Threshold 31 Undersea
Threshold 31 Undersea
Threshold 31 Undersea
com
UNDERSEA
pandius.com thepiazza.org.uk
THRESHOLD - the Mystara Magazine
Contents
OUR AIMS:
To provide a venue for community Issue Credits...........................................................2
members to present material to Editorial ..................................................................3
promote the Vaults of Pandius and This Issue’s Contributors .......................................4
the material there to increase the A Mystara Glossary ..................................................7
exposure of existing and new articles Next Issue ...............................................................8
to encourage authors to revisit and
Call for Contributors ..............................................9
revitalise existing articles to motivate
interest in Mystara in general. Previous Issues .....................................................10
Ten Years of THRESHOLD ....................................12
Kingdoms & Empires of the Oceans Part 1 ..........20
Sunken Taymora...................................................39
Terrors of the Sea of Dread ..................................53
Magical Bubbles of Undersea ...............................89
THRESHOLD: The Mystara Magazine
is unofficial Fan Content permitted Against the Wizards ..............................................95
under the Fan Content Policy. Not Aloysius Reef Gazetteer ......................................139
approved/endorsed by Wizards. Por- Hidden Empires of the Kopru ...........................162
tions of the materials used are prop- Gnomish Submarine ..........................................174
erty of Wizards of the Coast. A Mystaran Survey of the Mists ...........................183
©Wizards of the Coast LLC. Fiefdom Generator.............................................211
THRESHOLD: The Mystara Magazine Artwork Sources/Credits .....................................238
is a non-commercial, fan-produced Submission Guidelines ......................................244
magazine. There is no intention to
infringe on anyone’s rights, and in
particular not on those of Wizards of
the Coast, which holds all rights to
the original material on which the
magazine is based.
All issues of THRESHOLD are avail-
able for FREE download from the
Vaults of Pandius website.
Issue Credits
Layout
Allan Palmer (AllanP)
Art
I. Calvin
THRESHOLD EDITORIAL TEAM Jeffrey Kosh
Sebastien (Senarch)
Francesco Defferrari (Sturm) V Shane
Allan Palmer (AllanP) William McAusland
Cartography:
Pol Ginés
EDITORS EMERITI Francesco Defferrari (Sturm)
Giampaolo Agosta (Agathokles) Thorfinn Tait
Andrew Theisen (Cthulhudrew)
Ashtagon
Jesper Andersen (Spellweaver) Additional Reviewing & Proofreading
John Calvin (Chimpman)
Joseph Setorius (Julius Cleaver) Allan Palmer (AllanP)
Leland (Argentmantle) Hervé Musseau
Shawn Stanley (stanles) Jeffrey Kosh
Thorfinn Tait (Thorf) Rob Koper
Sean Kennedy
Shawn Stanley
Simon Barns
THRESHOLD logo designed by Thorf
Yet this issue is not done, as we also have A Francesco Defferrari (Sturm)
Mystaran Survey of the Mists by Doc Nec- Editor, THRESHOLD Issue #31
Wings of Coot: I found the old red box Allan Palmer (a.k.a. AllanP) was first
Basic set at about 8, and that classic solo introduced to D&D a long time ago (but
adventure was my introduction to D&D and not quite in a galaxy far away) by a work
the entire concept of RPGs. A few years after colleague who set up a gaming group using
graduating from college I got back into the last version of the “blue book” rules.
D&D, and soon after that I found the Piazza While dabbling with RuneQuest and Travel-
and discovered the modern online Mys- ler along the way, he developed a liking for
taran community and THRESHOLD what would become the world of Mystara as
Magazine. I have always had an interest in the BECMI box sets were released. He has
the wilderness areas (Isle of Dread, Serpent always been fascinated by maps. He is an IT
Peninsula, etc.) and exotic aspects of professional and when not indulging in
Mystara (Immortals and the multiverse, hobbies of panelology, retro tv watching
Hollow World, unusual PC types, etc.) so and family history research, uses his various
this Undersea issue was a natural fit. PC skills to consolidate the writings of
others into the issues of THRESHOLD.
From the
MYSTARA
FORUMS at
From
The Vaults
of Pandius
A GLOSSARY
The Editors present a list of common abbreviations that authors may use to refer to various
Mystara-related game products and events:
Readers may also find Dave Keyser’s “An Index to Mystara Products” and Andrew Theisens’s
“Mystara acronyms” (both available at the Vaults of Pandius website) of assistance
NEXT ISSUE
Return to Undersea
Anticipated contents include:
Your Opinions?
The Editorial Team welcomes your feed- Or by email to the Editorial address:
back on this issue of THRESHOLD. [email protected]
Please post your comments either by
posting in The Piazza Forums Please begin the subject line with the tag
“[LETTER]”
THRESHOLD accepts and invites submis- The THRESHOLD editorial team strives for
sions of extended or revised versions of edition neutrality, but edition specific art-
works having appeared on The Piazza or icles (e.g., conversions) are also accepted.
Vaults of Pandius. Statistics for new monsters and NPCs may
be included in articles (e.g., adventure
Contributions may include, but are not
modules, new monsters or NPCs) in any
limited to: Articles: short stories, short
version of Dungeons & Dragons. The edit-
adventure modules, NPCs, historical treat-
orial team also offers help in providing con-
ises and timelines, geographical entries,
versions to some specific rules set,
new monsters and monster ecologies, etc.;
including BECMI/RC, 2nd Edition, 3rd edi-
and Illustrations: portraits, maps, heraldry,
tion/Pathfinder. However, this material
illustrations, etc.
should be limited to a minimum. For most
Please refer to our Submission Guidelines NPCs, it is sufficient to mention class, level,
elsewhere in this issue. and alignment. For important NPCs, a one
or two line stat block may be included.
THRESHOLD: The Mystara Magazine is a The print-ready files are an option provided
non-commercial, fan-produced magazine. in addition to the “normal” PDF document
There is no intent to infringe upon anyone’s version of each issue. Individuals may freely
rights, in particular those of Wizards of the download the two print-ready files (cover
Coast, which holds all rights to the original and interior) and submit them to a print
material on which contributors base their service for professional printing at their
work. As the magazine is a free fanzine of own risk. Any associated financial transac-
original articles inspired by the world of tion is between the individual and their
Mystara (trademark of Wizards of the chosen print service. Neither the
Coast), the Editorial Team cannot sell THRESHOLD Magazine Editorial Team nor
printed copies of the magazine. We have the Vaults of Pandius receive monies in
published issues of the fanzine as PDF doc- respect of the provision of these print-ready
uments that are freely downloadable from files or from the printing of them.
the Vaults of Pandius website. A list of the
issues published follows. The print-ready interior and cover files have
been formatted to produce an A4-page
Over time, the THRESHOLD Magazine Edit- sized paperback book; no other page size/
orial Team received enquiries about obtain- format is available; the print service will
ing print versions of its issues. Following offer users choices of colour quality, paper
continued interest, in 2022 an initial trial stock, cover finish, etc. The print-ready files
using issue #28 created print-ready files of have been successfully used at www.lulu.
cover and interior page that could be sub- com to produce a printed book; the Editor-
mitted to a print-on-demand service (such ial Team cannot guarantee the use of these
as www.lulu.com) by individuals to produce files with other print services.
a professionally printed version for their
personal use. The trial garnered a positive The print-ready version of THRESHOLD
response and work continued through Magazine is provided for personal use only.
2022 to generate print-ready files for all THRESHOLD Magazine in either its PDF or
previous issues (as well as incorporating the print version cannot be sold in any online
process in the production of new issues). or physical store.
10
Previous issues of THRESHOLD - the Mystara Also available at the same location are higher
Magazine, both in digital and print-ready resolution versions of the maps that were
format are available for download from the included in the issue’s PDF, allowing greater
Vaults of Pandius website (www.pandius.com) detail to be viewed.
11
Ten Years of
12
decided that it would be made available as a helped the transition of author submissions
PDF document downloadable from the into a form ready for the layout process.
Vaults of Pandius website. (We remain
indebted to Shawn Stanley (Stanless) for It had been agreed that each issue of the
providing the hosting facility over this magazine would have a theme – an area of
time.) For the cover layout of the magazine,
the planet Mystara, a particular race, some
I proposed a design that drew on the style type of activity, or similar. This did not
of the BECMI boxed sets and various mean that other “unrelated” articles would
modules of the 1980s. After some debate, itnot be included in an issue, but it gave a
was agreed to proceed with this style as itsense of purpose and a starting point for
reflected the source of our shared interestcontributors. All contributions of fan-pro-
in the game setting. The cover design was duced materuial would be welcomed. The
significantly enhanced by the excellent Editorial Team mutually decided that the
THRESHOLD logo that Thorf designed and theme for issue #1 should be “Kara-
supplied. meikos”, the starting point for many who
began playing D&D, which offered great
For the record, the “Editorial Team” cred- scope for contributions.
ited in the first issue included:
Recognising that if we were successful with
•Andrew Theisen (Cthulhudrew), the first issue, it was agreed that we should
•CmdrCorsiken, identify a theme for the second issue to
•Francesco Defferrari (Sturm), encourage further contributions such that
•Håvard, they would be available in time to meet our
•John Calvin (Chimpman), proposed quarterly schedule. The chosen
•Robert Nuttman (RobJN), theme for issue #2 was “The Vaults of
•Simone Neri (Zendrolion), Pandius”, spotlighting the:
•Thorf ,
•and myself (AllanP), “…repository of community lore that
• with agathokles as “Editor-in-Chief ”. has helped to keep the flames of Mystara
alive and well long after its discontinu-
All contributed in various ways to the ation as a campaign world, to allow us
launch of THRESHOLD. I recall that , John to share the wealth of creativity of this
Calvin set up the threshold.mystara email international community, and which
account and the Google Drive which has served as a resource to fans new and
became the main collaborative tool to old alike.”
manage articles and artwork. I note that
Google launched the Drive service in April We didn’t realise back in 2013 that 8 years
2012, only a year before we started the later another issue (#27) of THRESHOLD
THRESHOLD project – I wonder if we would would celebrate the 25th anniversary of the
have made a success of the magazine if we Vaults website! The first “Call for Contribut-
had been trying to set it up in 2003? How ors” and announcement that THRESHOLD
would we have managed our globally dis- Magazine would be produced appeared on
persed team of editors, authors and illus- 4th June 2013 in the Piazza Forums. And
trators back then? John also provided the we were off and running…!
standard article submission template which
13
Leading off the first issue was an article roots), and Dravonius, an old Thyatian
from Håvard celebrating the “30 Year family that gained prominence with the
Anniversary of Red Box D&D”, the start of Empire’s invasion of the Traladaran lands in
the iconic journey that evolved into AC 900. Family trees and coats of arms
Mystara. Håvard also contributed “The abound in this piece.
Dangers of the Dymrak Wilds”, a look at
14
Agathokles wrote an adventure titled “Guild Gander in issue #2, but the column did
Wars”, which he described as “…a sort of not receive the range of contributions
urban side-trek, taking the form of a clas- expected so no further examples have yet
sical whodunit”. Using the background of appeared. (Perhaps we need to re-launch
guild politics in Specularum (e.g. see this?)
module B6: “The Veiled Society”), we are
treated to an intriguing city-based caper. Another aim of the magazine was to
enhance the cohesiveness of the Mystara fan
Delving into recent history of the region, community, and this was successfully
Demetrios J Sahlas wrote about “Kara- addressed by running interviews with noted
meikos: The Hidden Years (901–969 AC)”. fan contributors. We got off to a great start
Canon material tells us about the Thyatian with the godfather (or should that be arch-
Invasion of AC 900 and that Stefan Kara- mage) of Mystara himself, Bruce Heard!
meikos III became the territory’s ruler in AC Shawn Stanley was in the hot seat for issue
970, but what happened between those #2, followed by Marco Dalmonte (#6),
dates? Demetrios uncovered the back- Thorfinn Tait (#11), James Mishler (#12),
ground to Stefan III’s ancestors and their an Sharon Dornhoff (#15).
participation in the evolution of the Grand
Duchy. Likewise, Andrew Theisen Additionally, the Editorial Team agreed that
(Cthiluhudrew) looked at the background the magazine should feature both new fan
of one of Specularum’s notable factions in material and revised “gems” from the Vaults
“Unveiling the Radu Clan”, revealing some of Pandius (which collated much fan mater-
family secrets. ial from the Piazza Forums and other
sources), and this first issue included
Away from Specularum, Niels Just “Return to the Ice Wall”, an adventure set in
Rasmussen described the state of affairs in the central Altan Tepes by Shawn Stanley
Fort Doom, the stronghold of Baron Von (stanles). John Calvin (Chimpman) contrib-
Hendriks in western Karameikos. John uted the first instalment of “Times Travels”,
Calvin chronicled the story of “Yuri Molotov a Lego model comic strip set in 2300 BC,
– Death Knight”, one-time Master of the the time of the Taymoran Empire and
Order of the White Drake, and how he others. John continued this column in
could be used in a campaign. A goblin several subsequent issues (#2–4, 7, 11–13).
kingdom in the Wulfholde Hills led by
Dhrom Dhum was detailed by Francesco Rounding out the inaugural issue was the
Defferrari (Sturm). first instalment of the series describing
Koskatep (“the mountain of bones”), a vast
One of the aims of THRESHOLD was to mega-dungeon on the upper course of the
promote each individual’s personal version Achelos River in northwestern Karameikos.
of Mystara through a “My Mystara” column. Francesco Defferrari (Sturm) described the
For the first issue, Robert Nutman wrote history and content of this dungeon level by
about his interpretation: “Thorn’s Mystara”, level in each of the following issues through
one that is (to quote the author) “… a much to #15.
darker world, haunted by the long shadow
cast by Blackmoor’s ruin.” A further “My
Mystara” column appeared from Geoff
15
ONWARD
By the time issue #1 was published, a call
for contributions to issue #2 (Vaults of
Pandius) had already been posted, and at
the beginning of 2014, Andrew Theisen
(Cthulhudrew) as Editor-in-Chief for that
issue was able to announce its release.
Taking the concept of the Vaults as a vast
repository of knowledge, Jesper Andersen
(Spellweaver) began a column titled “Mys-
taranomicon - Exploring the Books of
Mystara”, describing tomes that could be wise the larger volume of input would
discovered by adventurers and the like in increase the time required for proofreading,
their travels across the globe. Further instal- layout and editing. Taking this approach
ments appeared in issues #3, 5, and 6. Also allowed the Editorial Team to maintain a
in issue #2, John Calvin began a series of roughly quarterly publication schedule
articles detailing Matera, Mystara’s Hollow which was maintained for the first five years
Moon – a concept first proposed by Sharon of the magazine. Material for the Northland/
Dornhoff on the Mystara Mailing List back Norwold theme was spread across issues
in 1988. “Once in a Blue Moon” columns #6, 7, and 8, while content for Western
continued in issues #3, 9, 10, 13, and 15. A Brun/Savage Coast occupied issues #17 and
series by Giulio Caroletti and Giampaolo 18. The somewhat generic theme of “Adven-
Agosta looking at the organisation and tures & Campaigns” featured in the three
membership of Thyatian Senators began in issues: #22–24.
issue #2, with further parts appearing in
issues #3–6. Themes for the issues of THRESHOLD have
covered a range of topics (see the full list in
Issue #2 was just two pages bigger than the our Previous Issues section of this issue),
first issue. However, when John Calvin took with suggestions from many and the com-
the Editor’s chair for issue #3 that had the munity voting for their choices in the Piazza
theme of “The Sea of Dread”, as the manu- forum. While Andrew Theisen and Joseph
scripts arrived from the authors it became Setorius each took the Editor In-Chief ’s
apparent that there would be a significant chair for a single issue, that role was
increase in the page count. So much so that handled by Giampaolo Acosta, Francesco
it was decided that the theme would be Defferrari and John Calvin on a rotating
split across two issues, resulting in the 246 basis. Due to real world commitments, John
pages of #3 being followed by a further 218 had to relinquish his involvement with the
pages in #4 (titled “Return to Dread”). project after issue #18, and Giampaolo
Mention should be made of the stand-out stepped down from his Editorial role after
cover to #3 supplied by John’s daughter, I. issue #25. The magazine has continued
“Meandrathel” Calvin. It was clear that in with myself (Allan Palmer) assisting
some cases while a theme was chosen for a Francesco more fully on the Editorial side
given issue it might be necessary to split the than previously. The reduction in the
contributions over multiple issues, other- number of Editors has meant that the fre-
16
17
Authors
Adam Ferreira (Mystic Kind), Agathokles (Giampaolo Agosta), Alexandre de Luna, Allan Palmer, Allen Varney,
Andrea Ciceri, Andrew Theisen (Cthulhudrew), Argentmantle, Arnden Quartzspar, Atila Pires dos Santos,
Bruce Heard, C. Richard Davies, Cab Davidson, Chimpman (John Calvin), Colin (LordJuss) Wilson, Craig
Antoun (Irondrake), Damon Brown, David Keyser, Demetrios J Sahlas (Demos Sachlas), DesertNomad, Doc
Necrotic (Brian), eliyah von Llaunas, EPiK Team, Fabrizio Nuzzaci, Galdor aka Glenn Tanner, Giuliano
Michelon, Giulio Caroletti (Scaevola), Hausman Santos, Håvard, Ignacio Ramos (Ramelin), Irving Galvez,
John Atom, Karl David Brown, Kyle Knight (Gravesguardian), Kilr Kowalski, Korro Zal, Jacques (Jack)
Riesling, James Mishler, Joseph Setorius (julius cleaver), JTR (OldDawg), King Everast, Leandro Abrahão,
Lost Woodrake, Luca Pezzullo (Cedric), Luc Greenwood, Marco Dalmonte, Matthew Fleet (Carillion),
Matthew Tullis, Maxime Beaulieu, Michael Sutherland, Michele “LoZompatore” C., Niels Just Rasmussen
(Justinov), Not a Decepticon, Otávio Gadelha, Pol Ginés (Khuzd), Robin D., RobJN (Robert Nuttman), Sean
Robert Meaney, Sebastien (Senarch), Seer of Yhog (Geoff Gander), Sharon Dornhoff, Shawn Stanley
(Stanles), Simone Neri (Zendrolion), Spellweaver (Jesper Andersen), Stefano Leonardi (Polipone), Sturm
(Francesco Defferrari), TheGlen, The Real Nowhere Man, Thorfinn Tait, Trevor Holman, Troy Terrell
(CmdrCorsiken), Ville Lahde, Wangalade (Lance Duncan), Wing of Coot.
