Saturday, October 8, 2011

An Evolution of Caves, Chaos, and Things Therein



Many eons ago in 1980 I received, as a kid, the Erol Otus red box basic Dungeons & Dragons set. The first module I ran was the one inside the box: The Keep on the Borderlands, of which the Caves of Chaos was a distinct component. It was a fun module. Among other things I recall using pushpins to track character and monster movement; there were six characters, and almost everyone died. We were using AD&D yellow character sheets....they didn't exactly mesh with Basic D&D, but hey, we were 10 years old, we made it work. It was immense fun.

As the years went by, my mastery of D&D and RPGs grew exponentially, and my wold-building skills evolved, turning into a weird sort of monstrous subset of the hobby itself (seriously, I could spend my time designing settings and environments and never actually play and I'd still feel relatively satisfied; I suspect I am not alone in this). That said, the Caves of Chaos have always remained a special place for my gaming memories, and I have always kept some rendition of it in existence in my original campaign setting, the Keepers of Lingusia. What follows is the latest iteration of it, a version of the Caves of Chaos that I originally wrote up based roughly on the original module sometime in the early 80's, retooled again and again into the weird curiosity below. This version is for 4th edition D&D, and I actually ran it early last year; it was kind of trippy, as all I did was try to convert the material to the spirit of the rules while retaining as much of the original from the late 80's as possible. The net effect is a dungeon with a lot of old-school sensibilities.

The maps are god-awful, and my apologies; I may still have the originals around, or perhaps I'll take some time to put them into Dungeon Crafter. For now, they remain as-is, a part (for me, at least) of the retro-charm of the module. I shall put each of the four levels in over the next few days...

FINAL DISCLAIMER! This module has been written, regurgitated, reconstituted and replayed in multiple forms over nearly thirty years. It has been restatted for 1st, 2nd, 3rd and 4th edition D&D and it may bear artifacts of prior editions I have no doubt overlooked. In fact I was surprised at how many I found. It has never really reached a state that I would consider "suitable for public consumption" in a manner that involved the exchange of coin, and it really doesn't even meet my standards for what a scenario dungeon delve would look like today....it is an artifact of my past, preserved by nostalgia. With all those warnings in place.... enjoy!

The Caves of Chaos
A Dungeon Delve: Level I 
Copyright 2011 by Tori Bergquist, all rights reserved                                                                                                  

   The Caves of Chaos is one of the oldest dungeons I ever devised, and remains one of the most venerable.  It is ostensibly the principle range of occupied caverns in the Chaos Mountains within Mitra’s Forest, a region nestled between Octzel and Hyrkania in the Middle Kingdoms of lingusia, a no-man’s land in an otherwise civilized heartland riddled with monsters, dungeons, dark cults and forgotten mysteries. Mitra’s Forest itself is rife with all sorts of unusual dangers, but the Caves of Chaos is most famous of them all.
   The Caves of Chaos can and should easily fit in to any setting you like. It is sufficiently generic that there should be few specific details that need to be changed; just find a suitable range of mountains and drop it in. The caves are designed for old-school style open-ended game play, so if you want to keep players from wandering in to areas that are too dangerous, you should try giving them a guide (like a small angry kobold) or some hints that will keep them from tackling unexpectedly difficult regions. On the other hand, the whole point of an old-school approach is to let the players figure it out for themselves, so I suggest that rather than steer them away fro a difficult foe, simply give them the good grace for a wise retreat when monster X starts kicking the crap out of them!
   The encounters in the Caves of Chaos range from level 1-10 and a careful crew of delvers ought to advance several levels in the course of exploring this place. A healthy crew of adventurers is also recommended; if the party is too small or too large then the DM might want to adjust the encounters a bit, adding or subtracting foes as appropriate.

A Short History of the Caves of Chaos
   The Caves of Chaos are situated within a turbulent volcanic mountain range deep in the heart of Mitra’s Forest. The legends tell of how the mountains were thrust up in ancient times by the magic of the old chaos gods to form a circle of thrones for these old and vile deities, where they would reconvene and scheme about the destruction of the world. Luckily, such things happened long ago, and the lords of chaos have more or less passed on to the annals of myth and forgotten lore.
   The history of the mountain range and its perforated network of tunnels is one of constant conflict and treacherous warfare. Early in the history of this range orcish tribes migrated in to the region and discovered a vast wealth of ancient caverns, formed from older natural networks of tunnels layered with basalt lava tubes that would stretch for miles. This was an ideal environment for the nocturnal race of orcs, and they settled in, making the caverns their own.
   Over the course of many centuries a number of other subterranean species migrated in to the caverns, including the kruthik and others. Solitary or exiled loners would find their way to the caverns such as the ancient undead necromancer Gauntligore, to make the caverns a safe and remote testing ground for his necrotic experiments.
   Throughout history, the Caves of Chaos have remained consistent in its almost unchanging nature. The world outside has changed with the inevitable progress of time, civilizations rising and falling, but the Caves of Chaos remains, as is, a perpetual threat for dungeon delvers to challenge themselves with.

A Word about Blyskanyu and the Races of Orcs
   The orcs who inhabit the caves are called blyskanyu, which means in the Anyu tongue, basically, the Blue Skins. These orcs have a blue-grey tinge to their skin, and they, like all orcish races of Lingusia, are known for their racial stock by this distinguishing feature. Orcs who interbreed between races will usually produce an offspring of the same skin tone as the father, but it is rarely the case that the mother’s skin tone will carry on to her siblings. Curiously, orcish racial stock never intermixes; a red orc mother (thyzzakoni) and a blue orc father will always have a blue skinned litter, and on very rare occasions one might be red skinned, but the two parents will never have an inter-racial child, one who is a mixture of the two. It is a curious side effect of orcish breeding the skin color remains oddly fixed.
   Orcish races usually cooperate well together under the right circumstances, such as when a powerful warlord, shaman, or evil sorcerer has them in thrall. Most of the time, though, they factionalize and avoid contact except for periods of war and during mating season, in which the orcs of one tribe seek to capture the females of another tribe to increase their harems and breed more young orcish warriors.
   Most orcs are considered adults by the age of ten; a ten year old orcish male is already over five feet tall, for example, and as strong as a dwarf. Orcs are strongly partrilineal, and so the male children have a strong loyalty to their father. Curiously, the mothers of these orcs are also especially revered, although they tend to look upon young orc females as commodities rather than as individuals. The elders of an orcish clan are respected greatly by the younger clan warriors and women, both males and females.
   Orcs of Lingusia are a stouter and somewhat more robust breed than can be found in other universes. Blyskanyu orcs, for example, have wide, barrel-like chests, long snouts filled with teeth that look both porcine and crocodilian all at once. Their bluish grey skin is leathery and rough, and has a dusty, almost chalky quality. Female orcs have shorter snouts, and are superficially similar to human women in physique, but are still just as monstrous as the men. As orcs age, they are prone to putting on great weight. Most elder war chieftains are immense, with huge guts and folds of fat sandwiched in to tight armor that has been let out to hold their immense girth.
   Orcs speak their own language, which they call Anyu. Orcish as a written language is rather crude, and borrows many characters and concepts from other languages, but it does exist. The oldest original form of orcish script is runic, and works symbolically, but cannot be used to tell stories or evoke complex thoughts. Surprisingly, the more fluid component of the orcish script is stolen, it seems, from the elves, especially the ashtarth dark elves, who may have taught their written language to orcs long ago.
   Orcs revere their creator god, a foul beast called Baragnagor, who is a mad idiot-god that is chimeric, comprised of many different beast-parts. In the orcish mythic history, Baragnagor created the orcs by stealing the parts of other gods’ creations, including the head of crocodile, the torso of a dwarf and the legs and arms of a human. The orcish shamanic tradition is a curious one, for they always venerate and pay homage to Baragnagor, but frequently seek out the secrets and powers of demonic lords and chaos gods to append their own interests. As such, orcs have come to revere many other dark beings, including Orcus, Set, and others.

