Jul 31, 2012

Return to the Web of Ostigaar

Just a note that I have been working on the remaining rooms of the Web of Ostigaar dungeon, but the past week I have spent moving across country with my Wife, daughter, and two cats.  Getting ready to start a new job.  So while I plan to post another installment of the dungeon this weekend, please forgive my absence for the past two weeks.

btw - I will be collecting (at request) the posts that make up the Cult of the White Shadow adventure, and also the Web of Ostigaar adventure, and putting them together into downloadable PDFs.


Jul 17, 2012

Dark Elf Captain in and near Werms

A Dark Elf Captain is more than a simple leader.  It is, in the Artaxil Coven, a special religious leader that brings members of the community together in order that they may explore the magical nature of the world around them together, and to bond and protect the enclave.  They are individuals of renown and high reputation, and are often trusted with important missions and placed in charge of enclave installations and outposts.



Captain of Dark Elves
Num Appearing: 1
Alignment: chaotic evil
Movement: 120' on the ground
Armor Class: 3
Hit Dice: 8hd (56hp)
Attacks: 2 weapon attacks, or 2 light crossbow shots
Damage: Per magic weapon
Save: F8
Morale: 9
Treasure: Carry approximately 1000gp each in jewelry and coins.  Worn conspicuously.  Often in position of magic items (rings, scrolls, potions).
Special: Sorcerous compounds; magic weapons; spell use.
Dark Elf Captains will always have on hand 3-5 (1d3+2) different of the Sorcerous Compounds that the Dark Elf Scouts carry.
Dark Elf Captains typically carry magic weapons made of the same metal as that of Dark Elf Warriors.  The typical weapon is a spear, which has a +2 to hit, and a +2 damage.  Their training and specialization allow two attacks per round with such a weapon.  In addition to any speed benefit these weapons would normally get (if using a weapon initiative system in your game - which I do), consider them to get an additional +2 speed bonus.  If not using such a system, then the Captain will strike first in any round, unless a 6 is rolled on 1d6.  If the Dark Elf Captain wishes to shoot, then the light crossbow will do 1d6+1 damage, and the special construction enables 2 shots per round.  In addition. the bolts of the crossbow will be poisoned (save vs. poison, or paralyzed 1d4 rounds).
Dark Elf Captains have the following spell use available to them:  The following spells at will - Hold Portal, Shocking Grasp, and Feather Fall.  And the following spells 3x per day - Web, Blur, Fly, Monster Summoning 1.


The Captain can mindspeak with his Warriors and Scouts assigned to him, removing the requirement for them to speak to each other in order to coordinate in combat.  In addition to their Monster Summoning spell ability, the Dark Elf Captains of Artaxil Coven will frequently (50%) have a Stone Spider on call within 2-8 rounds (2d4), if they are encountered underground.  Finally, once per day, they can pass between the normal world, into the Unseely Realms.  A portal or other method of doing this is not required.  For all purposes the Captain is gone, unless his pursuers can also pass (at will) into the Unseely Realms.  Then he may be followed.

Dark Elf Scouts in and near Werms

Other than keyed encounters with Dark Elf Scouts from the Web of Ostigaar adventure, then Dark Elf Scouts should be used whenever Dark Elf encounters occur, but far away from a Dark Elf enclave.  These are the long range patrol duty soldiery of an enclave, such as Artaxil Coven.  A Dark Elf Scout group can operate alone for a long time, partially from their combat and survival training, and also augmented by their spell use abilities.


Scout Dark Elf
Num Appearing: 1d6
Alignment: chaotic evil
Movement: 120' on the ground
Armor Class: 5
Hit Dice: 4hd (30hp)
Attacks: 2 weapon attacks, or 2 light crossbow shots
Damage: Per weapon (+2)
Save: T5
Morale: 10
Treasure: Carry approximately 100gp each in jewelry and coins, almost always secured so as to be silent.
Special: Sorcerous compounds; magic weapons; spell use.
     A party of Dark Elf Scouts will carry an assortment of sorcerous compounds, made by Dark Elf alchemists and sorcerers from particular subterranean mushrooms and fungi.  Each group will have one or more doses (see below for details), and the group (when encountered) is likely to have at least 2 of these in effect immediately (1d8).  Other compounds (rarer than these) may be in possession by the Scouts, the basic guideline is that it should grant a personal ability that would be useful to a long range patrol, and have an effect that lasts approximately 1 hour.
     Dark Elf Scouts carry a curious mix of magic weapons, made of the similar magical metal as those of their Warrior kin. First, they fight with two weapons, typically a short sword, and a long sword as a combination.  The short sword has the curious ability of being able to ignore magical protections.  It ignores magical bonuses on armor, shield spells, and other defenses of a magical nature.  It has no bonus to hit or damage, and is still affected by normal armor classes, and also dexterity bonuses to AC.  The long sword has the ability to break (easily) non-magical weapons.  On any round that the Dark Elf Scout does not use his long sword to attack, if his/her foe strikes that round, the striker must make a saving throw vs. spell, if it fails, then it's non-magic weapon is broken and useless.  This ability has no effect on magic weapons, nor ranged weapons if employed at range.
     Dark Elf Scouts have the following spell use: Purify Food/Water (3x day), Slow Poison (3x day), Detect Life (3x day), Pass Without Trace (at will), and Goodberry (1x day).  In this case Goodberry is actually a Dark Elf variant called Goodfungus, and rather than affecting a handful of just picked berries, it affects a handful of just picked subterranean mushrooms or fungus.



Dark Elf Scout Sorcerous Compounds
  1. Ear of the Troll - When taken, any wounds suffered over the span of 1 hour will regenerate at the rate of 2 points per combat round.  No effect on wounds suffered earlier.
  2. Spider Root - When taken enables to consumer to spider climb (as the spell) for 1 hour.
  3. Quick Minnow - For the period of 1 hour, the imbiber of this fungal compound is under a haste spell.
  4. Revenant Lace - The Scout is rendered invisible (as per the spell) for 1 hour.
  5. Catspaw - The Scout moves completely silently, at 180' for 1 hour.
  6. Slug's Blood - The Scout secretes an acidic goo, that flings from him/her in combat, landing on any foe that the Scout attempts to strike, or who strikes the Scout.  It burns for 1d4 points of damage for 3 rounds, save vs. poison for half.
  7. Eye of the Beetle - The Scout has complete 360 degree awareness, out to a range of 60'.  This extends through curtains and doors, but not through solid rock.
  8. Firecaps - The Scout can generate, at will, a blinding flash that will render all who see it at -4 for 2d6 rounds.  Once the Firecaps is taken, this ability can only be used once, but it can be used at any time within 1 hour of being taken.



Dark Elf Warriors in and near Werms

There are several dark elf communities near Werms, however the group described here are a splinter group from the group dwelling in the caves that open up from the eastern edge of the Cambio Delve, approximately 200' down below the surface.

That group, self named the Artaxil Coven,are known for being tamers and riders of a huge species of giant bat. Some of the group were caught during a raid on Eindar Pillar, (a specific raid, not just random harassment). The hid their bats in the old Aery, but they were captured by the goblins and fed to the wyverns. The party retreated into the deep ruins, where they encountered Ostigaar. Both (the Dark Elf party, and the arachnoid monstrosity) recognized each other as a likely partner in a proper relationship, and the Elfs decided to stay.

Note that these renegades from the Artaxil Coven are meaner and more dangerous than their raiding cousins detailed in the "Staff of St. Varina" encounter.

There are three different types of Dark Elf detailed here, Warriors, Scouts and Captains. While male pronouns may dominate this article, Dark Elf society is generally gender balanced, where possible.


