Friday 30 September 2011

Bellenosian NPCs of Tekhumis

These non-player characters are all found in Tekhumis, the Desert Port.

Estaban the Brash
13th level magic user, align Neutral, gender male
Str 8, Int 16, Wis 16, Dex 13, Con 11, Cha 14
AC 4, move 120', HP 24, THAC0 16, Att 1 staff for 1d6-1 or spell
Equipment: Bracers of Defence AC 5, Staff of Power (16 charges), Potion of Invisibility, Potion of Gaseous Form 
Notable Memorised Spells (4/4/3/3/2/1): Statue, Invisible Stalker, Anti-Magic Shell, Conjure Elemental, Hold Monster, Teleport
Estaban is the de facto ruler of Tekhumis and is loud and confident. His priorities are firstly trade, secondly acquiring new spells and magic items and thirdly the well-being of the residents of Tekhumis. Estaban knows that the Bellenos Empire has collapsed, but he sees this more as a reduced market for his goods than a humanitarian disaster - he may have to look for new customers but it's still business as usual. His arrogance, greed and occasional cynicism both offends and astounds the Shu'aa who deal with him. 


Domino
10th level fighter, align Unaligned, gender female
Str 16, Int 12, Wis 10, Dex 16, Con 12, Cha 12
AC 2, move 120', HP 47, THAC0 10, Att 1 sword for 1d8+3
Equipment Chain Mail +1, Scimitar (sword) +1, shortbow, 20 arrows, warhorse
Domino is both Estaban's girlfriend (which the Shu'aa disapprove of) and the leader of a band of scouts (which they also disapprove of). Although influential among the Bellenosians and dangerous in a fight, she is not popular with the Shu'aa. In return she is quite wary of an Shu'aa she has to deal with, and only lets proven, trustworthy Shu'aa into her band of scouts. Among other Bellenosians she is more friendly and relaxed, but will not talk of her background except to say she does not ever want to return to the Bellenosian heartlands from which she fled.  


Horatio Firebreather
10th level magic user, align Lawful, gender male
Str 8, Int 16, Wis 12, Dex 16, Con 9, Cha 10
AC 5, move 120', HP 25, THAC0 17, Att 1 dagger for 1d4
Equipment: Robe of Protection +2, Wand of Fireballs (21 charges), dagger +1, Medallion of Thoughts
Notable Memorised Spells (3/3/3/3/2): Conjure Elemental, Wall of Stone, Polymorph Self, Dimension Door, Arcane Eye, Dispel Magic, Protection from Normal Missiles, Clairvoyance
Horatio is Estaban's right-hand man and is in charge of the security and the town watch. He is a mage rather than a military commander but has also developed covert contacts in all the notable settlements in the area. He is quite strict and rigorously upholds the law, regardless of race or nationality. This means he has earned the respect of many Shu'aa, even if some Bellenosians think the authority has gone to his head. 


Vespasia
9th level cleric, align lawful, gender female
Str 9, Int 13, Wis 16, Dex 10, Con 12, Cha 13
AC 0, move 90', HP 37, THAC0 15, Att 1 warhammer for 1d6+1
Equipment: Chain Mail +2, Shield +2, Warhammer +1 +2 vs undead, Holy Symbol, 2x vials of holy water,
Spells (4/4/3/2/1): Cure Light Wounds x2, Detect Magic, Detect Chaos, Snake Charm, Hold Person x2, Bless, Remove Curse, Dispel Magic, Cure Disease, Neutralise Poison, Detect Lie, True Seeing
Vespasia is a chaplain to the western traders and colonists, and has set up a shrine to Chelmor in Tekhumis. She does not try to preach to the Shu'aa and tries to be diplomatic with them, but is aware of underlying tensions (a lot of the Shu'aa still don't like the idea of female clerics). Vespasia recognises that some of her fellow Bellenosians are annoying and upsetting the Shu'aa, and though she tries to calm the situation down, she believes a conflict is brewing.

Monday 26 September 2011

Harielport, Mellish and the Gang of Three

These two towns are considered part of the Godsblood Straits although they were both close to the border of Teiglin and are now part of Teiglin Island but not part of the kingdom. Neither are civilized these days since the Summoning, as both are dangerously close to Erkhart and its Chaos Portal.

Harielport (original population 2,300) was rocked by tidal waves from the  Summoning and the sinking of the Urdus isthmus. It has been badly damaged, and many people were killed outright during the great disaster. Others managed to flee, while those that remained were killed by invading monsters and humanoids.