Quests and Adventure Hooks
   Unless you’re a monster, no one just goes to the Caves of Chaos for fun or by accident, unless they are really, really unlucky. In fact, there are so many dangers and threats in Mitra’s Forest that just getting to the Caves of Chaos can be a journey unto its own.
   The following work as plot hooks and quest ideas for why an intrepid crew of delvers would seek out the infamous caverns, although a sufficiently brazen crew might do so simply because it is there. Still, having some reasons for the journey help!
   One of the following plot hooks looks at the caves from the opposite point of view, of the monster. A game in which all the PCs play monstrous characters such as orcs, goblins, kobolds and gnolls could be a very entertaining twist on the traditional dungeon delve, and that quest option will supply some interesting options for such characters, even if only one member of the delving group is a monster.

Mission #1: Free Lord Anton Gonn Theramis
   Lord Anton Gonn Theramis is a famous nobleman of the city of Midas, an entrepreneur who was investing time and effort in fielding an expeditionary force in to the depths of Mitra’s Forest. He had founded a small keep, Theramis Keep, which stood strong for eight years while sturdy mercenaries and soldiers in his employ protected the local lumber mill and farms of stalwart serfs that Theramis populated the region with.
   Unbeknownst to Theramis, his works did not go unnoticed, and the warlord of the Wolfgut tribe, O’kai-Galagos Madorag staged an attack on the keep and its protected region. The fighting was fierce, but a thousand and more orcs overwhelmed the humans in one night of ferocious fighting. Theramis surrendered after the keep was devasted by goblin sappers Madorag had employed, and he was taken for ransom.
   Madorag saw profit to be had. He sent a quartet of warriors to the gates of the town of Gerton, where they delivered a wagon full of the heads of slain settlers and mercenaries, then declared that should the house of Theramis wish to see their favored lord back, then they must deliver 500,000 gold pieces to the ruins of Theramis Keep, within one month.
   Theramis’s wife, Erisha, was frantic on receiving the news from runners sent by the baron of Gerton in Midas a week later. She knew she couldn’t manage the cash without liquidating the bulk of her family’s assets, and her uncle, Molaris, suggested she employ mercenaries to seek out Theramis and try to free him. Thus did the adventurers come in to the scene.
   Erisha’s offer to the adventurers is simple enough, totaling 10,000 gold pieces for the return of her husband alive, 1,000 gold if they return with his body for proper burial at least. She will also offer them a parcel of land in Theramis-held territory near Midas, an acre for each adventurer. The adventurers could use this acreage for any purpose they so desire, although selling it for about 500 gold per acre is also possible.
Optional Link: One of the PCs is a cousin or similar relation to Theramis. This PC has a vested personal interest in freeing his relative from the clutches of the orcs.
Quest Goal: Free Theramis from the clutches of the Wolfgut Tribe
 Reward: 1,500 experience points and 10,000 gps if freed alive, 1,000 gps if brought back dead

Mission #2: The Clever Con and His New Bride
   Three weeks ago a wealthy merchant lord from the southern desert kingdom of Galonia named Callastos Lenederon was managing an overland caravan that took the north passage from Eastonia to the city of Pheralin. Accompanying the merchant lord was his daughter, the voluptuously beautiful Persidia Lenederon. When they arrived in Pheralin, to conduct business and sell rare spices over the course of the next month, Persidia caught the eye of a young rogue named Mangerius the Sly. Mangerius was an up-and-coming con man in the city, looking for an easy mark. Persidia looked like exactly that. After a whirlwind affair, the two ran off to elope, guaranteeing Mangerius would become the inheritor of Callastos’s fortune, as he saw it.  
   Unfortunately, Mangerius didn’t anticipate the wrath of Persidia’s father, who on discovering of their marriage flew in to a rage and hired a trio of local blades to find Mangerius and slay him. After a brief conflict in which Mangerius was lucky enough to escape alive with Persidia, they fled in to the wilderness. Five nights later, camping in the woods of Mitra’s Forest, a squadron of Kruthik searchers snatched them from the cave entrance where they had been seeking escape from a strong evening downpour.
   Callastos, after recovering his wits, realized his error. He has decided to regard his new and unintended son-in-law more carefully, but realizes they have fled the city. He hires the PCs to track Mangerius and Persidia down, and bring them back for apologies. He offers the PCs 1,000 gold pieces for their safe return, although he makes no other particular stipulations, since he does not realize the danger that the two have fallen to.
Optional Links: The PCs could have started this earlier, as the blades hired to exact revenge on Mangerius, who in turn escapes thanks to a gang of thugs that owe him a favor and block the PCs while the duo escape. In this case, the PCs were initially offered 100 gold each for the assassination.
   Alternatively, one of the PCs could be a loyalist to Callastos, either a relative or servant who was charged with protecting Persidia, and is therefore personally responsible for her.
Quest Goal: Rescue Persidia and Mangerius, return them to Pheralin and Callastos for reconciliation
Reward: 2,500 experience points and 1,000 gps if returned alive

Mission #3: In Search of the Necromancer
   The agents of the Black Society are a nefarious lot of undead, lycanthropes and other nocturnal scum who dwell in secrecy within the Capitol city of Octzel; NPCs of a darker caliber may be tasked with investigating the rumors of this mysterious Gaunligore in the caves…. 