Warrior Dark Elf
Num Appearing: 2d6
Alignment: chaotic evil
Movement: 120' on the ground/30' on vertical surfaces
Armor Class: 3
Hit Dice: 5hd (30hp)
Attacks:2 weapon attacks, or 2 light crossbow shots
Damage: Per magic weapon (+2)
Save:F6
Morale:9
Treasure:Various magic items (scaling irons, magic weapons), often 1 or more potions in a group, and approximately 200gp worth of jewelry per warrior, as badges of rank, awards, etc.  These are worn proudly by Warriors.
Specials: Climb walls and ceilings (see scaling irons below); spell use (see below); magic weapons.
The dark elf warriors from the Artaxil community that are serving Ostigaar have access to some very interesting magic items. The first of these are scaling irons. These are made of a curious magical metal from deep within the pillar that Artaxil warriors know about. Similar to certain Drow magic items. the Unseely Realms teaches some magic that is intended to function only underground. This is an example of such magic - if the scaling irons (which are fitted to boots and around hands) are exposed to sunlight, the magic in them fades immediately. While working, and while worn, however, they allow the wearer to scramble up and along any stone surface, at a rate of 30' per round. It only takes one limb to hold oneself to the surface (foot or hand), and the other limbs are perfectly usable, in combat, without penalty.  Artaxil warriors are trained in spell use.
Dark Elf Warriors can cast the following spells, each 3x per day - Hold Portal, Shocking Grasp, and Feather Fall.  And the following spells 1x per day - Web, Blur.
Dark Elf Warriors typically carry magic weapons made of the same metal as their scaling irons.  The typical weapon is a spear, which has a +2 to hit, and a +2 damage.  Their training and specialization allow two attacks per round with such a weapon.  In addition to any speed benefit these weapons would normally get (if using a weapon initiative system in your game - which I do), consider them to get an additional +2 speed bonus.  If not using such a system, then these Warriors will strike first in any round, unless a 6 is rolled on 1d6.  If the Dark Elf warrior wishes to shoot, then the light crossbow will do 1d6+1 damage, and the special construction enables 2 shots per round.


 Warriors are the typical Dark Elf encounter, so if these are used as part of a random encounter anywhere near a Dark Elf enclave (such as Artaxil Coven), then roll up how many Warriors appear before consulting anything else.

Next posting, Dark Elf Scouts.

Jul 16, 2012

Firecats - Encounter from Web of Ostigaar

Firecats are roughly the size and ferocity of a hungry leopard.  They are made of flames, however, and are constantly burning.  In addition, the Firecat has the ability to breathe fire, once per day.


Firecat
Num Appearing: 1d4+1 family
Alignment: neutral
Movement: 150' Run
Armor Class: 6
Hit Dice: 4+1hd (25hp)
Attacks: 1 bite, 2 front paws; rear paws (special); breathe weapon 3x/day
Damage: 1d8/bite; 1d3/front paws; 1d6+1 each, rear paws (special)
Save:F5
Morale:8
Treasure: None
Special: The Firecat is made of flame and fire, so each round spent fighting one, make a saving through vs. spell to avoid taking 1d8+2 flame/heat damage.  Further, the Firecat can spew out gouts of flame, covering a 30' cone (10' wide at the end.  This will do 5d6 of damage, save for half. The Firecat itself is immune to any fire or heat based attacks, and gives a +2 to saving throws by anyone within 20' against spells of cold or ice. If the Firecat strikes with both front paws, then the back paws automatically strike doing 1d6+1 each from a claw raking attack.



The flames that surround and make up the body of a Firecat have a peculiar characteristic - they will temporarily blind (1d6 rounds) anyone using infravision or ultravision when they first see the creature.  Unfortunately, because of the incredibly bright light surrounding the Firecat, they are not capable of surprise, but can douse their flames long enough to do an ambush from a hidden location.

Jul 14, 2012

Troll Spider - Encounter from Web of Ostigaar

The Troll Spider was first written up in the "Week of Trolls" series of postings, when this blog was integrated with Gaming with Chuck.

Those stats were written specifically for Castles and Crusades, mostly because I was running a C&C campaign at the time.  They are re-presented here, in classic OSR format, very nearly OD&D or AD&D 1st edition standard (as are almost all encounters that are presented at Valley of the Old Ones).  The description of the Troll Spider, and their proclivity to hang about with Triders was presented in the original Week of Trolls article, only the translation of the game statistics is presented here.


Troll Spider
Num Appearing: 1d12
Alignment: neutral
Movement: Run 90'/Climb 60' (climb also includes walking on vertical or inverted surfaces, such as ceilings)
Armor Class: 6
Hit Dice: 5hd (30hp)
Attacks: 1 bite, poison, web, regeneration
Damage: 1d8
Save:F5
Morale:8
Treasure: None
Special: Troll Spiders are quite aggressive, and often accompany Triders and Trolls. Troll Spiders seem to have a rudimentary understanding of commands issued from these creatures, as well as from Dark Elves.
Poison: The Troll Spider, upon biting, injects a poison that requires the victim to make a save vs. poison with a -2.  If the save is a success, no further effects occur. If the save is a failure, then the victim takes an immediate 1d6 damage, and must make a second save the next round (without the -2). If the second save is a failure, then the victim takes an additional 1d6 damage, and is paralyzed for 1d4 hours. Success in the second round means no additional damage. Some troll spiders (50%) can spit their poison up to 30 feet.
Web: The Troll Spider can create a web, as per the Web spell, up to 8x per day.
Regeneration: The Troll Spider can regenerate as per a troll, at the rate of 3HP per round. If the Troll Spider falls, it will reform in 3d6 rounds. The Troll Spider's unique physiology mean that it is immune to acid attacks, and can only be kept from regenerating or reforming by flame attacks or burning the bodily remains.



 If encountered in the wild, the Troll Spider group is likely to represent the adult warriors of a family group.  There will be a (non-combatant) queen, and several groups of warriors (at least 4) that will spread out and encounter the invaders as separate encounters, while they get closer to the queen's nest.  In such a situation, each group is only 1d8 spiders.  The nest is likely to have 2-3 thousand GP of assorted goods and treasures from consumed victims.

Stone Spiders - Encounter from Web of Ostigaar

The stone spider is a curious being, no doubt of artificial or magical origin, yet a dangerous foe.  It is often found in or near underground ruins having a magical presence within them.

Although the stone spider appears very much like a typical giant spider there are some significant differences.  The first is, of course, that the stone spider is composed of some nearly clear crystalline substance.  It is not diamond, for it certainly is capable of being dinged and scratched by the crudest of metallic weapons (provided the attacker survives the onslaught of the stone spider).  Certain alchemists of the north surmise that it may be a  sort of quartz.  The second difference from a typical giant spider is that the stone spider does not spin webs.  It does have something similar to a spinneret, yet this only exists to shot out crystalline stone shards, which can be directed at an enemy to devastating effect.


Stone Spider
Num Appearing: 1d6
Alignment: neutral evil
Movement: Walk 90' (can climb all surfaces, and even walk on slick ceilings, upside down)
Armor Class: 3
Hit Dice: 5d (30 h.p.)
Attacks: 1x bite (front only), 4x claw swipes (front or side), 1x 30' spinneret shot (side or rear)
Damage: 1d8+2/bite; 1d8/claw swipe; 2d6/spinneret shot.
Save: F5
Morale: 8
Treasure: Each spinneret shot shoots 1d6 stones worth approximately 20gp each.  A dead spider can be smashed apart into approximately 150gp worth of quartz shards.
Special: If a Stone Spider bites a victim, it hangs on, can continue to make other attacks, but will inflict 1d8+2 per round, until the Spider is dead. The crystalline body confers a 30% magic resistance to the stone spider.
The body of the Stone Spider is amazingly reflective, and the first round the Spider is fought, if the party is using any sort of light source, the reflection can cause near blindness from the surprising flash.  All party members must make a save vs. spell, or fight at -2 for three rounds.

Trillmen - Encounter from Web of Ostigaar

The Trillmen are small creatures, resembling centaurs in body shape, but having more to do with certain evil goblyn folk from the Unseely Realms.  They have goat-like heads, leading some to believe they are related to the Broo, but since Trillmen are so small (only 2' high, typically) this is unlikely.  They are small, and can become invisible at times, but even when visible are very difficult to strike.  They can work certain magics at will, and are vicious warriors, employing hit and run tactics, and always working in a coordinated fashion. The only good news is that there are not too many of them in the normal realm of the Valley of the Old Ones.


Trillmen
Num Appearing: 2d6
Alignment: chaotic evil
Movement: Walk 120'
Armor Class: 3 (due to size and speed)
Hit Dice: 2d (12 h.p.)
Attacks: 2 hooves, or by weapon; Spell use (see below)
Damage: 1d6+1/hoof attack
Save: F2
Morale: 9
Treasure: Trillmen are very fond of gold and jewels, and will frequently be wearing jewelry worth up to 100gp per individual.  Leaders are likely to have magic weapons.
Special: Trillmen almost always travel armed.  Each member of a party will carry a hand-to-hand weapons (usually a spear or sword, but due to the Trillmen's size (only about 2' tall), these weapons only do 1d4+1.  They will also carry a bow, treat as a typical short bow.  Trillmen are well practiced with the weapons they carry (+1 to hit), and will get two attacks per round with the weapon (either bow, or hand weapon) because of their deftness and speed.  Each group will have a Leader with 2 additional hit dice (total 24 h.p.), who is likely to have a magic weapon.  Being goblyn creatures from the Unseely Realms, the Trillmen are capable of magic.  They can cast Invisibility on themselves up to three times per day; they can also cast Faerie Fire, Sleep and Charm Person once per day.  A Trillmen Leader can cast Fear once per day.