Harielport is now home to humanoid pirates - there are 7 separate tribal bands in Harielport, and they have their own ships with which they sail around the coasts of Teiglin and the Godsblood Straits.

Some folks fled to Sterin Barony in boats during the Summoning. Some of them still talk of retaking Harielport back from the monsters. Although this would be good if it worked, Harielport has a lot of humanoids, organised into coherent war bands, and its proximity to Erkhart would make monstrous reinforcements an on-going problem.

The humanoids of Harielport have their own problems in the form of a band of predatory harpies - when they cannot find humans or halflings to prey on, they will turn on orcs, hobgoblins and gnolls.

Before the Summoning Mellish was home to a cult of Chaos who worshipped Pelepton, calling themselves the Gang of Three - there are 3 ringleaders, but many more minions. During the Summoning they rose up and with monsters from Erkhart they seized control of the town. They have enslaved some 270 townsfolk while others fled during the Summoning.  The Gang of Three seek to be agents of Chaos across eastern Teiglin, advising and coordinating bands of monsters in their war against the Kingdom of Teiglin. They are contemptuous of the Red Hand, and consider it to be more interested in picking pockets and smuggling rum than the overthrow of civilization by the Forces of Chaos. The Gang of Three are unaware that several lesser members are secret agents of the Red Hand.

The Gang of Three have used Charm Person and Charm Monster on both a band of minotaurs and also a tribe of ogres who emerged from the Chaos Portal in Erkhart. These ogres and minotaurs now act as the elite troops and enforcers for the Gang of Three, while human cultists, animated skeletons and zombies are the rank and file.

The Gang of Three
Velshist the Rapacious 8th level magic user, align Chaotic, female
Str 10, Dex 13, Con 8, Int 15, Wis 13, Cha 9
AC  5, Move 120', hp 19, THAC0 15, Att 1 dagger for 1d4+2 or spell
Equipment: Bracers of Defence AC 7, Cloak of Protection +1, Dagger +2, Wand of Illusion, 2 potions of Healing,
Spells: Magic Missile, Detect Magic, Charm Person, Web, Levitate, Mirror Image, Fireball, Dispel Magic, Charm Monster x2

Urquart the Doomed, 8th level cleric, align Chaotic, male
Str 13, Dex 8, Con 10, Int 10, Wis 16, Cha 14
AC 1, Move 60' hp 28, THAC0 14, Att 1 warhammer +1 for 1d6+2 or spell
Equipment: Plate Mail +1, Shield +1, Warhammer +1 +3 vs lawful creatures, Unholy Symbol, Potion of Invisibility
Spells: Detect Law, Darkness, Cure Light Wounds x2, Snake charm, Bless/Bane, Hold Person, Animate Dead, Dispel Magic, Sticks to Snakes, Cure Serious Wounds


Grulgor the Angry, 8th level fighter, align Chaotic, male
Str 16, Dex 10, Con 16, Int 8, Wis 8, Cha 8
AC 0, Move 60', hp 51, THAC0 10, Att 1 polearm for 1d10+4
Equipment: Plate Mail +2, Ring of Protection +1, Polearm +2, 3 javelins, potion of extra healing


Thursday 22 September 2011

Weapons of Law and Chaos

Although the creation of magic items, including magic weapons and armour, is usually associated with magic-users, clerics may, with the blessings of their patrons, create weapons to smite the enemies of their faith. They function as inert and mundane weapons when wielded by someone of the wrong alignment, but reveal their true powers in the hands of a combatant the deity considers worthy.
Creation of such a weapon must involve a highly skilled blacksmith, the best materials available and the continual prayers and oversight of a cleric of a high enough level (minimum 10th) and appropriate faith. Even then, success depends on the favour of the gods being beseeched:  these are divine gifts, not convenient tools.

Axe of Bhael's Terror - Hand Axe +2 in the hands of a chaotic character. It also causes monsters and NPCs struck by it to make a morale check or flee in fear for 1d4 rounds. PCs struck by it must save vs spells or flee for 1d4 rounds.
In the hands of a lawful or neutral character the axe has some sort of magical aura but gives no bonuses or powers.
The axe is made of solid iron, including the haft and handle. The grip is made out of strips of hellhound leather. 