18
19
Kingdoms and
Empires
of the
Oceans
Part 1
20
by Francesco Defferrari (Sturm)
THRESHOLD: The Mystara Magazine Issue #31
Kingdoms and Empires of the Oceans Part 1
Part I:
The Izondian Deep, Sunlit, Alphatian,
Bellissarian, and White Seas
(Previous page) The Sea People cover recreated with Daz 3d by Senarch (https://www.deviantart.com/senarch/gallery)
INTRODUCTION
We all know about the Sunlit Sea, which In the bathymetric map of the Mystaran
was extensively described in PC3: “The Sea seas on the following page I have indic-
People” by Jim Bambra1. The area of the ated only three colors. The light blue one
seas just south of the Known World, means depth is within 200 meters and it’s
roughly around Ierendi and Minrothad, is the real habitable zone of the seas. Only in
inhabited by tritons, merrows, kna, nixies, this limited territory in fact photosynthesis
sea giants, sea elves, kopru, and shark-kin, is possible and algae can grow, sustaining
and menaced by the devilfish from the a great variety of marine life. This is the
southern Abyss. only area permanently inhabited by intelli-
gent creatures and dotted with their com-
PC3 introduced all these people (except munities.
for the devilfish) as playable races and gave
a lot of details on their history and society, The middle blue one indicates a depth
and also described several ruins once from 200 to 3,000 meters. Here there is
belonging to the lost culture of Taymora, little light and temperature rapidly drops
sunk beneath the waves in BC 1700. to 5 or 6°C degrees even in the tropical
zone. Pressure goes from 20 to 300 bar.
Starting from this great supplement, fans Yet a lot of fish and other marine creatures
obviously added several works to the travel in this zone day and night. Penguins
development of Mystara under the sea. In can dive down to 500 meters, hold their
this article I just list some of my and other breath for almost half an hour and see
fans’ ideas about the Undersea of Mystara. well also in the dark, but seals see even
More details and development will obvi- better, and they can also navigate the dark
ously follow in the other articles of this waters with the vibrations of their
issue! whiskers and some can dive down to
1,500 meters. Turtles can dive down to
1,000 meters. Below the depth of about
1,000 meters, not even the little light
which can filter from above is visible, and
pitch darkness begins. Yet, dolphins and
1
whales can use echolocation to find prey
This classic Mystara product is available from
Drivethrurpg.com and avoid obstacles in the dark, and they
can go at a depth of almost 3,000 meters
21
22
Kingdoms and Empires of the Oceans Part 1
and hold their breath for more than three great variety of life, and even some light, as
hours. Intelligent creatures therefore can several deep jellies or deep fish have biolu-
easily travel the blue sea as well, using minescence or use it to lure prey3.
marine animals or vessels, but they can
hardly build permanent residences, unless Finally, green-blue areas in the map indicate
they can anchor them to floating algae or vast regions of floating algae which nor-
some other floating structure. mally correspond to warm ocean gyre4.
Such zones are typically inhabited by a lot
The deep blue regions are areas from 3,000 of marine life and often also by intelligent
meters to 15,0002 meters deep. Here only creatures who can use floating algae to
abyssal creatures can roam and live, in total anchor their homes even in regions of deep
darkness, at incredible pressure and tem- waters.
perature of about 2–4°C, sustaining them-
selves mostly with ‘marine snow’ i.e. the
organic material which falls down from
above, and eating each other. Still there is a 3 Also see the “Deep Sea” and “Deep-sea
2
Depth of The Abyss in PC3 map is given at more Community” Wikipedia entries
4
than 50,000 feet. See this article about the Ocean gyre on Wikipedia
23
24
Sea Hermits
of the Izondian Deep
8
Introduced in the “Savage Coast Monstrous This success does not extend to the eastern
Compendium” at the Vaults, and expanded a bit by coast of the Immortal Arm, where snappers
me in “People of the Savage Coast” in near land and shimmerfish in the open sea
THRESHOLD Magazine issue #18
9
Described in the SCMC and in “People of the
are constant threats both to sea-dwelling
Savage Coast” article linked in the note above tribes and to land-dwellers’ shipping.
10
A reference to a famous real world legend.
25
26
suffered a great crisis in AC 443 when lycan- and offered to join the New Alphatian Con-
thropy, in the form of weresharks, federate Empire (NACE). In AC 1017 they
threatened both. After that, in AC 800, the attacked not only the aquatic ghouls in
devilfish arrived in the Abyss to menace sunken Arogansa, but also the sentient
their triton enemies. The devilfish were Alphadon undead, leading in AC 1018 to
defeated in AC 900 but returned after AC Aquas’s forces siding with the Alphadon
979. By AC 1000, the people of Undersea against the tritons of Underocean, forcing
were facing the threats of devilfish, the tritons to stop their attacks on the
weresharks, and undead from the south. Alphadon. Even if in the Sunlit Sea the
Between the territories of the tritons and former triton kingdom was overrun by dev-
the merrows lies the the lair of Thundar the ilfish and undead, the kna’ and sea elves’
sea dragon13, located within an inactive territories still resisted.
underwater volcano crater, trying to influ-
ence local tritons and merrows to build her
own empire. The Azcan Terrace
The module X7: “The War Raft of Kron”, pub- This region16 is inhabited by (mostly hostile)
lished before PC3, describes a floating city crabmen, some merrows and kna, snappers,
inhabited by humans but allied with the appar- several intelligent sea mammals such as
ently independent tritons of Suthus, and also whales, dolphins and narwhals, and dotted
involved with a velya (sea vampire) hiding in with ancient ruins. There is also a certain
the ruins of Colhador, an ancient elven city number of wereseals. The Atruaghin tribes
which sunk in approximately BC 170014. of the Children of the Turtle have extensive
relations with all those peoples.
Undersea and the Sunlit Sea were not men-
tioned in the events of AC 1000–1013 of
either the “Wrath of the Immortals” boxed Makara and Matsya Lairs
set, or the “Poor Wizard’s Almanacs” and
“Joshuan’s Almanac” so the Mystaran The Sindhi and Sind Desert coast is domin-
Almanac team later developed a timeline ated according to legends by two powerful
for the region in which the area is overrun sea dragons, or sea turtles, one ruling over
by devilfish and undead and the survivors, kna and the other over merrows, some-
mostly tritons and merrows, escape to times cooperating and sometimes fighting
Underocean, the region of former Alphatia among themselves, using their subjects as
now beneath the waves15. There they had to proxies.
face internal strife and the menace of
aquatic beholders and undead. In AC 1016
the tritons of Underocean contacted Aquas
13
Created by Bruce Heard in DRAGON Magazine
issue #171
14
See also “Kron – The Raft City” by Jesper Andersen
from THRESHOLD Magazine issue #4 (available at
the Vaults). 16
All the regions around the Known World were
15
See Aaron Novack’s articles “Undersea Timeline” described in “Advice for traders in the Sea of Dread”
(from AC 1000 to 1015) and “The Undersea AC By Michele “LoZompatore” C. in THRESHOLD
1015” in the Vaults about the situation in AC 1015. Magazine issue #4
27
28
29
The Thanegioth waters and the shark-kin and kopru, noble dolphins, and
Twaelar Merrow Empire some sea dragons and other big creatures.
30
The Western
Sea of Dawn
23
Inspired by Glaucus of Greek mythology.
31
32
Behemoth
26
The crabmen AD&D or 5ED statistics can be used
25
See “Poor Wizard’s Almanac I”, page 225 for them, changing only the appearance.
33
34
35
thinks that otherwise the Empire could try to The Sea of Estehold
exploit their abilities for military purposes; and the Bay of Thorin
and they are probably right.
The Bay of Thorin is dominated by Spotted
sealfolk and Grey sealfolkl35. It’s hard to say if
The Alphatian Sea these people had once been merrows who
had been infected with lycanthropy or true
According to old Antalian legends, the sea near-human races, but certainly now they
east of Norwold would be the domain of are. Differently from true seals, they do not
Jörmungandr, the mythical sea serpent (or need to breathe air, but they can and still
dragon?) which fought against the Immortal have often semi-submerged hideouts along
Thor in many old tales and legends. The the coast in the most unapproachable cliffs
seabed along the northwestern coast of and reefs, or in isolated islands. Kna and
Alphatia is inhabited by the Finfolk32 merrows also inhabit these waters, generally
merrows, a society with great sorcerous in amicable relations with the sealfolks
abilities which also includes wereseals and
from time to time would capture humans as The rest of the Sea of Esterhold is inhabited
slaves or mates. The gulf of Alpha in by a variety of sea races, including tribes of
Norwold is inhabited by many wereseals, kna and shark-kin which are not always
who as usual have the reputation of occa- peaceful, and many sea monsters. A vast
sionally kidnapping people. Along the coast habitable area lies between Esterhold and
north of Littonia, Iku-Turso33 has his lair, a Bellissaria, dominated by cephalopodians36,
malevolent sea monster, or a dragon, men- a race of sea-dwelling creatures with
tioned in many local legends. Another mys- octopus heads. They are organized in matri-
terious and not clearly identified sea archal, normally peaceful tribes, but they
monster inhabits the waters north of are trying to unite in a more organized
Qeodhar: Hafgufa34, said to be much larger society to better defend themselves from
than a whale. This too could be just another enemies, which in this area include devil-
name of the Behemoth, or another fish, velya, shark-kin, and hostile sea giants.
Behemoth. The northern Alphatia and Yan-
nifey chain seabeds are inhabited mainly by
wereseals and by Harbor seafolk. Maybe
these creatures were just ‘normal’ wereseals
once but now they all live permanently in
sealman form, and even their children are
born this way. So if once they had the ability
to return to their original merrow or other
form, they don’t anymore.
35
Inspired by these real animals: spotted seal and grey
32
Inspired by the Finfolk legend seal.
33
Inspired by the Iku-Turso legend 36
Statistics of the AD&D illithids could be used for
34
Inspired by the Hafgufa legend them, eliminating their humanoid-enslaving habits.
36
To be continued…
37
Inspired by these real animals: walrus, hooded seal,
bearded seal, ringed seal, and harp seal.
38
Inspired by the real world legend of the Vodyanoy of
Slavic mythology.
Vodyanoy
37
https://mystara.thorfmaps.com/ https://blackmoor.mystara.net/forums/
38
SUNKEN
TAYMORA
by Senarch
“1750 BC: After many years of war Little is known of Taymora and its fall by
between those who had remained loyal to most of the peoples around the Sunlit Sea.
Nyx and those who had turned to the The elves have stories, and scholars and
ways of Thanatos (a battle between nos- wizards have an interest, ranging from the
feratu and vampires), the core of the Tay-
purely academic to the thirst for power and
moran Empire sinks beneath the waves. immortal life. On land Taymoran ruins are
Geological disasters—volcanic eruptions either still firmly buried, or long-plundered,
and earthquakes, enhanced by the and few adventurers are also historians and
massive magical energies invoked by the archeologists, many being more concerned
warring sorcerers—sink most of the with loot than the lives of the now-robbed
remaining Taymoran lands into the sea, dead. Under the waters the story is quite
and splinter off much of the rest south of
different. Taymoran ruins litter the seafloor,
the modern-day Five Shires and the Atru-from villages to cities, arranged around a
aghin Clans. central conical tower or set of towers. It is
often these towers that remain, ugly fingers
This cataclysm marks the end of the Tay- of stone clawing at the waters. The ruins are
moran culture.” mostly infested with undead, and the inhab-
itants of Undersea know to avoid them;
“Taymora Land of the Dead” though the waters, like the surface, have
by Giampaolo Agosta their share of adventurers who seek riches
from THRESHOLD Magazine issue #12 or the powerful items which the larger
ruins often hold. Overall, the opinions of
39
40
Ruined Taymoran city, produced from Midjourney with prompts from Senarch
“By the Abyss Tamoraz the mightiest of “Great was the palace of Colhador, tallest
cities lies, of the towers of Taymora,
In its dark deep waters only dread Riches incalculable its treasure stores
abides.” contained.”
Tamoraz was the primary city-state of the Colhador was once a prosperous and
Taymoran Empire, and home to the oldest mighty city. It was known for the significant
of the nosferatu sorcerer kings. The city is number of Albarendi living within its walls,
slowly collapsing into the Abyss and is in whose descendants now inhabit Utter
the hunting grounds of a kraken. It was Island nearby. Half of it now lies scattered
once known for its vast libraries and on the seabed, empty except for some sea
archives, and advanced magical knowledge. life, and the rest has fallen off the sea-shelf
The ruins may well contain some of the to destruction. The palace of Colhador still
most powerful magical artefacts and secrets stands, and the velya Hadric1 now resides in
of the Taymoran civilization but remains, as an undercity lair, accessible through the
far as anyone knows, undiscovered. As well well of Hador.
as the kraken’s occasional visits, it is infes-
ted by undead and devilfish. 1
See “Hadric’s Realm of Colhador”, in module X7:
“The War Rafts of Kron”, pp. 16–28
41
“I bought five gladiators in Hushu and was “Sulqi on the lake has the best freshwater
not disappointed, though Arz Abulon is a fish markets in Taymora”
wicked and shrewd bargainer; he charged
an outrageous…” —Graffiti in the ruins of Tursh, translated
by the elven sage Galathran, memoirs of Sir
—Clay tablet fragment Kratos, Thyatian adventurer, who tran-
from a Glantrian museum scribed it because he found it amusing in its
blandness and failure to point to treasure.
Hushu was a small city-state with a popula-
tion of around 8,000. It was known for its Sulqi was a city-state with a population of
thriving markets and trade due to being around 7,000. It was a major centre for the
placed in the quadrant including Tamoraz, fishing industry and was known for its dis-
Gader, and Sutzi. It now lies halfway down tinctive fishing boats. The nosferatu Sor-
the terraces amongst mountains and cerer here was very powerful, and his
broken lands, known to, but avoided by, the enemies banded together to destroy him in
sea giants. the days before the Cataclysm. It is said the
city burned with magical purple fire for
three days, before the ground began to
shake, and the sea swallowed it. Its secrets
“Blessed Barummi at rivers’ meet, how I are jealously guarded by the kna, who make
have loved thy waterways, sure no interlopers come near the ruins.
Long summer evenings spent with my Whatever magical atrocity occurred, it has
love…” left flora and fauna mutated, and even
before one gets to whatever abominations
—From a poem among the scrolls of lie within, the waters and seabed around
the wizard Gygar, gifted to the bard Valiar the city are plagued by oozes, jellies, and
and found inside his last surviving book n slimes.
the library of the Patriarch of Threshold.
42
“On the third day the fleet of Bythia “I have still found nothing on Tzur or the
arrived, routing the already harassed fleet House of Sethlanis, it is unbelievably frus-
of the necromancer king of Amarshish, trating. Also, I am sick and stupid and
ending the sixth war and placing the hate everything and everyone today.”
defender under the yoke of Bythia for a
hundred years” —Abdel, letter to Faisal.
43
“Do not speak of Sarroch the holy city by great magical explosions nearby during
again, human, for I like you and don’t the cataclysm so the ruins of Tarshiz lay
want to have to eat you.” covered in a thick layer of sediment, making
exploration difficult. Despite its proximity
—Spoken by a lizardman chieftain, to Karameikos the city has largely been for-
diary of Abdel. gotten. The waters around Tarshiz are home
to schools of sharks and barracuda.
Sarroch was a city-state with a population
of around 8,500. It was once home to a sig-
nificant population of lizardmen, whose
descendants still sing of the city. The ruins “Jest not, we still mourn Nan-in-Edhil and
of Sarroch are mostly covered by sand, but the Shrine of Urtni, for our memories are
there are still structures that can be long.”
explored. It is one of the few ruined cities
that was close enough to land to ensure —Said to Abdel by an elf in Alfeisle,
that rumours of it, and the powerful arte- diary of Abdel.
facts and treasures buried there, were fre-
quent and relatively well known. The Nan-in-Edhil was once the forested capital
lizardmen of the southern Malpheggi of the southern Sheyallia elves, and part of
Swamp, who dive there for religious the Taymoran empire where the elves fre-
reasons, as well as the tortles of the Tortles quently served as mercenaries. It was
Tears, who avoid it, are well aware of the famous for its advanced mage-craft and its
city and its dangers. Due to the shallow majestic architecture. The ruins of Nan-in-
waters, it has been extensively plundered Edhil lie hidden under vast kelp forests,
over the long years, and if anything remains thriving environments for all kinds of sea-
it is buried deep, and remains very danger- life, and are largely untouched by outsiders.
ous, since it is claimed that the ghosts of The remnants of the Shrine of their Immor-
Sarroch’s former inhabitants still haunt the tal Urtni are said to be near Alfeisle but are
city, and that sirens are known to sing in the lost in a kelp forest of their own. The
waters around it. Aquarendi sea elves may well know more,
but they are most certainly not telling out-
siders.
44
Amuraz was once a centre of craftsmanship Amarshish was a minor city-state with a
and commerce, particularly well-known for population of around 2,000 and a centre
its textiles and clothing and its skilled crafts- for the study of astrology and the stars. It
men and artisans. It is likely the vast ware- lies untouched, since reaching the ruins is
houses of goods and the museums filled an insanely dangerous journey, traversing
with the masterworks of great artisans were through a huge underwater crevasse poked
shattered in the earthquakes, and their frag- with caverns home to large sea monsters.
ments swept to sea. Now the ruins of The city itself is buried under tons of rock,
Amuraz have mostly collapsed down the though it might be possible to reach it
sides of the terraces and are home to giant through the caverns. What is certain is that
octopuses and squid. nothing can come out, for now…
“If I could only find the library of “I buried you in Gader, my love, for it was
Amarshish, think of the knowledge, Faisal, in its gardens our love flourished, and it
think of the gold the astronomers would is where I plan to lie beside you for all
pay in Ylaruam! Mind you, I doubt a eternity.”
single Taymoran library remains dry, the
loss, Faisal, the terrible loss of past civil- —Clay tablet, Museum of Glantri.
isations.”
Gader was a quiet city known for its
—Abdel, letter to Faisal. gardens and green spaces. The ruins of
Gader are scattered down the terraces in a
deep-sea canyon system, and while some of
I have grown convinced that the dark the structures are still recognizable, they
man of the sea that my brother wished to are crooked and jumbled together at an
meet that fateful night was the vessel or angle. The ruins are unexplored since the
mind-bonded slave of the last unliving canyons, like huge downward tears in the
Taymoran vampire queen, Ariasha. His terraces, create strong currents and swirling
notes and diary hinted at a great power eddies that can trap and sweep away even
trapped beneath rock and waves and the strongest swimmers, through the
speculated it was her, the last survivor of broken lands, and towards the Abyss.
the war and cataclysm, trapped and
buried in Amarshish. She plagued his
dreams, and now mine too, hungering for
release… I fear he refused her and paid
the price…”
45
A shadowy and sinister group of undersea creatures and their human allies who worship
Thanatos through his servant, an ancient, eldritch power from the depths, perhaps the last
vampire queen of Taymora. They seek the map to the sunken cities of Taymora to locate a
powerful artefact that, they believe, will allow them to awaken their dark mistress. Their
leader, High Priestess Mara, is a strikingly beautiful triton woman with a hypnotic voice and
piercing gaze. A magnetic presence and a skilled sorceress, she uses her powers to charm
and manipulate anyone who stands in her way. Prone to violent rages, she does not take well
to being challenged or refused.
A group of cutthroat sailors and ruthless pirates who have banded together to seek the
riches of Taymora. They are brutal and unsubtle in imposing their will. Their leader, Captain
Cyprak, is a stout, muscular man with a thick beard and wild eyes. He is a zealous believer in
the riches of the Taymoran ruins and the secrets they hold. He bears the Night Pearl, an arte-
fact he recovered as a youth from a dive in Sarroch. Attuned to the holy places of Nyx, it
grants him visions of the cities as they were, under the night sky, when he sails close to a
ruin of a city-state that served Night.