Jul 13, 2012

Werms Adventure - Web of Ostigaar (4)

Although this post is mainly aimed at beginning the keyed encounters and details for the Web of Ostigaar dungeon, some notes are in order for the ruined layers of Eindar Pillar that exist between the current layers of the city, and the dungeon layer.

Referring to the map posted here it can be seen that there are ruined layers are S through Y and finally there are dungeon layers below Y that are dug down into the top of the pillar, those are referred to as Z. Each one of these could serve as the location for either a simple night of adventure, if treated lightly, or could each represent weeks or months of play time, treating the whole complex as a large campaign mega dungeon (probably introducing more dungeon layers under the one presented here.

The ruined layers (and recommended dungeon stocking):
The Monk's Vault - (Layer S) This would make an excellent layer for some low, or low-to-middle, adventurers.  There is ample opportunity here for large complexes, with a wide variety of different monsters here (all traditional 1-3 level monsters would feel right in this level).  The Rat theme is interesting, and a perfect example for some higher level threats (were-rats? osquips?).  Some of the possibility for dungeon type settings could be any of the buildings from the old monastery- such as the chapel, scriptorium, monastic cells, plus all of the buildings (some ruined, some not) surrounding the monastery.  Don't neglect the human encounters possible here - urchins, thieves, criminals, outcasts.  Not all of them need result in combat, either.

The Herb Market - (Layer T) An overgrown jungle disaster. This could be the source of a wide variety of plant related horrors, and custom creatures, as well as a wide variety of different mid level threats from the monster manual.  In addition to whatever monsters/creatures that could be here, a number of different environmental threats could be present.  All sorts of plant and natural treasures could be found here, as well (potion ingredients, valuable leaves, herbs, berries, etc - some with natural properties, some with healing properties).  The actual buildings of the herb garden could have interesting encounters hidden within them, as well.

The Wizard's Warren - (Layer U) This level, next to T, is the home of the laboratories and secret chambers of the wizard Atosh Idor.  In addition to whatever magical horrors might still be around from his experiments in summoning and conjuring, there are also likely to be a wide variety of mid level constructs, and non-living encounters (undead, living statues, etc) that would serve as threats within the structures that made up the Warren. The surrounding areas are likely to have a number of civic locations (plaza, speaking rotunda, etc) that might now house some of the more dangerous dungeon denizens of the middle levels (maybe 4-7).  The fetid pool inside the wizard's meditation chamber is likely to be an attractor to trolls, if nothing else.  Incursion from the goblins from V is also a possibility.

The Old Aery - (Layer V) The old Aery that housed the Gryphons of the city guard, long before the current Aery was constructed, is a large, very tall structure.  In the heart of it, with large entrance ways leading out to open air on multiple sides, is a very large, round room, central to the whole complex.  There are great walls all around this central open area, with ledges and stables for the gryphons.  Living within those walls, now, are a tribe of vicious goblins.  Having free range of the open area is a pair of very old, very powerful (more than typical) wyverns - a nesting pair.  It is always possible that some young (treat as typical wyverns) are in the area at any time.  The goblins here should be treated as particularly vicious, and should represent a threat far greater than their low hit dice should indicate.  This could be because of special weapons (such as poisonous insects or trained animals/monsters), or because of peculiar tactics (like flinging crazed suicidal goblins at their enemy - goblins that are covered in flasks of oil, and carrying two lit torches).  It is an uneasy truce between these goblins and the city guard, where the goblins never prey on anything higher up than the aery itself, that keeps them from being hunted down and expelled as the dangerous threat that they are.

Catacombs - (Layer W) The purpose for the construction of this layer, and the endless winding narrow passages and small cells is long forgotten.  The presence of a number of strange creatures, not the least strange of which are hooked horrors, make this a very dangerous level to get lost on.  However, the peculiar treasures that are hidden in the stone cells and rooms might lure the adventurous here.  This is a cramped level, very dark, and very close in.  Very few ways out, and full of dangerous slides and cave ins - it is a tough level for an unprepared party.


The Haunted Music School - (Layer X) With the possibility for interested stocked complexes here (the school itself, surrounding buildings, the open plazas and pools that no doubt surrounded the school, as well as the various properties that belonged to the bards, instructors, and other noteworthy people that lived here) and the nature of it being a haunt for a variety of curious and possibly unique undead, make this a fun level for the DM.  It could be presented as a haunted house type setting, with lots of curious things going on, as well as some compelling reasings to investigate.  Not the least of which would be finding entryways down to layer Y. The streets and buildings here were of the highest quality at one point, and are built very well, so the typical ruined crumbling that would reveal openings to lower levels is hard to find.  Rather, investigations into the street sewars (if such can be found) or the basement layer of the school itself, should reveal possible openings to the lower level.

The Harmalan Estate - (Layer Y) - The parks surrounding the main manse of the estate were once stocked with all sorts of curious and exotic plants (magical and non-magical) and curious and exotic animals and monsters.  Many of those are likely to still be around in the gardens surrounding the impressive main building of the estate.  Surrounding outbuildings, studies, and work rooms of the many different spell casters and other curious professionals would also make for interesting adventure locations.  Some undead coming down from the Haunted Music School would certainly be encountered, as would some of the dark elves and other denizens up from the dungeon layer.  Hints that Ostigaar is close could come in the amount of web in and around the stone garden conservatory (which has a crashed through floor, opening up to a basement with a spiral staircase down to room number 7 in the dungeon below), or the large number of giant spiders in the wine cellar of the main building, which has a hidden staircase that leads down to room number 3 in the dungeon below.  Finally, the stone building that once belonged to a staff wizard of the Harmalan family, has in the basement floor a hidden trapdoor that revels the staircase going down to room 35 in the dungeon below.  That building (the wizard's howe) is frequently populated by dark elf scouting parties, at least in the lowest levels.  The top floor contains the wizard's spell book and some magical devices, but the level is protected by a number of geas'd umber hulks that are prevented from aging in the normal manner.  Other encounters are in the lower levels of the howe.




The Dungeons - who knows how many dungeons there are below the Harmalan Estate.  The top level, however, is home to Ostigaar and her minions, as well as a great many other nasty critters.  Here are the first 10 keyed entries for that dungeon layer.  Stats are not given for standard monsters that have states in the Kellri Monster Statblock OSR Reference.

1. There is a firepit against the western wall of this room.  Investigating up inside the chimney of the firepit will disturb a cloud of 4d6 stirges to stir out of the chimney and come pouring into the room, attacking all who dwell within.  The room contains very little aside from some rough wooden benches, although near the door on the eastern wall there is a niche in the wall, with a small golden statue in it.  The statue is worth 200gp.  Removing it triggers a needle trap that will strike the remover with 1d6-3 needles (possible that none strike).  Each one will do 1 point of damage, and require a save vs. poison to avoid taking an additional 2d4 point of damage.  The corridor to the east of the room has a pit trap in the hall, that if triggered, drops the victim 20 feet down (2d6 damage), into a pit that has 2d4 shrieking pterodactyls in it (see The Staff of St. Varina adventure for stats on the shrieking pterodactyl). The shrieks of the pterodactyls will alert the archers in room 2.

2. This room is somewhat depressed, and the floor is down about 2 feet below the level of the doors.  There is a narrow ledge that goes all around the room, on all sides.  IN the middle of the room, the two feet lower section is full of murky, foul smelling water.  High up on the wall, on the north and south walls, there are murder holes in the walls.  If the pterodactyls are set off in the trap between rooms 1 and 2, the 8 inhabitants of the murder holes (very accurate skeletal archers, firing twice a round, with a thaco of 13) will begin firing on any intruders into the room.  In the middle of the room, there are a half dozen fire toads.  They will attack anyone who enters the water, or threatens them.  If they don't attack, they are likely to hop over to investigate (by licking) the party members.