Adonor's Sword of Glory - non-magical for chaotic characters, an ordinary Sword +1 for neutral characters. In the hands of a lawful character it is a sword +2, and also once per day the wielder can cast a Bless spell on all allies in a 30' radius. This lasts for 1 combat encounter/10 minutes.
The sword is usually a normal longsword although shortsword versions have been created for particularly heroic halfling defenders. There is usually ornate metalwork around the guard and base of the blade.


Rhondus' Shield of Reflection - this functions as a normal, if rather shiny, polished shield for chaotic and neutral characters. When used by a lawful character it becomes a shield +2, and furthermore gives a +4 to all saves vs gaze attacks. If the character with the shield successfully saves against a gaze attack, the gazing creature sees its own reflection and must save at -2 penalty or suffer its own gaze attack (thus medusas and basilisks will petrify themselves and the like). Vampires do not cast a reflection, and cannot charm themselves, but if their charming gaze is reflected by this shield back at them they must save vs spells or be stunned for 1d4 rounds.

Skreech's Decapitator - This is a big, double-bladed, two-handed battleaxe that might be used by executioners, berserkers and demonic lumberjacks. It is never clean or shiny, and is always stained with blood regardless of attempts to clean it. In the hands of lawful and neutral characters it only shows a faint aura of magic. In the hands of a chaotic character, particularly a chaotic human fighter or dwarven warrior, it becomes a battleaxe +3 that will cause triple damage on a natural 20 ((1d8+3) x 3 damage)- this is a blow to the target's head or neck. If a character wielding this axe kills a creature, they must make a save vs spells or go into a berserk rage and start killing indiscriminately. If the wielder kills a creature with a natural 20 (decapitating it) there is no saving throw - the berserk rage is unavoidable. Unlike berserker NPCs who can use the berserk rage to fight more effectively, this state does not give any bonuses to the wielder. It lasts until the wielder or all creatures within charging distance are dead.

Tuesday 20 September 2011

Shu'aa NPCs of Tekhumis

These NPCs are found in or around Tekhumis, the Desert Port, and are native to the area rather than Bellenosians

Al'Shaan the Serene
10th level cleric, align Lawful, gender male
Str 10, Int 12, Wis 18, Dex 10, Con 14, Cha 15
AC 7, Move 120', HP 55, THAC0 16, Att 1 staff for 1d6 or 1 spell
Equipment: Leather Armour, Staff, Holy Symbol,
Notable Prepared Spells: (5/4/3/3/2) True Seeing, Raise Dead, Cure Serious Wounds, Neutralise Poison, Detect Lie, Cure Disease, Dispel Magic, Transfusion
Al'Shaan is considered the village elder and most respected Shu'aa in town. He is concerned about the Shu'aa culture being undermined by Bellenosian dominance, and although he does not actively seek conflict, he won't put up with nonsense from them either.
Al'Shaan is often asked to cure ailments and injuries, and will do so for fellow Shu'aa without hesitation. For non-Shu'aa (such as Toutasians or Bellenosians) he will typically charge 10gp per spell level. He will only withhold healing if those asking are being borish or unjust.
Appearance: Al'Shaan is tall (6'6"), spindly and wiry (110lb), with a long white beard that reaches his chest and a well-tanned skin of someone who has lived in the desert. He has white robes wrapped around him that cover up the hyena-leather jerkin he wears underneath, and a white turban on top.

Mullaman the Quiet
9th level dwarf warrior, align Neutral, gender male
Str 16, Int 14, Wis 12, Dex 11, Con 14, Cha 10
AC 4, Move 90', HP 49, THAC0 10 melee, 13 missile, Att 1 scimitar for 1d8+3 or 1 crossbow bolt for 1d6
Equipment: Scale Mail +2, Scimitar+1 +2 vs goblins & orcs, Light Crossbow, 20 bolts, Potion of Healing X2
Mullaman is a Shu'aa dwarf from the hills to the northwest. He is a merchant and a dwarf noble. He is happy doing business with all sorts as long as they don't try to swindle or rob him, and may ask adventurers for help. Mullaman has his epithet because of his low, soft voice that some folks find hard to make out in a busy marketplace. Mullaman makes it a point of politeness and principle never to raise his voice.
Mullaman, along with the rest of his people, are Shu'aa dwarves, native to this land. They have a similar culture to the human Shu'aa.
Appearance: Mullaman has dark grey skin, normal for Shu'aa dwarves. He has pitch black hair and long beard but no mustache. Mullaman dresses in the white robes and turban of his people, but also wears a suit of bronze scale armour over the top, especially when expecting trouble.