This secret organisation of wizards, from various nations, is fanatically focused on dark magic
and necromancy. They believe, rightly or wrongly, that the Book of the Dead and its map
hold the key to unlocking ancient powers that have long been forgotten. The leader of the
Order is an enigmatic figure known only as the Black Star. Rumours of connections to the
Black Eagle Barony and the slavers of the Iron Ring, through wizards in their leadership or
employ, may be just that. The order is secretive to the point of total paranoia.
Despite its distance from the Sunlit Sea, this small but powerful organisation of Alphatian
wizards is seeking the book and map for research purposes, and to keep it from falling into
the wrong hands. The head of the academy, Archmage Althadak, a mage of the school of
Water, is a stoic and kindly figure who values knowledge above all else. He believes Taymora
and its secrets are best left alone, to be studied by a select and elite few in the confines of his
library in the University of Alchemos. They have a “research institute” in Seahome on Alfeisle.
46
This pirate company with connections to Jaibul is involved in providing transport for the
slavers in Karameikos. Unknown to even these associates, the ships are captained by vampi-
res, progeny of Lady Eris Sanguinantis, the head of the group. The vampire leader is obses-
sed with power and control and wants nothing more than to be a great vampire queen
ruling over the seas and island nations, like those of ancient Taymora. The map and book are
for her tools to gain more power. Lady Eris is a master manipulator and is aware of several of
the other groups, and can often be found playing one side against the other.
A group of assassins, worshippers of Nyx who believe that the map, if found, will release a
powerful servant of their enemy Thanatos. They are the rabid foes of the Cult of the Dark
One of the Deep, and murder anyone who gets too close to them as colourfully as possible.
The group is led by an ancient Nosferatu.
This group of academics working out of Athenos specialises in creating and studying maps,
and they are desperate to get their hands on the map to sunken Taymora, for mundane
reasons of academic prestige. The head of the college, Professor Belinda Eronica, is a scatter-
brained and absent-minded scholar who is convinced that the map will salvage her failing
career and give her an eternal reputation as the discoverer of a lost civilisation. Ironically,
she has the best clue to the book and map’s whereabouts but has misfiled it in a romantic
novel she never finished reading. She has enlisted the help of a group of adventurous stu-
dents to retrieve the map for her, whose life expectancy now finds itself radically shortened.
A fraternity of undersea dwellers of all species, and a few surface-dwelling allies, who are
aware that the book and map exist and would very much like to see them destroyed. They
are deeply worried about the Cult of the Dark One of the Deep and the spread of its power
that they perceive. Their leader is Gorthan, a sea giant from the Royster Trench who is
plagued by nightmares of the vampire queen.
47
The Map
48
APPENDIX
by Senarch
The purpose of this appendix is to quickly of what survived the Cataclysm and the
generate ideas for a Taymoran ruin adventu- ravages of time underwater is bones, struc-
rers can explore. The next issue of THRE- tural walls, now covered in coral or vegeta-
SHOLD will contain my article, “To build tion, and home to a wide variety of sea life.
an Undersea Hex” which includes ruin Depth and environment will have a big
creation tables that can be used to deter- impact on what is around (see the encoun-
mine ruin size and the environment it is in ter tables in the previously mentioned
or have chosen them in advance. article). The most likely structures to
survive are the conical towers, from those
The seabed is littered with smaller Taymoran of each village to the huge structures
ruins, and these tables are best suited to those, housing the nosferatu and vampire sorcerer
though they can be used as inspiration to kings and queens. Many are badly damaged
make town or city ruins. Roll multiple times by both war and cataclysm. They are likely
on the first table in the case of larger ruins. partially buried, in sand, silt or rubble.
Some may have air pockets, magical or
Think of these underwater ruins as the ske- otherwise, especially in lower, buried levels,
letons of what once was. The vast majority but many will not.
49
50
d8 What stands out? Use the bounty table below only if the
dungeon or ruin is large enough to warrant
1 Corridors narrowed by rubble it, otherwise use normal treasure tables for
2 Ornate frescoes and arcane runes the monsters you rolled/selected.
3 Magical lighting attracting strange fish d12 What bounty awaits?
4 Heartbreaking signs of lost humanity 1 Masterworks of a famed craftsman
5 Epic grandeur, pomp and scale 2 A named magical weapon
6 Cold and darkness 3 vvA dangerous spell-book or scroll
7 Lingering signs of violent ends 4 An unforgettable work of art
8 Vibrant life covering forgotten stone 5 The staff/wand of a famed sorcerer
6 Royal treasure
d12 What is the challenge? 7 The ring of a Necromancer lord
1 Prevent something from getting out 8 The armor of a general
2 Investigate disappearances nearby 9 All you need to try necromancy
3 Retrieve an artifact 10 A very tempting but cursed item
4 Prevent a ritual or experiment 11 A unique magical artifact
5 Hunt and kill a monster or fiend
12 A magical weapon of mass destruction
6 Spy and report back
7 Gather historical knowledge I hope this is enough to tickle your imagina-
8 Track a fugitive or lost soul tion. See example ideas on the following
9 Lift a curse, restore balance page. As usual, you can completely ignore
10 Foil an incursion or invasion rolls that make no sense and imagine some-
thing better.
11 Rescue trapped allies
12 Negotiate a boon, truce or alliance
51
Examples
A sea giant hero has not returned from Skeleton guards march along the walls and
scouting this location. It is a large, fortified corridors, trapped in an undead travesty of
outpost of the city state of Amarshish, subsi- their former roles. Deeper still oozes line
ded deep into the Roister Trench, but well- the ceilings, and traps guard the prison and
preserved, though the deeper one goes the haunted torture chambers. In the darkest
less safe the structure becomes. The area is depths, tentacled horrors await to devour
very dark and cold, high-pressured, with the unwary, amongst the royal treasures of a
little sea life nearby, possibly due to the fleeing Amarshish princess.
schools of ghoul fish swimming in and out
of the fort from openings and cracks in the
walls.
52
Inquisitor for
the Sphere of Time, In hardball it is Sundsvaal Freemen vs. Draco Rex. In the
Finder of lost Immortals, Thyatian arena it is the Retarii vs. the Samntites. And who
Patron of can forget the fabulous era of annual contests between
Alphatia in Majesty, Strongheart and Warduke for the crown of Ierendi. In
Futures, Investigations, sports enduring rivalries captivate and thrill us most. To
Resources and Expansion Immortals the greatest sport of all is the quest to join our
(AIM FIRE). ranks. And as an Alphatian, I can say with great pride that
nobody does rivalries like we do.
53
The events Averyx refers to, and which he are still found. The waters immediately
will go on to describe in more detail, define around the Isle of Dread team with life
much of the fauna of the Sea of Dread. Gar- forms native to the time period of Tyranno-
gantua and his followers’ interference with saurus rex and Triceratops horridus, while
Thaneg’s work was never intended to stop around Minrothad most creatures are
Thaneg cloning prehistoric creatures, the modern but occasional specimens that ori-
intent was to make the continuation of that ginate in the Carboniferous era (5 times
work to its completion (and Thaneg’s further back even than the Cretaceous) are
ascent to immortality) impossible. In this found. Skilled navigators understand that
effort Gargantua was spectacularly success- while different areas may, on the surface,
ful – and the fauna of the Sea of Dread seem entirely similar, the dangers of those
remains affected to this day. zones may be radically different.
Simply, in and around the Isle of Dread, It is the Cretaceous zone, and the creatures
creatures native to the Cretacious or Juras- that inhabit it, that will be described first.
sic eras (or Dinosaur Times, in Mystara
terms) are most common, whereas as one
travels from the coastal waters around the
Thanegioth Archipelago to the (relatively
benign) waters of Minrothad and Ierendi,
more modern forms of marine life become
dominant, but stranger (and often more
dangerous) creatures from earlier periods
54
55
Aristonectes
AC: 3
HD: 10*
Movement (swimming): 20' (40')
Attacks: 1 bite
Damage: 2d6 + special
Number Appearing: 0 (1)
Save As: F5
Morale: 9
Treasure Type: Nil
Intelligence: 2
Alignment: Neutral
XP Value: 1,750
56
57
58
59
60
61
Tylosaurus
62
63
This brings me to the Temporal Lens, an ancient, pure diamond sphere formed
by the collapsing matter of the final stars of a now long-dead universe,
endowed with the potency of a whole pantheon of Immortals of Time, created
such that their own existence might outlast their own reality. The device itself
had to possess an Immortal’s perception of time, thus any mortal who holds it
can likewise perceive and manipulate time. Thaneg pinned much of his hope
on this artifact, making its theft, destruction, or even mere subversion a prior-
ity for Gargantua.
Thaneg had adventured to the edge of the solar system to find the Lens. With
his apprentices and allies he outwitted a self-sustaining colony of meks on the
outermost planet, Nyx, and had returned with their prize. He could now
obtain specimens from any time in Mystara’s history for his cloning projects,
and thus his quest for immortality (involving the creation of a unique environ-
ment with unique inhabitants from vastly different eras) accelerated rapidly,
along with his wider influence in the Sea of Dread area. This also drew in
more investors from mainland Alphatia, and the rate of speculative trade and
colonisation projects therein increased tenfold. For a few short years it
appeared as if the future of Alphatia on Mystara would be a civilisation settled
around all of the shores of the Sea of Dread – an alternative reality I may visit,
one day.
To Gargantua, who had relied on the income from precisely the same settlers
and traders to come towards Norwold to support his own project involving
super-sized creatures, this was a disaster. At this time, it was unlikely that even
the might of Alphatia could support both projects. Thus, the stage was set – a
battle for control of the Temporal Lens, with the winner aspiring to claim his
place in the ranks of the Immortals.
64
65
66
67
Pliosaurus
68
69
Vampyropods are
immune to all sleep,
charm and hold
spells, all mind affect-
ing magic, and can be
turned as ghouls.
70
Within hours, the ocean was full of creatures from different eras – zones
full of monsters from the Cretaceous and Jurassic teemed in the tropical,
warm oceans. And further away, as far as distant Hattias, Minrothad and
Ierendi, creatures from more ancient and strange eras began to emerge.
The volcano itself, made unstable by one of the largest expenditures of
artifact power in Mystaran history, erupted, and sank beneath the waves.
Within days, ships started disappearing from the surface of the Sea. Within
a month trade had slowed to a near standstill, and planned Alphatian
colonies on the Serpent Peninsula and on the continent of Davania were
put on hold. Thaneg’s income stream dried up, and the whole focus of the
Empire’s expansion instead looked north and west, rather than to the
south.
Thaneg was not yet thwarted – the final events of the glorious but
destructive rivalry of the two greatest wizards of their era is one I will
return to later. But his plans were for the moment in tatters. And the
ecology of the Sea of Dread (as it is known as a result) forever changed.
71
72
73
74
75
ENCOUNTERS IN
THE SEA OF DREAD
76
Map 1:
77
Acrolepis
The acrolepis is a bony-headed fish with a
slender body and sharp teeth. It is typically
AC: 5 4 feet in length and inhabits shallow estuar-
HD: 1 ies and surface waters around islands in the
Movement (swimming): 150' (50') Sea of Dread. The acrolepis hunts smaller
Attacks: 1 bite fish and other aquatic creatures for food
Damage: 1d4 and is often preyed upon by larger predat-
Number Appearing: 0 (2d6) ors. Alone, it is not a particularly dangerous
Save As: F1 creature, but its sharp teeth can inflict
Morale: 7 painful wounds, and if encountered as a
Treasure Type: Nil shoal it can be hazardous.
Intelligence: 1
Alignment: Neutral
XP Value: 10
78
79
80
81
Prionosuchus
AC: 8
HD: 14
Movement (swimming): 180' (60')
(land): 60' (20')
Attacks: 1 bite
Damage: 4d4
Number Appearing: 0 (1)
Save As: F8
Morale: 9
Treasure Type: Nil
Alignment: Neutral
XP Value: 650
82
CARBONIFEROUS ERA
CREATURES
Diplocaulus
A slow-moving, medium-sized amphibian,
somewhat similar to a newt, growing to
AC: 6 round 3' long. Its most striking feature is
HD: 1* that it has a huge, arrow-shaped head. It
Movement (swimming): 120' (40') most commonly hunts amongst coastal
(land): 60' (20') seaweed and rock pools, where it uses
Attacks: 1 bite/1 shock small electrical shocks to stun prey before
Damage: 1d4/2d6 consuming it.
Number appearing: 0 (2d4)
Save As: F1 While it is not aggressive, and will try to
Morale: 7 escape if attacked, if encountered it can use
Treasure Type: 0 electrical shocks in defence. Once every 2
Intelligence: 1 rounds a diplocaulus can create an elec-
Alignment: Neutral trical shock that causes any foes within 5' to
XP Value: 11 save vs. wands or take 2d6 damage (with
half damage taken if the saving throw is suc-
cessful).
83
Dracopristis
84
Ornithoprion
85
86
87
Tiktaalik
88
by Wing of Coot
Created by underwater spellcasters, a roll is required), it will not burst during
magical bubble is similar to a potion: a one- ordinary handling. When punctured, a
use item which contains a magical sub- magical bubble bursts, and its effect applies
stance that has an (usually temporary) effect to all characters/creatures within 30 feet.
on a living creature. Many types also share
effects with potions. A magical bubble only works properly in
water, but it can survive outside of water
However, unlike potions, magical bubbles and can be transported. If punctured
affect a number of characters/creatures at outside of water, however, only characters/
once, as they produce an area effect. creatures touching the bubble at the time it
bursts are affected.
A magical bubble looks like a soap bubble 1'
in diameter; however, its filmy surface is Each bubble’s description has both BECMI
unexpectedly strong. Though it is easily and 5E stats.
punctured by a sharp weapon or tool (no
vv
“No Gilber you goon,
it’s a bubble of
diminution!”
– Original digital
composition by
Senarch
89
BECMI: When this bubble bursts, everyone 5E: Bubble, rare. This bubble is filled with a
in the area is affected as by a potion of faintly visible blue-white gas. When this
diminution for 1 hour. Characters/creatures bubble bursts, all creatures in the area gain
who wish to resist the effect can make a the ability to breathe air for 8 hours. This is
Saving Throw vs. Spells to be unaffected. otherwise as a Water Breathing spell.
5E: Bubble, rare. This bubble shows rings BECMI: When this bubble bursts, all
of light constantly expanding outwards creatures in the area gain a +4 bonus on
from its center. Creatures who wish to resist Saving Throws against charm or hold spells
the effect can make a DC 15 Constitution or monster abilities with similar effects
save to negate the effect. (such as a ghoul or gelatinous cube’s para-
lysis, a harpy’s song, or a kopru’s charm).
History/Purpose: Bubbles of growth and Any characters currently charmed, para-
diminution were developed by undersea lyzed, or held can make a new Saving Throw
spellcasters to simplify interactions between to end the effect. The effect lasts 1 hour.
sea giants and the other societies of Under-
sea. A bubble of diminution allows a group 5E: Bubble, rare. This bubble glows with a
of sea giants to enter a structure built for faint pearly light. When this bubble bursts,
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BECMI: When this bubble bursts, everyone 5E: Bubble, very rare. This bubble appears
in the area gains the benefit of a potion of to be filled with transparent air.
blending for 1 hour. When this bubble bursts, a creature from
the Elemental Plane of Air is released.
5E: Bubble, very rare. This bubble is filled
with a faintly visible gas of constantly chan- Roll 1d20 to determine what is released:
ging color. When this bubble bursts, every- 1–8: Air elemental
one in the area gains advantage on Stealth 9–14: Invisible stalker
15–20: Djinni
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When the bubble bursts, the character who it, however. The force field vanishes after 1
punctured it must make a DC 15 Charisma minute.
(Persuasion or Intimidation) check. On a
success, the creature departs peacefully to 5E: Bubble, very rare. This bubble appears
the Plane of Air; on a failure, the creature transparent, but shimmers frequently.
attacks immediately. A djinni will perform When this bubble bursts, it creates a 30-foot-
one brief service (no more than one day) radius spherical forcecage, otherwise as the
only if the reaction roll is a natural 20. solid box version of that spell. It lasts only 1
minute, however.
Collapsing Bubble
Bubble of Adaptation
BECMI: When this bubble bursts, a danger-
ous implosion occurs that inflicts 6d6 BECMI: When this bubble bursts, every
points of damage on all creatures/characters creature in the area gains the ability to
within 30 feet (Saving Throw vs. Spells for survive without breathing. In addition,
half damage). creatures gain a land speed and a swim-
ming speed of 120' (40'), the ability to fly at
5E: Bubble, very rare. This bubble appears 120' (40'), and the ability to burrow through
to be filled with transparent air. When this earth, sand, gravel, etc.—though not solid
bubble bursts, a dangerous implosion rock/bedrock—at a speed of 60' (20'),
occurs. Every creature within 30 feet must
make a DC 15 Dexterity saving throw,
taking 8d6 thunder damage on a failed A surprised hin adventurer inside a Force Field Bubble
save, or half that much damage on a
successful one.
unless their existing speed is higher. The History: A legendary creation, few have
effect lasts 24 hours. ever been seen. They are said to be the first
magical bubbles ever made, their proto-
5E: Bubble, very rare. This bubble shim- types given by the Immortal Protius to
mers with many colors. When this bubble mortals in the days when the Kopru Domin-
bursts, all creatures in the area gain the archy first grew strong.
ability to survive without breathing and a
land speed of 30 ft, swim speed of 30 ft, fly Random Bubble Table (d%)
speed of 30 ft, and burrow speed of 15 ft—
unless their existing speed is higher. The 01–15: Bubble of Healing
effect lasts 24 hours. 16–25: Bubble of Diminution
26–35: Bubble of Growth
Notes: These items are used by underwater 36–45: Bubble of Air Breathing
adventurers to travel in land or under- 46–55: Bubble of Water Breathing
ground environments. 56–65: Bubble of Freedom
66–70: Bubble of Shock Resistance
71–74: Bubble of Antidote
Bubble of the Water’s Heart 75–78: Bubble of Shock
79–82: Bubble of Poison
BECMI: When this bubble bursts, a 30'-ra- 83–86: Bubble of Blending
dius vortex connecting to a wormhole 87–90: Bubble of ESP
leading to the Elemental Plane of Water 91–93: Bubble of Trapped Air
appears centered on the bubble’s location. 94–96: Collapsing Bubble
Characters/monsters in the area that want to 97–98: Force Field Bubble
avoid traveling to the Elemental Plane must 99–00: Bubble of Adaptation
make a Saving Throw vs. Spells to escape
while the vortex is forming. The vortex is Note that Bubbles of the Water’s Heart will
permanent and forms a permanent gate not be found randomly.
unless closed by a wish; dispel magic closes
it for 1d4 rounds. Background
5E: Bubble, legendary. This bubble is deep In my campaign where these originated, my
blue. Creatures in the area when the portal original idea was for a version of a potion of
forms may make a DC 15 Charisma saving water breathing that would affect a whole
throw to avoid traveling to the Plane of party of characters (to be given to the PCs
Water. When this bubble bursts, a 30' radius by an underwater ally). This struck me as
portal to the Elemental Plane of Water something the game was missing, as one-
appears centered on the bubble’s location. person-each water breathing items or spells
make underwater adventures awkward. The
Variants: Other bubbles of this sort may concept built from there, and the PCs
open gates to watery Outer Planes ruled by visited a storm giant wizard that was experi-
Immortals of the Sphere of Time. The only menting with magical bubble formulas.
examples of this sort known in legend are
linked to Protius’s Home Plane, and are
said to be the first ever created.