3. This room is directly below the wine cellar of the main Harmalan estate mansion.  The broad spiral staircase goes up to a small antechamber, with a double trapdoor up into the wine cellar.  This room has in it, four large casks.  Moving among the shadows of the casks, and ready to attack any who move through the room, are 4x Meenlocks.  They are here, drawn by the presence of the special Water Weirds (3x) that are trapped inside one of the casks.  These Water Weirds have a body structure of alcohol (strong wine, in this case) rather than water, and when they spring out of the liquid to attack (which they will do if the casks are searched), they will burst into flame, and will do 2d6 damage to all within 10'.  All must make a saving throw vs. paralysis or catch on fire (1d6 per round for 4 rounds).  These Water Weirds also have the curious ability to dimension door straight down (along with anyone in contact with them at the time, of course they DON'T stop burning), to a cell deep in the rock of the Pillar.  In that room, there is a brazier that will cure all damage to the Water Weirds, and there is also a leather pouch in the room with 800 gp of rubies, and a wand of teleportation (8 charges left).  The wand is what the Meenlocks are after.  The room is beyond their own dimension door capability for some reason.

4. This room is home to six Giant Wasps.  Prolonged combat (i.e. - more than 2 rounds) will bring a half dozen of the Giant Scorpions out of room 11.  The scorpions will fight for the remains of the Giant Wasps.  The door leading to room 5 is trapped - tripping the trap releases a Paralysis gas into the room (save, or be paralyzed for 1d4 rounds).  If this gas goes off, the immediately following round, another half dozen of the Giant Scorpions will come out of room 11.  The gas does not affect Insects.

5. This room is full of wooden uprights, used as targets in sword fighting.  There are a number of niches in the walls around the room.  Hiding in the shadows of the room are two full grown Black Puddings.  The niches around the edge of the room are mostly empty (some junk here and there; eating utensils, blacksmith's hammer, elfin wine goblet, and other similar small artifacts.  The only item of use is a small gold tiara, which if worn, grants the wearer the ability to speak to goblins, orcs and other creatures from the unseely realm.

6. A group of eight Dark Elf Scouts, with a Dark Elf Captain named Ematra Decro, are resting in this room.  They have become alerted to the presence of the players, if any combat has occurred within two rooms of here.  Ematra Decro hates elves (other than Dark elves) and will attack such on sight.  The stats for the dark elf encounter are in the next blog entry.  Captain Decro is carrying a magic sword (broad sword, +1 to hit, +2 damage; passes through wooden objects up to 12" thick as if the wood is not there - neither the wood nor the sword are affected by this).  He will not use this broad sword, preferring his own magic spear instead.  The broad sword has the name (written in Ainark Runes) on the hilt of "Dragon Tongue".  If this name is spoken by someone who can read the Runes, it will turn into a Firebrand for six rounds (usable once per day).

7. This room has a broad spiral staircase in it, that goes up to a platform.  Above the platform, the ceiling is smashed through, and opens up into the basement of the stone garden observatory.  That observatory was used by one of the Harmalan Warlocks, a curious being named Dijjal Mido.  Dijjal Mido came from another realm, and had a body made of a crystalline substance that was quite hard, but reacted strangely to sunlight.  He became one of the Warlocks after being contacted by one of the Harmalan summoners, and took residence at the estate, and eventually became one of the family.  Kept secret from most people, however, was the fact that Dijjal Mido was a vampire.  In this room is a stone sarcophagus, and inside is the vampire Dijjal Mido, still alive.  This creature differs from a typical vampire, in two regards. First, it cannot assume gaseous form, and second it has a 45% magic resistance.  If the magic resistance is successful, and it was against an attack spell, the spell is turned back against the caster instead.  Also in the room other than the vampire's sarcophagus, there are three chests, against the eastern wall.  The first contains a leather sack of very strange gold coins. There are 6 coins in here, each bearing the face of a mantis on it.  If one of these coins is exposed to sunlight, then it will cause 5 Thri-Kreen warriors to materialize and attack the party.  The coin is destroyed in the process.  The second chest contains nothing at all.  The third chest contains two potions of extra healing.  [Upstairs, in the garden conservatory, unless it was cleared out before this adventure, there is a party of 6 Dark Elf Warriors, and a Dark Elf Captain waiting.  They will investigate any noise in room 7.]

8. There are three Ropers (10hd) in this room, spread equally around, in the north west, the east, and the south part of the room.  Running around on the floor are a dozen Trillmen (see next blog entry for stats, these are magical creations of Ostigaar, and are working together with the Dark Elfs of this area), and one Leader Trillman.  The Ropers will ignore the Trillmen, but will definitely attack any players that come into the room.  The trap door in the south part of the room, is a pit trap that drops the victim 20' (2d6 damage) into a rocky cavern.  There are four curious creatures there (Stone Spiders).  Combat with the Ropers, or killing the Leader Trillman will summon 1d6 Firecats from room 15 as well as 1d6 Filth Prawns from room 9.  The Trillman are each carrying 1d6x100 worth of gems and jewelry, and the Leader has a ring of cold resistance.

9. This room, much like room number 2 north of it, is depressed and full of water.  Unlike the other room, however, this room is incredibly foul smelling, and there are numerous rotting bodies (of a variety of sorts) in the water.  The room contains 10 Filth Prawns in it, as well as a Greater Filth Prawn.  The Greater Filth Prawn is similar to the Filth Prawn, only larger.


Greater Filth Prawn
Num Appearing: 1 with Filth Prawns, or 1d6 if alone
Alignment: neutral
Movement: Crawl 60'/Swim 120'
Armor Class: 2 (unlike Filth Prawns, unlikely to be tipped over)
Hit Dice: 6hd+4 (40hp)
Attacks: 1 bite, 4 claw-stabs, 4 feeler stings, cloud of filth, mental wave (3x per day)
Damage: 2d6 (bite, see below)/1d6+6 (each claw)/1d6+2 (feeler sting, see below)
Save:T6
Morale:9
The effects of the feeler stings, the cloud of filth, and the mental wave are as per a regular Filth Prawn, however this is a much larger creature with four claws rather than 2 claws.


10. There are four standard trolls in here, and also four troll spiders.  The room also has within it a large column, with numerous faces each bearing two gems for eyes.  There are a total of 4,000gp of gems on the column.


That's it for now. Monster stats coming up next (Firecats, Dark Elfs, Trillmen, Stone Spiders and more).  After that, more rooms from the dungeon...and perhaps an expanded version of the map.


Jul 9, 2012

Werms Adventure - Web of Ostigaar (3)

A map of the whole Harmalan estate is not practical, as a blog entry (perhaps as a longer adventure, to be written later), however, a map of the subterranean dungeon under the main house of the original estate is appropriate.  It is pictured below (future article will give key to the map, all encounters, Ostigaar herself, traps and treasures).

But first, here is image of original Harmalan estate, when it was open to sky (before becoming stoned over by higher levels of the city.

This sketch shows the main manse of the estate, the walled gardens, the edge of Eindar Pillar in the background, and even the curious gardens and parks within the estate where the Harmalan magical menagerie and botanical delights were found.

Under the main manse, dug down deep into the rock, were chambers after chambers, all given to the curious practices of the Harmalan Warlocks, as they fancied themselves.  A curious mix of magic, alchemy and mysticism seemed to guide the practice of these once noble, but eventually mad, noble practitioner of the various magical arts.  Below is a map of a portion of those dungeons.  These would be in layer Z of the Eindar Pillar cross section.  The scale of this map is 10' to the square.



Werms Adventure - Web of Ostigaar (2)

The haunts of Ostigaar are deep in the lowest levels of city structure on Eindar Pillar.  Here is a cross section of the pillar.
Cross section of the existing (and ruined) layers at the Neck
The layers that are marked, A-E, are all currently in use.  Those that are marked, S-Y, are all in ruins.  And layer Z represents the top of the pillar, and any long abandoned layers that may have been dug down into the rock.

This cross section, is of an area called the Neck, that connects the wide part of the Pillar with the southern most tip of the pillar, where it is narrowest.  At this point shown, the viewer is looking north, directly at the narrow part of the Pillar.  Here, the rocky surface, the part in the diagram above marked Z, is approximately a quarter of a mile wide.  South of the Neck, there are a number of towers, and connecting bridges over to the Mound of Etro.  North of the Neck, most of the higher structure of Eindar Pillar exists.  The picture below is an artistic representation of the area in question.  The red line approximates the view above, although the tower (represented in the drawing above by E, is actually somewhat south of the red line).  The layers in the picture below should not be taken too literally, they just show the different groupings of upward growth on the pillar, that show where the buildings artificially rise up above the pillar.  This gives the viewer, on a day with few clouds among the buildings and pillars, the impressions that mountains of buildings are growing up all around.
Overhead view showing the Neck (red line) in relation to surrounding city
If you can see the cross hatching on the tops of the pillars, each square represents, roughly, 60 feet across.  The bridges between the pillars in the diagram represent the normal methods of connecting the different sections of the city in these parts.  There are numerous ways of flying, but this isn't available to most common citizens - only those who own a winged mount, or some device capable of flying (such as a carpet, ring, or potion), or the lucky few (less than 1%) who are spell casters.  The round towers are official city towers, built along the edge of the stone pillars, to keep an eye out on flying traffic, as well as observe the bridges and other foot traffic.  They are depressingly similar in construction, being all built according to established patterns and architecture, and feature broad flat roofs suitable for the gryphon riders of the city guard to easily land and take off.