The First Level of the Caves of Chaos:
The Wolfgut Tribal Caves
1. Central Entry Chamber.
Introduction:
The gaping maw of the cavernous entrance is etched with the signs of millenia of occupation. The ceiling is stained with thick black soot, war paint and dried necrotic effigies are scattered along the walls, and the floor is trod flat with the passage of endless feet.
Seven brutish, blue-grey skinned, bristle-haired orcs, the Blyskanyu, with their ponderously fat guts and many chins beneath a crocodillian maw stare at you with beady eyes. "Halt, strangers," he speaks in a broken trade tongue. "You are in Wolfgut territory here!" He signals, and one of his men nervously move next to a polished steel mirror on a stand in the far corner of the entry chamber. Runes are etched on the reflective surface.


Here are stationed seven warrior orcs at all times to prevent unlawful entry into the lair of the Wolfgut clan. Knowing the passphrase ("May Baragnagor wallow forever more in the intestines of our slain enemies") will allow passage, but humans and demi-humans giving this password will be looked upon suspiciously and escorted in. In the corner of the chamber is a large polished steel mirror. This mirror is enchanted by Glammorang, the Witch Doctor, who sees all who dare enter the sanctum sanctorum of the tribe. Should a dramatic fight ensue, and attackers siege the front entrance, this would allow reinforcements to be called. Under special circumstances, Glammorang can teleport 1d6 skeletons through the mirror, into the chamber, to strike.


2. The Grand Chamber of the War Chieftains. Here, the evening festivities of the tribe, war celebrations, executions, trials, and trade debates all occur. During the day, the PCs will likely enter this chamber to the throng of at least a hundred humanoid denizens participating in strange matters and affairs, all presided over by Lord O’kai-Galagos Madorag the second, and his advisor Glammorang. Occasionally, Sillatun or the Necromancer can be seen present. The activity will be one of the following, or a combination:
D4        Result
1          Rival tribe warriors of the Bloodfury gang, the Wargrinder tribe, an ogre clan, or the Silver Dagger clan bickering over territory or engaging in local trading
2          Merchants from Bargan or Trog, presenting exotic goods in exchange for money taken from the dead hands of the East Mountain Maddendur and Darendur dwarves.
3          An execution, of a woman-stealer, food thief, a rival tribe member, or a captured human or demi human.
4          Gladiatorial sport, in which two rivals fight to the death, or one warrior champion stands against a captured manticore, an imported giant scorpion, a captured kruthik or giant spider.
Characters interrupting the proceedings will be rudely assaulted and brought to an immediate trial. Demi humans will always attract unwanted attention.


3. The Mausoleum of War. This lengthy catacomb region is haunted, both by possessing spirits, animated skeletons and zombies, and Huecuvas. All such creatures are servants of the Necromancer, who has quietly worked his magics to animate these fiends, and periodically uses them as leverage to encourage the Wolfgut tribe to do his bidding. The supernatural horror that the orcs feel for this now abandoned catacomb region and mausoleum keeps them in order.
The mausoleum itself has five major chambers which go to the chambers of forgotten War Chieftains. Each one is protected by a variety of traps which, while lacking cleverness, are certainly formidable to cross. These traps are ...


a. A lengthy spiked pit that runs the full length of the entry hall. The pit itself opens on to an unexplored cavern chamber below, which houses a nesting den of hooked horrors. The spikes protrude from twelve metal bars that have been lain across the bottom-most lip of the pit; a PC falling in has a 20% chance of missing the spikes entirely and slipping between; a Reflex Save at DC 16 will let him or her catch on to the bars as he goes by. The fall is worth10d6 damage and drops the PC 47 feet (kind GMs may allow for only 4d6 falling damage. I don't). A PC hitting the spikes will catch ld4 of them; each does ld4 damage, and any spike which does 4 points of damage has impaled the PC somehow, and a Fortitude Save at DC 18 must be made for the character to extract himself from the impaling spike.
Within this chamber are five entombed bodies, all animated as living skeletons. Each wears the partial plate armor of the Wolfgut tribe, and spiked bucklers. They all fight with scimitars; one scimitar is a +1, Keen weapon. Treasure in this chamber includes a golden horse statuette (worth 150 gp), 1700 sp, 893 gp, and thousands of copper.


b. This entry hall is guarded by a lone skeleton warrior, an ancient undead black orc wight who loyally served his chief-king, even into the afterlife. He will bar entry to all, and attack any who cross a line of chalk powder upon the floor; he will not cross the line himself. Being pushed across the line will result in the freeing of his spirit.
There is only one body entombed within, of a legendary war chieftain of old. He has been reanimated by the necromancer as a vampire servant. When PCs enter the tomb, he will not stir for five minutes. He wears the sacred orcish full plate armor of Okai +2, Leadership ( grants all properties of the Leadership feat while worn), and bears a Great Scimitar +1. On his head is a helm of telepathy. On the ground is at least 31,000 gp worth of treasure. When he arises, he will initially compliment them on the defeat of his guardian. Then, he will allow each PC to declare a challenge for the treasure they would leave with. Those who are stupid enough to take the challenge will likely die.
PCs who are smart will learn that he cannot cross the chalk outside, either ... blyskanyu orc vampires are repelled by it. He might try to trick a PC in to disturbing the chalk line, however....


c. This tomb is guarded by the ghost of an orcish priest, which will arise from the dust of the entry hall floor, form into a vague and horrifying shape, and shout hissing curses upon the PCs. Everyone must make a Will save DC 20 or flee in terror, remaking the save until they succeed each round. The door of the tomb is covered with Corpse Dust, a rotting fungal disease which, if touched, has the effects of mummy rot. The door itself is cemented shut, and the locks have been destroyed. Only a great feat of strength will open it.
The treasure and animated skeletons in this room are very much like in room a, but there are seven skeletons, and one ghoul. The ghoul is chained in a corner, lying down; it is still for two minutes, and only its peculiar lack of rot, plus strong stench will give it away before coming to life and attacking. It's chains prevent escape from the chamber.


d. At four random points along this entry hall are pressure plates (DC 18 to detect) which trigger and drop metal guillotines; releasing pressure in the plates (usually caused by a split body falling in different directions) causes a suction that pulls the fine steel plates back up into the roof. Spider webs on the roof are thick enough to disguise the exit slots (DC 22 to spot the slots). The only clue to doom here would be the fragmented, hewed bones lying everywhere.
Inside this chamber is nothing save shattered bones .... someone else has already looted here. But clever PCs will notice a secret door in the far wall, one which leads up to the third level, inhabited by the Necromancer. This winding cave tunnel is precarious to crawl up, and will require proficiency checks. Halfway up is a corpse and a warning etched with a knife in the wall. "I entered his lair, and escaped only this far. Turn back, lest ye fall to my same fate." PCs then will find a skeletal corpse hammered into the wall through the chest with pitons that were undoubtedly his own.... A knife with a blunted point is still clutched in the hand. The knife is -1 to damage because of this. It appears to have been forged in the city of Eastonia, by the signature of the pommel.