94
Against
the
Wizards
The Undersea Laboratory
of an Aquan Archmage
by Not a Decepticon
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Against the Wizards
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Sindhi Resistance
Shivangi hopes to appeal both to the PCs’ modifier they don’t even need to roll, they
altruistic side and egos. However, if pres- see Shivangi is honest, to an outright unset-
sured about payment, she admits the resist- tling level. However, if the PCs wish to
ance, like most, is strapped for cash. So investigate her, allow them to choose the
instead, she offers them the Golden Key: method and roll for whichever skill feels
one of three keys to open a secret legendary appropriate. For every two points over 10
vault where the last Rajah of free Sind kept on the roll, reveal one of the following sen-
hidden vast riches beyond imagination. The tences about Shivangi: She has lost her fam-
key will serve as advanced payment, and if ily’s fortune to machinations of another
the PCs will serve their purpose, she will noble. Her two sons were slain by the Mas-
also provide them with the location of said ter’s forces. Her elderly husband died from
hidden vault. With her revolutionary views, working the fields under the occupant. She
Shivangi believes this money would only found new love with a member of the
consume the revolution in greed-induced untouchable caste, only to watch him die
squabbles, so it is better to hand it to a dan- during the long winter. She saw the man
gerous third party, which hopefully may who took her fortune sacrifice his life to
have a vested interest in investing in the res- save her from an explosion during Alpha-
toration of Sind. tian “liberation.” She learned archery from
legendary hero Raahinya. Her goal is a Sind
The party will likely find her offer too good free of both the colonizers and the old caste
to be true. If any of them wants to roll for system and Rajahs.
Insight, you can tell a PC with the highest
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Doors: All doors are made of the same throw, allowing them to recall a piece of
material as the walls and possess the same knowledge; I would suggest one relevant to
object statistics. The doors are made of the nearest room.
three wavy squares, two that extend from
the ceiling and one that extends from the Teleportation: All teleportation magic used
floor, so that when the door is closed, it to enter the laboratory results in all
looks like a wavy A symbol. The door can be creatures affected by the spell to appear at
forced open with a DC 25 Athletic check. the sea bottom near the false entrance to
Next to each door is a panel that can be the laboratory. The Alphatians regularly
used to open or close the door with posses- send out golems to retrieve any gear of
sion of the right password (usually a simple enemies drowned that way. The only excep-
magical formula), DC 15 Arcana Check or tions to that rule are attempts at teleporting
DC 20 Dexterity Check using thieves’ tools to the Teleportation Circle in Area 1 and
or spending a spell slot of level 1 or lower. only if the caster knows a secret password.
The doors are all protected against the Passwords change each 24 hours, with
knock spell. If a room or corridor begins to people often coming in and out of the facil-
flood, all doors in it lock automatically and ity possessing a special cipher key they use
can only be opened with force until water is to learn new passwords. Passwords are
removed. Each door holds for a number of usually based on the phases of the moon
hours equal d12 minus the number of during historical events in the Alphatian cal-
flooded rooms connected to one directly endar.
behind it. Eg. if Areas 11 and 17 flood, door
to Area 22 holds for 2d12-2 hours. In addition, in each dead end of a corridor
(which are where digging work into the
Prison Cells: All rooms named Prison Cell rock has been stopped or is in progress),
are equipped with manacles and chains there is a teleport platform. Stepping into it
attached to the walls, made of adamantine. allows a creature and all creatures touching
The panels to open the doors to these it to teleport to any of the other teleport
rooms are installed only on the outside, but platforms in the complex. The teleportation
the doors can still be forced open with can be directed with a DC 30 Arcana check
brute strength. done by a creature stepping on the plat-
form. Any subsequent use of the platforms
Scrying: False Hydra in Area 32 had its lowers the DC by 1. If the check fails, the
powers redirected to shield the laboratory creature is teleported to a random platform
from Divination magic. All magical attempts within the complex. Undergoing week-long
at inferring knowledge from outside the lab special training mandatory for the staff
will succeed, but the caster and everyone reduces DC to 10. Being instructed by a
else will instantly forget any knowledge creature who did undergo such training
learned through it. However, the DM gains advantage on the roll.
should note what knowledge has been
gained this way, as if the Hydra is slain, the Anti-Magic: The magic reinforcing the
party will regain all lost memories. In addi- ceramic covering also has built-in wards
tion, at any point during exploration of the that trigger whenever someone attempts to
lab, the DM can decide to have the player cast anti-magic field or dispel magic, auto-
character make a DC 20 Wisdom saving matically casting counterspell of appropri-
101
ate level on the caster. This is installed in enter this way do not follow recompression
the walls with a wish spell in order to procedure and suffer decompression sick-
prevent removal of magic that keeps the ness: they instantly gain one level of
structure from being crushed under the exhaustion and must make a DC 15 Consti-
immense pressure of rock and ocean. While tution saving throw each real time hour or
the wards are integrated into the ceramic gain another level of exhaustion, until
and made near-invisible, they can be detec- lesser restoration or similar spell is cast on
ted with a DC 30 Perception or Investiga- them.
tion check. DC 15 Arcana check reveals the
purpose of these enchantments. The true entrance is hidden sixty feet west
from the false one. It is painted and covered
Named NPCs with dispel magic on their up to blend into the ocean floor, requiring
spell list have temporary clearance allowing a DC 20 Perception or Investigation check
them to be ignored by the wards, being to be discovered, and cannot be found
trusted to use the spell in case of emer- through use of passive checks. This hatch is
gency. The admission process takes 24 adamantine and requires a DC 20 Athletics
hours, so if a higher-ranked NPC that check to force it open. It is not possible to
should have such clearance doesn’t, assume take it off its hinges or to open it with a
they’re in the middle of renewing it. knock spell. The mages assume any
creature knowing of this entrance is capable
Entrances: There are two ways to enter the of opening its traditional way and any
complex. There is an adamantine hatch magic-user would possess the password to
visible on the bottom floor. It can be teleport into the complex. This hatch opens
opened with DC 15 Athletics check or with to a downward stair that leads to an isol-
use of a knock spell. Alternatively, a DC 13 ated room, in which water is drained by
Dexterity check using thieves’ tools (or grates in the floor and redirected back to
other appropriate tools of player’s choice), the ocean. The door on the opposite end of
can be used to remove it from the hinges. the room opens automatically when there is
The low difficulty of these checks and the no water, leading to an upward staircase,
fact no effort was put into hiding this hatch leading to Area 2.
will probably tip your players off that this is
the false entrance that is used to lure Alarm: Any of the NPCs with official titles or
unwanted guests. If it did not, they can only rank of Inquisitor has a modified wand of
blame themselves for what is to follow. sending they can use to raise alarm. Other
NPCs can run to nearest areas where such
The hatch opens to a downward slide to a NPC are to be found. Some Areas list a per-
small natural cave, where water will form a centile possibility an NPC will be in the
small pool. The water leaks through many room. In a situation an NPC runs to them to
cracks in the floor, so the PCs can leave raise an alarm, assume that NPC is there.
towards the nearby ascending staircase, NPC with access to spells like message or
without fear of drowning. The staircase sending will use them for direct contact but
leads to a small 5 by 5 feet platform will still leave the room to meet with rein-
(unmarked room in top right corner of the forcements. Alarm immediately sends a
map). Any creature standing on the plat- modified sending message with a brief
form it teleported to Area 1. Creatures that description for the reason (example: “A
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dwarf, an Ethengarian, a sea elf and a Makai calls for it. Effects last until the affected
have been spotted in Area twenty, they are creature succeeds on three saving throws in
armed and dangerous.”) to be heard in all a roll, or greater restoration, remove curse,
rooms. NPC in Areas 5, 7, 9, 13, 15, 16, 25, or higher-level spell of similar effect is cast
31, 34, 35 and Professor Admiral from Area on them. In addition whenever a creature is
38 arrive in the area within 1d4 rounds, subjected to one of those thoughts, roll
starting from those who are nearest, then 1d4+1. This is a number of days after
each new group arrives a round later. If the which, if not removed, the thought
PCs move, they may still run into the becomes permanent and can no longer be
groups as they converge on the area, as removed. In addition, a creature that lets
would be reasonable. Alarm lasts for 1d10 this happen rolls on an Indefinite Madness
minutes, unless there have been any Table. A creature can be affected by multiple
updates made through another sending. All Shattered Mind Surges at the same time.
through it the Archmage is handling all Their effects overlap, and if two would
information sent to him and forwarding it nullify each other, only the nullified part
through mass sending with his wand. If isn’t in effect, while others are. If a roll
reinforcements lose the track of the determines a thought that has already been
intruders, the Archmage will direct the rolled, roll again. Once there are no
search and taunt the PCs with further send- thoughts left, these areas do not trigger
ings. anymore. Once triggered, the Shattered
Mind area does not trigger again for 1
Equipment: Every NPC who does not minute.
possess an ability to breathe underwater
has been equipped with a cloak of the
manta ray. Every NPC who needs to
breathe water and isn’t a prisoner has a
mask of air breathing (Wondrous Item,
Common, while wearing this you can
breathe air).
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WANDERING MONSTERS
The DM should roll for a random encounter the DM should roll 2d8-1 or select one of
every hour of real-life game the party encounters in the table below:
spends in the laboratory. On a result of 1
Roll
Wandering Monster
2d8-1
Sea Hag Patrol: 9 sea hags, grouped into 3 sea hag covens. As they are being con-
trolled by kopru, they attack immediately and fight to the death and cannot be
2
fooled. Moreover, if they notice the intruders, the kopru will immediately raise
an alarm and inform everyone of the party’s presence.
Researcher: One Archmage on the way either to their lab, quarters or cafeteria.
Researcher walks by, eating a sandwich and reading a new report, so engrossed
in the lecture all checks to hide from them are made with an advantage.
4
However, they know by name all of the personnel, so it is impossible to deceive
them that the party is working here and all other checks to lie to them are made
with disadvantage.
Harini the Deer (see Area 3) on her way to another maintenance job. The party
can avoid her with a DC 10 Stealth check or convince her they’re working here
5 with a DC 10 Deception check, since she tends to avoid people and does not
know the staff very well. Otherwise she follows the rules outlined in description
of Area 3.
6 Roll on Shattered Mind Surge Table for a single PC, reroll results below 5.
109
Roll
Wandering Monster
2d8-1
Seahawk and Weehawk. Twin brothers born from a romance between a Turtle
Clan man and a sea elf from the Minrothad Guilds. Seahawk (NG, Human Swa-
shbuckler, Volo’s Guide to Monsters, CR 3) is a bombastic, if a bit cowardly,
wannabe pirate and adventurer, who had been captured when trying to sabotage
an Alphatian ship. Weehawk (CG Aquatic Elf, Berserker), his serious, but prone
to solving all problems through fighting, trans brother, heard about it, set off on
a rescue quest…and promptly got himself captured. The brothers managed to
escape from Area 19 when it was overtaken by Crazy Hassan, and are now
looking for an exit, bickering about which way to go. The party will hear their
arguments, in a mix of Minrothaddan and Atruaghin languages, from a good way
ahead, giving PCs a full round to hide. DC 10 check is needed to avoid being
7 noticed by them. If they do notice the party, Weehawk will rush them, yelling
“YOU WILL NEVER TAKE US ALIVE, ALPHATIAN SCUM!” and attack, while
Seahawk will grab his head and scream “Mom’s gonna kill me!”. It should be
relatively easy, except for potential language barrier, to convince the two that the
PCs are not Alphatians. At worst, DC 12 Persuasion check will suffice, but good
arguments may allow PCs to pass without having to roll. The brothers are eager
to escape, but the PCs can convince them to help fight the Alphatians, gaining
potential allies. However, their constant arguments do impose disadvantage on
the group’s Stealth checks to avoid being heard. If either of the brothers is slain,
the other one will swear revenge and dedicate his life fighting his killers, be it the
PCs or Alphatians. As the two are completely lost, they are too confused to
deliver any meaningful information on the laboratory.
Chief of Security: Samaeel the All-Seeing (See Area 5) on his morning round
around the facility (which, despite being “morning round,” he does whenever he
9 feels like). Due to being distracted by his new conspiracies, all Stealth rolls to
hide from him have an advantage. He can be interacted with just as described in
Area 5.
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Roll
Wandering Monster
2d8-1
Poe & Chandler: Detective Poe (see Area 16) is scolding Junior Detective Chand-
ler (See Area 15) after the latter’s mess-up. Due to that the PCs have advantage
11
on Stealth checks to avoid them. If combat breaks out, Poe sends Chandler for
reinforcements, raising the alarm, while he holds the PCs off.
David the Kobarian (See Area 13) has left the hideout to scavenge for food. He
12
acts as if encountered in Area 13.
A single Malignant Thought, that is “trying” to pass unnoticed but can be spotted
with a DC 12 Perception check. It runs away but always can be seen taking turns
15
away from each room, as if trying to lead the PCs to Area 27 (which is exactly
what it is doing).
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2. Recompression Chamber
113
extremely digilent and a workaholic, who ing mages do not go there without him.
believes neglecting her job would count as At some point during the conversation
treason. She also suffers from social anxiety, or as the PCs are leaving, Harini’s eyes
which earned her the nickname the Deer, will suddenly widen with fear and she
due to her habit of running away from will mutter to herself “It’s always
people. All these combined should make hungry… Just eats and eats and eats…
her frustrating to talk to for the players. so many people.” But when pressed
However, she can be relatively easily per- about it, she will have no recollection of
suaded into not raising an alarm, so allow ever saying that.
DC 13 Persuasion or Deception check if the
party makes good arguments. DC 18 Check Harini can also point to the location of the
is necessary to convince her to provide any rooms.
information, as that would be actively
aiding the enemy of Alphatia, which is 4. Interrogation Room
treason. Any attempts at intimidation or use
of force will cause her to flee to Area 7, This room features a single table with two
chairs on opposite ends. One of the chairs
raising an alarm. She fights only if cornered.
has manacles attached to its arms and legs. A
Harini can provide the PCs with all informa- large Venetian mirror is placed in one of the
tion outlined in Features of the Area eastern walls. It is enchanted to connect to
section. She can also list 3 Horrible Room- the other side of the wall across the stone.
s—places that cause the biggest mainten-
ance problems around the laboratory. In A permanent zone of truth spell is cast on
fact, most of her work is revolving around this room. Any creature entering it must
these rooms. pass a DC 15 Charisma Saving Throw or be
unable to lie. If a creature passes a saving
•“Madman’s Room” (Area 28): There is a throw, a hidden compartment in the end of
single madman being experimented on. the table opposite to the chair with man-
His screams are haunting and it seems acles reveals itself. Otherwise, it can be dis-
he can infect people with his madness. covered with a DC 20 Investigation check
and unlocked with a knock spell or DC 20
•“Skeleton Room” (Area 41): There is a Dexterity check using thieves’ tools. Inside
corpse of something horrible and great is a set of torturer’s tools worth 100 gp at
in it; she has seen the substance being any shady fence or 300 gp from a collector
drained from its bones to “turn people of macabre and horrible things. It is kept in
into monsters and monsters into even a black leather case, with bright gold and
worse monsters.” pink letters saying “To the Best Mommy in
the World—Alexander and Sophia” on the
•“Uuuum…”: Third room is Area 32, but side. The second object is a pair of leather
Harini cannot tell what exactly is a gauntlets with small, round, flat blue crys-
problem here, she knows she cannot tals installed on the palm and back of each
enter this room without the company of hand. These are shock gauntlets. It also
Magister Garvit, whose office is in Area contains a wand of cure light wounds and a
40. He has the only key to open the wand of revivify.
door to this area and even higher-rank-
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Sitting on the chair makes the manacles This is the working desk of Chief of Security
automatically clasp around the target’s Samaeel the All-Seeing (Death Tyrant).
hands and legs. It requires a knock spell, There is a 25% chance he is in the office
DC 15 Dexterity check using thieves’ tools when PCs enter it. In this case, he is treat-
from another person, or DC 30 check from ing this room as his lair. His personality is a
the trapped person to unlock them. They mixture of a conspiracy theorist and a loud
can be broken free with a DC 18 Athletics police chief threatening to take away a
check from another person or DC 25 from cowboy cop’s badge in every crime movie.
the trapped person. He can be bargained with due to his con-
flicting loyalties. While he takes a lot of
Every time a person without protection pride in his job as chief of security and will
from lie-detecting magic lies in this room, it ruthlessly kill any intruders, he’s also a wor-
receives lightning damage equal to the shiper of Nyx and a member of the Knights
number of times it has already lied +1. This of Ebony, an organization dedicated to
damage is nonlethal. hunting down creatures from other worlds.
As such he is very unhappy about the exper-
Shock Gauntlets iment performed by Magister Garvit, but
Wondrous Item, common. has been overturned whenever voicing
complaints about it. He is willing to “turn a
Select one Ability Score. You can cast blind eye, pun very much intended” on the
shocking grasp like a spellcaster of appro- PCs’ presence in the complex if they assas-
priate level or lower, if you choose so. sinate for him Inmate #28 (Area 28) and
Selected Ability Score is your Spellcasting False Hydra (Area 32), and place incriminat-
Ability for this item. ing evidence in Magister Garvit’s Office
(Area 40). He is earnest in his offer and will
5. Security Office honor it.
There is a large Venetian mirror in one of At the northern end of the room is a desk
the western walls, corresponding to a made of fine ebony wood and beautiful
mirror in Area 4. tablecloths with “Immortals Don’t Play
Dice” knitted onto it. There are six locked
A large stone desk is placed at the southern drawers, each one requiring DC 18 Dexter-
end of the room, covered in whole stacks of ity check using thieves’ tools to unlock, and
documents, ledgers, books, all concerning each protected with a poison needle trap
various cases. Behind it the whole wall is that deals 1d4 piercing damage and forces
covered in a corkboard full of documents, target to make DC 20 Constitution saving
photos, dates, pins and strings in a some- throw each hour for 1d8 hours, or suffer
what incomprehensible mess. Any creature 1d2 cumulative loss of an Ability Score.
attempting to decipher it must succeed at Which Ability Score is drained is determined
DC 20 Wisdom saving throw, taking 2d6 by 1d6 roll when the target fails their first
psychic damage on a failed save, half as saving throw, reroll if that Ability Score
much on a successful one. This conspiracy already was selected this way for a different
board is incomprehensible. drawer. Results are permanent but can be
removed with lesser restoration or a
stronger spell. Traps can be noticed with
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7. Guard Post
8. Cafeteria
117
will reveal the ball is filled with Enhance- to zero or lesser restoration is cast on the
ment, Illusion, and Evocation magic, not creature.
Divination. A result of 30 or more reveals
the ball’s true nature and all features. The Any NPC staff member will tell the party
ball has AC 10, 10 HP, and immunity to about this trap, when interacted with in a
psychic and poison damage. If destroyed it peaceful manner, as long as the PCs ask
explodes, forcing all creatures within 20 ft about any traps. Exceptions are Samaeel and
to make a DC 20 Dexterity Saving Throw, Arleenusa, who will respectively forget and
taking 8d6 lightning damage on a failed decide people who would fall for something
save, half as much on a successful one. this simple are not worth working with.