Khamaal Sarrif
9th level fighter, align Neutral, gender male,
Str 16, Int 12, Wis 10, Dex 14, Con 14, Cha 14
AC 1, Move 90', HP 53, THAC0 9, Att 1 sword for 1d8+4
Equipment: Scimitar +2, Scale mail +1, Shield +2, Lance, light warhorse
Khamaal is the leader of a band of nomads who wander the wastelands with their sheep, goats and camels. Khamaal can be found sometimes at Drasden's Camp. He just about tolerates Bellenosians but gets angry and resentful with them quickly, particularly if he sees them being bossy or arrogant. Khamaal is a useful person to talk to if one is interested in the Cynidean ruins around the area, as his band of nomads know which ones are completely deserted and which have monstrous denizens.
Appearance: Khamaal is 6'3" and muscular (170lb) with a handsome but scowling face with a short goatee beard. Unlike many of his town-dwelling compatriots, Khamaal prefers to dress in black robes. Given that he has dark tanned skin, black hair, dark eyes and big bushy eyebrows this makes him both imposing and scary.

Djilli Ashan
5th level thief, align Unaligned, gender female
Str 10, Int 12, Wis 14, Dex 17,  Con 11, Cha 14
AC 5, Move 120', HP 14, THAC0 18 melee, 16 missile, Att 1 dagger for 1d4 (melee or thrown)
Equipment: leather armour, 4 daggers, ring of Spider Climbing (usable 1/day for 1 turn)
Djilli is a pickpocketting and burgling thief who grew up on the streets of Tekhumis. Although her mother was Shu'aa (she never knew her father), she prefers the Bellenosian way of life, without honour, social castes or other oppressive traditions. However, she has fended off enough lecherous Bellenosian men to distrust anyone but herself. Her prized posession is a magical ring that allows her to climb sheer walls and even overhangs and ceilings once a day. She has used this to pull off otherwise impossible thefts from noble and merchant houses.
Although she will quite happily steal from the PCs, if befriended she is an unparalleled guide to the town of Tekhumis. She knows all the houses, shops, people and quite a few of the dirty secrets. 
Appearance: Djilli is 5'2", slim (100lb) and has short dark hair and olive skin. She deliberately tries to look boyish and non-descript so she can blend in with the crowd and wears brown and grey Bellenosian-style breeches, shirt and waistcoat (under which she has a leather cuirass and hidden daggers). If she tries to beautify herself, she could look very pretty with good bone structure and golden-brown eyes.

The Twisted Hills

The Twisted Hills were previously known as the Grulven Hills until the Summoning. It is unusual, and perhaps fortunate, that the one area in the Walrus Freehold severely affected by the battle between Bhael and Adonor during the Summoning is wilderness. The two deities fought furiously, ripping the already prominent hills into warped and contorted shapes. This titanic upheaval lasted only about half an hour before the two gods disappeared to another corner of Kaelaross to carry on their fight, but it left the hills sculpted like a stormy seascape formed from rock and earth. Arches, massive overhangs, mushroom shapes, globes, even some cubes and other geometric shapes can be found. Creatures that can climb steep surfaces or fly will fare better than those that rely on walking and running.

It is believed that during this battle, Bhael created a Chaos Portal, but no mortal has yet pin-pointed its location. The increase in chaotic monsters roaming the hills is unmistakable, especially to those who have seen cities like Erkhart and Maquosmouth overrun by creatures from Chaos Portals. 

One of the strangest species to appear in the Twisted Hills are Nagpas - vulture-headed magic-using creatures that may have been former mages. They have established several outposts in the Twisted Hills, and on one occasion a halfling scout managed to sneak into one of these outposts. The scout heard the nagpas talking about receiving orders from the Hidden Fortress where there are many more nagpas and some sort of arch-mage nagpa ruler but she did not discover where this fortress might be.