Art by Sheezor


10. The Prison Rooms and Dungeons. Here are the prisoners of the chieftain, enemies of the tribe, and those unfortunate enough to get a life sentence rather than a death sentence. This facility is run by the Executioner and Dungeon Master Gagarag, a Black Orc of great renown (seventh level Warrior). Under him are twenty orcish warriors who are in various areas of this dungeon, or off duty in the tribe chambers. The dungeon itself has a well-to-do torture chamber (a), prison cells (where lord Theramis of Midas is to be found) (b), interrogation room (c), Fighting pens (d), and in a side passage, has a private sauna (e). This sauna, used by the elite of the community, is a hot spring warmed by volcanic activity in the mountain chain.


4, 5, 6, 7, 8, 9. The House Chambers of the Clan.
This string of corridors, smaller chambers, and larger community chambers make up the core of the tribal dwelling areas. Foolish adventurers who think they can just troop on through here should think twice; More than fifteen hundred orcs compose the Wolfgut tribe. In this nest of caverns can be found family chambers (4), community meeting chambers (5). the trade rooms (6), the wolf breeding chambers (7), guard chambers opening onto uncontrolled caverns (8), prayer rooms to Baragnagor and Wolfon (9), and so forth. Only PCs in good standing with the Wolfguts or disguised will be able to travel through these areas unquestioned.
11. Entrance to the lower caverns. A great buttressed wall has been built across the closer entrance to this steep, sloping cave leading down into the darkness. Here, orcs and others are afraid to travel further on, knowing of the dreadful horrors below. Many spawn of Lord Vestillios, the Demiurge of Chaos's strange alchemical experiments were unleashed below, and many natural horrors lurk as well. The only known civilized groups to have ever come up from below include parties of wandering Darendur (Dep Dwarves), on their eternal quest for Mithril, mongrelmen from Vestillios's experiments (Chaos Beasts), and the Strange Mirrored Men, with dark formless cloaks and faces etched out of pure glass. Their strange preachings of the mysterious Codex Elch'dinominous are listened to with uncertain fascination by the tribe members until four days have passed and they leave, or the tribal shamans get in a huff and ask them to leave. A century ago, it is told, priests of Baragnagor, demon god of the Blyskanyu, grew enraged with certain things the Mirrored Men uttered, and attacked them. The Mirrored Men engulfed them in hellish magics, and the priests were destroyed.
Dotting the landscape outside the wall are pikes with the heads of orcish enemies mounted upon them. Adventurers walking deeper into the caverns will hear the crunch of dead chitinous shell, shed by the rotting bodies of Hooked Horrors picked off from the wall tops. Further down, the slope gets very steep indeed, and DC 15 Spot checks or anyone with the tracking feat are needed to locate the trail which runs narrowly down at a steep angle; a normal Dex check or Balance check at DC 14 on the trail will prevent injury. Failure means a plunge for 1d6x10 feet down before hitting something that stops the PC's descent.
Continuing from here leads to the Lower Caverns ...



Friday, October 7, 2011

The Tales of the Wandering Prince

It's the weekend....so time for some more music suggestions! This time it's The Tales of the Wandering Prince, another fine gem on Jamendo:

And even better: Bushido, Volume 3. I need to check out the first two now.

Random Musings



Some random thoughts for today:

Real Steel is out, and I have learned an important thing (about myself). Specifically, that dressing up a boxing movie with giant robots and (presumably) a vague sci-fi gimmick is still not enough to make me want to see a boxing movie.

Someone is taking a crack at solving the Riemann hypothesis, and is attempting to make a bit of money on it in the process. On the one hand it seems a bit...crass?.....but on the other hand, its nice to live in an era where even mathematicians can turn something as obscure as this into a money-making media circus. Thank goodness for the internet!

It turns out that old Hubble data is proving useful in locating exoplanets. The Bad Astronomer has a good writeup on it here.

Check out this unveiling of the Pathfinder Starter Box. I have to say, this looks very much like the kind of decent entry product to the hobby that should have been on the shelves a decade ago. I don't really understand why Wizards of the Coast has such a problem with making decent starter boxes. I felt the Red Box for Essentials was basically a paid tutorial, but it lacked all the essential features necessary to a decent introductory set, as have all the prior intro sets WotC has produced for the last eleven years. Specifically, a good introductory RPG should offer choices, not limits (such as providing decent but basic character creation rules, that let the players make their own characters instead of a preset selection or no selection at all), enough content that the game provides ample opportunity to be enjoyed...for months or longer....on its own, suggesting to the purchaser (or purchaser's parents) that further investment in the big rulebooks will payoff, and all the material needed to enjoy the game for many months all right there, in the box. I think this new Pathfinder set has all that and more.



Tomorrow! Part one of a four part presentation of one of the oldest dungeon delves in my campaign world....a reimagining of the Caves of Chaos I did back in the mid 80's, and recently reconstituted for a short campaign last year using 4th edition.

Thursday, October 6, 2011

The Online Gamer Generation Gap and why we Old Guys are Winning

This is possibly the best webcomic I have ever seen on the Generation Gap and online gaming. 'Nuff Said! Next time you're in World of Warcraft, Black Ops or Gears of War 3, just remember this comic from The Oatmeal:



Wednesday, October 5, 2011

The Vengeance of the Necromancer - Original Runequest II Version


When I published the Realms of Chirak last year, some of the content in the book was derived from the Runequest campaigns I had run with the setting, including some recent material I had adapted from an ongoing Runequest II campaign at the time. The final scenario in the book was somewhat modified and adjusted for 4th edition D&D; while perusing my hefty archive of personal files I stumbled across the original version I had written for use with Runequest II, and thought it would be fun to throw up on the site.

For reference, I used several Paizo dry-erase maps for use with this adventure (Runequest II handles minis nicely, fyi) and although I did have some specific maps, I'll have to dig through my home files to see if I still have them; the text stands well on its own though as a source of ideas for any fantasy game, not just Runequest II. Although it presumes Chirak (and specifically the kingdom of Peligar) as its setting, it is easily adapted to any fantasy environment in which one might encounter vampires, curses and ancient necromancers.