118
series titled Trains: The Mechanic, in which automated trainers for the crew. The two
players assume roles of mundane humans spells interacted weirdly with one another.
living in a world resembling Earth in the When PCs interact with the training equip-
1960’s. Each game’s main goal is to win the ment, roll a d20. On a result of 1 or if PCs
affection of various women working as train try to put any piece of equipment into a
mechanics, before other players. The game container or carry it out of the room, a
had a very short run before cancellation in Workout Trap activates.
Alphatia due to lack of interest, but is very
popular among mutant shark-kin, beholder- Workout Trap: Complex Trap. When
kin, and sea hags, for reasons that both triggered, it begins to play energetic music
baffle and fascinate Alphatians. and summons an Animated Armor for each
creature in the room. Armors have +10
On the southern wall there is a panel that bonus to Athletics, Acrobatics and Perform-
allows paying 100 gold to rent the room, ance checks, are immune to all damage, and
locking it for up to the next four hours of effects of all spells are reflected from them
outside time (8 hours in the room). It is a at the caster. Each Armor points at one
common practice among members of both other creature not chosen by one of the
the Undersea Alphatian Book Club and other Armors and moves in initiative before
Train: the Mechanic Appreciation Society. that creature. On each of its turns Armors
This is the only room where PCs can safely will perform one action from the following
take a long rest, but only if they’re careful list. Actions with multiple checks are still
to not be spotted, as the renting mechanism one action:
can be disabled by the Security and it is
automatically disabled whenever an alarm is •Attempt to grapple the creature, if suc-
raised. Taking a long rest in this room more cessful making it pick that creature up
often than once per sixteen in-game hours and lift it above its head ten times (two
will arise suspicion, leading to two Inquis- Athletics checks)
itor Teams (2 Drow Elite Warriors, 2 Drow •A series of backflips (three Acrobatic
Priestesses of Lolth and a Drow House checks)
Captain from Mordekainen’s Tome of Foes, •Quick dance in multiple styles (four Per-
see Area 13 for more information) to be dis- formance checks)
patched and interrupt the party’s long rest.
A creature that Armor selected must match
12. Gym and Dance Room or exceed at least half of the Armor’s rolls
in corresponding series of checks for each
This room is filled with training equipment Action, or suffer a level of exhaustion. Once
used in mandatory gym training. The room all armors perform all three actions, they
is also used as a dance practice room. Due disappear and the exercise ends.
to the high value of the equipment, totality
of which can be sold as a set for 5,000 plat- The commotion makes creatures in Area 7
inum pieces, a protective ward has been come to investigate in 1d4+1 rounds,
placed against all attempts at removing it attacking the PCs if they find them there.
from the room or otherwise messing
around with it. In the same room a special
spell was used in an attempt at creating
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cheese,” and “drinks.” They are stocked Ice, filled to the brim with bags of frozen
with food at all times, which is how no one blood. When stressed, Robert tends to heat
noticed that David from Area 13 has been a bag of blood before drinking it, usually
sneaking food from here. Kitchen also has a muttering he picked the wrong day to stop
stove powered by the spell of continuous bloodsucking.
flame, all smoke being redirected by a
chimney into the ocean, a set of cook 17. Humanoid Prison Cell
utensils, and a 5-foot wide, 10-foot long
kitchen table. This is where humanoids are being kept
before being processed into Skum in Area
15. Junior Detectives’ Office 22. Currently the cell holds 4 Kara-Kara9
and one Kara-Kara Chief (Orc Claw of
These are the quarters of Junior Detectives Luthic, Volo’s Guide to Monsters, CR 2, but
Abott Chandler and Mina Rankin (each one possessing War Song trait of other Kara-
is a Spectator, Mordekainen’s Tome of Kara), stripped of all weapons, armor and
Foes), where they reside when not on gear. If freed and armed, they can be per-
errands for Samaeel or Detective Poe. They suaded easily to join the fight against the
take care of training their ten Junior Deputy Alphatians.
Detectives (Gazers, Volo’s Guide to Mon-
sters). None of them is very smart and can
be easily tricked into thinking the PCs are
new hires and act very friendly towards
them. However, if called for help to Area 13
or Area 16, they will join the fight and fight
to death due to being too dumb to under-
stand the concept of death.
121
arrive, there will be one less Kara-Kara in 19. Crazy Hassan’s Used Camel
this room and one more Skum in Area 22. Emporium (Temporary Location)
18. Sea People Processing Facility Crazy Hassan (Chaotic Neutral Sidhe Mage),
a powerful sidhe as obsessed with Desert
Three tables have been placed within 5 feet Nomads as he is ignorant of their culture,
from one another in the middle of the has impersonated a Desert Nomad and was
room. On two lie dead tritons, while the arrested, then placed in this prison cell. He
corpse of a kna lies in the middle table, promptly broke off and turned it into a
comically too large to fit. They were experi- store, where he buys and sells used camels,
mented on with new kinds of drugs and for half the price of a regular camel. He has
substances produced in Area 38. However, the personality of a bombastic, loud used
despite being declared dead, the bodies car salesman. This room is much larger than
have been undergoing horrible transforma- it appears on the map and any attempts at
tions. Within 1d2+1 rounds from PCs comprehending what has been done to its
entering the room, bodies burst with blood geometry or the logic of trying to sell camels
that forms vengeful and hungry oozes, underwater result in 1d6 psychic damage.
which attempt to feed on the PCs. The Alphatians have decided to leave him alone.
oozes produced by the two triton corpses Anyone passing through this room does so
both use statistics of an Adult Oblex, while in a hurry, not interacting with him and, if
the kna corpse produces one using statistics possible, everyone tries to avoid this room.
of an Elder Oblex
If the PCs slay Crazy Hassan, Malt-y-Nos12,
10
Ten Bone Golems have been placed along Lady of the Wild Hunt, will take interest in
the walls; they activate and attack only if an them. Crazy Hassan, before he decided to
unauthorized personnel messes with the pretend he’s a Desert Nomad camel mer-
test subjects. If oozes emerge on their own, chant, had once earned a promise she will
bone golems do not move. If PCs interact seek to avenge his next death. It’s a fact he’ll
with the corpses before oozes’ emergence, brag about, but will be too afraid to utter
the oozes wait and observe. If bone golems Malt-y-Nos’ name, out of fear. However,
are winning or one of the PCs is reduced because he’s been annoying, Malt-y-Nos will
below half of their hit points while within 5 turn this into a game. She did promise to
feet of one of the corpses, oozes emerge merely try to avenge the guy, after all. At a
and attack. If the PCs are winning, oozes random point within 3 weeks’ time, the PCs
attempt to sneak away from the room and will be woken up upon dawn by horn of
hunt PCs using typical Oblex tactics11. Malt-y-Nos who will pursue them with
twelve Cwn Annwn13. If they avoid capture
or death until nightfall or slay her, the hunt
ends. If the PCs manage to do it 3 days in a
row, she will gracefully relent and grant the
character who impressed her the most an
Epic Boon of DM’s choice.
10
See “Golem, Bone” by Sheldon Morris at the Vaults
11 12
See the article “Oblex Tactics” at the “The Monsters See “Mallt-y-Nos” at the Vaults of Pandius
13
Know What They’re Doing” blog See “Cwn Annwn” at the Vaults of Pandius
122
123
humanoids into Skum (Ghosts of Salt- believed by skum to be the aboleth the
marsh, CR 5). There are currently 4 skum skum is charmed by, giving her command
swimming deep in the pool. The pool over the creatures.
works as water under Mucous Cloud ability
of an aboleth, and a creature exposed to it Dorna also has a collection of magen con-
for long enough will begin transformation sisting of one Caldron Magen, one Demos
into skum. The process is irreversible, Magen, one Galvan Magen, one Hypnos
except for greater restoration or a stronger Magen15 and one Scalos Magen16. The
spell of similar effect. galvan magen is tasked with delivering,
grappling and dragging to the room one of
Magister Magus Dorna (Drow Mage), elven the prisoners from Area 17, with the hypnos
woman in white labcoat, with green tint magen ready to help with more combative
hinting at some orcish blood, is overseeing “guests.” The transformation process itself is
the process. Her bodyguard and lover, as simple as it is brutal and consists just of
Kimiyo Kobayashi, who appears as a woman the galvan magen forcibly holding the
in samurai armor, but is actually a female victim down in a pool. Even if the creature
Oni in disguise, is accompanying her at all drowns, after one minute it begins trans-
times. Dorna is a younger half-sister of forming into a living skum. Other magen
Grand Inquisitor Alreenusa (see Area 5), are to stand the watch and protect Dorna.
who has been shunned by her family due to
having an orcish father. This makes her If combat breaks out, Dorna calls upon the
despise orcs, and take near sadistic glee in skum and magen to fight the PCs, while she
subjecting Kara-Kara to a transformation and Kimiyo flee to Area 5, raising the Alarm.
into skum. She also named these creatures, They fight if cornered or backed up by rein-
choosing the name precisely to add insult forcements, with Kimiyo protecting Dorna
to injury. Her hatred and sadism are what with her life.
made an oni fall in love with her, but she
gets away with it by targeting a subspecies 23. Shark-kin Uplifting Lab
of orcs even other orcs don’t care for.
Arleenusa has got her this job less out of sis-
There are three machines—two large at the
terly love and more because she knew northern and southern wall, opposite to
Dorna would do everything to not disap- one another, and one, medium-sized, at the
point. eastern wall. They serve respectively in the
creation of shark-kin mutant commanders,
If PCs were to negotiate with Dorna, shark-kin mutant champions and shark-kin
whatever they offer her is no deal until they mutant priestesses. Accomplished mutants
can either convince her they are working are selected for this process by King Gore
with her sister (granting them advantage on and his royal family (see Area 34) and
Persuasion checks towards her) or PCs can ordered to walk to this room, where they
guarantee safety of Dorna, her sister and are subjected to the process, after which
her lover. surviving members (with 1 to 3 survival
ratio) are returned to their brethren and
Dorna is currently attuned to ring of skum 15
All using the statistics from these descriptions of
control (Wondrous Item, Uncommon, Magen at the Vaults of Pandius
requires attunement). Attuned creature is 16 See “Scalos Magen” at the Vaults of Pandius
124
given new roles. There is one of each of players should not be told that and instead
these creatures in the machine, undergoing be encouraged to explain how exactly that
the process currently. spell would help.
Doctor A (Abjurer, Volo’s Guide to Mon- If one of the machines is successfully sabot-
sters, CR 9), Doctor J (Transmuter, Volo’s aged, either Doctor A or K flies into blind
Guide to Monsters, CR 5) and Doctor K rage and begins attacking the other doctor,
(War Priest, Volo’s Guide to Monsters, CR who responds in kind. Doctor J’s laugh
10) oversee the process. They are seen as makes the other two turn against him and
brilliant researchers but also extremely the trio begin hurling spells at each other,
unprofessional, to the point that no one in quickly moving to different areas and
the complex wants to work with them. causing a lot of destruction.
Doctor A and Doctor K absolutely HATE
one another, due to some past incident, If the PCs attack the doctors or attempt to
and Doctor J is exploiting this for his own openly destroy one of the machines, the
sick amusement, pitting the two against doctors respond by hurling at them their
each other. Currently their argument is over strongest spells first, hoping to kill the
whether champions or commanders are the intruders fast and get back to work, then
superior creations, with A favoring com- releasing creatures in the machines to aid
manders and K champions. Their argu- them. Each of them flees if reduced to
ments are heard from far away almost as below half of their hit point maximum, but
often as the screaming of their “patients.” the destruction they cause by their combat
PCs can infer, either from eavesdropping or method will raise the alarm after just the
capturing Doctor J, who is quite a coward first round of combat.
and eager to share any information in order
to save his skin, about the conflict. 24. Sea People Prison Cell
If PCs reveal themselves to the three Here sea people are being kept before
doctors, a DC 18 Deception check can con- being processed in Area 18. Currently in the
vince them the party is part of the person- room there are 1d4-1 aquatic elves
nel. However, even if the party fails, doctors (Oceanus, Ghosts of Saltmarsh, CR 1/2)
simply question them and try to learn any- and 1d4-1 kna17. They have been stripped of
thing interesting, before one of them offers all weapons and armor but given water bags
to escort the party to Area 21. If the PCs to help them breathe. If freed and armed
agree, on the way that doctor will offer the they can be persuaded to join the fight
PCs a thousand gp each for sabotaging one against Alphatians.
of the machines in the room, with A and K
wanting to destroy the one favored by the 25. Mutant Shark-kin Lair
other, and J wanting to destroy either. If
they agree and manage to sneak past the A 15-foot wide, 25-foot long, 30-foot deep
remaining doctors, they will need 3 success- swimming pool is built into the surface of
ful checks with DC 17, 15 and 13 with tools this room.
of their choice to sabotage the machine.
Casting any spell of level 1 or higher will
automatically succeed on a single check but 17
See “Kna” at the Vaults of Pandius
125
This is the lair where mutated shark-kin are for observation of two most dangerous test
residing. At any given time there are subjects. However, one of the researchers,
1d6+10 shark-kin mutants (Sahuagin), 1d2 Doctor W, has been obsessed over the study
shark-kin mutant commanders (Sahuagin of a crystal skull he has found, eventually
Baron) and 1d4 shark-kin priestesses becoming a Grey Philosopher19, still
(Sahuagin Priestess) resting in this room, holding a skull in his hands. Now only
while the rest is on patrol or in other Magister Gravit sometimes uses this room.
rooms. They are brainwashed into fanatical
obedience and attack on sight, fighting to The skull actually belongs to a deceased
the death. However, a singe shark-kin kopru and has been used to give anchor to
mutant will be dispatched to raise the alarm this place for a kopru elder hive mind, an
by running into Areas 31 and 34. idea introduced originally in Goodman
Games’ revised and expanded Isle of Dread.
26. Shark-kin Prison Cell It’s a hive mind of the eldest and most
powerful kopru, who have ascended to a
Here shark-kin are being kept before being higher plane of existence, but found them-
processed into Alphatian-serving mutants in selves cut off from the material plane. When
Area 29. There are 1d4+1 shark-kin18 in this PCs enter the room the hive mind, which
area. They have been stripped of all has laid low to hide from Alphatians, will
weapons and armor but given water bags to contact them telepathically. They offer a
help them breathe. If freed and provided huge reward in the form of ancient wisdom,
means of transportation, like flooding the and can easily be persuaded to also add fin-
corridors, they charge to Area 29 and then ancial reward in the form of treasure in
30, viciously attacking all Alphatians and Areas 44 and 45. The hive mind wants the
kopru they can get their hands on. PCs to take the skull and place it against
forehead of Inmate #28 (Area 28), False
There is a 10% chance a flesh golem from Hydra (Area 32), Archmage General Alaman
Area 29 arrives to drag one of the shark-kin Seaserpent the Third (either Area 37 or 47),
for processing while PCs are here. This and Professor Admiral Patrisha de Fray-Seas-
chance increases by 10% for each 30 erpent (Area 38). Any of these creatures
minutes of real-time PCs stay in this room. this is done to loses consciousness and
If the PCs leave without freeing the shark- cannot be woken up, and the creature who
kin, next time they return there should be has done this receives permanent unspe-
one shark-kin less in the room. cified, cumulative 1d4 bonus to, of their
choice, Intelligence, Wisdom or Charisma,
27. Grey Philosopher that can raise an Ability Score above 20. A
PC who received this benefit is also eligible
This room consists of a pair of large magical for Warlock pact with the hive mind as
screens continuously scrying on Areas 28 either Great Old One or Undead patron,
and 32 (actually showing the creature while an NPC automatically gains one level
inside the latter) and a study desk and of it.
chair, currently occupied. This room served
18 19
As they have not been transformed yet, they use See “Grety Philosopher 5E” by Sheldon Morris at
these Shark-Kin statistics at the Vaults of Pandius the Vaults of Pandius
126
If the PCs do it to all 4 targets, they wake up Manshoon, or Halaster Blackcloak20, and be
20 hours later, on the shore east of Kand- baffled by how the PCs could never have
aputra with promised rewards, all loot they heard of him, seemingly unaware he is far
took, no recollection of what has happened from home. However, a DC 10 Insight
and without any NPC allies. The attempts to check can recognize that he has no idea
return to the laboratory will reveal it is about his own identity. As a matter of fact,
utterly gone: only solid rock, untouched by he forgot his whole past, probably a side-ef-
human hand, remains. In the following fect of trying to break the barrier to Mystara
months they will hear of increased attacks while both drunk and high on multiple
on ships and seaside settlements from all drugs.The entering also messed up his
kinds of undersea creatures and sea mon- powers, causing him to be responsible for
sters that appear extremely coordinated. the Shattered Mind Areas. He is unable to
Exactly one year after these events, the control it and Alphatians have been subject-
aquatic elven kingdom of Seahome will be ing him to studies (which he’d rather call
attacked from all fronts by hordes of mon- torture), to try to rein in or even harness
sters serving the new Kopru Empire. But this power. He will try to convince the PCs
that is a story for another time... to destroy the magical generators holding
him in place and free him. Generators have
28. Inmate #28 the same AC and hardness as the walls. If
freed, he may either leave to his home
This room has plane, causing effects of his powers to
the shape of an cease, or aid the PCs. He knows all Arch-
orb, 25 feet in mage spells, but cannot regain spell slots,
radius. In the and every time he casts a spell, he and all
middle of it, creatures within 5 feet of him must roll on
held by power- the Shattered Mind Surge table.
ful magical gen-
erators in the If convinced to stay, this man will wander
ceiling and floor, the world, being dangerous to everyone he
is a middle-aged encounters and slowly leaving more and
man in a chain- more of his mind behind, creating further
bound straight- dangers to the world.
jacket, whose
face betrays that 29. Shark-kin Processing Facility
he suffered fre-
quent physical The main feature of this room is a huge
abuse and older, machine with an open mouth in its north
equally frequent, alcohol and drug abuse. and south ends, which covers most of the
This is Inmate #28 (Archmage with 8 room, leaving only a 5-foot wide path
Wisdom), who claims to come from a place around it. Near the northern wall a table
called Faerun and be a famous mage in his with manacles is floating. From time to time
home land. He will try to present himself as a flesh golem goes to area 26 and drags a
one of several iconic figures of the Forgot- 20
For humorous effect you can have him
ten Realms setting, including Elminster, mispronounce the names, claiming to be “Monsoon,”
“El Maestro,” or “Halberd Blackpants”.