The immenseness of the stone structure within the city should become apparent from considering that this picture represents only a small section, yet already shows a massive amount of city growth.  It should be pointed out that this stone growth represents the concerted effort of over 1200 years of building, often with magical aid, or assistance from beings (dwarves, gnomes, others) that work with stone almost as easily as others work with wood.

Current Layers -
A. Smith Roundabout - Craftsmen and fine metal smiths.  Some sales shops, and some workshops.  This area represents a large amount (in terms of wealth) of the expensive trade from this part of the city, as such it attracts a fair amount of notice from the guard (at least the foot bound members of the guard).
B.  Jeweler's Plaza - Used to be fine (expensive) homes of local smiths and jewelers.  Have dropped in price, ever since stone columns were erected to build the "Smith Roundabout" above the main plaza of this level. The fountains still run, but the luster has gone out of the area.
C. Torbin Hall - There is a fighter's hall, incorporating some walled in training grounds, and barracks for bravo's and trainers that choose to live here.  Much like a smaller version of the Fellowship of the Shield (located over on Avin Rock).  Some of the training ground is in the part of this layer that still opens up to the sky.  The other section contains the home of a sage-philosopher, Echy Feranz, who corresponds regularly (by means of hired messenger homunculus) with the Archivists of Parn Tandalorn.  The remainder of this layer is filled with expensive homes, but not those with walled courtyards or gardens - more of the simple type of home that a secluded professional would dwell in.
D. Arbu's Run - This layer contains what were once expensive villas, when it was the topmost layer in this part of the city, but has since been largely subdivided and now most of those villas are filled with cheap apartments and small rooms for rent.  One part of the Run, however, has a very large pool, with a number of lovely (or once were lovely) fountains feeding it.  These are fed by a magical source, and there are spouts spilling water down to the layers below it (down to S, and through to U and W), still, from when those layers were still actively used (before they became ruined).
E. Fin Dorbin Tower - This is one of the towers of the city guard, added to every couple of centuries, iun height - but unlike the covered over streets of the city, the towers remain in use.  This one is filled with the homes of members of the city guard, and contains a number of basic services useful to the guard - such as smiths, training flats, eating areas, etc.

Ruined Layers -
S. Monk's Vault - There was once a monastery here, with a number of buildings, monastic cells, chapels, and even a scriptorium.  It is widely regarded with superstition by the urchins, thieves, and lunatics that wander these ruined levels.  There is a large colony of giant rats, and some say were-rats, that dwell in the area.  It is not known the real reason the urchins avoid the monastery, but talk of a ghost is common.
T. Herb Market - This was once a very up scale herb market, but has since, along with the rest of the layer, gone into ruin.  The whole area is now overgrown with bizarre plant life, including a number of large and dangerous fungus species, as well as mushrooms of a variety of types and sizes.  The area is quite dangerous, and no catalog has been made of the incredible creatures that are said to inhabit the subterranean jungle.  Rain spouts on the exposed edge continue to collect rain water and feed it into an ingenous stream and reservoir system, that runs down into level W, feeding the aquaduct system that is also fed by the water supply from layer D above.
U. Wizard's Warren - This part of the city once housed the home of a wizard, named Atosh Idor, but he is long dead.  Unfortunately, the beings that created, and some that he would summon (he was a corresponding member of the Summoning school, found on Ancro Pillar) are still around.
V. Old Aery - This was once the chief gryphon aery for the city guard, marked by the very high pillared openings to the open air on the eastern edge.  These days it is home to a small tribe of goblins that tend a nesting pair of wyverns and their young.  In a curious relationship, the goblins capture food for the wyverns, and in turn are not only not eaten, but the wyverns serve to scare off all but the most dedicated of goblin exterminators.  They keep to themselves, mostly, or else the city guard would have long ago (perhaps?) mounted a determined effort to expunge them.
W. Catacombs - What was at this level of the city, and when it was here, is unknown, but this layer is full of small closed off areas, with curious furnishings.  Urns, giant jars, great water cisterns, and so on.  A wide variety of different subterranean creatures dwell here now, making it quite dangerous to move through.
X. Haunted Music School - This was once the location of a number of different structures, including a large music school.  A curious musical instrument built out of the curious tusks of giant animals, hollowed out, and activated with some sort of flame (regular? magical?  unknown).  The layer is now the home to a wide variety of different undead beings, and other dangerous denizens.
Y. Harmalan Estate - The estate of one of the leading families of the founding of Werms is located on this level.  They owned a wide variety of small industries, including some gardening of obscure and magical plants; the tending of small but very dangerous (although valuable) magical animals, and other related efforts.  The haunts and holds of the ancient buildings, although frequently crumbling, are now the home of Ostigaar and her minions.
Z. Dungeon Layers below Harmalan Estate.

Details on levels Y and Z will be coming soon, to complete this adventure.


Jul 7, 2012

Cloud Pillars of Werms

If you have visited the city, then you know that the pillars that rise up out of the Cambio Delve - those that the city of Werms is built upon - are constantly enshrouded in banks and banks of fluffy white clouds.

This, alchemists will tell us, has to do with the difference between the temperature and conditions of the airs that blow down out of the Destriel Mountains across the opening of the Delve, and the conditions of the rising airs that come up out of the abyssal depths of the Delve. An explanation that only matters to an alchemist, I know, but that is what it is.

Each pillar has its own name, of long tradition in the history of the ancient city, and some are known for certain structures that mark them as landscapes. Common features among many of the pillars are the irregular shape of their topmost tips - although the Westron builders have tamed that through building up stone structures in different layers, and at different heights, still the streets among those structures are very "hilly" in nature. On almost all of the pillars (the only exceptions being The Spire and Ancro Pillar) there is some natural water source. Some of these were natural, and others have been created through the centuries, by magical means. Much of the foodstuffs of the city, however, are grown in the pastoral lands in the rolling hills surrounding the Delve. Below are some brief descriptions of the different pillars.



A. Eindar Pillar - Eindar Pillar suffers somewhat in beauty and spendor because it is right next to the Mound of Etro. It is home to several notable sectors of town, including some noble villas, a number of highly skilled smiths (silver smiths, gold smiths, etc), and houses the main Aery of the City Guard Gryphons. Eindar Pillar has stone bridges connecting it to Learan Rock (B) and also the Mound of Etro (G). The abandoned lower city structure on Eindar Pillar is some of the oldest in the city, barring the Globe Keep on the Mound of Etro, and there are layers and layers of city buried underneath some. Much of the original layer consisted of villas owned by the leading equestrian families that served Baron Ap Etro. Among them was the famous Harmalan family. The ruined Harmalan villa is the location of the web-lair of Ostigaar.

B. Learan Rock - Learan Rock is home to many wealthy residences. Few businesses are here, other than personal service businesses (tailors, haberdashers, furriers, bath houses, and similar, but fewer than supposed because many households have their own skilled servants).

C. Pili Ronser - Pili Ronser is one of the few stone abutments that were originally settled by the Lass Indol people that traveled with Baron Ap Etro when they settled the city. They strong influence of these people is the reason for the Cathedral of Frigia Nor being here in Werms, and it is located on Pili Ronser. Pili, by the way, is a Lass Indol word meaning speartip. Pili Ronser is connected by stone bridges to Morning Glow (F) and Learan Rock (B). The Cathedral, is called Skyhome, and features a number of high soaring towers, with bronze exteriors, that shine brightly in the sun, when it fingers between the clouds.

D. Pili Timro - The two civic institutions that the Baron is most proud of are located here, along with much housing for artisans and craftsmen. The first institution is a school for the children of the "middle classes". In a Westron style city, that means the children of skilled labor, guild members, and merchants. It is simply called the Academy. Outside the Barony, it is referred to as the Werms Academy. It is one of a few such in the whole Valley, but a few hundred years back, Baron Hio Ap Yelton ("The Scribbling Baron") thought the Barony would benefit from widespread literacy.
The second such institution is the Baronial Preserve. This is a sort of public park, where all sorts of exotic animals and captured monsters and odd foreign people are kept on display.

