. 

10) 3 hobgoblins + 1 hobgoblin lieutenant around a table. This chamber also has the end of the southern mine rail and a minecart loaded with silver-bearing rock. 

11) Home to a Thoul. This is the leader of the hobgoblins. His ability to paralyse is particularly useful for capturing people alive. He will attack any intruders he does not recognise. This thoul has a bunch of keys that will unlock the shackles for all the slaves in this mine. He has a bed, underneath which are a sack and a box. The box holds 40 silver ingots (worth 100sp each, 400gp value total) and the sack holds 820gp and 25pp
Thoul: AC 6, HD 3**, hp 20, Move 120ft, THAC0 17, Att 2 claws for 1d3/1d3 + paralysis, Save F3, Ml 12, Align C, XP 65. Special abilities: Paralysis. Similar to a ghoul, anyone hit by the thoul's claws must make a save vs paralysis or be paralysed for 2d4 turns. Regeneration: If wounded but still above 0 hp, a thoul will regain 1hp per round, except for damage from fire or acid. Unlike trolls, thouls will not regenerate after being reduced to 0hp or less. 

12) 5 slaves with leg irons + 2 hobgoblins. The slaves are: 
  • Tabrex, halfling male, Hf1, hp 4, age 44, align L
  • Normod, human male, NM, hp 2, age 33, align N
  • Nalgeth, human male, C1, hp 4, age 24, align C (disgraced member of Iron Ring)
  • Welmore, human female, NM, hp 2, age 55, align L
  • Galtheen, human male, NM, age 20, align L

13) 4 zombies + 1 chaotic vicar (C4) as leader of the chaotic clerics and overseer of the zombies. The chaotic vicar does not have proper quarters here in the mine and is only visiting for the day to sort out some new zombies. 
Chaotic Vicar: AC 2, HD C4, hp 17, THAC0 16, Att 1 warhammer for 1d6+2 or 1 spell, Save C4, Ml 11, Align C, XP 125. Equipment: plate mail, shield, Warhammer +1, Ring of the Zombie Master (see description below), unholy symbol, cleric's vestments, golden belt worth 120gp and purse with 26pp. 
Prepared spells: Cure Light Wounds, Darkness, Aura of Shadows

14) Makeshift headquarters of the mine overseer, Zastable Nekrol, (first mentioned here). She has a bodyguard, a hairy bugbear called Vogg. Zastable's usual residence is a lodge about a mile away but this is where she oversees the mining operations from. There is a lamp with a Continual Light spell on a desk, and a chair and couch, as well as a locked chest (which Zastable has the key for) containing 2300gp, 5 gems worth 50gp each and a piece of jewellery worth 600gp (an ornately sculpted gold bracelet) , as well as Zastable's travelling spellbook with the spells Charm Person, Read Magic, Hold Portal, Read Languages, Web, Invisibility, Mirror Image, Locate Object, Dispel Magic & Clairvoyance
Zastable Nekrol: AC 8, HD MU5, hp 15, THAC0 18, Att 1 dagger for 1d4 or by spell or by wand (1d6+1 damage, automatic hit), Save MU5, Ml 9, Align C, XP 300, equipment: dagger, Wand of Magic Missiles (10 charges) , prepared spells: Charm Person, Hold Portal, Web, Invisibility, Dispel Magic
Vogg the BugbearAC 5, Mv 90ft, HD 3+1 (15hp), THAC0 16, Att 1 morning star for 2d4 or 1 throwing axe for 1d6, Spec Abil Stealth (surprise opponents on 1-3 in 6), Ml 9, Save F3, Align C, 50XP, equipment: Bugbear armour (large-sized scale mail), morning star, 2 throwing axes, purse with 130gp & amber gemstone worth 200gp

15) Apparently empty. There are 2 minecarts at the end of the track but one of them contains a gray ooze that attacks if the minecart is disturbed. The other is half-full of silver-bearing rock. 
Gray Ooze: AC 8, Move 10ft, HD 3, hp 15, THAC0 17, Att 1 acidic slam for 2d8, special abilities: acidic slam destroys armour. Automatic damage after first attack as ooze attaches itself to target, immune to cold and fire, Save F2, Ml 12, Align N, 50xp

16) 6 slaves + 2 hobgoblins. This chamber has an unstable roof, propped up by a large wooden post. The slaves are chained to the post. Knocking down the post or otherwise removing it means the ceiling will start to groan and rumble, and will collapse in 1d4 rounds, causing 2d10 damage from falling rocks to all within the chamber. The slaves are: 
  • Thenthar, male dwarf, DW1, hp 5, age 255, align N (can warn PCs about unstable roof)
  • Aldon, human male, NM, hp 3, age 32, align L
  • Westrina, human female, F1, hp 4, age 23, align N
  • Bragden, human male, NM, hp 3, age 65, align N
  • Corven, halfling male, NM, hp 3, age 20, align N
  • Abnerk, human male, MU1, hp 2, age 34, align L

17) The chasm. This room is dominated by a hole in the floor that drops down to a series of natural caverns. The contents and inhabitants of these natural caverns is up to the DM but if the PCs loiter here for too long, something might emerge from the chasm.
Update: I have now created a possible cave complex beneath Vlastag Silver Mine for the DM to use in Scenario 16: The Caverns beyond the Mine

Common Monster Stats

Chaotic Adept: AC 4, HD Clr2, hp 7, Mv 90', THAC0 19, Att 1 mace for 1d6, Dave C2, Ml 9, Align C, XP 20, Equipment: Chain mail, shield, mace, unholy symbol, cult robes, 10gp each. Memorized spells: Cure Light Wounds.

Hobgoblin: AC 6, HD 1+1, hp 6, Move 90ft, THAC0 19, Att 1 sword for 1d8, Save F1, Ml 8, Align C, XP 15, equipment: leather armour, shield, sword, 3d6 sp (10sp average) each

Hobgoblin Lieutenant: AC 5, HD 2+2, hp 11, Move 90ft, THAC0 18, Att 1 sword for 1d8, Save F2, Ml 9, Align C, XP 25, equipment: scale mail, shield, sword, 2d6gp (7gp) each

Zombie: AC 8, HD 2, hp 9, Move 90ft, THAC0 19, Att 1 weapon for 1d8, Save F1, Ml 12, Align C, XP 20, equipment: mining pick or shovel (1d8 damage regardless when wielded by zombie). Undead properties: Immune to Sleep, Charm and some other mind-affecting spells, immune to poison and disease. Always attacks last in initiative. 

New Magic Item: Ring of the Zombie Master

This ring is carved from the bone of some fel creature. When worn by a chaotic cleric (in this case the Chaotic Vicar) it allows the wielder to animate a small or medium dead body as a zombie as per the Animate Dead spell once per day. This animation is permanent until the zombie is destroyed or the ring is destroyed. The wearer of the ring can command the zombies directly or may instruct the zombies to obey others as designated by the ring wearer (in this case the chaotic vicar has delegated control of his zombies to his chaotic adepts). 