127
shark-kin to this room. The shark-kin is tied concealment, and even a surfacing one
to the table, which then slowly moves to the benefits from half concealment.
southern end of the room in a straight line,
through the machine, with a speed of 5 ft Five Kopru21 live in this pool. When
per turn, during which the creature is trans- attacked they attempt to dominate the most
formed into a shark-kin mutant. Only 1 in 5 dangerous-looking enemies to make them
shark-kin survives the process, but is driven fight among themselves. If that fails, they
insane by the pain. The dead ones are use their powers to alert all creatures dom-
dropped through a hatch next door to Area inated by them, meaning all qhark-kin
32, where they’re devoured by False Hydra. mutants and sea hags, and swim below the
Surviving ones are dragged by flesh golems surface. On their turn they arise and attack
to Area 30. with tail attack. If a kopru in the pool has a
creature restrained by its tail, it can swim
Fleshwarper Brothers (Transmuters, Volo’s down, automatically dragging the creature
Guide to Monsters, CR 5), named Bale, Dale down with it (ignoring grapple rules about
and Gale, each accompanied by a Flesh movement). Kopru are cowards and more
Golem, oversee the process. They resent than happy waiting for the PCs out while
the doctors from Area 23 and often talk the reinforcements arrive. If reduced below
about wanting to take their position. If ¼ hit points, kopru attempt to parlay and
they’d hear something bad happened to offer to betray Alphatians, if allowed to be
their rivals, especially if it was self-inflicted left alone with their servants. If the PCs
and humiliating, they’d march to Area 38 agree, they order all dominated creatures to
and demand to be given their position from turn against Alphatians and, once the Alpha-
Professor Admiral. If attacked, golems fight tians are slain, let the PCs go freely. They
to the death, while brothers flee to Area 38, will begin turning the lab into their own lair
warning creatures in Areas 30, 31, and 34, and soon start kidnapping shark-kin and
and raising the alarm. They fight if other creatures to create more mutants and
cornered. more slaves, carrying on most of the Alpha-
tian plans as their own.
30. Kopru Lair
The kopru dismiss all claims of a kopru
The floor in this room has been turned into elder hive mind as “childish tales told to
a 60-foot deep, 15-square-foot surface scare new hatchlings.”
swimming pool filled with hot water and
toxic substances that fill the air with poison- 31. Mutant Shark-kin Garrison
ous mist. Any creature entering the area for
the first time must pass a DC 13 Constitu- The floor of this room has been replaced
tion Saving Throw or be poisoned for 1 with a 30-foot deep swimming pool. Six
minute. Alphatians have been trained to be shark-kin mutant champions (Sahuagin
immune to this effect. A creature entering Champion, except Large, Ghosts of Salt-
the water takes 2d6 fire and 2d6 acid marsh, CR 3), four shark-kin mutant priest-
damage each turn. Kopru are immune to all esses, two shark-kin mutant commanders
of those effects. The water is so murky that and one shark-kin shaman (Sahuagin
a kopru who swims underwater gains full
21
See “Kopru” at the Vaults of Pandius
128
22
See “False Hydra” at gmbuilder.com
129
130
to conquer and convert all the shark-kin in 36. Sea Hag Prison Cell
the Sea of Dread.
This is where sea hags are being kept before
35. A Room Full of Hags being brainwashed in Area 39. There are
1d4+1 sea hags currently trapped there. If
Forty five Sea Hags, paired into 15 covens, freed, they can be persuaded to join the
are being held in this room. As they are all fight against the Alphatians, but will request
dominated by kopru, some of them are time to form covens with one another or, if
allowed to patrol the laboratory or parti- there aren’t enough of them for it, with one
cipate in other tasks. There are never less of the PCs.
than 8 covens (24 hags) present in the
room at the same time. When the party While PCs are in this room, there’s a 10%
enters there are 1d6+8 sea hag covens chance a manscorpion from Area 39 will
present. show up to drag a hag for brainwashing.
This possibility increases by 10% for every
In the center of the room is a small pedes- hour PCs spend in this room. If the PCs
tal with a figurine of a kopru. Any creature leave without freeing the hags or dealing
that looks at it must make a DC 15 Wisdom with the kopru in Area 39, the next time
Saving Throw or become dominated by the they enter this room, there is one hag less
kopru. Alphatians know about it and avoid here and one hag more in Area 35.
looking at the figurine. If the hags are
freed from kopru control, they can be bar- 37. Archmage’s Last Stand
gained with and convinced to turn against
their slave masters. The center of this room is filled by a swim-
ming pool, in which lies a Hydra, leaving
If done so, they’ll gleefully attack all only a narrow 5-foot wide path under each
creatures other than the party, going so far wall to walk around it. The pool has a
as to even try to force open the door to depth of 60 feet.
Area 32 and blast False Hydra into oblivion
with spells. If not, the hags can be ques-
tioned for information and are capable of
seeing into every room where the surveil-
lance system was not destroyed. They can
also inform on the plan for which they
have been gathered and are currently
working on: Casting a massive combined
sleep spell on the whole population of
Kandaputra and gorging themselves on
their children when everyone is asleep,
replacing them all with copies that will
later grow into new sea hags, ready to
serve in the Alphatian army.
Archmage Alaman
131
If at any point during the adventure the PCs Alaman uses statistics of Drow Favored
raise the alarm or free any of the prisoners, Consort (Mordekainen’s Tome of Foes, CR
the man in charge of this complex, Arch- 18) with the following changes:
mage General Alaman Seaserpent the Third,
will be waiting here for the PCs. He is •His scimitar is a weapon +3
accompanied by a Shield Guardian with
permanent water walk cast on it, and an •He wears slippers of water walking and
above-mentioned hydra, which is under his a ring of spell turning, which is his
control. If encountered here, he will be wedding ring
fighting to the death. He begins the fight
with fire shield, foresight, mage armor, •He has advantage on all saving throw
mind blank, and globe of invulnerability against spells and magical effects
already cast on himself. He will be waiting
for the PCs at the far end of the room, •He has the following spells prepared:
hiding behind his shield guardian. In ◦ Cantrips: mage hand, message, poison
combat he will try to force the PCs into the spray, ray of frost, shocking grasp
water, then use spells like whirlwind to ◦ 1st Level (4 Slots): detect magic,
keep them there, at the hydra’s mercy. If identify, mage armor, magic missile,
that fails, he will try to trap whoever looks shield
most dangerous in a resilient sphere. If PCs ◦ 2nd Level (3 Slots): gust of wind,
reach him in combat, he will cast haste on mirror image, misty step, shatter
himself and fight with his scimitar. If ◦ 3rd Level (3 Slots): counterspell,
reduced below half of his hit point haste, tidal wave
maximum, he will try to flee and escape the ◦ 4th Level (3 Slots): banishment,
laboratory through either a teleporting plat- dimension door, fire shield, otiluke’s
form at the end of the corridor leading resilient sphere
north from the door in the eastern wall or, ◦ 5th Level (3 Slots): cone of cold,
if that has been disabled, a secret passage in scrying, wall of force
Area 47. If reduced below a quarter of his ◦ 6th Level (1 Slot): globe of invulnerab-
hit point maximum, he will surrender and ility
tell his remaining subordinates to stand ◦ 7th Level (1 Slot): whirlwind
down. He will expect honorable treatment ◦ 8th Level (1 Slot): mind blank
befitting a prisoner of war. He can be ◦ 9th Level (1 Slot): foresight
ransomed back to Alphatia for a price not
exceeding 5,000 gp, but he will try to claim 38. Biochemistry Department
he is worth at least twice as much. It is not a
lie, that’s how much the previous Empress Here is where the Alphatians make their
would pay for him, but Emperor Zandor is various drugs and new chemicals that are
stingy. used for the purpose of mutating the
creatures they captured. There are three
tanks close to the western wall, in which a
Malfera25,an Oard26, and Veyla27 are being
25
See “Malfera” at the Vaults of Pandius
26
See “Oard” at the Vaults of Pandius
27
See “Velya” at the Vaults of Pandius
132
kept, and a huge tank in the southern end lute military dominance must be paved with
of the room, where the Alphatians keep a the corpses of soldiers and innocent
Kartoeba28. All of them are restrained, and bystanders. She more or less runs this facil-
many tubes are connected to their bodies, ity, being both married and second in rank
used to suck away various body fluids and only to the man in charge.
even small bits of their flesh. The tanks look
as if made out of glass, but in reality are There’s a 10% chance she’s in the room
made from wall of force, and an Intern when the PCs enter, then for every 10
(Apprentice Wizard, “Volo’s Guide to Mon- minutes they spend there the chance she
sters”, CR ¼) with a wand of counterspell is enters the room increases by 5%. If the PCs
stationed next to it, with the sole purpose free any of the creatures in this room while
of stopping any attempt at destroying the she’s not here, she will appear at initiative
tanks. If freed, the creatures lash at every 20 of the next round.
living thing but each other, rampaging
through the complex to slaughter as many There is no outwitting or negotiating with
of their oppressors as they can in horrifying her; if she spots the PCs she will immedi-
ways. ately raise the alarm and fight to capture
them, seeing them as new toys for her to
On the east wall there is a huge machine “mold in her hands.” If they are defeated by
that is automatically draining the creatures her, she will turn the PCs into monsters that
in the tanks and can mix their material with will be unleashed on the Sindi people for
the one delivered from Area 41. There is a daring to dislike “the Alphatian torch of
25% chance when the PCs enter the room true civilization” she believes the occupa-
that Assistant Researcher Selene and a tion brought. If reduced below half of her
bronze golem from Area 41 are working hit point maximum, she flees to Area 37 to
with the machine, the latter serving to carry join her husband in his last stand. At the
the cylinder of substances from the same time, if reduced below ¼ of her hit
aboleth’s corpse. For every hour the PCs point maximum, she surrenders and
spend in the room, there is 25% chance expects to be captured as a prisoner of war
they may enter, the golem carrying a large and treated with respect. She can be
cylinder of substances. ransomed to Alphatia for 7,000 gp, which a
DC 15 Persuasion check done through
Overseeing the project is Professor Admiral written letter or direct contact (and as such
Patrisha de Fray-Seaserpent (Drow Matron with disadvantage) can bump to 10,000 gp.
Mother, “Volo’s Guide to Monsters”, CR 20,
but with a ring of spell turning, which is 39. Sea Hag Processing Facility
her wedding ring), always accompanied by
4 Guardian Warriors29. Her personality The room is built identical to Area 30. There
combines a mage who revels in slapping are 2 Kopru residing here, accompanied by
laws of physics in the face, a scientist who their Manscorpion30 servant. Whenever the
thinks natural order is a mere suggestion, kopru feel like it, the manscorpion will go
and a general for whom the road to abso- to Area 36, pick up a sea hag, then throw it
into the pool, where the kopru will grapple
28
See “Kartoeba” at the Vaults of Pandius
29 30
See “Guardian Warrior” at the Vaults of Pandius See “Manscorpion” at the Vaults of Pandius
133
her with her tails and dominate her mind, fails it cannot attack you and other creatures
at which point the hag will be free to leave in your presence; you can only have this
the pool and join her sisters in Area 35. effect affecting one Aberration at a time), a
control device to manipulate the gravity
You may question why kopru use a method force field in Area 32, a control device to
that is so painful to the subject and may activate False Hydra’s shock collars, and the
even kill the hag through heat, acid, and tail only key to all entrances to Area 32. He is
spikes. The answer is… they’re assholes. being watched by his loyal Iron Golem. He
is selfish and bitter, will stop at nothing to
40. Magister Gravit’s Office fix his condition, but is close to believe at
this stage only a wish spell can help him. He
Magister Gravit is a Sindi pachydermion can be bargained with, but will never do
Enchanter (“Volo’s Guide to Monsters”), anything to release Inmate #28 or False
for whom his people’s perfect memory Hydra, as he is genuinely horrified by both
became a curse. Having served in the Sindi of them. He knows all the staff and cannot
army during the Master’s conquest, Gravit be fooled by pretending to be new hires. If
witnessed firsthand the cruelty of the Mas- attacked he casts hold monster on any of the
ter’s invading forces. The horrors of war casters in the party and tries to flee, leaving
have left a mark on him, and made him fighting to the golem, and raising the alarm.
curse the Immortals for allowing this to A DC 30 Persuasion check is needed to con-
happen. Suffering from severe PTSD, Gravit vince him his way of dealing with his trauma
began studies of the arcane in hope of is toxic, making him quit. He leaves to area
finding a way to heal his trauma by erasing 46 to pack his things, then to drop Area 1,
the painful memories. When offered a job where he wants to use the teleport to leave
as researcher by the Alphatian occupant, he this place altogether. He takes the golem
took it eagerly. However, he has found his with him.
own mind resisting even the strongest
spells; even modify memory could only 41. Aboleth’s Corpse
work temporarily and even then, lingering
pieces of his trauma would remain. In his Aboleths were mentioned in ancient texts of
desperation he turned to torture and exper- Mystara and have been known to ancient
iment on amnesiac Inmate #28 and, using a Blackmoor. However, by now they are
random piece of his recovered memories, extinct. Most did not survive the Great Rain
created False Hydra, which he also of Fire, while the rest had been hunted
imprisoned and tortured. He is currently down and devoured by kopru during the
working on an extract of its blood, to create times of Elemental Chaos that followed.
a superior amnesia potion. The kopru working for the Alphatians struck
the deal, offering the location of an
Gravit has on himself a ring of aberration aboleth’s corpse, which has been transpor-
protection (Wondrous Item, requires attune- ted to the laboratory for harvesting and
ment, Aberrations treat you as under the experiments. The goal is to see how useful
effects of protection from good and evil; the creature may be, as the kopru promise
once per long rest, as an action you can the location of a whole graveyard of such
force an aberration to make a Wisdom bodies, in exchange for further privileges
saving throw against your spell save DC; if it they enjoy. Currently the process of harvest-
134
ing genetic material from the corpse is over- 42. Crab Rave
seen by Senior Researcher Claudia Avelone
(Human, NE Necromancer, Volo’s Guide to This area leads to the private headquarters
Monsters, CR 9), with most of the physical of the Archmage General and his Professor
tasks being done by Assistant Researcher Admiral wife. They are the only two people
Selene (Drow Mage) and a Bronze who know the password to the door at the
Golem31, who after each hour of work leave southern end of this room (name of their
the room to Area 38 with a large cylinder of only child, who was a stillborn). There are
harvested material, returning in around 30 two doors, each leading to separate ante-
minutes. chambers for husband and wife, where they
can switch their shoes to slippers of water
Claudia has recently received a hefty bribe walking, and hang out their coats. Both
from Prince Haldemar to sabotage the doors are trapped by magical glyphs that
project and destroy it. She plans to do it by can be noticed with detect magic. Any
pretending the aboleth’s corpse is speaking attempt at opening the door without the
to her and controlling her, planning to correct password will result in Crab Rave.
resurrect it, while dodging responsibility. If
the PCs will reveal themselves to her, she
will pretend to be a mad fanatic of “our
true lord and master” and will try to con-
vince them to join her. If the PCs agree, she
needs them to harvest material from all
creatures in Area 38, enough to kill them,
while one of the PCs casts a part of the
special spell she will provide them. While
she will be casting the other half of the
spell on the corpse, PCs must carry the cyl-
inders of harvested material and inject
them into the aboleth corpse. If this is
done, the corpse will be resurrected as a Crab Rave: complex trap. On initiative of
horrifying abomination, even by aboleth 20 all creatures standing within 10 feet
standards (Elder Brain, Volo’s Guide to from the door are pushed 10 feet away from
Monsters, CR 14). The creature will attempt it. At Initiative of 18 a Huge Giant Crab
to slay everything it cannot bring under its (Tales from the Yawning Portal, CR 8) is
control, then take over the complex for its summoned in the room between the door
own nefarious plans. and other creatures, and immediately
attacks. At Initiative of 15 otto’s irresistible
dance with Spell Save DC 20 is cast on all
creatures in the room. If the crab is killed,
the door summons another one. Initiative
20 and 15 effects repeat each turn. Only
when a total of three crabs are defeated
does the trap end. It resets within 15
minutes; in this window the PCs can
31
See “Golem, Bronze” by Shelson Morris at the Vaults attempt to break through the door.
135
136
137
The PCs who deliver the Black Hole I want to acknowledge the contributions of
Diamond to Shivangi find out that she “had Mystara fans, in particular 5e conversions of
some friends” pull in for a modest bonus of Mystaran monsters by Glen Welch, Sheldon
1d10 thousand gp. DC 10 Insight check will Morris, and Seethyr. I thank the Vaults of
reveal she likely murdered and robbed a Pandius for being such valuable resources
rich Alphatian to get it. She will then tell in finding them. I also thank youtubers
them the location of the Rajah’s secret Dungeon Dad and Hidden Nerdy Side for
vault. However, she will reveal that to open inspiration, especially the latter whose
the vault, additional keys are required, if video on sea hags helped me break from a
the PCs do not know that yet. And she writer’s block.
knows where the next one is located… But
that is a story for another time. False Hydra was created by Goblin Punch
and the statblock for it was found on
GMBinder but lacks authorial credit.
1.
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Red Reef
Sailors from Ierendi try to avoid Aloysius
Reef, a dangerous area for ships. But, under This mass of red coral is home to red fish.
the sea, this reef has many secrets. There is a small islet used as a lair by the
famous halfling pirate Captain Panzalonso.
Aloysius Reef has five large coral areas and a The captain and his crew visit the island
volcanic island. Each coral area is named thrice a year, during the spring and
after its color: Red Reef, Yellow Reef, Pink, summer. They stay on the island for 2–3
Azure, and Gray. The volcano, originally days and depart again in search of swag.
known as “the volcano of the reef ” is called Some dragons in the area know that these
“The Fire’s Coral” by Ierendians, and under- pirates hide something there, but the
water cultures now use that name. pirates keep their treasures in a small cave
complex with a very narrow entrance.
These dragons are looking for some small
minions or servants that can infiltrate that
place.
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Shipwreck
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THRESHOLD: The Mystara Magazine Issue #31
Aloysius Reef Gazetteer
power is the reason that he can’t fulfill his Pink Reef, the Nixie Kingdom
revenge: he can’t leave the 3-mile radius of
his sunken ship. He looks for intelligent This is the reef area nearest to Utter Island
creatures that might help him attract the and the triton barony of Nortens. It is
dragon to an ambush. If they are able to famous not only for its pink coral, but also
make him believe that they will bring the for the great variety of intelligent creatures
dragon to him, he will not attack them. If that live there. This is due to a large clan of
they are not, he will attack them. He has a more than a hundred nixies that maintain
magical, immaterial short sword +2, +3 there the capital of their “kingdom,” a cute
against dragons created by the entropic underwater village called Coralinia. They
curse. He may attack by spectral touch or charm both surface and underwater
with the sword. Due to his hate of the “friends” to live there with them, serve them
dragon, even if killed or destroyed by a and protect them. Some of those “friends”
powerful cleric, he will reappear after 3 live in three special colonies: a hidden
days somewhere within the 3 miles radius, beach in Utter Island, another one in
with his sword. In the same way, his crew Aloysius Island, and in the waters surround-
will respawn seven days later. Only reliable ing Roc Island.
proof of Flamagon’s death will allow Juli-
anus to rest, leaving behind his sword. Nixies have a disordered lifestyle, full of
fun, music, dance, and laziness. But they
Julianus, 10HD, special “spectre” also work hard to obtain “friends,” treasure,
AC 1; HD 10; HP 65, Mov 300'. Attacks: and jewelry. They enjoy gems and jewels,
touch or sword. Damage: Double energy but also appreciate money’s ability to buy
drain plus 1 wisdom or 1d6+5. ST: F10. security for their kingdom. They have
Note: when attacking with his sword, he has amassed a great treasure; most of it is kept
the magical bonus of the sword to attack. in the bank of Smaar, where it can be used
May be turned as a phantom. Half damage to hire mercenaries when necessary.
from fire, as an entropic gift since he died Another hoard is hidden in their capital in
because of the red dragon’s breath. Full the Pink Reef. And three other treasures are
control of his crew of wights, even if it sur- buried near their land colonies.
passes his HD limit.