E. Avin Rock - This is the location of many of the professional guilds (other than the Alchemists Guild, which in Werms is rather small, but is also isolated on Aster Height). One of the more notable guilds is the Fellowship of the Shield (a fighters and mercenaries guild). The horses, servants,and squires of the Baron's knights are also found here, and there is a rivalry between the royal men at arms and the sell-swords and bravos of the Fellowship. The Baronial knights maintain a very large stable compound across the stone bridges on the surrounding countryside. Only the horses of senior knights are permitted on the Rock. Needless to say, other than frequent (but rarely deadly) duels between the royal knights and the sell-swords, there are also ongoing rivalries with the city guard, and especially the gryphon riders. The knights consider them common soldiery.

F. Morning Glow - Location of many of the wealthiest villas and estates. The private residence of many professionals is located on Morning Glow. The name comes from the veins of exposed metal in the stone of the pillar (dwarves believe it is a form of "goblyn gold" that shines but is worthless) that shine so brightly in the sunrise.

G. Mound of Etro - This is the location of the Globe Keep - the capital building of the city, and also the seat of power for the Barony of Werms. Bridges exist between the Mound of Etro and Eindar Pillar (A), Pili Ontoom (H), the Pillar of E'Dlum (L) and The Spire (M).

H. Pili Ontoom - In addition to many artisans and craftsmen making their home on Pili Ontoom, it is also the location of a small Monastery. It is a mixed gender monastery dedicated to St. Gianna.

K. Toan Rock - The Hospital of Allumes is located on Toan Rock, as are a number of herb and spice merchants. Many of the herb merchants own walled villas here, and the smells of their herb gardens fill the air of the whole Rock. Allumes Hospital is run by an order of sisters of St. Lilliane, and Paladins of the Brotherhood of the Sword (Sword Brothers, as no other titles or rank is recognized in that order). The Sword Brothers are not permanently attached to the hospital, but in their questing across the North of the Darkearth Plains, they check in at the hospital at least annually when possible.

L. Pillar of E'Dlum - This is the location of the Cloudhome Cathedral (the main cathedral of the Order of St. Leiathar, of the Nadene branch of the Westron church), as well as a number of private villas, and some very high end specialist businesses (poetry tutors, specialist jewelers, etc). There are stone bridges connecting the Pillar of E'Dlum with the Mound of Etro (G), Toan Rock (K), and Tuvril Quarry (P). Some of the wealthier and more selectives of E'Dlum work very hard to keep the market on the Tuvril Quarry bridge shut down as much as possible, and they discourage visitors from that pillar, since they have a dim memory of when it was a working rock quarry.

M. The Spire - The Spire is named not so much for the pillar itself, but for the curious structure that arises from it's top surface. It is a very tall (180') very large (60' diameter) pillar of marble. Approximately every 30' or so, moving up the pillar, are large porticos wrapping around (always exactly) half of the pillar, and extending out 60' into space with no visible means of support, but apparently of the same marble as the pillar. There are no stairs or carved ladders between these layers, but there are stone railings around the outer edge of each porch. The top is topped with a massive platform, a full 180' across and surrounded by the same 4' high railing as the other layers. It existed when the city was formed, and space on the 'spire' quickly became a very prestigious premium. Today it serves as home to visiting dignitaries from other cities, churches, and magical schools.

N. Stomal Rock - Any visitor to Stomal is completely aware of two things immediately.
First are the artificial platforms surrounding the outskirts of the pillar. These house row after row of giant bee hives, tended by a number of stone golems. The walls of the pillar, reaching down as far as light can travel, are covered with a family of differing flowering vines called "The flowers of the Moons". The do blossom in three distinct types - white, red, and golden - correlating to the three moon Goddesses, daughters of Magenta. All three produce blossoms of a gargantuan size, and enough to satisfy the giant bees. The golems are controlled by a number of magic using merchants who sell the products of the bees (honey and wax).
The second noticeable item immediately apparent on visiting Stomal rock are the number of layers of city that have been covered over. And from exposed vents and shafts from the older parts, trails of smoke indicate that they are still occupied by hundreds of peasant families.

P. Tuvril Quarry - The quarry is so named because it is made of several types of very hard stone, including granite and marble, that were exposed on the top surface of the pillar when the city was settled, and for hundreds of years lay open as a baronial quarry. Eventually, the space was needed, and the mining and quarrying operations began to dig deep down shafts into the pillar, as layers of stone city structure was built overhead. In digging down, the miners uncovered veins of rich metals and also several cave systems, some inhabited.

Q. Den Kar Pillar - The second highest pillar, after the Mound of Etro, Den Kar is a home for wealthy residents on the surface, and progressively poorer laborers and peasants in the lower levels. A number of those residences belong to wizards and sorcerers, and feature tall towers rising up above the walled residences themselves.

R. Ditro Pillar - Other than the many market stalls and open bazaars that line the stone bridges between pillars, the open market at Ditro is the largest area given over to trade and mercantilism in the city. Located because of the Western Gate, all other stone bridges leading from Ditro (to Den Kar) are heavily guarded and feature stout gate houses. Outsiders from the surrounding countryside are frequently seen in Ditro. The lower levels of this part of the city are full of all manner of criminals, even though they make practice their crimes throughout the city. In fact, the thieves and assassins guild pretty much make sure no crimes are committed in Ditro against citizens of Werms, as sort of an unspoken truce with the city guard.

S. Aster Height - This isolated pillar is the home of the small, but active guild of Alchemists. The Alchemists and their guests travel back and forth to the heights via means of potion and other magical devices. There is an uneasy peace between the Alchemists and the city guard, as the guild maintains a colony of pseudo dragons here on the pillar, and occasionally the gryphons belonging to the city guard will eat an unsuspecting young pseudo dragon just learning to fly. Repercussions are frequently out of proportion, but the guild members are fond of their little draconian pets.

T. Usal Rock - While this pillar is mostly uninhabited, and undeveloped, it is used as a training field for the city guard, especially the gryphon riders. There are some crude barracks and stables constructed here, but almost all consumable needs (water, food, etc) need to be brought by the troops when they come for periods of training.

U. Ancro Pillar - This pillar sat empty for the first 200 years of the city's history, but eventually Ancro the Summoner came and established the magical school of conjuration and summoning, called the "Demesne of Planar Knowledge and Magical Petitioning". This pillar, and the school, in contrast to the remainder of the city, are always surrounding by swirling black clouds. The remainder of the pillar, aside from the school of magic, is given over to feudal peasants that serve the school, tending little patches of gardens and penned animals. The small number of craftsmen that are required to support the activities of the school are also here.

Jul 6, 2012

Lass Indol - people of the four seasons

The Lass Indol were a people from out of the west that worshiped the four seasons, and had a matriarchal culture based heavily on music, and magic based on music. It is suspected that the Skalds of the Storm King barbarians have a lot in common with the poet-sorcerers of the Lass Indol.  Over the centuries, these folks, although retaining a marked preference for music, have slowly been assimilated into Westroner culture.  Even their own deities (actually personifications of the seasons) were adopted into the Westron church, as demigods associated with Corrise (the Goddess of Agriculture).  The four demigods are Neuvirra Oss (demigoddess of Spring and Planting), Elongar Suu (demigoddess of Summer and Growth), Olimo Vis (demigoddess of Autumn and the Harvest), and Frigia Nor (demigoddess of Winter and of Feasting).



The Corrisan branch of the Westron Church maintains cathedrals to the four demigods.  The cathedral of Frigia Nor is located in Werms.

Geography of the City of Werms

The city, as mentioned, is built on top of stone pillars rising up out of a seemingly bottomless hole in the ground known as Cambio's Delve.

The pillars appear to be natural formations, due to the irregular nature of their shapes and heights.  These extend up, in differing heights, above the surface of the edge of the delve by heights ranging from approximatedly 20', up to the tallest pillar (that is the current home of Globe Keep) which sticks up approximately 100' above the edge of the Delve.

The structures of the city, as described previously, consists of stone buildings, layers and layers of stone buildings.  The oldes layers of the city, built when it was first constructed, are now burried under as many (in some spots) as 10 layers of more modern growth and development above the original layers.  One of the few exceptions is the royal area around Globe Keep, which has not been replaced or buried over since founding, but has grown by building up (so that original layers are still buried under ground, but successive layers were not replacements, but augmentations, so that six layers down from the current structure of Globe Keep, there exists much earlier construction that is (at least partially) still in use.