Random Encounters in the Twisted Hills
Roll 1d12+1d8

2    Stone Giant
3    Gargoyle
4    Human/Demihuman NPC
5    Wyvern
6    Sabretooth Tiger
7    Manticore
8    Hill Giant
9    Mountain Lion
10  Gnoll
11  Wild Ibex (2 HD herd animal) (1-2 in 6 chance of Great Ram)
12  Baboon, Higher
13  Gnome
14  Hawk, Giant
15  Giant Bat
16  Griffon
17  Chimera
18  Nagpa
19  Blue Dragon
20  Red Dragon

Friday 16 September 2011

Tekhumis, the Desert Port




This was an outpost of the Bellenos Empire, far to the south-east of Toutus. Since the collapse of the Bellenos Empire, it has become an independent town, living off trade and riverside agriculture.
Tekhumis is not of Bellenosian founding - it was part of the ancient Cynidean civilization that prospered until the rise of the Bellenos Empire.
The climate is subtropical, dry and quite hot, certainly very different from the cool, wet climate of western Toutus. There are large stretches of desert and semi-desert, almost unknown to Toutus.
There are two main cultures that have settled here, and they have mixed relations. The Bellenosians are sophisticated traders, urbane, materialistic, practical and often greedy. The Shu'aa are esoteric, spiritual and honour-bound.
The Bellenosians have mostly travelled from the heart of the Bellenos Empire to Tekhumis on the outskirts. The Shu'aa have inhabited this land for at least nine centuries - in their oral traditions and legends, they tell how their ancestors broke away from the decadent and corrupt Cynidean Empire and formed their own towns free from the taint of Chaos that was infecting the Cynideans towards their end. 

Ruins of the Cynideans are found scattered through the area, and still hold treasures lost for centuries. However, they are not entirely unguarded - there are still many cunning traps, summoned guardian beings and dreaded undead. Some Shu'aa say that there are still pockets of Cynideans still surviving deep beneath the ruins, but this is not taken seriously by the Bellenosians.

Wednesday 14 September 2011

Demons in Kaelaross

While the Planes of Chaos hold many creatures both terrifying and deadly, none of them can be described as the epitome of Chaos in the same way that demons can. They are primarily spiritual creatures that are capable of taking material form.
Demons usually represent emotions or situations that affect mortals, especially those that damage their souls. Whereas other chaotic creatures may feed on flesh and blood, demons feed on the spiritual darkness that comes from damaged souls, particularly negative emotions and mindsets, such as fear, hatred, greed, arrogance, rage and the like.
Demons are generally not created by chaotic deities (although a deity certainly could if they so wanted). They will assist and associate with deities who share a common outlook or ideas. Those scholars who risk their sanity and their souls by studying demons generally classify demons by which chaotic deity they are most closely associated with.

Demons of Havok
  Plague Demon
  Storm Demon
  Furious Demon
  Quake Demon

Demons of Bhael
  Terror Demon
  Paranoia Demon
  Darkness Demon


Demons of Slargor
  Steel Demon
  Footsoldier Demon
  Commander Demon


Demons of Hernas
  Lustful Demon
  Seductive Demon
  Bloated Demon

Demons of Pelepton
  Traitor Demon
  Avaricious Demon

Demons of Storshin
  Rotten Demon
  Plague Demon
  Animus Demon

Demons of Skreech
  Slaughter Demon
  Furious Demon
  Hallucinating Demon

Demons of Torthola
  Spiteful Demon
  Flaming Demon
  Vengence Demon

Friday 9 September 2011

Physical Geography of the Underworld

The Underworld is a network of caves, caverns and tunnels that stretch across huge distances underneath the surface of Kaelaross. The exact size is unknown, but there are connections to the Underworld all over Toutus, from the village of Pordril in the far north to the Kaynor Islands in the west to the Steelpick Clan of the Dwarves of the Ten Peaks.
These are the known connections to the surface - there may be hundreds as yet undiscovered.
The Underworld is mostly natural caves, particularly limestone with its distinctive stalactites, stalagmites and columns. Lava formations are also found in the network. Creation or modification of new spaces either by intelligent creatures such as goblins or mindless burrowing things such as purple worms also contribute to a significant proportion - perhaps 10-15% in some densely populated areas of the Underworld will be carved by creatures rather than natural processes.
The underworld is not just a flat area - it is a three-dimensional environment, both on a small scale and on a grand scale. Sloping tunnels, chasms, sinkholes and the like mean that depth is as important as horizontal distance, particularly in relation to the surface. Mappers need to take this into account when exploring - gently sloping tunnels crisscrossing over each other can fool even the most careful cartographer. Nobody knows how deep the Underworld really goes, but some isolated clans of dwarves, who could only talk to explorers from the surface by means of magical spells, have reported that they have visited caverns 3 miles below their own homes, and their homes are at least 2 miles from the surface. Of course, accurate measurement is difficult without magical divination, but these dwarves have an uncanny perception of where they are underground.