Vengeance of the Necromancer

A Realms of Chirak Scenario for Runequest II

Background:
   Castle Nezamir is a small frontier city along the eastern edge of the Drujam Hills. It is the home of Baron Halas Araska, who is one of the nobles that answers to the rule of the Three (and Cartus Vindaros) in Vanholm.
   Recently the town of Melkarth along the eastern hills has been besieged by monsters. The castle prefers not to send aid, for it is believed that the town may have angered Galrond, the Necromancer of Nimwood, and there are none in the region who would dare oppose this entity. Nonetheless, two men from Melkarth have arrived, pleading for aid. Lord Araska turns them down formally, but in private he seeks out a handful of willing souls who will go to Melkarth and investigate. The idea is to see if they can find out why the attacks are happening, and to right whatever wrong has incurred the necromancer’s wrath. Araska will offer the adventurers 100 gold each (1,000 silver) for this task. He’ll equip them with leather armor if they don’t have it, and swords and bows from his armory.
   The two men from the village are the merchant Lozan and the woodsman Tenidor. They are largely clueless as to why the town is being attacked, though they have their suspicions. Lozan thinks that someone in town did not participate in the annual Hallow’s Offering ceremony, which happened a month ago (and after which the attacks began). Tenidor thinks something else happened. He knows of a blighted grove which was not there six months ago, and he can take the PCs to see it. He doesn’t know why a blighted grove of death would anger the necromancer, but his instincts tell him it’s important. Both men will offer to take the PCs back to the town as guides and show them the blighted grove along the way.

Travel through the Drujam Hills
     The Drujam Hills are actively mined for precious and useful metals, but they are also a hostile territory, as several beastmen and troll tribes lurk in the region. Travel through the hills (about 100 miles) will take 2-3 days depending upon the savvy of the travelers.
   For each day roll once for the day and once for the evening for encounters:

D20        Encounter (add 5 to roll if at night)
1-10       no event
11-12     A mining camp (well armed). The PCs are welcome to stay for the night
13-14     A hunting party of trollkin (1D8) are in the region and observing the party
15           A griffon is roosting nearby and gets defensive of its nesting grounds
16-17     A brown bear is in the region; 1-3 it is protecting cubs and dangerous or 4-6 a hunting male
18-19     A raiding party of broo (1D4+4) spot the party and converge
20-22     A small war band of Ithirian elves (4) surprise the party and seek to investigate their intent here
23-24     A pack of woves (2D6) begin stalking the party
25           A wyrm is out hunting in the night

The Blighted Grove
   About three miles from the town is this region of death. The woodsman Tenidor explains that he often came here to hunt and just six months ago it was a living, vibrant spot. Now it is a dead region about two hundred yards across, in which all foliage has died and all trees have warped and twisted with what seems like necrotic energy. Throughout the region are occasional blocks of worked stone jutting from the earth; there is evidence that ruins once stood here, long ago.
   Searching the grove carefully will reveal that near the center of the grove is some evidence of a conflict or struggle; careful observation will reveal a tattered bit of a dress on a nearby branch, and there is a broken silver dagger rusting in the earth near that. A cairn has been built up in the center of the grove, and a single basalt stone has been engraved with a powerful Death Rune upon it. The death rune can be attuned to if someone desires to do so; the rune will manifest as a mark upon his skin if done.
   The cairn contains the body of a woman, unnaturally intact though quite deathly in appearance; she has been dismembered (head, arms and legs severed) and is wearing the remains of a tattered dress. She is preserved enough that she can be identified as a village girl named Krissa, who disappeared about three months ago, and for whom two vagrant nomads were hung in accusation of having slain her.
   Evidence on the body includes:
·         She is unnaturally well-kept; her flesh is pale but not rotting, though it should be.
·         The tip of the broken silver dagger is lodged under her ribs in her heart.
·         A holy symbol of the lost gods (Akquinarios in this case) has been placed on her torso.
·         A very thorough examination of her body will reveal that she was given a cesarean section.
   If PCs remove the metal bit and the holy symbol and then rebury her, she will rise the following night as a vampire.
   Any attempt to remove the rune, her body or otherwise take anything from the grave out of the blighted grove will result in the trees attacking as if with clubs (1D6 damage, 50% attack).
   Very studious adventurers may discover that beneath the soil on which the woman was placed is an old capstone. If removed, the capstone exposes an ancient stairwell, which descends to a lost temple of the old gods, and which still contains the animus of Shaligon herself within. The actual temple is a ruse of sorts, but can provide a suitable dungeon-esque side trek for the PCs to explore.

What Happened:
   The girl Krissa was having an affair with the necromancer Galrond, whom she had fallen in love with. Though she had not yet become one of the undead, she was well on her way toward such. Galrond has many enemies, however, and the nobleman Akartos Dinsur of Vanholm was one of them. This crude vampire had long hated Galrond for an old rivalry that led to the necromancer’s expulsion from the city decades ago, and when he learned that the necromancer was having a secret affair (information provided to him by the girl’s own father, a man named Umash who had long been paid to keep an eye on the necromancer’s dealings) he decided to act.
   Akartos had the girl kidnapped by his two henchmen (the same two who were hung later for her murder) and brought to an abandoned keep in the hills called Benediction Keep, which once belonged to an order of militant templars who were slaughtered by the vampires of Vanholm two centuries ago. There he set about in his mad scheme, first removing her child prematurely, after which he bit her, and converted her to a vampire. Once she was his, he then slew her as only a vampire can die, and left her body to be found in the dungeon of the keep by the necromancer, after sending his agents to give Galrond the message. Akartos in his endless amusement kept the child alive, with the aid of one of his minions, a witch-ghoul nursemaid named Gasha, knowing that over time exposure to the cannibal ghouls would change the child in to one of them.
   When the girl was kidnapped the town searched for her at length, and the two nomads under the vampire lord’s employ were found. They were suspicious acting, and under compulsion by the town wizard Arathos they admitted to being involved in her death, for his visions showed them hacking her apart. His vision also suggested a darker presence nearby, but the wizard neglected to mention this part.
   The two nomads were quickly tried and hung. The vampire lord, satisfied that the necromancer had been given word, waited patiently to see if his trap would lure the man out. It did, though zombie minions and skeletons overran the castle in the process and the girl’s body was extracted forthright. Evidence that had been planted seemed to implicate the villagers, as the vampire lord desired it.
   Galrond then took the girl’s remains to the site of an ancient temple, of which stood long ago to the ancient death god Malib in the time before the Apocalypse. He committed her remains to the ground, and beseeched the death god to restore her. Though Galrond wished for her love, he could not bear her to become another corrupted being of death, let alone a vampire spawn of his rival. The necromancer then left her remains there, under the impression he had failed. He does not yet know that the ground has become saturated with necrotic energy.
   Throughout this time, the errant nobleman Akartos has remained within the ruined keep to see how events would play out; he has used several wards to insure the necromancer does not detect him.