Leading onto further adventures 

This scenario could be used after DDA3 Eye of Traldar or perhaps before B10 Nights Dark Terror. 
Furthermore, any grateful freed slaves could point the PCs in the direction of further adventuring opportunities. 


Saturday, 27 September 2025

The City States of Caloma

This is my start on a setting for 5.5E D&D. I have no idea how far it might go - it might fizzle out in a few posts. But I’d like to give it a go. I am also well aware that it is unlikely that readers of this blog will use what I write wholesale - I fully expect them to pick out the bits they like or think useful and to drop everything else. It is in the world of Xerros that I mentioned in previous posts, focusing on an area called the Caloma City States.

Do I expect to produce adventures like I do for Logos Locations on this blog? Not at the moment. In fact I see this more as a place for populating with NPCs and the potential for adventures rather than fully fleshed-out scenarios. 

A Map of the Caloma City States


All good settings require a map, such as Tolkein’s Middle Earth, R.E. Howard’s Hyborian Age, and so do quite a few bad settings. There is a much larger, world-view map on my computer, split up into squares of about 500 miles per side. This particular one is square I5. The misspelling of “Xeros” is actually the original name of the setting - any time you blog readers see Xeros rather than Xerros you know it’s been sitting on my hard drive for a while. Also this map is a work in progress . I may well add to it as needed. 

Xerros

Xerros is very old. The oldest elvish writings from the Empire of the Silver Sun date back to 500,000 years ago. Even for the elves who can live up to a thousand years this is a near-incomprehensible stretch of time. Humanity is first recorded by elvish scribes, aparently as wild savages barely beyond apemen, about 150,000 years ago. Nearly all areas of land have been inhabited at least once by one species or another. Those who have read Clark Ashton Smith's Zothique series or Jack Vances Dying Earth series will have some comprehension of how old Xerros is. The collapse of the Empire of the Silver Sun 100,000 years ago was the biggest disaster the elves ever endured, yet this is so lost in the ancient past that only the elves remember it, and only then from writings not living memory. Nearly every field, every road, every settlement has clues hinting at the past, from shards of pottery to arrangements of stone that were once building foundations to decayed metal chunks that used to be a tool or weapon. And of course that means lots of dungeons, a few of which have been left by cultures or characters that not even scholars or sages of the current day know of. 

Xerros is also big, about twice the size of Earth, with about half of it land and the other half seas and oceans. The biomes and ecosystems are approximately those of Earth, with colder areas to the north and south and tropical areas around the equator. Caloma is between temperate and subtropical in climate, a bit like Spain, Italy or California. 

Caloma

Caloma used to be a single kingdom that had lasted for over 500 years. But then about 100 years ago the great betrayal happened, a civil war erupted and noblemen and commoners alike took sides. The Royal family of Caloma was wiped out and as different noblemen claimed the throne, central authority failed. A few cities and towns were destroyed, but many more survived mostly intact within a complex web of rivalries, alliances and feudal featly, trying to deal with new-found independence but also a lack of central authority that might protect them from aggressive neighbours. Now the cities and towns have stabilised somewhat and are known as the Caloma City States.  Fifty years ago there was another war, the War Between the Cities when tensions between the newly formed city states erupted. What exists now is a little more stable but there are still disagreements and distrust between the cities. 

Major cities within the Caloma City States include

  • Alcorpolis (population 92,000, including some half-orcs and haflings). Former royal seat of Caloma, home of the Royal Palace. Now run by an oligarchy of generals, civil servants and powerful priests.
  • Belcropolis (population 65,000, including 2000 elves and half elves). Very religious, home of an important cathedral. 
  • Caldaropolis (population 120,000, inc 15,000 tieflings). Wretched hive of scum and villainy ruled by a powerful wizard and backed up by the Bloodied Blades and the Circle of the Purple Sapphire
  • Dalaropolis (population 64,000, inc. 4,000 dwarves, 4000 halflings): Trade-focused hereditary earldom. Survived the civil war relatively undamaged. 
  • Istarias (population 200,000 including numerous minorities). Ruled by hereditary duke. An important sea port at the mouth of the Delgeth river. 
  • Kormarin (population 60,000, including 40,000 dwarves, 10,000 gnomes). Capital of the dwarves and biggest city within Kenshai uplands. 
  • Kristarchis (population 55,000): Ruled by “King of Caloma” whose claim to the throne is at best disputed and often ignored. The ruler has insane ambitions to reconquer the rest of the former kingdom. 
  • Mendopolis (population 85,000 including some dragonborn and tieflings). Military dictatorship. Very anti-crime and disobedience. Those who comply find the city safe and good for business - those who do not comply are swiftly dealt with. 
  • Metrailopolis (population 76,000 inc. 10,000 halflings): Hereditary Earldom, with numerous noble families who sought sanctuary here during the civil war. Very socially stratified, with different rules for commoners vs nobility. 
  • Malkoropolis (population 150,000, including 20,000 dwarves & 12,000 gnomes). Important trade city for dwarves and gnomes of the hills. Well fortified and strong military, governed by a hereditary Earl. 
  • Senthopolis (population 120,000, including numerous minorities). Military government assisted by a thieves guild turned spy network. Slightly more liberal than Venthoris but not much. 
  • Talkiar (population 50,000, inc. 30,000 gnomes, 5,000 dwarves and 2,000 halflings): Primarily gnomish but very diverse population. Focused on industry and trade, nearly a plutarchy.  
  • Venthoris (population 175,000, inc 10,000 tieflings & 5,000 half orcs). Ruled by human-supremacist military junta. Many demihumans have fled to more tolerant cities.

Towns that owe loyalty to the larger cities include

  • Breamshore
  • Calistrant
  • Fort Perilous
  • Isodar
  • Hashettis
  • Marshedge
  • Rilldenthos
  • Sasderin
There are hundreds, possibly thousands, of villages and hamlets of less than 1000 residents that are not marked on the map. These are where the bulk of food is grown, as Caloma is still a relatively fertile land with large stretches of arable lands particularly around the large rivers. 
I think that’s quite enough to be getting on with for the moment although theoretically more could be added later on. 

Saturday, 20 September 2025

Noteworthy Inhabitants of Luln

 

source

Established NPCs From DDA3: Eye of Traldar

Torstar Malenkov, junior lieutenant in the Iron Ring

Already covered this chap in Chaos in the Black Eagle Barony


Alexi Schelepin

AC 1, HD F2, hp 15, Move 90ft, THAC0 17, Att 1 sword for 1d8 +2, Save F2, Ml 12, Align L
Str 16, Int 13, Wis 9, Dex 16, Con 16, Cha 11
Notable equipment: Chain Mail +1, shield, sword, crossbow, 24 bolts, silver dagger, backpack, potion of healing
Role: Alexi is not actually a native of Luln but originally from eastern Karameikos. He has found himself in Luln while trying to help his elf friends find and retrieve a magical gem, the Eye of Traldar. He is brave and noble, and will try to recruit like-minded adventurers to his cause.