There are certain habitats within the Underworld that will attract different creatures.

Underworld seas - These large bodies of water may be fresh or salty, and may be of any size though most folk agree that an underworld lake becomes an underworld sea when it stretches more than a mile in width and length. Such underworld seas can contain many different creatures - some may be variations of creatures from the surface oceans (albino octopi and blind fish), while others are completely alien and bizarre. On the shores of some of these underworld seas there are seaweedlike fungi that support other life forms. There are even stories from the deep dwarves of islands in the middle of underworld seas with their own creatures and cultures.

Fungal Forests are often found in large caverns with adequate moisture, possibly a stream or a river flowing through. Here the fungi are not restricted by cavern height, and can grow to the size of surface trees. These fungal forests can support a rich variety of living creatures that feed off the fungi. These in turn provide food for many predators, many of which are dangerous to human explorers. Intelligent living creatures often live near to Fungal Forests as they too need food.

Volcanic tunnels and chambers technically need not be active, but most folk think of golden-hot magma in pools and streams, of sulphuric vents and rocks too hot to walk on in boots let alone touch. These volcanic areas are generally inhospitable to organic life. Creatures from other planes, and those with a magical connection to fire will enjoy such places. Human and dwarf explorers with magical protection against fire have encountered fire salamanders, clans of fire giants, red dragons and even an outpost of efreet in an obsidian citadel on an island in the middle of a lava lake.

Crystal Gardens are weird and so far inexplicable. They are areas where crystals have grown to unusually large sizes and strange shapes. Nearly all the time the crystals are of relatively common minerals - star bursts of quartz the size of barrels, gypsum "flowers" bigger than cabbages, columns of malachite towering for several yards upwards. It is, of course, the adventurer's dream to hit the jackpot and find a massive precious gem though if anyone has done so they have not lived to tell the tale. The inhabitants of these crystal gardens are peculiar - sometimes organic (fungi sometimes grow inbetween the crystals), sometimes elemental and rarely a strange fusion of the two types.


Chaos-Tainted regions are considerably worse than other areas. Such regions are populated by chaotic monsters, and there may be a chaos portal in the vicinity, linking the location from the Underworld to one of the Planes of Chaos. Some chaos-tainted regions are inhospitable to normal life - not even fungi will grow. In these dead areas undead of various types can be found. In other chaos-tainted regions, strange magical effects warp the very surrounding rock and turn underworld creatures into monstrous mockeries of their former selves.

Subterranean Cities are areas created by (relatively) intelligent beings, the four most common races being goblins, dwarves, snakemen and troglodytes. They may be conventional buildings constructed within a large enough cavern, or they may be a network of rooms, tunnels and chambers dug straight into the rock. Sometimes these subterranean cities are still inhabited by those who built them but often they have either been abandoned or changed hands. Current subterranean cities will have basic supplies available - food and water are the most important. Abandoned cities are usually not entirely devoid of creatures, but there may also be treasure left behind by the previous inhabitants.

Wednesday 7 September 2011

The Nagpas of Kaelaross

Note that the nagpas are not my own creation but are adapted from the module X4 Master of the Desert Nomads. 

Name         Lesser Nagpa    Nagpa 
No. Enc.     1d3             1
Alignment    Chaotic         Chaotic
Movement     120'            120'
Armor Class  5               3       
Hit Dice     6** (27 hp)     9** (40hp)
Attack       1 bite or spell 1 bite or spell
THAC0        14              12
Damage       1d6 or special  1d8 or special
Save As      MU6             MU9
Morale       7               7
Hoard Class  XIV x0.5        XIV
Size         Medium          Medium
Type         humanoid        humanoid
Intelligence 14 (high)       15 (high)
XP           820xp           2400xp

Name         Greater Nagpa    Nagpa Lord
No. Enc      1                1
Alignment    Chaotic          Chaotic
Movement     120'             120'
Armor Class  1                -1
Hit Dice     12** (54 hp)     15** (68 hp)
Att          1 bite or spell  1 bite or spell
THAC0        10               9
Damage       1d8 or special   1d10 or special
Save As      MU12             MU15
Morale       8                8
Hoard Class  XIV              XIV x2
Size         Medium           Medium
Type         Humanoid         Humanoid
Intelligence 16 (exceptional) 17 (exceptional)
XP           2800xp           3300xp

Nagpas are the degenerate and mutated survivors of an order of magic users who dabbled in chaotic powers beyond their ability to control. They resemble withered, ancient humans with the heads of vultures, and are often dressed in decaying robes that they wore as mages. Nagpas are hateful and malevolent, and seek to use their ill-found powers to dominate or destroy other intelligent beings as well as seeking out more magical power. They are rare, and are found as small groups dotted around the most desolate and barren parts of Kaelaross, far from humanity and civilization.