The Township of Melkarth:
   On arriving in Melkarth, the PCs must first deal with a raid of undead, after which they can investigate several avenues of inquiry.

The Raid: On first arrival, two dozen zombies and skeletons are marauding through town, driven by the psychic sense of grief from their creator to lash out and destroy. The citizens are mostly hiding while the undead prowl about, or have fled. Some of the locals will have even journeyed up to the old ruined keep to take refuge, but will return with a story of terror about ghouls and wolves attacking them.
   The PCs will have to deal with the undead, or wait out the siege, during which time 1D4 homes will be torched by the undead before they wander back to the Nimwood. There are 14 skeletons and 10 zombies total.

The Wizard Arathos: This is the local hedge wizard who divined that the two criminals who slew the girl had dismembered her. Sufficient warning or interrogation may get him to admit that he sensed a darker presence lurking behind her death. He can also describe that the event seemed to occur within old castle walls, though exactly where he does not know; he remembers rose-colored stained glass, though. This reference would tip off the woodsman Tenidor, who knows of the old Benediction keep.
   Arathos can also tell the PCs a bit about the necromancer, including where to find him (a cave located deep in the uninhabited region of the Nimwood). He knows the necromancer was exiled from Vanholm almost fifty years ago, and that he is very powerful. The townsfolk have offered him tribute every year, which his zombie minions haul away. In exchange, the town has benefited indirectly; no bandits or monsters have ever threatened the town, for the Nimwood is patrolled by the necromancer’s undead minions.

Umash, Krissa’s Father: Umash is stubborn and vile, and seems unmoved by his daughter’s death, explaining that she was a whore and a tramp. Interrogation could get him to reveal that he knew she was sneaking off to visit the necromancer, and that about seven months ago she had confided to the local priest that she was now pregnant. Threat of death may get him to admit that he was feeding information to the vampire lord; a locked coffer with 150 gold pieces suggests strongly that he was being well-paid for such.
   If Umash is left to his own devices, he will head up to the keep at night to tell the vampire lord of any interrogation (leaving out any admissions of his own). Clever PCs could follow him up to see where he goes.

Priest Hamaran: A priest of the Fallen Gods, Hamaran maintains a temple to the Apocalyptic gods as well as a shrine to the Dreaming Lord Molabal. Hamaran is a classic zealot and more than a little mad. He does not like the necromancer, but says that he is a favored servant of the Dreaming One so he must not be harmed.
   Hamaran knows a few interesting bits, and will talk freely if anyone tithes even a couple coins. He knows that the area of the Blighted Grove rests on top of a much older ruined temple, though to what god he knows not. He knows the necromancer, though ancient, is quite alive and his power over the undead (and abuse of such) was what got him exiled. He also knows Krissa was pregnant, with the necromancer’s child, and that she was about seven months pregnant and having trouble hiding it; only her slender frame and bulky dresses, as well as the seeming disinterest of her father prevented it from being commonly known.

Constable Thorne: Thorne tried and convicted the men who were hung. He can tell the PCs they were not from around here, and were probably highlanders by accent and attitude, although unlike the highlanders they did speak the local dialect. They were unrepentant right up to the end. The two bodies were cut down a day after hanging and buried in graves marked “woman killers” in the commons cemetery. He’ll offer to show them where the two were buried.
   If the PCs check out the cemetery, or try to exhume the bodies, they will find the two missing! Both men where ghouls in the service of the vampire lord.
   Thorne is also a reliable guide to reach the cave of the necromancer. If they talk him in to doing such, then the chance of undead encounters on the way there is reduced to 10% per hour (see later).

Earl Ran Darikos: The Earl of Melkarth is a reasonable man and a good protector. He manages three mines locally and is obedient to the rule of Baron Araska in Nezamir. His keep is modest, but it has a strong defensive foundation and several levels of catacombs beneath. It was once also used by the Benediction Templars.
   Darikos will be gracious to the PCs in private and if informed of the subtle nature of their mission he will avoid publically acknowledging them. He knows little about the matter, save that he personally went to speak with the necromancer after the first wave of undead attacked and was rebuffed, then attacked by undead. He assumes the necromancer has gone mad at last.

Investigating the Necromancer’s Cave
   The Necromancer Galrond is a sad soul, but also hardened to the ways of Pelegar. He is of indeterminate age, appearing to be in his forties and in very good health. He learned the Masirian secret of long life many years ago in his youth, and after a tryst with a Masirian princess managed to steal the secret elixir and take it for himself.
   Galrond returned to his homeland, where he continued his fascination with the sorcery behind life and death. Within his native city of Vanholm he began probing these arts despite the edicts against such study and soon grew to understand why necromancy was banned. As the hidden undead elite of the city became evident to him, he grew even more determined to master the dark arts, and eventually learned much of its dark secrets after he uncovered the Codex Immortus of the dead god Malib. Among other things he learned how to create wards and artifacts that could allow him dominion over or the power to destroy the vampires of Vanholm. This ultimately led to his expulsion from the city, for he was considered too dangerous to the real hidden powers of the city, but it was also too dangerous to those same vampires to seek to destroy him directly.
   Galrond found his new home in the deeps of the Nimwood, where he found plenty of ancient remains to play with, as many ancient battles had happened in the wood, and the trees of the land were suffused with the exsanguinated fluids of eras past. He also discovered a cavern that connected to the deep realms of the Lower Dark beneath Pelegar, and eventually even a passage to the true depths of the subterranean temple of Malib.
   Approaching the necromancer is no easy task. PCs entering the Nimwood have a 50% chance per hour of being accosted by 1D8 skeletons or 1D6 zombies, with a 30% chance per minute that 1D2 of each will rise up as reinforcements. Moving stealthily and possibly with wards against the undead (or attunement to a death rune) will avoid such confrontations, reducing them to 10% chance per hour.
   The cave entrance is twenty miles from town, and there are no safe paths. Assuming the PCs make it without being assaulted (or surviving the assaults), the cave will seem oddlyinviting and unprotected. In fact, the most dangerous portion of the journey is only just to begin.
   Shadowy entities of the netherworld are waiting inside the main cavern. Each spirit will attempt to attack the PCs and take possession of them (contested POW againt POW 15). These shadow spirits will induce temporary madness, speaking in old Inadasir and will use spells against the PCs. Any PC that makes a POW check is able to permanently evict the spirit, and they can keep doing so even when possessed.
   After the spirits attack, 8 skeletons will rise from the ground to attack. If the PCs still survive this, or if they offer up some evidence of their friendly intentions (possibilities include: a vampire’s head, displaying a death rune mark, or calling out a relevant fact about Krissa) then the fighting will cease and the rear of the cave will open to reveal a worked stone stair passage winding downward.
   The necromancer will greet the PCs in his private domain, which was hewn from the rock of the caves by his zombie laborers many years ago. Depending upon what the PCs present to him, he will react differently:

The PCs Have learned of the Vampire Lord and Informed Him: He will realize he has been played by an old rival, and will offer them a sword with an enchantment fatal to vampires to seek him out and slay Akartos. The sword:
Bloodbane (a war sword, with a Sanguine Ward enchantment that does +1D10 damage against vampires or +1D6 damage against undead; requires 1 Con point to empower the sword as a free action with the attack; the sword takes the Con whether the PC wants it or not; if the PC is reduced to 0 Con he rises as a vampire).