Andrei Sturloi (Unnamed thug leader in shoe shop ambush in Luln)

AC 2, HD F2, hp 9, THAC0 18, att 1 sword for 1d8+1, Save F2, Ml 10, Align C
Str 14, Int 10, Wis 12, Dex 14, Con 10, Cha 13
Notable equipment: Chain mail +1, shield, sword, 2 daggers
Role: Andrei is similar to Torstar, a junior member of the Iron Ring, commanding a small band of thugs for kidnapping, killing and other forms of dirty work. Unlike Torstar, Andrei is more willing to get stuck into combat. His current orders involve taking out a shoemaker who is part of a network opposing the Iron Ring and then dealing with anyone who tries to make contact with the shoemaker.

Morander, proprietor of the Growling Griffon Tavern

AC 9, HD NM, hp 5, Move 120ft, THAC0 19, Att 1 club for 1d4+1, Save NM, Ml 7, Align L
Str 14, Int 12, Wis 10, Dex 10, Con 13, Cha 12
Notable equipment: club, dagger
Morander is not happy about the situation in Luln and is willing to help those who would improve the town, mainly by confronting the Iron Ring slavers. He knows he is not much of a combatant but feels his role is as a networker, introducing people to each other and passing messages on. Although initially he was glad to meet Randallos, he is now becoming increasingly concerned with what is going on with the Fellowship of the White Dove.


Leraith, Cleric of Traladara 

AC 4, HD C3, hp 10, Mv 90ft, THAC0 20, Att 1 mace for 1d6 or spell, Save C3, Ml 10, Align L
Str 10, Int 14, Wis 16, Dex 9, Con 10, Cha 13
Notable equipment: Chain mail, shield, mace, holy symbol, 2 vials of holy water, Staff of Healing, 2 potions of healing
Leraith is one of the independent clerics of the Church of Traladara and a defender of Tralaldaran ideals and culture. He despises both the Black Eagle Barony and the Iron Ring slavers, and will recruit adventurers to combat these where feasible. Although he tries not to be prejudiced, he still has doubts about anyone clearly loyal to Duke Stefan. He knows and trusts a small group of likeminded operatives within Luln.


Warreck 

AC 1, HD F2, hp 15, Move 90ft, THAC0 17, Att 1 sword for 1d8 +2, Save F2, Ml 12, Align L
Str 16, Int 13, Wis 9, Dex 16, Con 16, Cha 11
Notable equipment: Chain Mail +1, shield, sword, longbow, 20 arrows, silver dagger, backpack,
Warreck is an ally of Leraith and Morander, and is willing to help out against the Iron Ring slavers, who he holds responsible for the disappearance of his sister. He is a lay member of the Church of Traladara and knows various parishioners in Luln.


From my own Ideas about Luln

These NPCs are first mentioned in a previous blog post about Luln

Randallos

AC 3, HD E5, hp 20, Move 90ft, THAC0 16, Att 1 sword for 1d8+1 or 1 arrow for 1d6 or by spell, Save E5, Ml 8, Align C
Str 10, Int 16, Wis 12, Dex 14, Con 10, Cha 15
Notable Equipment: Chain mail +1, Sword +1, Dagger, Boots of Levitation, Backpack, shortbow, quiver + 20 arrows, 3 doses of sleeping drug (save vs poison or fall unconscious for 2d6 hours). 
 Notable Spells: Charm Person, Magic Missile, Web, Phantasmal Force, either Hold Person or Lightning Bolt
Randallos is an elf who claims to recruit for the Fellowship of the White Dove and seeks out idealistic kids and young men. He actually works for the Iron Ring and anyone ‘recruited’ will actually be drugged, captured and sold into slavery. He partly does it for the money, but also has a need to dominate and control humans and to prove his superiority over them. He has heard of a band of elves at The tower of Aelarda Starria who may have similar attitudes to himself. 

Tormius Sevarak, merchant, agent & cultist

AC 3, HD T7, hp 17, Mv 120ft, THAC0 15, Att 1 shortsword for 1d6+2, Save T7, Ml 8, Align C 
Str 10, Int 15, Wis 10, Dex 16, Con 13, Cha 12
Notable Equipment: Leather armour +1, Ring of Protection +1, Shortsword +2, Potion of Extra Healing
Tormius Sevarak is playing a complex game. He is superficially a merchant who fled Fort Doom after the Baron threatened to seize him and all his assets due to tax discrepancies. He actually passes information about Luln and its traders and economy onto the Black Eagle's spies. But his true loyalty is the Cult of Chaos and he is the leader of a cell of cultists in the town. He and other cultists view the Baron as a melodramatic fool but nonetheless quite a useful ally in bringing Chaos to Karameikos. He is quite adaptable to situations, and most of the time will act as a slightly sleazy salesman, offering special offers on items and paying for any loot the adventurers have, “no questions asked; nudge nudge, wink wink”. 

Eldarii Lightfinger, Gang Leader & Thief

AC 3, HD T6, hp 20, Mv 180ft, THAC0 14, Att 1 sword for 1d8+3, Save T6, Ml 10, Align C
Str 13, Int 13, Wis 11, Dex 18, Con 10, Cha 14 
Notable Equipment: Leather Armour +1, Sword +2, Boots of Speed (base movement doubled)
Eldarii is the head of a small band of thieves, the Luln Street Runners, who take advantage of the disruption and confusion of all the refugees overwhelming the authorities to steal whatever they can by pickpocketting, burglary, swindling and occasional armed robbery. Eldarii has great ambitions and would like to turn her little gang into a proper thieves guild and might well try to recruit those with both the right skills and attitude. She has no time for cultists and she despises slavers, but that does not mean she is one of the good guys either - she is hard, ruthless, greedy and quite amoral. 

Baelwist the Vigilant, Spymaster

AC 4, HD T12, hp 30, Move 120ft, THAC0 14 Att 1 shortsword for 1d6 or 1 arrow for 1d6, Save T12, Ml 10, Align N
Str 8, Int 15, Wis 13, Dex 14, Con 10, Cha 10
Notable Equipment: Bracers of Defence AC 5, Shortsword +1, shortbow, 20 arrows
Baelwist the Vigilant is Mistress Sascia's spymaster but he knows that keeping the enemy spies out of Luln is nearly impossible given the number of refugees. Although he does not trust people easily, he will sometimes ask adventurers to help with simple matters such as street crime or wandering monsters and if they perform well he may use them for more sensitive missions. Baelwist hates the Black Eagle Barony as he holds it responsible for the deaths of his brother, nephew and niece who died trying to flee Fort Doom. He admires any efforts to stop the Black Eagle Barony and its allies, but he is getting suspicious of the Fellowship of the White Dove and its main recruiter Randallos. 