Lesser Nagpas can use the power of Create Flames, causing a burnable object (such as clothes or knapsack) to burst into flames, causing 2d6 damage per round of contact with a creature. They can also use Darkness and Phantasmal Force as spell-like powers, and one magic user spell from each spell level 1 to 3.

Nagpas can use Paralysis (all lawful creatures within 10' of the nagpa must save vs Spells or be paralyzed for 1d4 rounds) as well as Create Flames, Darkness and Phantasmal Force. They may also cast one magic user spell from each spell level from 1-5.

Greater Nagpas can cause Corruption - this will cause a single non-living item within 60' to decay into uselessness. Magic items are allowed a saving throw vs spells as the character using them. They can also use Paralysis, Create Flames, Darkness and Phantasmal Force. They may also cast one magic user spell from each spell level from 1-6.


Nagpa Lords can use the powers available to all other nagpas, as well as the power of Charm Monster as the spell. They may also cast one magic user spell from each spell level from 1-7.  

The unspecified magic user spells are all castable once per day and must be memorised as if the nagpa was a magic user. The spell-like powers do not require memorisation and can be cast 3 times per day.

Monday 5 September 2011

The Villages of Pordril and Balkint

These two villages sit outside Walrus City in the Walrus Freehold, and rely on the city for trade, communication with the outside world and military support when there is trouble.

The Village of Pordril is a mining village of 800 people located east of Balkint and southwest of Walrus City. It sits around a pond that is used for keeping ducks and geese by the villagers, and it has a series of large sinkholes right next to it, leading to a network of caverns. These caverns hold the mineral wealth that the miners are after. Unfortunately, the caverns also connect to the Underworld, and so monsters will occasionally wander into the mining caverns and cause havoc among the miners.
Above two of the sink holes, the villagers have constructed winching mechanisms with large crossbars, effectively acting like the winch for the bucket of other villages wells, except that instead of bringing up water, it brings up miners and ore, and sends down equipment.
The caverns hold a number of different minerals including copper ore, malachite (some of which is quite pretty), tin ore and various sorts of quartz, including blue quartz and crystal clear quartz. These are all exported to Walrus City and though the 
Although there is some herding (sheep and goats) and hunting, Pordril imports a lot of food especially flour and dairy products, so keeping the road to Walrus City is important.
The village is not heavily defended - there is a wooden palisade and a single gate. The village militia is usually 20 strong at any one time, but it can be raised to 120 in times of real emergency.

Balkint is a fishing village on the shore of the Walrus Channel, southwest of Walrus City. It is an uninteresting village, with a population of 650. There is some barley grown on the long strip fields just outside the village, and inside the palisade on the south side there are a number of enclosures for farm animals including cattle, sheep and horses so they can be protected from predators.
One feature of interest is the large rectangular building on the north side of the village next to the beach - this is the Library of Khazep. During the wars between the Empires, a number of priests and clerics of Khazep realised that their precious books were vulnerable in the event of enemies sacking the cities around Toutus where their books were held. They therefore decided to take a number of key books from the main cities and move them to this small, isolated village which was unlikely to be attacked, while still keeping them relatively accessible to those who wish to read them.
The library of Khazep includes great works of art and literature, as well as theological and arcane tomes that could be used for personal power. As such, the library could become the target of theft or even outright looting should people realise just what sort of books the Library of Khazep holds.

Friday 2 September 2011

Dragons in Kaelaross

Most dragons have been around in Kaelaross for eons - since elves can remember, at least. These dragons are
There are six main species:
White Dragons live in arctic and high mountains where there is snow and ice.
Black Dragons live in swamps and also underground
Green Dragons live in forests and jungles
Blue Dragons live in deserts and wide open plains
Red Dragons live in mountains and hills
Gold Dragons live in any habitat, including among humans.