The PCs Do not Know Who or What Killed Krissa: The necromancer will tell them that they must find the true perpetrators of her death…for he knows she was rendered undead….and bring that person(s) to justice before he will stop sieging the town. He feels that there is someone, a vampire perhaps, lurking within its walls and he wants it flushed out; he has not figured out that it is a vampire from the city.

The PCs Return Triumphant with the Infant: The necromancer will be overjoyed to know that his son lived, and will proceed to perform rituals to purge the ghoulish taint from him due to his premature exposure and removal from the womb before his time.

Rewards: If the PCs save the day, so to speak, by revealing Akartos and possibly slaying him, as well as possibly saving the infant child of the necromancer, then they gain the following rewards from Galrond:
Bloodbane (if the PC desires to keep it)
The Grimorie of Malagrath (containing 10 sorcery spells)
The Wand of Darkness (imbued with the Darkwall 4 spell; reduces cost to 1 MP)
The Staff of the Necromancer (power battery; holds up to 20 POW)  
The Orb of Divination (Fate 4 Spell; only 1 MP to cast)
   If the vampire is killed and the son is also returned:
2,000 silver pieces (total, to be divided)

Benediction Keep:
For this encounter, treat the 12 wolves and 6 ghouls as henchmen, but Akartos and Gasha as full NPCs.
   Akartos lurks here with a dozen wolves and six loyal ghouls as well as Gasha the ghoul witch. Penetrating the keep and living maybe a difficult task, but it is possible. PCs who face Akartos without the use of the sword Bloodbane may be in for some bitter defeat, but if the PCs are on the losing end and Akartos is about the wipe the floor with them a curious thing happens: the tower is filled with what seems to be sunlight, which causes Akartos to flee in to the catacombs beneath. The source of this timely light will come from an Ithirian elf woman named Ysiri. She has been watching the PCs for sometime now since the Ithirian elves in the hills first spotted them and she knows of the darkness within the keep. Ysiri can also help the PCs out at other times, if desired, and they may have spotted her following them on occasion.
   Killing Akartos will generate enmity among his kin back in Vanholm, though the PCs may not immediately know it. A regional lore check will suggest as much, for though Vanholm is officially ruled by mortal men it is an ill-kept secret that there is a hidden aristocracy of immortal undead behind the rule of the Three.
   The child is kept in the hands of Gasha. The ghoul woman has taken a liking to the child, and if the PCs try to steal him away she will flee to the catacombs to try and make it to an entrance to the lower dark. PCs will have to be quick on their feet to catch her before she is gone. If she does escape, a delve in to the caverns beneath the realm will be required to recover the child. Gasha can be found dwelling among a tribe of beastkin who lurk in the darkness warring against the Death Gouger clan of orcs.
  

Conclusion:
   Ideally after returning to the necromancer the PCs journey back to Nezamir with a tale of success. Baron Araska will pay them, plus a 25 SP bonus for a job well done if they rescued the child as well. He will indicate that he liked their approach and ability to operate covertly. He will offer them the opportunity for more such work in the future…

Suggested Improvement Point Awards:
1 IP – finishing the adventure
1 IP – dealing with 1 or more encounters while traveling through the Drujan Hills
1 IP – investigating the blightwood grove
1 IP – investigating the grave (+1 IP to the one who deduces she was a vampire when killed)
1 IP – investigating in the town
1 IP – figuring out the vampire is hiding in Benediction Keep
1 IP – meeting the necromancer (0 IP if the encounter ends in hostility/no agreement)
2 IP – slaying the vampire (+1 IP to the one who slays him if done without Bloodbane)
2 IP – rescuing the child intact and delivering him to the necromancer




Tuesday, October 4, 2011

Monte Cook on the Role of Magic Items in D&D

Monte's second article in Legends & Lore is out, and its actually really good. He discusses the role of magic items in D&D, the consequences of coupling their acquisition to character development, and the idea that magic items could (and should) work better as bonuses and unique elements that the DM can use to shape campaign focus and character uniqueness. I really liked this article; it meshes very well with how I feel magic items should function (and certainly do in my own campaigns). It more than makes up for the previous confusing article on passive perception. Anyway, just had to share!

Building History - Alt History, That Is

I had to share this, having stumbled across it by accident on a link in an otherwise unrelated TVTropes page: there's an entire wiki dedicated to the production and development of some very complex and elaborate alternate what-if histories out there. If you're at all into world-building or weird history, this is a fascinating site to visit. Check it out! There are literally hundreds of alt histories on record, and a few dozen that are feature-favorites with hundreds of pages of historical details, updates and "current news." I love the 1983 time line that postulates what would have happened if Stanislov Petrov hadn't been on duty that fateful day in September 26, 1983...

Monday, October 3, 2011

Music for Ghosts and Serial Killers

I don't know if this really works well as background music for any sort of games, but I absolutely love it...amazing stuff (disclaimer: I have eclectic and unusual taste in music). Anyway, its by Huxley Met Soda, and both albums up on Jamendo are worth consideration for those who like their music downtempo and odd. If there were ever to be another Twin Peaks (or hell, if David Lynch just needed music for a new movie) these people could do it.

Sunday, October 2, 2011

Cultes des Goules - The Story of Dagon

More cool, weird, vaguely disturbing music well-suited to a horror RPG session as background ambience (probably not Call of Cthulhu, despite the name, unless you're running a Modern Cthulhu plotline). But for Kult, Unknown Armies or Dark Conspiracy? Definitely. Check it out...

Saturday, October 1, 2011

Personalities of Kharabys



And now for the Third and Final chapter on the many odd characters and NPCs, this time in the city of Kharabys and Isnathar at large. In going over all this stuff I wrote for the Astral Island I have to admit I would like to run some future games set here. Perhaps, I could do it in Castles & Crusades, using the Cosmos Builder and Planescape as plug ins.....