Broston Hardbristle captain of the town guard

AC 2, HD Dw8, hp 50, Move 60ft, THAC0 12, Att 1 battleaxe for 1d8+3, Save Dw8, Ml 10, Align L
Str 14, Int 12, Wis 10, Dex 10, Con 17, Cha 10
Notable Equipment: Plate Mail +1, Battleaxe +2, 2 x Potions of Extra Healing
A former adventurer from Highforge, Broston made a name for himself fighting goblinoids and gnolls in the Black Peaks north of Karameikos, even slaying a marauding hill giant. He has now taken up the role of captain of the Luln guard and as such commands the garrison of 150 part-time soldiers (F1, leather armour, shields, spears, hand axes). However, he feels out of his depth and is not used to organising and managing others - he prefers to be in the front line swinging his axe. Lady Sascia has full confidence in him, and he feels he does not deserve it. He can over-compensate by being very blunt and demanding, thinking that he is asserting his authority, particularly when confused or distressed. When calm he is actually a very decent dwarf.  


Other characters of Luln (new here)


Korgir Blunthammer, refugee & blacksmith, 

AC 5, HD Dw2, hp 10, Move 90ft THAC0 17, att 1 hammer for 1d6+2, Save Dw2, Ml 11, Align N
Str 17, Int 8, Wis 10, Dex 13, Con 13, Cha 10
Notable Equipment: Leather armour/apron & gloves, large hammer, shield
Korgir fled here about 5 years ago when the Black Eagle Barony began persecuting demihumans. He has not decided whether he will stay here long term or move on, perhaps to Highforge. He is very in demand as the most skilled blacksmith in Luln and is proficient at crafting all manner of weapons and armour. He can be quite dismissive of the work of other smiths, particularly that from human smiths, whom he considers amateurish. He knows he can charge high prices for his wares and will do so unless he owes someone a debt of some sort. 

Daelshin, leatherworker and tanner 

AC 5, HD F1, hp 20, Move 90ft, THAC0 18, Att 1 shortsword for 1d6+1 or thrown dagger for 1d4, Save F1, Ml 8, Align N
Str 14, Int 10, Wis 13, Dex 14, Con 10, Cha 11
Notable Equipment: Leather armour+1, shortsword, 4 daggers
Daelshin is a native of Luln and sometimes he can get fed up with all the refugees. He has no love of the Black Eagle Barony. He has been known to help Leraith and Morander in their network trying to counter the Iron Ring slavers. 

Kayno Rissescu, refugee 

AC 8, HD MU3, hp 5, Move 120ft, THAC0 19, Att 1 dagger for 1d4 or by spell, Save MU3, Ml 6, Align C 
Str 8, Int 16, Wis 12, Dex 10, Con 14, Cha 11
Notable Equipment: Wand of Magic Missiles, Robe of Protection +1, 3 daggers, spellbook
Notable Spells: Sleep, Charm Person, Web
Kayno was an assistant mage at Fort Doom, helping out with both administration and minor magical duties, sometimes casting spells such as Detect Magic on suspects, Sleep for crowd control or Charm Person on people for interrogation. She fled when she overheard two of her peers plotting to kill her and her boss not caring. She now ekes out a living in Luln as scribe and minor mage. She is quite mercenary and uncaring about other people - she still has the Black Eagle mindset. However, she also know the geography, the people and the procedures in Fort Doom, at least from 2 years ago when she fled, and for the right price she is willing to help anyone attempting to infiltrate the Barony.  


Piotr Cartalescu, wine and spirits merchant

AC 8, HD NM, hp 3, Move 120ft, THAC0 20, Att 1 dagger for 1d4, Save NM, Ml 6, Align N
Str 10, Int 14, Wis 12, Dex 13, Con 10, Cha 13
Notable Equipment: Dagger
Piotr travels across Karameikos and sometimes further afield to the Five Shires, Ierendi, Thyatis and Minrothad, though his home is in Luln. He is not much of a combatant and he knows it, so he has become used to asking adventurers and mercenaries for help in matters such as guarding caravans.  

Althea Tuntani, Landlady of Duke’s Head Inn 

AC 9, HD MU3, hp 8, Move 120ft, THAC0 18, ATt 1 dagger for 1d4+1 or by spell, Save MU3, Ml 9, Align L
Str 9, Int 15, Wis 11, Dex 10, Con 11, Cha 12
Notable Equipment: Dagger +1, Spellbook, Potion of Healing
Notable Memorised Spells: Charm Person, Hold Portal, Web ( Mirror Image, Detect Magic, Read Magic & Light are also in spellbook)
A widow of a veteran soldier, Althea and her late husband set up the Duke’s Head in Luln after being given a sizeable pension by Duke Stefan Karameikos, and they were grateful enough to name the inn after him. She knows how to deal with tough customers and she also has the support of several regular patrons in the event of serious problems at her establishment. She is welcoming to soldiers and former soldiers, but a little more wary of adventurers, especially those who have no attachment to Luln or Karameikos. She will eject any member of the Black Eagle Barony, whom she holds responsible for her husband’s death. 
 

Talnek Aganthi, Vicar of the Church of Karameikos 

AC 2, HD C4, hp 12, Move 60ft, THAC0 17, Att 1 mace for 1d6 or by spell, Save C4, Ml 10, Align L
Str 9, Int 12, Wis 16, Dex 10, Con 14, Cha 13
Notable Equipment: Plate mail, shield, mace, holy symbol, 2 vials of holy water
Talnek has been sent to Luln by his superiors to establish a presence of his church in town after his predecessor died in suspicious circumstances. He has gathered a small parish with a variety of parishioners and 5 acolytes (1st level clerics). However, he is careful not to conflict with the Church of Traladara, and has had good conversations with Leraith on this matter. He has also decided to ally with Lady Sascia and support her decisions in his sermons which has usually gone down well. After all, the Church of Karameikos is the church of the establishment. 

Herlla Millanu, Knight of the Order of the Griffon 

AC 1, HD F4, hp 24, Move 60ft, THAC0 16, Att 1 sword for 1d8+2, Save F4, Ml 12, Align L 
Str 14, Int 9, Wis 12, Dex 10, Con 14, Cha 12
Notable Equipment: plate mail, Shield +1, Sword +1, dagger 
Herlla has been assigned to protect Talnek Aganthi by her order, the Order of the Griffon. She has another 4 junior knights (2 x F2, 2 x F1) to assist her in this matter. Herlla does not think much of Luln - it is dirty, poor and disordered, and although part of her would really want to sort this messy town out, she also understands it is not her job. Nonetheless, she has expressed her views to Broston Hardbristle, Captain of the Guard, who really did not seem to know how to reply. But then again he’s just a dwarf. 