Nixies live in groups of 10 (the number that
allows them their charm effect) in small
grottos inside the reefs, beautifully decor-
ated with shells, corals and little (1- to 5-gp)
pearls. They ask triton “friends” to work
their corals. As they are all female and born
from the water, they refer to one another as
sisters.
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day and night, having fun, thanks to eternal to kna traders. Other times, they try to steal
light spells that their triton “friends” have them in human towns and villages, or they
cast. When they combine them with color- charm human traders, Makai sailors, or
ful crystals, they obtain bright and amazing pirates in human trading routes to obtain
results. them.
Magical lights bring predators and curious For the maintenance of their “friends” and
animals to the Pink Reef, especially by night, happy land colonies they look for: beer,
but they are scared off by dozens of giant wine, preserved fish, preserved meat, living
bass, the finned friends of the nixies. When goats, metal tools (axes, machetes...).
the predator is bigger than usual, the nixies
ask their charmed “friends” to help. For themselves, nixies want: resistant glass
and porcelain, semi-precious stones, raw
Nixies keep their “friends” charmed only walrus or elephant ivory and ivory objects,
for a year. In the last week of the effect, the gems and jewelry, water-resistant statues of
nixies take the “friends” to Utter Island, to all sizes.
the beach near Southpoint Tower, a place
where they can find a permanent group of Nixie Routes
people to charme, as Minrothaddan pirates When traveling, nixies and their finned
usually leave here crews from pillaged friends usually join triton and merrow cara-
ships. Problematic and nasty “friends” of vans and use the official caravan routes,
the nixies (such as pirates, troglodytes, or resting in caravansaries, well defended by
humanoids) are left in the mosquito-infes- the triton realm. They can go to Alf Reef,
ted beaches of Aloysius Island instead. near Alfeisle, to trade with the Aquarendi.
They enjoy parties at Calitar barony. They
Nixies have an agreement with the Nortens buy pretty things at Smaar.
barony of Undersea. Nixies allow the tritons
to “harvest” the coral, and the tritons pay In caravans, they sometimes bring charmed
them in pearls and nixie-sized jewels and humans, lizard men, or shark-kin as body-
don’t disturb the nixie kingdom. Tritons guards or servants, as they are not Undersea
allow nixies to charm any creature that citizens. They can not bring charmed
enters their territory without authorization. merrows, tritons, nor kna, or they would
Undersea authorities will not try to recover have troubles with triton authorities, that
such trespassers for a year. Relatives and would cast dispel magic on creatures sus-
families can try to negotiate or pay for the pected to be charmed. (Of course, the
freedom of a family member. Anyway, they nixies can bring true friends or paid mer-
know that, after a year, they will return cenaries.)
(200-year lifespans makes it seem like a
long vacation). Nixies feel free to do as they want outside
Undersea frontiers, to charm, steal or
Nixie Commodities cheat. They sometimes charm monsters
Nixies really appreciate some goods and try and sell them to the tourist industry of
hard to obtain them. Sometimes they pay Safari Island. They try to charm dwarves in
money or pearls, usually in underwater bar- Fortress Island or traders in northern Min-
onies, Smaar or Aquarendi settlements, or rothad. They look for “friends” in Utter
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Nixie Refuges
Nixies have built some
refuges or hideouts near
their reefs and some
other key locations
(marked as “R” in the
map). Refuges are always
hidden and underwater,
usually caves with 3 or 4
entrances, only one of Nixie refuge
them big enough for
humans. Some refugees at island coasts 6 weapons (usually spears), but poison in
have at least one room with air pockets. the weapon will be dispelled by water
The entrances have portcullises or grilles: action after 10 rounds. When besieged, they
sharks, devilfish or shark-kins can not enter, use all their tricks to distract or paralyze
but some octopuses, serpents and eels can. their enemies, while sending a messenger
Nixies usually hide keys near the entrances to ask for help. If they are enough to cast a
(with secret signals—colors, shapes—to charm effect, they can wait behind the grille
help find them). Nixies keep in their and try once per day.
refuges objects with eternal light effects,
but usually hidden under shells when they Similarly, nixies have an unwritten agree-
are not inside. ment with their kopru neighbors in the
volcano: they agree not to charm each
Each refuge is big enough to accommodate other, nor each other’s “friends,” to keep
20 nixies, 20 giant bass, and 4 human-size peace in the reef.
“friends.” They keep there some food
(mainly shellfish), 1d4 bags of shark or Pink Reef has some predators. The most
squid repellent, 1d4 bags of squid ink (also common is the giant barracuda (AC7, HD
useful against hunters by smell), a first aid 1+1, Bite 1d6, 240' (80'), solitary), the giant
kit, 1d3 flasks of sea snake venom antidote, bass (which are always friendly to nixies),
1d6 daggers, 1d6 spears (useful to fight and the feared giant sturgeon, capable of
through the grille), 1d2 potions of cure easily swallowing a nixie. They are rare in
light wounds, 1d2 potions of ventriloquy, the reef and giant basses and nixies’
and a flask with a very greasy paralyzing “friends” hunt them quickly.
poison (effective for creatures up to 7HD,
Save versus Poison). They can anoint up to
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Important Nixies
Marella,
Nixie Shaman (Nx5/Sh4)
Nixie
Even if Marella isn’t the fashionest of the
There are 113 nixies in the clan. They nixies, she is the closest thing to a leader
organize rotation shifts to watch and take that they have. She is wise (Wis 16) and
care of their colonies. 78 live in the reef, in beautiful (Char 15). She always understands
Coralinia or very near. There are 12 on the problems of the community and looks
guard in the colony of Aloysius Island. A for solutions. All her sisters rely on her.
group of 13 are enjoying the beautiful Because of her high level, she is able to cast
beach colony in Utter Island. A group of 10 charm on her own. Her giant bass is called
stay around Roc Island. Moon’s Sailor.
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Utter Colony
The southern point of Utter Island is the
place where Minrothaddan pirates usually
leave crews and passengers of the ships
they steal. It is near the border between
countries and there is a Ierendian guard
tower not very far. Nixies keep an eye here
to make “friends” and hear news. They take
new “friends” to a hidden beach where they
will be quite happy and relaxed, singing,
playing the ukulele, swimming, and making
beautiful presents for their little new
“friends.” Nixies try to obtain wine and some
good food for their “friends” here, from
ships or towns. The nixie group consists of
10 normal nixies, one 1st level nixie and
one shaman (Nix2/Sh2). Among their
“friends” at the beach there are 9 Makai, 3
local albinos, 4 lizard men, 1 triton cleric
(Undersea government doesn’t know about
that, and the nixies don’t want them to
know) and an ex-pirate halfling. Nixies
Nixies charming a man, original digital artwork know that albinos, with their good sight in
by Senarch
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Giant Blue-ringed Octopus repeatedly and gets even under the lava
AC7, HD 5, mov 90' (30'); 8 tentacles/1 flow—a cave of unmelting stone.
beak; damage: 1d2x8/1d4+poison.
She also has a “partner,” Mareanor, a stupid
sea dragon, incapable of talk, who does
whatever she says to him. She tries to keep
him away from the nixies and kopru, since
he can be charmed by them.
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Volcano’s Zones
151
Hoard: Among other things, Flamagon He will welcome any story they tell him, but
possesses a +2 ring, a ring of protection he has become paranoid about his stay and
vs. cold, a medallion of cure-all 1/week, thinks that any other fire creature is an
and a lightning wand with 3 charges. The agent sent to bring him back to the Amir. To
rest of the treasure (Hx2, due to his these he will react with violence if he sees
advanced age and good business) is up to them as weak, or with fear if they seem
the master. stronger. This has prevented the kopru
from recruiting him for their forge and, in
Lizard Men fact, they stay away from his island, as he is
They faithfully serve Flamagon as the lord of annoying and troublesome. Thanks to the
the volcano. There are 20 NM lizard men volcano’s connection to the Plane of Fire,
and 5 of 3rd level, skilled at trident. They Nar Mushtaelia is able to use some of the
know how to use spears and nets, capturing powers he would have on his plane. To the
more effectively the victims of the ships. adventurers, he is a willing host to give
They lack shamans or wokani. There are them shelter for a good while, but he won’t
always 4 on guard at each entrance, rotating be able to offer much information beyond
throughout the day. When Flamagon goes that some “talking monster fish” threatened
hunting he takes about 12 of them with to take him to some fire giants (who he
him, leaving at least 2 of the 3rd level lizard believes serve the Amir) and that he
men guarding the lair along with the spooked them. He also knows that they did
normal ones. not suffer much from his fire, but that they
no longer bother him. He also knows about
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the red dragon in the area, but hides from Treasure: City of Brass’s scimitar +2
it, thinking it is another agent of the Amir. (non-native, +1 in the volcano, no bonus
outside it); turban with emerald, 500 gp;
He lacks the usual treasure, but possesses a 2 gold bracelets (value 650 gp each).
scimitar from the City of Brass. It is a +2
scimitar, but in the volcano it is only +1
and outside it lacks a bonus. However, this Kopru’s Vent
scimitar does not melt on contact with lava
lizards nor by the fire dragon’s fire breath, This vent has 3 entrances: one through the
as it originates from the Plane of Fire. chimney; another through a subway tunnel
that connects to the forge; and the last one,
through the water. A large part of the vent is
flooded and the kopru live inside the
grottos. As it is very warm and flooded, it is
the ideal place for them to live. Predators
do not approach because of the heat, and it
is uncomfortable for any other creature,
either because of the humidity or because
of the heat itself.
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At the moment they are focused on selling Equipment: silver tail pins (1 round to
to giants, as the fire giants dominate smith- put them on, without disturbance),
ing at that level. However, Melzzak is bronze-headed pike, heavy crossbow, 5
looking to expand the market to underwa- quarrels +1, spear +1, pearl necklace
ter giants and smaller sea creatures. To this (700 gp), 2 bracelets (400 gp), ring of
end, they are looking for dwarven black- protection from evil (as the spell, while
smiths to find the best way to ensure that wearing), 3 rings for the tails (150 gp,
the metal does not rust, or at least takes 250 for kopru customers).
longer to rust. Since they live so far from
them, they are having problems finding
one. Kopru community summary
Melzzak
The kopru community is not only home to
kopru. There are always several charmed NM, uses javelin,
1 blacksmith
minions: lizard men, easy to find on Dex 13
Aloysius Island, or the mermen, wanderers 5 blacksmith 4 NM and 1 1st level,
of the place. They take advantage of their apprentices use spears
enchanted minions to increase the fishing (2 of them are 2nd
and guard personnel and do not hesitate to 8 hunters/guards
level)
use them as spies, scouts, or cannon
fodder. As a rule, 5 of the 8 kopru guards, 5 lizard men all of them domin-
and 3 of the blacksmith apprentices keep an ated, to hunt and
3 mermen gather information.
enchanted one. The rest, including Melzzak
himself, don’t keep charmed ones in order
to be able to respond in case of unwanted
visitors.
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156
their prey with their stingers as they enough lava lizards to make a hatchery. It
approach, but will not attack creatures was then that the kopru appeared and
larger than a halfling. There are no sharks made them an offer: to build a forge taking
near the coast, as they prefer the surround- advantage of the volcano. The kopru would
ing coral reefs with better prey. You may provide the raw material, give them part of
also find in the coastal waters some the profit, and get them food based on fish
charmed lizard men or mermaids in search and shellfish. The giants accepted, glad to
of food for their masters. They will prefer to be able to have food, even if it was seafood.
move away and warn their masters rather
than attack. They produce about 60 stock weapons a
year, which the kna then take with them to
The most interesting part of the island is the sell in places they know. All these weapons
volcano itself: the Fire Coral. The volcano is do +1 damage, break less easily, and do not
an apparition point for creatures from the melt on contact with high temperatures,
Plane of Fire and every 4d12 months it such as lava lizards, dragon fire, or the like.
opens for a few hours, allowing some
creatures to cross it from there (if any are The forge has two sections: the dry section,
near). The portal opens suddenly at any of for fire giants’ use; and the sunken section,
the volcano’s vents, though most often at for kopru’s use.
the large one (1d10: 1–6 island, 7 dragon
vent, 8 efreet vent, 9 kopru’s vent, 10 Giants in the Volcano (16)
exchange vent). It is an ever-smoking
mountain with a system of caves and grot- 10 fighters (with good armors and big
toes inside where lava lizards and their shields, trained in battle. More powerful
owners, the fire giants, dwell. than normal ones). 4 of them are the lava
lizards’ tamers.
The giants came through the portal, fleeing AC2, HD 12+2, 1 giant sword or spear
from a battle against efreets in which much (5d6+1) or boulder (3d6). Save as F12.
of their army perished. Led by Perennial-
flame, their great shaman leader, they went 4 lieutenants
to the portal, more stable at the time, and (good gear, as above. They are more
crossed to the other side, ending up in the skilled and know to disarm. 2 of them are
volcano. They wiped out the then inhabit- “swordsgiants” and can deflect. The other
ants of the place, a plague of fire and ash 2 use giant tusked shields).
mephits that occupied the place. They “Swordsgiants”: AC2, HD 13+2, Deflect
settled in the volcano and tamed the lava (1). With sword, damage 5d6+5. Save
lizards that lived there. Those left behind as F13. HP 70
on their home plane believe these giants to “Shield warriors”: AC0, HD 13+2, 2
have been killed in combat. attacks/round, damage 4d6+4. Save as
F13, HP 75
For a few months they lived by hunting
lizards on the island, but the lizards ran out 1 captain, Torchgard Cinderbeard
(the reality is that the chameleons hid very (magic weapons, skilled in battle axe and
well from them and the giants thought very tough. He hates the nickname
there were none left). They also didn’t have “Cinderello”).
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158
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160
The red dragon Flamagon, polymorphed as Torment, the sea dragon of the reef, wishes
a nobleman or merchant, hires the heroes to finish off Flamagon, the red dragon of
to hunt down Hurricane, the sea dragon. the volcano. She is unable to enter his lair
He tells them where he lives and what so she will pay the adventurers to do this.
places he frequents, and about his great She will seek powerful mercenaries, tell
treasure. He will also tell them that he is them about the great hoard and the evil
resistant to cold magic (this is a lie, in order doings of the red dragon, and pay them
to later ambush them so that they have no about 20,000 gp (5,000 before the job, the
ice magic to harm him). If they ask him rest after killing the dragon). She will tell
where he got all the information from, he them all that she knows about him (lizard-
will say that he spent several years investig- men minions, magic he wields, ...). If she
ating him because of personal grudges. He sees the opportunity, she will try to steal the
will also tell them that, although there are treasure of Flamagon from the adventurers
lizard men in the area, they are not hostile (or maybe try to reach an agreement: 50–50
and can even guide them for a low price (to or 40–60, who knows?).
protect his lizard-kin minions). The
dragon’s plan is that once they are weak
from the fight and have collected the treas-
ure, Flamagon will attack with his lizard Companion (Land)
men. He will attack in or out of the water,
depending on what he sees as more advant- The Volcano Forge Should Be
ageous to him. Inside the water he will Destroyed
attack polymorphed into an octopus or
giant squid, in order to have as many Giants of the continent or of the islands are
attacks as possible and be able to hold off getting much better weapons from unsus-
his enemies. If he is in trouble, he will poly- pected providers. This is causing trouble for
morph into a fast fish and swim away at the authorities, or even to the land-owning
high speed (barracuda or swordfish). If they PCs. The heroes must discover who is the
attack out of the water (on an islet or provider (the kna), who is the maker (the
similar) he will attack in his dragon form giants and the kopru), and stop the forge’s
with all his strength, trying to get a breath work. But this is an uneasy task, as the
in in the first round and then using magic island is far away and the reef makes naviga-
to avoid hurting his minions (good minions tion difficult. Will the heroes be able to stop
are hard to come by). He will never fight to the spread of high-quality weapons among
the death and will retreat if he sees the situ- the fierce giants?
ation turning badly, hoping to finish off the
heroes another time.
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162
anyone! There was very little in the way of “I do.” I found myself in the unenviable posi-
choice on the matter.” I spat out the last tion of agreeing with one of these things. I
line, showing my disgust. I didn’t know despised this thing calling me ‘human.’
why these things even wanted a represent- One thing though gave me a small victory
ative for slaves and food. It made little and was a source of tremendous pride: I
sense to me. could resist them as few others were able. I
was born not obeying these things. I was
The thing looked down at me and its mouth an individual, and I had a name.
hole compressed in an incomprehensible
expression. It hissed loudly. Was it angry? “Ryessa.”
“I can see why you were chosen, human.” The thing tilted its head backward and
Its mass jiggled and shook as it made the turned its eyes down toward me. I didn’t
hiss sound a second time. A laugh. Even in understand what it was doing. “What?” it
mirth these things were foul. “Strong asked. Confusion.
willed, even for an escapee.”
“Ryessa. My name isn’t ‘human.’ It’s
“I’ve never been able to esca—” I began. Ryessa.” I tried to look more defiant than I
felt. It was easy to feel vulnerable wearing
“Escape is relative, human!” it cut me off only sandals before one of my mas—…
with an aspirated hiss. Annoyance. Differ- captors.
ent hiss meant a different emotion. I knew
enough to tell that I was sent here to learn “I never thought to consider speaking with
kopru culture, for what reason I could only one of your kind individually. We are used
guess, but perhaps the information could to using our minds to command, not to
be used to improve the lives of us humans. communicate. At any rate, Ryessa, let us
The more I could learn and understand and discuss the temple, the Immortals, and
pass to others, the more likely we could why…” It paused and one eye squinted as
fight the control of our masters. No. it looked away just slightly. Distracted? It
Captors. I needed to stop thinking of them turned back looking intently at me.
as masters. Thought. That’s what it was. Not distrac-
tion but thought. “Who decided it would
“Those of your kind that resist domination carry that name?”
have ‘escaped.’ Most humans and other
species that are here have no will. We know I didn’t much care for the way the thing
every thought, every emotion, and every called me an “it.” “I don’t know. My family,
memory. We command every movement, I guess. I overheard one of the keepers use
every action, and every thought. There can my name when they thought I wasn’t listen-
be no more true definition of escape than ing.” I trailed off thinking of the traumatic
that of having your own thoughts and memory of my experiences in the breeding
having your own will guide your actions as pens, “… during my time in the breeding
others remain happily in a prison of obedi- pens. As I was fighting off rapists in the
ence. Do you not agree, human?” the thing pens, I overheard one of the pen keepers
spoke sternly and rapidly as though he was say to the other ‘The one they are so inter-
admonishing a child. ested in breeding with is Ryessa.’ It was the
163
first time I heard my name.” My parents began to slide toward the temple’s
had been dominated when I was bred and entrance. It had stifled its emotion and was
because of this I had no real relationship unreactive to my outburst. Why? Polite-
with them beyond my immediate physical ness? Was it trying to spare my feelings? It
needs for survival when I was young. I didn’t make sense but that was the only
didn’t even know my name until I was of explanation I could come up with until I
age and thrown into the breeding pens. It had more information on how this one
was a victory I guarded and held close. It behaved. My rage slowed and returned to
felt good to lord it over one of these things its usual of a slow simmer as we walked to
that I knew my name. I had my own indi- the temple in silence. If I was going to
vidual identity. learn about these things, I needed to learn
them as individuals too. I stopped walking
It made the laugh hiss the moment I fin- before he slimed past the door.
ished my statement. It was laughing at my
pain and trying to take my hard-fought “What is your name?” I asked.
victory away! I could feel anger swelling in
me as I balled my fists. It continued making The thing stopped at the entrance and did a
the hiss over and over as its form quivered full turn around to face me. The thing
in amusement. Its skin excreted droplets of squinted one eye and then turned its head
ooze that slowly rolled down its skin or away slightly. I had seen this expression
flicked off as it quivered. from it before. It was confused. It was con-
fused about its own name? That didn’t
Through clenched teeth I growled at it, make sense. It continued looking at me in
smelling the odor from fresh skin secre- that manner for a long moment without
tions. Stronger or not it was about to get moving. It was unsettling how still it could
hit. “What is so funny?!? The breeding pens be in this dripping place.
were a nightmare! Or is it that you are
amused I learned my own name???” I felt Suddenly the thing moved. “It never
my temperature rising in the already steamy occurred to me to introduce myself to one
cavern as I screamed at it. of your kind.” The thing wasn’t confused.