Personalities of Kharabys

Peredon Naylor                                                AL CG    human sorcerer 7
   Peredon is a human from the kingdom of Narzham, on a remote material plane that appears to have disappeared or is impossible to find. He’s been searching for years now for a way of finding his home, and has in the process built up an impressive local navigational collection of the hundreds of planar routes that manifest in Isnathar, and he eventually opened a business to display his impressive clockwork construction of the local planar gate space called the Planeum. He is rumored to have been forced into exile from the Imperial Demi-Plane of Naelythia after being caught with the emperor’s youngest daughter, Ialatha, some years ago.

Galon Skord
   Galon Skord is a notorious local knave who might more likely fit in to the devil-run Port Draemen, but for the fact that he hates being outshined in his villainy. He is a native of the material plane of Chirak, from the island of Espanea, where he works for a society called the Order of the Ebon Skull, securing rare and valuable artifacts of evil from the planar realms or use by the Ebon Skulls on his home plane. His principle allegiance is to his immediate superiors, but he has sworn a pact of fealty to the demon lord Kraish’degar. To rise in status and power Galon has commissioned the recovery of an ancient coffin containing the corrupted chaos-flesh of the dead demon lord Nasur, said to have been slain eons ago by Metatron himself, then interred in a sarcophagus that insured the demon lord would never return.
   Galon relies on three agents are a trio of sultry tiefling women who carry out his dirty work. They are called Etheri, Thalia, and Tresanielle. All three were found as young orphan girls plying their trade in the back alleys of Kharabys (where tieflings are regardes as second-class citizens) and raised to be cunning assassins by Galon. Indeed, Galon himself is not nearly as skilled at his planar acquisitions without their aid.
AL: LE     Race: human                                        Class:      anti-paladin 5        Deity: Kraish’degar
App: Gaunt and pale, wears heavy lacquered ebony platemail, and a horned helm.
Init:        -1            AC 21 (Tch 9  FF 21)            FT +7 RF +3 WL +8               HP 47                    
Senses: normal     Armor: platemail +1 and heavy steel shield shield ( AB 9+1 and +2 shield)
Speed 20 ft. (30 unarmored)             Melee +1 magical scimitar +10 or +11 with boon; (1D6+6; 18-20/X2)    
Space 5 ft; Reach 5 ft.
Special Attacks Smite good 4/day (+5 damage/+10 vs. good subtype, bypass DR, and +3 to AC against that target), Touch of corruption (2D6 damage touch), Aura of Cowardice (-4 vs. fear on enemies within 10 feet)
STR 17(+3); DEX 8(-1); CON 10(+0); INT 10(0); WS 12(+1); CH 15(+3)     Base Atk +5; CMB +8; CMD 17
Anti-Paladin Feats and Abilities Aura of Evil, Detect Good, Smite Good 4/day (+5 dmg/+`0 vs. good subtype, bypass DR, +3 AC), Unholy Resilience, touch of corruption 5/day (2D6 damage touch), aura of cowardice (-4 vs fear on enemies in 10 ft), plague bringer, cruelty (sickened), channel negative energy, Fiendish Boon (weapon +1, unholy light, added to scimitar), Weapon Focus (scimitar), Toughness    
Spell Slots 1st level: 1/day (DC 14) Memorized: Summon Monster I (fiendish fire beetle)
Skills Bluff +11, Disguise +9, Intimidate +16, K/History +4, K/the Planes +5, Sense Motive +10
Languages Espanean (common), Planar Common
Tiefling Racial Ability: darkness once/day at level 8 casting level
Wealth: 582 gold pieces, 75 platinum pieces, 10 gems worth 50 GP each, scimitar +1, shield, platemail +1, backpack, sheaf of planar maps, gate key to Chirak (aligned with portal in Corlione), Ring of Detect Magic 3/day, Potion of Invisibiity (1 dose)
Fiendish Fire Beetle (small, N, Init 0; AC 12/touch 11/ff 12; HP 7, Fort +2 Ref 0 Will 0; Resist fire and cold 5; Immune mind-affecting spells, Spd 30/fly 30; darkvision 60 feet; Melee: Bite +1 (1D4 damage), SQ luminescence

Etheri, Thalia and Tresanielle
   These three comely female tieflings delight in dressing in the finest dresses in fashion among the Naethlythian elves; they are more unusually demonic than normal, with cloven hooves beneath their dresses as well as tails and horns. They are personal agents of Galon Skord, and were raised from a young age by him to become efficient agents for his illicit Planar Acquisitions business.

Other Personalities of the Demi-Plane of Isnathar

Nezmeth the Outcast                                    CN Bone Devil
   Nezmeth is a bone devil who was accused of terrible unknown crimes in the Nine Hells, and fled to the isle of Isnathar specifically to escape his eternal punishment. He arrived in Port Draemen, where he dwelt on the streets for some time, unable to provide any useful job skills outside of killing, when he developed an unusual phobia of small creatures, specifically children, Halflings and other beings with disproportionately small hands and higher-pitched voices. After a terrible incident at the Sacred Wisdom Orphanage (which was subsequently shut down and is now said to be haunted) he was forced in to exile by the Chain Lord herself, who at once pitied him for being an aberration of his own kind (a chaotic being who lacked an evil soul) and yet could not forgive him for slaughtering an orphanage of innocents, even if it was out of sheer terror.
   Nezmeth now wanders the wastes of the island, and is somewhat of an authority on the isle as a whole, providing useful guidance to those in need. He lives in a hut built on the back of an immense, ancient animated lizard skeleton, which meanders across the island, usually near the shore, where he spends his days beach-combing and hunting for the exotic dog-sized trilobites and sea scorpions that wash ashore.

Scorion                                                                 NE Naelythian Elf rogue 7 eldritch blade 4
   Scorion is the notorious local lord of a mess of astral pirates, a mixed group of naelythians and other outcasts who are for various reasons very angry with the Astral Empire of the Naelythians. No one knows what Scorion’s personal anger stems from, though rumors abound that he is a bastard son to the emperor, or that his house was destroyed during the time of the Great Purge two centuries ago, when civil war rocked the empire in its formative years, to be squelched by the total destruction of the opposition. All anyone can say for sure is that Scorion seeks to do damage wherever he can.
   Most recently Scorion and his crew have taken up refuge in the mountains of Isnathar, and have developed a keen interest in the ruins and relics to be found upon the curious demi-plane. Exactly what he has up his sleeves remains to be seen, however.

Copyright 2011 by Nicholas Bergquist, all rights reserved