Friday, 12 September 2025

The City of Titans and the Gifts of the Scions

 

source
Deep in the far north of Norwold amidst biting cold and rugged peaks there is the City of the Titans. Once a metropolis of the Arvorian Empire, this place is now abandoned on the surface, but still very active underneath. It is much further inland than its nearest neighbour the City of Madness


Based on original by 6inchnails, source

The Arvorians call this place M'wagthar - the name City of the Titans was given by the sole human to have visited it and returned alive, an Alphatian mage called Zelthius. In his fevered and possibly insane ramblings he said that although the Arvorians were the most numerous inhabitants, there were powerful and huge creatures trapped deep under the city that he described as titans. The exact nature of these beings is unknown but apparently the resident Arvorians both greatly respect these creatures and seek to free them - these titans have been trapped by unknown forces opposed to the Arvorians and their chaotic masters. They are big - bigger than the mammoths that roam the tundra, even bigger than the dinosaurs of Davania. And according to the bas-relief on the walls of Arvorian temples they are truly monstrous to behold. Their unleashing will usher in a new age of glory for the Arvorians as the titans smash and destroy the puny human and demihuman enemies who stand against the Arvorians and the Great Old Ones. It is fortunate for the rest of the world that the bindings that hold the titans are strong indeed, both physically and magically. 

The architecture above the ground is covered in ice and very few Arvorians are encountered on the surface. Those that are on the surface need to be well protected from the intense arctic cold. The surface structure is quite different from the City of Madness - while that city has lots of individual buildings on a relatively flat ground, the City of Titans resembles some massive ice-covered palace, with fewer but gargantuan shapes. Similar to the City of Madness, the vast majority of activity happens underground where the Arvorians have their habitation levels, their agricultural levels and the orc and kobold shanty towns where the humanoid minions are kept. There are also caverns containing fungal forests where white apes roam wild although some are captured and domesticated by the Arvorians. There is even a variant race of particularly large and ferocious white apes with six limbs called Girallons - these are tamed only by the most powerful and strong-willed Arvorians. Apart from Zelthius’ rather limited visit, the city is unexplored by humans, and there may be major features that are completely hidden. Zelthius did mention that there is a temple to the titans below the surface, and that eldritch crusaders of different patrons gathered there in apparent harmony in their common task of freeing the titans. 

While in the City of Madness the two Arvorian classes, the Eldritch Crusaders (Fighter/Clerics) and Arcane Knights (Fighter/Mages), are considered to be about equal in status, in the City of Titans the Eldritch Crusaders seem to have the upper hand - partly because at least some of them are in psychic contact with the titans deep below the city - maybe not proper conversations but certainly an awareness, perhaps amplified by powerful dreams. This is because the titans are supernatural servants of the Scions of the Outer Dark. The Eldritch Crusaders have received messages from their Scion patrons as to how to free the titans and, similarly to freeing the Scions of the Outer Dark, this involves large quantities of eldritch crystals. There are certain cults of eldritch crusaders who are particularly intent, even fanatical, about this task, and they, rather than any noble houses or arcane schools, hold the balance of power in the City of Titans. These Arvorian cults will compete with each other and any others who would seek out eldritch crystals - they have even been known to skirmish with Arvorians from the City of Madness and elsewhere over this precious resource. 

The total population of the City of the Titans is unknown but human scholars estimate it to be perhaps two thirds that of the City of Madness. The City of Madness certainly holds more authority and influence over Arvorians outside these cities though the City of Titans perhaps has more religious significance. 

Gifts of the Scions

These cults that are intent on freeing the titans beneath the city are sometimes given gifts by their terrifying patrons particularly once they have proven their loyalty and competence. Such gifts depend on the Scion they follow but they are rarely entirely beneficial - sometimes they can be as much of a curse as a boon. Some Arvorians have likened these gifts to the mutations that can occur with continued contact with certain eldritch crystals but these gifts tend to be less random and more thematic to the Scion granting them. Occasionally these gifts are granted to non-Arvorian servants of the Scions, so an orc, human or ogre who has served the Scion well may be gifted this way. Such gifted creatures are granted more respect than others of their species by the Arvorians but are still not really considered equals - Arvorians can be quite snobbish and bigoted about such things. Human scholars who have heard Zelthius’ account do not understand why these gifted followers are mainly found in the City of Titans, not the City of Madness where the same scions are followed. Maybe the presence of the titans plays a part here. 

Suggested gifts from each of the Scions are given below. Note that these do not happen all at once but one at a time as the follower of the Scion progresses in their career and their devotion to their dark masters. DMs are encouraged to come up with their own gifts suitable for each Scion. 

E’hillit (insanity)

  • Bonus to saving throws against externally inflicted insanity, fear and charm
  • Immunity to Confusion spells
  • Prolonged talking to someone (more than 10 minutes/1 turn) can cause them minor forms of insanity
  • Phobias
  • Delusions
  • Paranoia
  • Bouts of Catatonia

Vergillos (secrets & knowledge)

  • Comprehend Languages
  • Detect Magic at will
  • Detect Traps
  • Bonuses when researching new magic spells or items
  • Bat wings sprouting from back (small wings allow Feather Fall at will, medium wings fly at 120ft, large wings fly at 180ft).
  • Bat-like facial features
  • Extra-sensitive hearing (both good and bad effects)
  • Tends to overthink and overanalyse things and end up reaching very strange conclusions. 

Tallassia (undead)

  • Sense undead
  • Control undead, bonus to rolls to do so
  • Can create more powerful undead at higher levels (3rd Edition D&D Create Undead spell)
  • Allowed saving throws against level drain by undead
  • Start looking rather corpse-like
  • Smell of death surrounds them
  • Living animals will try to avoid them.

Skeereet (disease)

  • Bonuses to save vs all forms of disease
  • Can sense disease in others
  • Touch can cause disease
  • Not immune to lycanthropy but can control it much better
  • Smells bad. Can also cast Stinking Cloud 1/day
  • Appearance becomes distinctly unhealthy
  • Rat tail, mostly cosmetic, not suitable for combat
  • Can talk to rats
  • Rat-like facial features
  • Improved sense of smell

Belthag'uur (violence)

  • Bonus to hit and damage with two-handed weapons
  • Bonuses to save vs fear
  • Immune to fear
  • Aura of Animosity - creatures around you become more likely to start fighting each other
  • Empathically encourage orcs, ogres & other chaotic humanoids to attack
  • Prone to berserk rages, unable to disengage or accept surrender
  • Increasingly short temper, more prone to violence.  

Mohosskith (stealth & spiders)

  • Can see in the dark (infravision 120ft)
  • Can move silently as if a thief. If already a thief then they get +20% chance to succeed. 
  • Invisibility
  • Spider legs emerge from the side of their torsos, allowing perfect climbing up walls but making them look monstrous
  • Bite becomes mildly venomous, with spider-like pedipalps extending from their mouths. 