All species have three main stages of growth - small, large and huge. These are generally a matter of age, not lineage. If you have the Rules Cyclopedia or Companion rules, then use the stats there. Otherwise small dragons use normal hit dice and damage, large dragons have 1.5 x normal hit dice and damage and -2 bonus to AC, while huge dragons have double the normal hit dice and damage and -4 bonus to AC. Obviously DMs are encouraged to adjust stats as they see fit.

Small dragons are relatively young (less than a century old), while large dragons are between one and five centuries old. Huge dragons are more than just big monsters - they are powerful forces that shape nations and landscapes, and can destroy populations. While small dragons are often unintelligent and animalistic, large dragons are cunning enough to acquire followers, guards and servants. Huge dragons are intelligent enough to either dominate hundreds of lesser creatures or else form alliances with powerful groups. As they acquire treasure, they may use this treasure to bribe or hire agents of other species, and fear and awe are also powerful motives - an ancient dragon who is wary of adventurers trying to steal his treasure may well have one or more spies in towns near his lair where adventurers would gather before an expedition. The same dragon may well have an agreement with tribes in the wilderness near its lair, while Charm Monster is a very useful spell if the dragon can learn it.

There is also considerable variation within each species, and were it not for a combination of academic study and certain subtle similar features, one might suppose there were far more species than there actually are. As it is, crossbreeding among these variants produces the base type. Cerulean dragons can breed with Ultramarine dragons to produce "normal" blue dragons, and Crimson dragons can breed with Sanguine dragons to produce "normal" red dragons.

Variants of red dragons are discussed here
Variants of blue dragons are discussed here
Variants of green dragons are discussed here
Variants of white dragons are discussed here
Variants of black dragons are discussed here

Some dragons have emerged from the Chaos Portals created during the Summoning, and as such can be found near, or even as part of, the armies of Chaos. Such creatures, regardless of their species or variant, are always chaotic and malevolent towards lesser creatures.

Known dragons of Kaelaross include:
Jadefury of the Talloak Forest and her family
Red Dragons (presumably small ones) are rarely found in the Godsblood Hills
Green Dragons (again small ones) are occasionally sighted in the Shorgan Forest
Small and large red and blue dragons are found in the Twisted Hills

Thursday 1 September 2011

Adventure Seeds around Teiglin 2

Rescue from the Queen Havok's Revenge: Pirates from the Kaynor Islands have raided the south coast of Thaldion, attacking both Waydown and Greenport, taking valuable items, money and enslaving village folk. The Queen Havok's Revenge (the pirates' ship) has anchored offshore close to Elfmeet both to launch an attack and to repair damage sustained from submerged rocks.
The PCs are asked to take a smaller vessel, find the Queen Havok's Revenge, resuce as many prisoners as they can and scuttle the pirate ship. The Queen Havok's Revenge, as well as being big and full of vicious pirates, is also home to a cult of Havok who intend to sacrifice at least a few villagers.

Invasion!: The PCs are in the town of Bauglir when an army of Chaos suddenly attacks the town. Before the PCs know what's going on there are breaches in the pallisades with gnolls and hobgoblins pouring through. What the PCs do next is up to them:
Get to Thaldion to raise the alarm and bring help with the Royal Army?
Stay and join the human defenders to repel the chaotic humanoids?
Take the fight to the enemy and try to find and kill the chaotic leader?
Save themselves and leave the town to its fate?
The attack is unlikely to succeed as there are certain powerful heroes in Bauglir who can turn the tide, but joining in the defence will speed things up and prevent more damage and killing.
The leader is a powerful and cunning hobgoblin who managed to bring the army north of Firebright Keep and Castellan Keep without being detected. If he survives the battle he will bring his remaining forces back to the ruined monastary next to Semendia (B5 the Horror on the Hill).

Around The Southern Cape: A merchant in Greenport wants to launch an expedition to sail around the south of Teiglin, stopping off at Haven, Delvia's Harbour, White Stag Keep and Quasqueton. He does not intend to stay in any dangerous places, but simply see if they are open to trade. He asks the PCs to come along, primarily as bodyguards as he is not sure what sort of reception he will get. This could be an opportunity to drop in on classic adventure locations (B3 Palace of the Silver Princess, B1 In Search of the Unknown) but the merchant is unlikely to stay around one area too long unless he thinks there is money to be made there.