As can be seen in the picture, there are 18 different pillars that rise up out of the Delve.  Three of these ('E', 'F', and 'R') all have stone bridges over to the surrounding land.  Those bridges allow travelers to enter and leave the city, along trade roads.  The roads pass through great curtain wall surrounded gates, consisting of multiple portcullises, and sandwiched between narrow, but tall, towers.  Large towers, hugging the edge of the Delve, provide for the end points of the curtain wall - it does not extend all the way around the delve.  The Delve itself is about four miles from north to south, and about three and a half, from east to west.

The tallest pillar, and the oldest established, is 'G', which rises about 100' above the surrounding country side.  The lowest pillar, and one that was not settled for a long, long time, is pillar 'P', which extends only about 20' above the surrounding country side.  It was, long after settlement and construction began on the others, used as a quarry, and there were great amounts of stone removed from the top - with the refuse dumped into the Delve, and the useful stone cut into the shapes and sizes needed.

Three of the pillars ('S', 'T', and 'U') are not connected to others, nor to the main country side.  They are in isolation, from ground traffic, from every else.  All of the other pillars are connected to one or more neighbors, and some ('E', 'F', and 'R') to the country around them.  There are multiple stone bridges at just about every point where a pillar is close enough to a neighbor to afford a crossing.  Many of these, between adjacent pillars, are at differing levels - some connecting the tops of the pillars to each other (arching stone bridges, reaching up or down, as height differences dictate), and some connecting either the building layers built on top of the pillars, or the dug out dungeon levels burrowed down into the pillars.

Due to a curious tax law, no city sales tax is exacted from sales transactions that don't take place on a pillar.  Because of this, twice a week there are very large sprawling market days that take place - all on the broadest of bridges between pillars.  They started out as impromptu affairs, but grew to daily nuisances, and finally the city had to regulate how frequently they occur, and how much throughway they have to leave on the bridges.  It can get quite clogged on the main bridges between pillars on a market day.

Jul 5, 2012

Werms Adventure - Web of Ostigaar (1)

Since the growth of the City of Werms over the centuries of its founding, on the rocky pillars coming up out of the seemingly bottomless Cambio Delve, there has always been a demand for more space, closer and closer to the central portions of the city.

Because of this, layers of the city have become constructed over earlier layers of the city.  Since much of the structure is out of the mined stone from the pillars the city is built on, the earlier layers are quite strong for the later layers to be built on, but of course styles change, and the uses and demands for buildings change, and the money and materials used to build the buildings all changes.  So each new layer is different from the older layers, but the older layers are there.  Deep, down below the current layers of the city.  And things live there...

Of course, the poor of the city all live in deep levels of the city, where there are no living persons to remember who owns what patch of what stretch of stone building or plaza (long since blocked over by later construction, so hidden from fresh air and the sun).  But the space is free.  Also the lawless.  The city of Werms is a pretty clean city, with a generally good alignment of the citizenry, but no city is free from corruption or crime.  The lawless then drift to parts of the city where they can avoid the law.  So gangs of thugs and criminals live in the lower levels of the city, far away from the sunlight, far away from the Baron's guard, and far away from the influence of the two Cathedrals and their clergy.  Deep down, where the poor dwell - to fight with the other lawless, and to prey on the poor.

All this is to be expected in any city, where the older poorer parts of the city never get destroyed, but are used as layers of foundation for the later more prestigious layers of the city.  But in Werms there is something more.

Deep, down in the lower levels, near to the base rock of the pillars and abutments coming up out of Cambio's Delve, there are holes.  Rifts.  Tunnels.  All dug down into the rock of those pillars.  In the early days of the city, they were known, and the things that crawled out of those holes were guarded against, and hunted and destroyed.  But as layers of the city grew, the city servants and militia all worked the higher and higher layers of the city.  Deep down, in the dark and forgotten depths - the ruins of the old city - the things that crawl out of the holes are still there.  And they prey on the poor and lawless that are forced to live there.

One of the monstrosities that dwells under Werms is the horrid spider creature known as Ostigaar.  Ostigaar is assumed to be related to some of the horrid creature hybrids that result from the strange religious and magical practices of the Dark Elves, but this is not confirmed.  It has taken up residence in the bottom of what was once (in the early days of the city) a walled villa, but that and the surrounding layers were covered over after just a few hundred years, when the owning families fell into financial ruin, and there was requirement to reuse the real estate.  Those layers above it were also subsequently covered over, in the fashion of how Werms has grown over the past millennium, and more.

In the buildings of the old villa, Ostigaar, and the horrid Unseely Realm creatures that serve her, are all still active, and prey on the foolish and foolhardy that dare to delve that deep into the city's past.  However, there is a very good reason to delve down to the domain of Ostigaar, and brave the spider creature, and her servants - the villa that she dwells in is the (one time) famous home of the Harmalan family.  This is the same family that produced the magical artifact, the Clockwork of Harmalan.  Once the family was discredited, and the name bankrupted and forgotten, none cared about the Clockwork.  But later generations (after the villa was sold, and covered over by later city growth) would remember the Clockwork, and the magic it is supposedly capable of, and begin to wonder.  Could it be down there, among the fangs, webs, swords and spells?

Jul 3, 2012

Werms - Northern City in the Clouds

Okay, Khomaes is done (for now).  There is (of course) Loads more stuff that can be done, not least of all would be relying on the excellent Midkemia Press product, "Cities" to flesh out lists of businesses etc that populate the city, and maybe do some custom encounter tables.  But perhaps later.

The next city to get the "Valley of the Old Ones" treatment is the second city in the Darkearth Plains region to be discussed - the city of Werms.
Globe Keep - at the center of Werms

Werms is nicknamed the "Northern City in the Clouds".  It is the northernmost Westroner city in the Valley.  The other part of the nickname - "City in the Clouds" - comes from the fact that it is built on an irregular set of stony buttes, coming up out of a deep chasm called the Cambio Delve.  The main part of the city is built around a very old castle called the Globe Keep.  The central part of the castle, which is a keep with a curious rounded brass plated roof, is built over the highest point of the central abutment rising up out of Cambio Delve.

Many centuries past, when the Westroner pilgrimage band under the Baron Olberi Ap Etro were exploring in the region, they came to the curiously attractive plains in the triangle of land between the Great Owl Forest, the eastern edge of the Aghanz Hills, and the Destriel Mountains.  But this area is the heart of Storm King barbarian country, so if the Westroners wished to settle, they would need a location that was quite defensible.  Cambio, a dwarf traveling with Ap Etro's band, found the immense (and seemingly bottomless) pit that was named after him, the Cambio Delve.  It was observed that there were this series of rocky abutments that appeared up out of it, in its northern edges.  These were all large enough to build great structures on, and were also close enough to each other that stone arch bridges could be constructed to connect them one to another.  It was decided that the Etro family would begin work at once on a castle on the central abutment.  That castle grew and grew, and developed a whole urban ecosystem around it - thus forming the core of the city.  The Etro family controlled the castle - now known as Globe Keep - but the Magistrate of the City, a curious sorcerer named Nova Werms, controlled the city.  The city became named for him, first the "City of Werms" then simply Werms, long after Nova died out.

View of Werms, as approached from the surrounding Baronial lands.

The system of having a descendent of the Etro Family (long since abandoned, however successive claimants have tried to prove some link to the ancient bloodline) be master (or mistress) of the Castle, and then to have a Magistrate of the city, has served well.  The surrounding territory became known as the Barony of Etro for many centuries, but eventually became to be called the Barony of Werms (which is it's current name, at least of wide usage).

The curious air currents that form from the cold winds blowing down out of the Destriel Mountains, and the curious effect of the updraft up out of the Delve, form the conditions for nearly constant formation of white clouds around and above the city.  As the city grew in size, over the centuries, to its current population of 18,000 inhabitants, it covered more and more of the stone abutments in the area around the central one of the Globe Keep.  After all of these were covered over, but not wanting to expand outside the area of the defended stone arch bridges to the main land past the border of the Delve, the city began to grow up.  Each stone abutment is covered in buildings, castles, towers, and other structures of the strongest stone (which is mined, by curious practice of the dwarf Cambio's descendents, of building platforms and carved mines, down deep into the Delve, out of the sides of the abutments).  These have gotten higher and higher, until now while the brass roofed Globe Keep is still a brilliant feature at the center of the city, there are other stone towers and ramparts that rise higher still, all around it.