Friday, 5 September 2025

Sample 5.5E NPCs #1: Fort Perilous

Introduction

Following on from a previous post about creating NPCs for 5.5E D&D, I have put together 7 NPCs, all of whom are found in my new world Xerros, specifically the town of Fort Perilous. I hope that these illustrate my way of creating such characters, and perhaps they could be useful to you in your campaigns - just change the name of the town and I’m sure these could be dropped into the Forgotten Realms or your homebrew world. The sharp-eyed among you may notice things that have not been done thoroughly but I’m not that bothered. This is about quick and usable NPCs who can easily be run in a game, rather than complete breakdowns of all subclass, race and background benefits and modifiers. 

Nurina Greenstaff

Medium Humanoid (High Elf female),  Neutral
Based on 14th level sorcerer (Clockwork Sorcery), Sage background
AC 12, HP 33, Speed 30ft, Init +0, Profic Bonus +5
Str 8 (-1), Dex 10 (0), Con 10 (0), Int 14 (+2), Wis 13 (+1), Cha 18 (+4)
Saving Throws : Con +5, Cha +9 
Skills: Arcana (+7), History (+7), Insight (+6), Religion (+7), Persuasion (+9)
Senses: Darkvision 60ft, Passive Perception: 11
Languages: Common, Elvish, Sylvan
Challenge Rating: 14 (11,500xp)
Fey Ancestry: Advantage on saves vs Charmed condition
Spellcasting: +11 to hit with spells, DC 18 to save against her spells, 14 sorcery points
17 prepared spells 
Cantrips (6): Mage Hand, Blade Ward, Fire Bolt, Shocking Grasp, Mending, True Strike, ( + Acid Splash & Light as Magic Initiate, + Prestidigitation as High Elf)
1st Level: 4 slots Disguise Self, Feather Fall, Alarm, Protection from Good & Evil, Shield (+ Identify as Magic Initiate, + Detect Magic as High Elf)
2nd Level: 3 slots Cloud of Daggers, Aid, Lesser Restoration, Hold Person (+ Misty Step as High Elf)
3rd level: 3 slots Dispel Magic, Protection from Energy, Tongues, Fireball
4th level: 3 slots Freedom of Movement, Summon Construct, Charm Monster, Polymorph
5th level: 2 slots Wall of Force, Greater Restoration, Teleportation Circle, Creation
6th level: 1 slot Chain Lightning, True Seeing
7th level: 1 slot Etherealness, Prismatic Spray
Actions: Quarterstaff melee attack at +4 to hit for 1d8–1 bludgeoning damage
Notable Gear: Boots of Levitation, Medallion of Thoughts, Ring of Greater Protection (+2 to AC), Quarterstaff

As the most powerful resident spellcaster in Fort Perilous, Nurina is consulted on many magical matters, and for the most part she is quite happy to help. Although she has standard fees, she is willing to waive them if a reciprocal service is rendered, like finding a magic item or spell component. She has had several awkward situations with the local church of St Jovia and may decide to not get involved with them or other religions. 

Saurgrath the Blunt

Medium Humanoid (Human male), Chaotic Neutral 
Based on 7th level Fighter (Champion), Soldier background 
AC 20, HP 50, Speed 20ft, Init +0, Profic Bonus +3
Str 19 (+4), Dex 10 (0), Con 16 (+3), Int 9 (-1), Wis 10 (0), Cha 8 (-1)
Saves: Str +7, Con +6
Skills: Athletics +7 (with Advantage), Intimidation +2, Animal Handling +3, Survival +3  
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 7 (2900xp)
Great Weapon Fighting: When using maul any damage roll of 1 or 2 is treated as a 3
Weapon Mastery: Topple when using Maul (target hit must make con save vs DC 15 or be knocked prone)
Savage Attacker: Once per turn in combat, roll dice twice for damage and keep the higher score
Improved Critical: Critical Hits on a natural 19 or 20
Actions: Maul Melee attack at +11 (+13 vs spellcasters) for 2d6+7 (+9 vs spellcasters) bludgeoning damage (also see above)
Notable Gear: Plate armour +2, “Magebane” Maul +3, (+5 vs spellcasters, Dispel Magic 1/day as if 10th level)
Saurgrath has ended up in Fort Perilous having annoyed too many people in various city states. He seems to have a knack for getting into trouble, or maybe trouble just finds him. He is hoping to lay low here until the City Guard of Malkoropolis calm down a bit after the misunderstanding about that drunken bar brawl. And then there was the incident in Senthopolis where he had rescued a fair maiden from those thuggish soldiers, only to later find out she was wanted for robbing the mayor. Still, there is always mercenary work available around the borderlands, and if there is one thing Saurgrath is good at, it's cracking skulls. He is currently staying at the Drowned Boar Inn. 

Huson Volderas, Lord of Fort Perilous

Medium Humanoid (Human male), Lawful Good 
Based on 4th level Wizard (illusionist),  Noble background
AC 10, HP 13, Speed 30ft, Init -1, Profic Bonus +2
Str 10 (+0), Dex 8 (-1), Con 9 (-1), Int 16 (+3), Wis 16 (+3), Cha 13 (+1)
Saves: Int +5, Wis +5
Skills: History (+7), Persuasion (+3), Insight (+5), Investigation (+5)  
Senses: Passive Perception 13
Languages: Common, Elvish
Challenge Rating: 4
Spellcasting: Attack with spells at +5 to hit, DC 16 for target saves, Intelligence as spellcasting ability
Cantrips (5): Minor Illusion, Dancing Lights, Light, Ray of Frost, Blade Ward
1st level (4 slots): Colour Spray, Disguise Self, Silent Image, Magic Missile, Mage Armour
2nd level (3 slots): Invisibility, Magic Mouth, Mirror Image, Hold Person
Improved Illusions: can cast illusion spells without verbal components  
Actions: Dagger melee attack at +2 to hit for 1d4 piercing damage
    Wand of Magic Missiles: missile attack, automatic hit for 1d4+1 per missile, 3 missiles per attack
Notable Gear: Wand of Magic Missiles, Robe of Protection, Dagger  

Huson is the grandson of the nobleman who held onto Fort Perilous during the War between the Cities, and he has since inherited the title of Lord of Fort Perilous. He is not a fighting man, preferring to leave violence to other people. He has dabbled in magic, especially illusion, enough to defend himself, but his real strengths are in administration, laws and finance. As such, he makes sure that Fort Perilous is efficient, lawful and well-governed. He personally sponsors the Fort’s library, and keeps weekly meetings with the important members of the fort. As such, most residents are content with his administration. 

Telebrin Valamon, Chaplain of Fort Perilous 

Medium humanoid (Human Female), Lawful Good
Based on 3rd level cleric (Light Domain), Acolyte background
AC 16, HP 18, Speed 30ft, Init +0, Profic bonus +2
Str 10 (+0), Dex 11 (+0), Con 14 (+2), Int 13 (+1), Wis 16 (+3), Cha 12 (+1)
Saves: Wis+5, Cha +3
Skills: Insight (+5), Religion (+3), Persuasion (+3), Medicine (+5)
Senses: Passive Perception 14
Languages: Common, Celestial
Challenge Rating: 3 
Spellcasting: Wisdom as spellcasting ability, +5 to hit with spells, DC 16 for targets’ saves
Cantrips (3): Guidance, Light, Word of Radiance,  
1st level (4 slots): Bless, Cure Wounds, Detect Magic, Burning Hands, Faerie Fire,
2nd level (2 slots):  See Invisibility, Scorching Ray, Lesser Restoration, Zone of Truth
Actions: Mace melee attack at +3 for 1d6+1
Notable Gear: Mace +1, Breastplate, Shield, Holy Symbol (spell focus)

Telebrin is a tough, brave woman who is a strong believer in St Jovia and her ideals. However, she is familiar with healing the injured and burying the dead, and has no misconceptions about violence. As such she often advises caution and defensiveness. She is also a staunch supporter of the Fort’s current ruler, Huson Volderas. However, she has found herself in arguments with Nurina Greenstaff about how to deal with monstrous humanoids roaming the hills to the east. 

Tavvix Shufflefoot, Innkeeper of the Drowned Boar Inn

Small Humanoid (halfling male), Neutral
Based on Commoner, Merchant Background
AC 12,  HP 10, Speed 25ft, Init +2, Profic bonus +2
Str 8 (-1), Dex 14 (+2), Con 10, Int 12 (+1), Wis 10 (+0), Cha 14 (+2)
Saves: Int (+3), Cha (+4)   
Skills: Persuasion (+4), Insight (+2), Animal Handling (+2)
Senses: Passive Perception 10
Languages: Common, Halfling
Brave: Advantage to saving throws vs Frightened condition
Luck: Reroll any natural 1 on a D20 - second roll must be kept
Naturally Stealthy: Hide even when obscured by a medium or larger creature
Challenge Rating: 1/8 (25xp) 
Actions: Dagger melee attack at +4 to hit for 1d4+2 damage
Notable gear: 2 daggers

Tavvix is a simple innkeeper, providing a place to stay and socialise in Fort Perilous. His inn, the Drowned Boar, is not the only such place in Fort Perilous but is probably the best in quality (though the proprietor of The Ploughshare would disagree). Tavvix caters to a variety of clients including adventurers, merchants, officials and explorers. Tavvix is not a strong combatant and instead will try to get help from one of the more powerful residents of Fort Perilous, such as Nurina Greenstaff. As with many in Fort Perilous, Tavvix is businesslike and professional - courteous and honest to his guests but also expecting good behaviour and prompt payment in return. 

Glabralas Corolon, Captain of the Guard

Medium humanoid (half-elf male), Neutral Good
Based on 9th level fighter (Battle master), Guard Background
AC 16, HP 61, Speed 30ft, Init +5 (Alert feat), Profic Bonus +4
Str 16 (+3), Dex 13 (+1), Con 13 (+1), Int 13 (+1), Wis 10 (0), Cha 16 (+3)
Saves: Str (+7), Con (+5)
Skills: Animal Handling (+4), Athletics (+7), Perception (+4), Insight (+4)
Senses: Passive Perception 10, Darkvision 60ft
Languages: Common, Elven
Challenge Rating: 9
Fey Ancestry: Advantage on saving throws vs Charmed condition
Ring of Free Action: Difficult terrain does not slow you down. Cannot be slowed, paralyzed or restrained by magic. 
Second Wind: As bonus action can regain 1d10+9hp, usable 3 x per day
Great Weapon Fighting: any roll of 1 or 2 on a damage dice is treated as a 3
Graze: On a miss with greatsword you still do 3 slashing damage
Fighter's Maneuver Options: Commanding Presence + Rally
Actions: Multi-Attack: can attack twice with greatsword per turn
Greatsword melee attack at +9 to hit for 2d6+5 slashing damage + Great weapon fighting + graze if misses
Notable Gear: Greatsword +2, Ring of Free Action, Half-Plate Armour 

Glabralas is a competent, experienced warrior and the Captain of the Guard at Fort Perilous. He is also more charismatic and flamboyant than his boss, Lord Volderas, and a few soldiers reckon he should be lord of the fort. However, Glabralas has no patience for bureaucracy or accounts, so he quite happily leaves the day-to-day work to Huson. Glabralas regularly leads patrols around the fort, and he knows the area well. Glabralas is brave and will often charge at evil monsters on sight.

Borthor Hammerhand, Blacksmith

Medium humanoid (dwarf male), Lawful Neutral
Based on 1st level fighter, artisan background 
AC 14, HP 10, Speed 25ft, Init +1, Profic Bonus +2
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (0), Wis 10 (0), Cha 8 (-2)
Saves: +5 Str, +4 Con
Skills: Animal Handling (+2), Insight (+2)
Tool Proficiency: Smith’s Tools (+10 when in smithy)
Resistance to Poison damage, advantage to saves vs Poisoned condition
Senses: 60ft darkvision, passive perception 10
Languages: Dwarvish, Common
Challenge Rating: 1/2 (100xp)
Actions: Smithing Hammer melee attack at +5 to hit for 1d8 +3 bludgeoning + Push
Bonus Action: Second Wind. As a bonus action you can use this to regain 1d10hp, usable 2/day
Notable Gear: Smithing hammer (as Warhammer), leather apron & gloves (as leather armour)

Borthor is difficult to get on with. It seems that he has more than his fair share of dwarven gruffness, terseness and short temper. However, his skills as a blacksmith are very much in demand and he can shoe a horse in record time. Some wonder why a dwarf has settled in a predominantly human settlement such as Fort Perilous, rather than a dwarven city such as Kormarin. He keeps this reason to himself though he has suggested in conversations that he is in self-imposed exile after the death of a family member. 
 

Friday, 29 August 2025

The Subjugation of Landfall

This post takes part of Mystara and takes it in a non-canon direction. If alternative history is considered counterfactual, this might be described as counter-canon. I have ignored canon in both Ierendi and the Pearl Islands, though this is a bit different, in that here the starting point for this event is generally within canon but then the event takes it off in a different direction. . 

Cartography by JTR based on Thorfinn Tait


cartography by Thorfinn Tait

Background

The Heldannic Knights are the strict, brutal and bigotted rulers of the Heldannic Territories, formerly known as the Heldannic Freeholds - there are few free people there now. The knights' ideas of law and order look more like tyranny to many outside observers. To the north, where the Known World of southeast Brun meets Norwold in the northeast of Brun, is Landfall, a free city that has previously defied the Heldannic Order. 