Stone Buildings of Werms - connected by Stone Bridges
One of the curious features of Werms is that it is home to the magical school of conjuration and summoning.  Under the current grand master tutelage of "Yazeed the Traveler", this magical school is in the form of a tall, slender, black castle, with 14 high turreted towers, on its own abutment, some way to the south of the main parts of the city, and not connected to any other abutment or the main land by stone bridge.  It is always surrounded by dark, black clouds, which seem to swirl around, and among, the tall towers.  The school is properly named the "Demesne of Planar Knowledge and Magical Petitioning".

Demesne of Planer Knowledge and Magical Petitioning
 Another feature worth commenting on is that Werms is the location of Cloudhome Cathedral, the center of worship for St. Leiathar, the patron saint of weather and the clouds.  This powerful saint, part of the branch of the Westroner Church dedicated to the goddess Nadene, would seem a natural to be venerated within a city known as the City of Clouds.  Cloudhome is an interesting cathedral, it is built on its own abutment, and consists of tall slender towers, and chambers, all made of metal, and connected to each other with thin spanning flying bridges.  It was once suggested that the structure be finished in gleaming brass, in honor of the legendary city of brass (itself said to be located among the clouds), however in honor of the brass roof of Globe Keep, the outside of Cloudhome was instead covered in electrum.
Cloudhome - Electrum towers of the Cathedral of St. Leithar

 In addition to Cloudhome Cathedral, however, there is also another cathedral in (or above) the city, known as the Sky Cathedral of Frigia Nor.  Frigia Nor is the demigoddess of Winter and Feasting, and the priesthood enjoys a wonderful location, floating high above the city of Werms, in the form of a magical stone block, the top of which is covered in airy towers and chambers - full of feasting halls, musical chambers, and open observation flats to observe the winds and clouds coming down from the Destriel Mountains.  Swirling clouds of ice and snow often blow all around Sky Cathedral, but the feasting halls, and even the open observation flats, remain comfortable to all who visit.  One of the duties of the junior acolytes of the order of Frigia Nor (which is a part of the branch of the church dedicated to the goddess Corrise), is to maintain the herd of hippogriffs that the Cathedral houses, and to use these as transport and courier animals to communicate with the rest of the city.  Feast days in the city the houses the cathedral of the Demigoddess of Feasting are a wonderful occasion, and quite common - which is always greeted with thanks by all members of the city (even the members of the hierarchy of St Leiathar's cathedral).


Jul 2, 2012

Shadow Cultists - encounter from Cult of the White Shadow

One of the final remaining encounters mentioned in the Cult of the White Shadow adventure are the Cultists themselves.  These are a varied group of deranged individuals, whom have decided to follow the madness of the cult, at one level of dedication or another.

Membership comes from a nomination, which to be accepted, must be from an individual who has renounced the established Westroner religions, and whom has dedicated him/her self to the path of following the cult's pursuit of knowledge about the White Shadow, the Shadow Wyrms, and the originator of Shadow, the Lady of the Air.

A nominant must serve, as such, for a period of at least one year.  During that time, they are requested to perform more and more horrible acts, which are intended to make life difficult for those around them not of the cult, and also to forward the campaign of fear and terror that the cult pursues.

After a year, the nominant can present them self for recognition as a cultist.  They must have performed some horrible deed, which then can brag about at a council of local elders, in order to impress them for membership.

There are several levels of cultists - from the lowly simple thugs (called the despised), on up through the warrior types (called swords of the shadow), mission leadership (called the mind of the shadow), assassins (claws of the shadow), priests/priestesses (fist of the shadow), and sorcerers (flame of the shadow).  All are chaotic neutral, and all can vary in level, although the despised typically are not above 3rd level.

While doing the business of their cult, all cultists are robed in simple grey robes.


The Despised
Num Appearing: 2d6 (or as a mission master from the Cult decrees)
Alignment: chaotic evil
Movement: Walk 90'
Armor Class: 5
Hit Dice: 2d (12 h.p.)
Attacks: 1 (trademark spiky flail)
Damage: 1d8+2
Save: T2
Morale: 8
Treasure: None, other than mission related.  Individuals - 2d6 GP each.
Special: Usually none, other than special magical conditioning which gives a +2 on all saving throws.  Occasionally, some of The Despised will be given the Food of the Shadow (see below).  An individual member of The Despised is called only Scum, and accompanied by a number.  By vow and oath, the Despised are not allowed to speak, and often have vile, filthy rags tied around their mouths.


There are times when a mission calls for better trained members of the cult than The Despised.  In those instances they are often warriors known as the Swords of the Shadow.  These are lead by leaders known as the Mind of the Shadow.  There will never be more than one Mind of the Shadow on a single mission, regardless of what other types of cultists are present.


Swords of the Shadow
Num Appearing: 1d6
Alignment:  chaotic evil
Movement: Walk 90'
Armor Class: 3
Hit Dice: 4d (36 h.p.)
Attacks: 3 attacks every 2 rounds, Broadsword (specialized)
Damage: 2d4+4
Save: F4
Morale: 10
Treasure: None.  Occasionally, a magic item for the leader of the group.
Special: Swords of the Shadow are human warriors, specialized in the use of the broadsword (THAC0 13).  They will occasionally also carry darts (standard), and these may be poisoned with a burning blood poison (save vs. poison, or take 1d6 per round, for three rounds and a -2 to hit during those three rounds).


The Swords of the Shadow are lead by the blind masters known as the Mind of the Shadow.  Such a leader leads via mental awareness and telepathy, which are the result of long and torturous treatments of dedicated sorcerers.  They lose both their eyesight, and the ability to cast spells, in return for mental gifts the cult bestows on them.


Mind of the Shadow
Num Appearing: 1
Alignment: chaotic evil
Movement: Walk 90'
Armor Class: 8
Hit Dice: 4-8 d4 (number varies)
Attacks: 1 knife; 1 mind blast
Damage: Knife does 1d4, mind blast does 2d6 (see special)
Save: MU4-8
Morale: 10
Treasure: Doses of Food of the Shadow (see below).
Special: The mind blast of the Mind of the Shadow has no effect at all on any type of fey creature, elf or otherwise.  It does affect the intelligent much more than those less gifted in that area.  Apply as a bonus to the damage, the number of additional languages that the target is able to learn.
The Mind of the Shadow is completely blind, but is in constant communication with any Swords of the Shadow or Despised under it's command.  It itself is not affected by being in the dark, or other adverse visibility conditions (including being attacked from the flank or rear), and halves the negatives applied to those it controls.
A party controlled by a Mind of the Shadow is never surprised.


Finally, there are assassins (Claws of the Shadow), priests (Fist of the Shadow), and sorcerers (Flame of the Shadow) but each of these is an individual of reasonably high level (near title level, for their profession) who have, for whatever reason, turned to service of the Cult.  They are each treated as individuals, and as such, would not come under control of a Mind of the Shadow.

The magical food of the shadow is an item that will sometimes be in possession of either The Despised (rarely), or more likely the Swords of the Shadow or a Mind of the Shadow.  It is usually known what doses are present, but in the case that it is not recorded, or in a random encounter, the doses can be diced for.  See below for a description of the effects of this item.


Food of the Shadow (magic item)
The food of the shadow refers to a number of different items. prepared from the magical leavings of shadow creatures, which they exude when absent from the Shadow Dimension for too long.  These leavings are gathered up by select members of The Despised, and prepared according to certain magical formulae, and result in hard small wafers, which may be consumed.  Once done so, a roll on the following chart (1d8) is made (unless the type is known before hand, according to the scenario) to determine the effects.  All effects last for only 2d12 rounds.
  1. Burst into flames - all within weapon's reach of the cultist are singed for 2d4 damage, and must make a save vs. breath weapon each round, to avoid catching fire.  If they catch fire, it burns for 2d6 the first round, and 1d6 for each additional round until it is extinguished.
  2. Fly - the cultist is able to fly, at a speed of 120' per minute.
  3. Iron Skin - the cultist assumes the density and hardness of tough iron.  Armor Class 1.
  4. Become the Shadow - the cultist wisps out into a shadowy form, and then disappears altogether.
  5. Transformation - the cultist becomes a Shadow Creature.  This effect does not wear off, but is permanent.
  6. Legion - the cultist sprouts 4 additional copies of him/her self.
  7. Essence of Acid - the cultist's bodily fluids become a horrible acid.  Any combat blows against the cultist will result in a rain of acid to all within a 10' radius.  All take 2d4 damage, and an additional 1d4 for each of the next two rounds.  A successful save vs. poison will halve the damage.
  8. Devoted Spirit - the cultist is affect as if by a haste spell.