There has always been tension between the two, with the chaotic Landfall contrasting with the lawful though harsh Heldannic Order. Neither side is particularly pleasant or benevolent - for its part Landfall has been rife with crime, especially piracy, its government corrupt and incompetent, unwilling to tackle the powerful lawbreakers within the city. If anything the government had to tread carefully around the crime lords and strike morally dubious deals with them to keep the peace. Rumour had it that slavery, drug smuggling and cults of Chaos could all be found within Landfall. 

The Invasion

Four weeks ago the merchant vessel The Purple Porpoise set off from Kammin, a coastal town in the northern territories. Pirates from Landfall intercepted and attacked, easily overpowering the civilian crew and taking everything onboard as plunder. In response a flotilla of two Heldannic navy ships (the Righteous Fury and the Unquestioned Command) set out from Freiburg and sighted the pirates in less than a week. The pirates fled north back to Landfall, and the Heldannic flotilla pursued. Within sight of Landfall itself the flotilla was met by both official Landfall ships and privateers in the service of Landfall, who included some mercenary battle mages with powerful spells. In the ensuing naval battle a number of ships were lost and hundreds of sailors and marines died. Commodore Augsprecht was slain and the vaunted Captain Rakksburger went down with her ship, the Righteous Fury. The remaining Heldannic Ship, the Unquestioned Command, was beaten back and returned in shame to Freiburg. But rather than keeping the Heldannic knights at bay, this was seen as an insult to be avenged and a Casus Belli. 

Two weeks ago the invasion was launched. 2 Glory of Vanya divisions  and 500 marines (2900 men) were transported by 15 naval ships of the 1st Armada, escorted by the 1st Luftflotte Division of 6 warbirds (Heldannic military skyships)  while another 2 divisions (2400 men) marched north along the coast. They met up outside the city a week later and encircled it. There was an attempt at battle as the braver members of Landfall city guards formed up into an army 600 strong along the edge of the city which did not even have a proper wall. Formal resistance did not last long. The Heldannic warbirds landed a force of 200 elite knights right in the middle of the city and they quickly sacked the governor's residence, killing Lernal the Swill and his family. While residents fled in terror, some Landfall soldiers fell back from the city outskirts to stop the knights, but that is when the main assault began, with the Heldannic forces surrounding the city advancing inwards. Official military operations ceased that evening when the City Treasurer, the most senior surviving official in Landfall, surrendered the city unconditionally. He was then dragged out to the market square and executed. It was a bloody day - anyone who resisted was killed. Anyone who looked like a pirate was killed. Anyone who looked like Landfall Army or Navy was killed. Anyone who insulted or made fun of the Heldannic Order and its knights was killed. On that day the population of Landfall fell from 10,000 to 8,500. Only about 300 fled the city and survived though others died trying. In this situation the lack of a city wall made escaping easier. 

The Current Situation in Landfall and Heldann

The Heldannic Order now rules Landfall with an iron fist and brooks no dissent. On the surface there is no resistance. However, many of Landfall’s criminal elements are not the kind to confront such a strong enemy face to face. Even before the invasion there were spies from different nations jostling for strategic position in the taverns, merchant halls, back alleys and marketplaces of Landfall, and now folks with these skills are needed more than ever. Alphatian agents in particular are closely monitoring the knights while trying to stay out of trouble. Agents' communications with their respective governments continues, and only now are the chaplains of the Heldannic Order understanding how much is going on behind closed doors. Some chaplains are advocating a no-nonsense robust approach to spies or anyone who might be a spy, but there are some who would rather take a more subtle approach, finding out what is going on and who are the spy masters before arresting and executing individual agents are. 

There is also talk about an escape route. Smugglers used to dealing with contraband, stolen loot and rustled livestock are now being asked to get people out of the city, usually people who feel particularly threatened by the Heldannic Knights and also have the means to pay the smugglers.  

The Provisional Military Government of Landfall is the name given to the new rulers. Their priority is security and control, with prosperity, trade and the happiness of citizens barely considered at all. The Heldannic Order and knights see this as a great victory, confirmation that they are favoured by Vanya. The piractical wretches of Landfall stole from and attacked the Heldannic Order, and appropriate justice was served, conveniently adding another town to the Heldannic Order's holdings. 

The Freeholders and partizans of Heldann have sympathy for the people of Landfall but do not feel they can do much to help. There are a few townsfolk who fled westwards further inland, and those who were not caught and slain by humanoid tribes were instead taken in by the Freeholders. The Freeholders are careful not to do anything too drastic to help Landfall as they have no wish to endure the wrath of the knights again. 

The Current Situation Internationally

Emboldened by their sweeping success in taking Landsfall the Heldanic knights are now looking at Oceansend, a more difficult proposition due to its increased population, better military and further distance from the Heldann homeland. The rulers of Oceansend are horrified at what has happened to Landfall and are doing their utmost to strengthen their defences.  Similarly the Kingdom of Alpha further north has noted the invasion with alarm. There are talks of an alliance between Oceansend and Alpha. And although Oceansend does not wish to become a puppet of Alphatia, the rulers concede that Alphatia seems less terrible than the Heldannic Order. One proposal heard in Oceansend is the idea of supporting the partizans in the Heldannic hinterlands, but others are wary of linking Oceansend to those fighting the Order: it could become another casus belli. 

Many in Thyatis approve in principle of bringing Landfall into line - pirates from Landfall have attacked Thyatian merchants as well. But even then some Thyatians are a bit concerned about the level of bloodshed and how necessary all the killing was. And then there is the demonstrated military might - having a strong ally in the Heldannic Order is generally good for Thyatis. But an ally that could rival and possibly overtake Thyatis, particularly around its interests and holdings in Northern Brun, is a little concerning. The Order taking over Thyatian holdings in Norwold is currently only a worst case scenario, but if the Order is seriously eyeing up Oceansend and its defences…

Not many in Alphatia have paid much attention to the events in Landfall -  to them it is a small foreign town with little magic or anything worthwhile. And if they could not defend themselves with magic, then maybe they should have studied harder at their arcane schools. Nonetheless there are those who recognise that the Heldannic Order has links to Thyatis, and an ally of Thyatis threatening Alphatian interests in the Sea of Dawn should worry any right-thinking Alphatian. Such interested Alphatians agree that rather trying to retake Landfall, it would probably be better to help Oceansend, and perhaps reinforce Alphatia's own defences. 

The Isle of Dawn is another area close to the invasion, not yet directly affected but a ship with refugees has landed in Helskir on the northernmost tip, having set sail from Lighthall a few days after the assault on Landfall. Allies and provinces of Alphatia and Thyatis are keeping a close eye on the situation, and although they feel relatively secure that the Heldannic Order would not directly attack holdings of the two Empires, they are concerned with trade routes being threatened. Landfall may have been a troublesome and chaotic place, but it was still an important trading port. Now however, trade there has all but ceased - merchants are rightly scared of doing business there and the consequences of running afoul of the Heldannic Knights. .