It was surprised, and must have been sur-
“I imagine your experiences were… trying.” prised before, too. “I am called Thrissh,
The thing was no longer quivering in its meaning ‘divine’ in your language. You
large laughing motions and hissing. are… Ryessa…” It paused with the amuse-
Instead, it was very still and shivering. I ment look as it spoke my name. “… Now,
could feel the logical side of my brain push come. It is important to our purposes that
through the hurt and anger trying to you learn.”
analyze what it was doing. The thing’s shiv-
ering slowed as it continued to talk. While I knew there was some reason the
kopru wanted me to learn their culture, I
“Let us continue to the Temple. It will be didn’t like the idea that I was somehow
the first of several stops as you learn your useful to them.
place. You have much to learn about our
Immortals, that it might be passed to the We entered the temple and there were four
other escapees.” The thing turned and statues with little else in the way of
164
accessories. Before each statue was a large statue Thrissh’s tissue surrounding his teeth
bowl that seemed to be for offerings. contracted back, exposing the teeth nearly
Thrissh motioned to the largest statue to to the roots. I made note of the action. It
the right. The statue was two or three times could be admiration, or even as disgusting
the mass of the next largest statue. as the thought might be—lust.
“This is Kahrysshalis. The Warrior.” “In time her great size and strength as well
as keen mind attracted many males to
“He’s huge.” I said with genuine awe. While breed. She was not flashy but quiet,
I hated these things, I honestly admired patient, direct, and strong.” Lust, or some-
both the size and craftsmanship of the thing approaching romantic love, she
statue as it was clearly made with extreme decided. She never thought of these things
care. as being emotional or loving.
“SSSSShe!” Thrissh said with the aspirated “But she had a rival: Slizzark the Lurker, who
hiss of annoyance. “Kahrysshalis is Mistress was to become her enemy, even after both
of Unity and Order, in many ways the coun- ascended into Immortality. Slizzark was in
terpart of Manwara.” My blank expression many ways the opposite of Kahrysshalis. A
must have been easy for it to read. braggart, impatient, demonstrative, and
“Manwara you will meet next. He is the underhanded. They both were females,
Immortal of Diversity and Chaos.” and so competed for males and genetic
variety in their offspring. They each had
I nodded, trying to take everything in. So something to offer: one—resistance to
far, nothing he was telling me seemed magic, the other—perfection of physical
useful to my kind. form. Kahrysshalis mated very selectively—
only the biggest, strongest, most intelligent
“Kahrysshalis once was a kopru of tremend- males would suffice for her. Slizzark mated
ous size and strength. She was unlike many with every kopru she could find. What do
of her days. The truth is she was unlike you think was the result of this mating,
many even of her kopru brood.” Ryessa?”
165
chose the strategy of quantity, the other the My heart sank a little. I nodded slowly and
strategy of quality.” Thrissh looked pleased sadly. “You were able to beat them,” I said.
with himself. “Which offspring produced the
next great Kopru Empire?” asked Thrissh. “We did not have to, Ryessa,” said Thrissh.
“They beat themselves.”
“Kahrysshalis, obviously,” I said, as I opened
up my arms and motioned to the rest of the “Civil war?” I asked. It felt wrong, but it was
temple. the only thing that made sense with the
Dominarchy fighting themselves.
“Obvious, but wrong,” said Thrissh. “Some-
times, quantity can be its own reward. A “No,” said Thrissh. “They were foolish.
great many of lesser value or strength may They were able to exile the Triad through
overwhelm a smaller but better force.” numbers alone. They allowed their slaves
to outnumber them uncontrolled. They
I nodded and smiled. They must worry grew decadent, soft, and overconfident in
about us rebelling one day and destroying their ability to resist magic. Do you see the
them and their system. My kind out- flaw, Ryessa, in their strategy?” Thrissh cut
numbered them easily two to one. “I see,” I me off before I could respond and contin-
said. ued. “Not the part about being out-
numbered. That should be obvious, even
Thrissh’s mouth sphincter compressed and to one such as you.”
contracted, as he jiggled slightly. He was
amused again. “I do not need to dominate I tried not to appear annoyed at Thissh’s
you to see your mind’s eye, Ryessa. Your insinuation of stupidity on my part. “Well,
kind is far weaker than ours. Even at a ten you said overconfidence…” I trailed off. I
to one ratio your kind cannot hope to fight didn’t understand the question he was
the might of the Empire.” His body really asking. The question behind the
adopted a different position, then Thrissh question.
said in a matter-of-fact tone, “Slizzark’s
brood, the so called ‘Dominarchy,’ swept “Their magic resistance was their undoing,
over the Triad and pushed them back.” in a way. It is what brought about their
overconfidence,” Thrissh said. “They were
I knew that the Triad was the governing so dependent on magic resistance, it never
body of the Kopru Empire. I didn’t know occurred to them that it did not matter.
they had ever been defeated, and that When you have slave races such as your
meant it was possible. I nodded to let kind, having magic resistance is irrelevant.”
Thrissh know I was still paying attention Thrissh hissed his largest hiss of laughter.
and not lost on thoughts of rebellion. “Who would teach magic to a slave?? Resist-
ance to magic is useless against swarms of
“The Triad pulled back and bided its time, as expendables.”
we were few and they were many. As expec-
ted, we did not have to wait forever. Sliz- I quietly snarled at the way Thrissh referred
zark’s ‘Dominarchy’ was not to last.” to humans as expendable. I knew there
Thrissh seemed pleased as he said the last were no mages, or religious leaders, among
phrase with a slow relish of enjoyment. the kopru slaves, and as such—no magic.
166
167
want to let him know I had quietly made be broken with ease. What was even more
note of it. Thrissh simmered for long unusual about it more so than its make and
minutes, hissing to himself. coloration was that metallic decorations
hung from various appendages. Light
On calming himself down, Thrissh contin- pulsed off of parts of some of the metal in
ued his dissertation. He was still unhappy, an eerie way. This visage made me even
but did an unconvincing job of hiding it. more uncomfortable than the last.
“Glissh was once a powerful mage. He
channeled the might of the elements them- “Piteesth was once one of the most dis-
selves through powerful sigils engraved on respected of his kind. He was born ill and
his very flesh. He rose to prominence and weaker than other kopru. A reminder that
established his own strong brood. It is even in pitiful degradation can greatness
from Glissh that our tradition of harnessing rise.” Thrissh looked long at me in silence.
the elements as weapons comes. But this I returned his gaze, refusing to look away
was only the beginning of Glissh’s ascen- first. Was he insulting me? Was this some
sion! Glissh would be born again three sort of backhanded compliment? Maybe
other times, each with a whole different set something else? I didn’t have time to think
of skills and even personalities. That is why more, and he broke eye contact and contin-
he has so many aspects, human. His is the ued his monologue.
Many-Faced One.” He said the last sentence
slowly with both reverence and awe. “The gift of Piteesth was his mind and his
understanding of areas that the kopru had
“How did Glissh end up born again multiple not mastered, as well as his skill at creating
times? Isn’t that impossible?” I asked. intricate plots. He also had a unique gift—
he could dominate a mind but also use that
“Such is the mystery and power of Glissh.” same dominated mind to peek into the
Thrissh opened his arms wide toward the minds of people close to him.” Thrissh
idol in praise and I could hear genuine awe arched up looking overly pleased with
in his watery voice. “Many lives were himself. “Piteesth’s gift was unique, but
needed to complete his movement to an also because of the times in which he was
Immortal worthy of worship. It was in this alive and the one that he had chosen to
completed state that Kahrysshalis found dominate it was even more special. Thou-
him and lifted him past the mortal coil.” sands of years ago when Piteesth was mortal
he dominated an unassuming man from a
“So, it wasn’t completely on his own?” I far-away land.”
asked.
This intrigued me. We did not learn about
“Kahrysshalis needs multiple mates, as do all other people in other lands. The idea that
kopru,” said Thrissh. “Only the best will do! elsewhere my people were different was
For this reason, after, she uplifted Piteesth important information. Thrissh didn’t
as one of her mates.” Thrissh pointed to realize that he was handing me an arsenal
the next of the statues. This one was of information. It was at times like this that
smaller, but also more delicate and slen- I was grateful that these things couldn’t
derer. It was made of a fragile-looking yel- look into my mind.
lowing coral that looked as though it could
168
“Blackmoor was its name. Blackmoor was as “Sadly, after decades, Piteesth felt a white-hot
much a place, as it was a time, and a way of burning in his brain and all minds he had
thinking. That man was someone that Pit- touched fell silent. No one is sure what
eesth felt odd kinship with knowing. He happened, but Piteesth taught others that
too was overlooked and disregarded in his were smaller and more devious the ways of
society. He cleaned the refuse and the technology. There were many wonders he
homes of his betters.” Thrissh showed his never fully understood, but there were also
typical mirth. The idea of a lowly person developments he added that Blackmoor
doing menial things being connected to Pit- never had or understood.”
eesth seemed to cause Thrissh joy.
“So, he was found worthy to breed with
“This lowly man, though, made Piteesth feel Kahrysshalis,” I said more than asked.
connected and even have a measure of Thrissh confirmed as he turned to move to
understanding. This refuse man was like a the final statue. I couldn’t help but smile to
loved long-distance pet. Even from tens of myself. Thrissh had made a mistake. Possibly
thousands of miles Piteesth learned he a fatal one for his people, and he was none
could read the minds around the refuse the wiser for it. I followed quickly behind
man he had dominated. This gifted him him so as not to not let on I had such inform-
with knowledge that was like a bottomless ation now.
vault of riches.”
“This last one is Manwara and in some ways
“How could someone like that know anyone the greatest. It is Manwara that crafted the
overly valuable?” I asked. “He just cleans kopru in his great image…” Thrissh trailed
up trash. Nothing special.” off as he looked at the statue.
“On the contrary,” Thrissh said with a gurgling I looked at the statue and it was an ancient-
aspiration, “Someone like that is not con- looking creature. Like something that was kept
sidered out of place in any environment. alive by sheer force of will more than its body
They go anywhere. While no one sees them, functioning as it should. This one was clearly
they can see everything. The refuse-man was male in every order, almost like the idea of
able to be around very knowledgeable men crafting a feminine aspect would be blasphem-
and women who were privy to information ous. It was draped in dripping strands of fresh
from far beyond—beyond even the land and kelp and algae which must be some sort of reli-
sky. Piteesth used his pet to spy on the gious devotional. This statue shared an aspect
thoughts of the greatest minds of this civiliza- with that of Glissh; if you observed it from one
tion. It took him long to replicate some of side, it looked calm, serene, even wise; if
the work of these people. He was unique observed from the other side, it looked angry,
among all our people in his capabilities with volatile, and violent. It was the angry side that
this new technology.” gripped a trident tightly in its appendage,
looking as though it might strike any moment
“Is that what this is all about?” I asked, point- even though it was stone.
ing at the metal bits on the statue. Thrissh
nodded slowly. “Manwara crafted all races of the sea, but
made the kopru first in his image.” I grim-
aced. No wonder these things were so
169
Undersea temple
arrogant, they thought the gods themselves moments of standoff, Thrissh lowered
were just like them. Thrissh continued, “As himself.
the other races were crafted, the kopru
were given dominion over them and ruled “Come, Ryessa, you have learned enough of
as Manwara dictated. As a sign of his divine why the kopru ruled and will again by
favor, he gifted us the ability to dominate divine right. It is time to visit each brood in
and control.” Thrissh got very close to me the Empires.” Thrissh turned and slid into
and I shuddered in disgust. the darkness. After a moment in thought, I
followed behind.
“You see, Ryessa? Even the oldest Immortals
know you are to kneel before us and obey. It
is good you learn this divine lesson.” He said
this as a whisper as though it was a secret.
The way his tone went down, it was as
though cold water ran down my spine, and I To be continued in Hidden Empires Part
shivered. Two: A Human’s Guide to Kopru Broods
170
Worshiped In Patron
The Hidden Empires Kahrysshalis
Appearance Allies
Glissh is a three-meter-long kopru a Kahrysshalis, Piteesth, Fire Elemaster
deep shade of hunter green. His skin
glistens with an oily sheen and to a Enemies
kopru is an unparalleled male speci- Air Elemaster
men that would make any female
kopru positively drop eggs with eager- Followers’ Alignment
ness to breed. The eyes of Glissh are a Followers may be any alignment, but
rarity for kopru—a honey gold that clerics are generally as chaotic as
feels as though it burns your very soul Glissh’s nature.
when gazed upon for too long. There
are multiple tattoos and runes on Favored Weapon
Glissh’s body, with the most prominent Two-handed polearms, any stone
ones being on his three-fluked tails. weapon.
171
Appearance Patron
Small for a kopru at two meters long Unknown
and almost emaciated in build. Skin
that is patchy as well as a sicklier Allies
mustard yellow pallor with vile mossy Glissh, Kahrysshalis, Loki
rotten brown. Piteesth moves in an
extremely agile and dexterous manner Enemies
and is able to contort and flex better Fugit
than the most flexible kopru. Piteesth
will bob his head up and down and Followers’ Alignment
back and forth as he moves, and speaks Piteesth’s followers that lean into
with even the face tentacles and tail magitech tend towards Neutral and
flukes twitching nervously. Piteesth even (rarely) Lawful. Those of a more
carries a dagger with a tool belt that secretive nature tend towards Chaotic.
contains multiple tools of various
unknown uses. There is a variety of Favored Weapon
Blackmoorian-style technologies that Magitech weapons or Dagger.
are carried as well.
Cleric Skills and Powers
Personality Clerics gain a +4 to the skill Fantasy
Piteesth’s nervous actions, while an Physics or Machine Building (but not
affectation, is rooted in his nature. both) Clerics must take both skills.
Used to looking over his shoulder to
avoid stronger kopru, and moving in
shadows to keep his plots clandestine.
Piteesth is sneaky and an overt liar.
172
Worshiped In Enemies
The Hidden Empires Slizzark the Lurker, Ka
Personality
Kahrysshalis has a personality that is a
rarity in kopru culture. Quiet,
reserved, but when she speaks does so
forcefully and bluntly. The only time
Kahrysshalis seems to have the wall of
calm around her crumble is bringing
up the history of the ungrateful surface
173
From
The Vaults
of Pandius
This article proposes a gnome-built submar- the vessel fell well short of its stated goal.
ine, seaplane, and diving suit. There is also The undersea boats of Aquas in Alphatia are
a new gnomish sub-race. All of these are more successful. The Alphatian vessels are
given game statistics for 5th Edition D&D. steel with crystal windows and use magic to
supply air and movement.
Submarines have a long history in Mystara.
There are rumours of an air-filled dome This latest version is a collaboration
from the days of Blackmoor at the bottom between the gnomes that in previous gener-
of the ocean but to date no one has found it ations helped build the Ierendi navy and
and returned. Submarines of some kind the flying gnomish city of Serraine. The idea
must have enabled the construction of this was to provide a portable aeroplane launch
dome, if it really exists. Ancient writings do platform to enable greater trade and
describe Orchanna’s Fabulous Machine, a tourism between Ierendi and Serraine. It
fully developed submersible possibly of was made into a submersible as a defence
Blackmoorian origin. against pirates and to offer tourists views of
the beautiful reefs off Ierendi’s islands. The
In the modern era there has been at least submarine itself was constructed in the
one submersible built in New New Mistra- docks of Filtot on Honor Island by gnomes
ven1 in Alphatia. This vessel intended to of The Citadel. The Serraine skygnomes are
emulate the capabilities of Orchanna’s Fab- very secretive about aeroplane technology
ulous Machine but perhaps relied too so building of the seaplane was undertaken
heavily on existing magical items rather at Serraine. The seaplane is stored on the
than developing mechanical solutions and flying island and rendezvouses with the
1
In AC 11: “The Book of Wondrous Inventions” submarine in the inlet of Filtot when the
(available from drivethrurpg.com), New Mistraven flying city is above. Cruise in the submarine
blew up ‘some time ago’ and so a new one was built; with a mixed crew of sky and sea gnomes
see also “Official details about Metropolitan Alphatia”
by LoZompatore and this author’s original “Gnomish then ventures forth.
Submarine” article (both in the Vaults of Pandius).
174
THE ‘ISLAND PRINCESS’ also powers fans that waft air from a small
portal to the Elemental Plane of Air
SUPREME-SKYRATCHET bounded by a 1-ft-diameter brass ring
FRIENDSHIP SUBMARINE etched with arcane glyphs. This air is also
piped to bladders in the buoyancy tanks
A cooperative effort by the gnomes of Ser- used to rise or sink the vessel.
raine and Filtot has produced a passenger
and cargo submarine that can also carry and Entry to the submarine is by an antecham-
launch a specially designed biplane. The ber sealed at both ends with heavy doors
submarine is a long steel tube with a thick set in rubber gaskets. Air can be pumped in
layer of water- and barnacle-repellent paint or let out to enable personnel or rubbish to
to prevent rust. At the front is a large thick be ejected while submerged. The same
glass dome for the helm just below the principle on a smaller scale is used for the
brightly painted wooden figurehead of a submarine’s two latrines, one for crew and
gnome-mermaid. Smaller portholes dot the the other for passengers. The interior of the
sides of the tube to give passengers a view submarine is brightly lit by heat-free con-
of the sea. Four adjustable fins allow the tinual flames. The fully equipped galley
helm to steer the ship. A rear poop deck is a also has a small bar, though on duty crew
hanger for a seaplane which is launched off are not served alcohol. Comfortable leather-
a rail by an oversized crossbow. Above this upholstered hardwood furniture is found
is a turret with a ballista and another large throughout passenger areas. Passengers and
porthole to allow the gunner to aim. At the the captain have individual cabins with
rear of the ship is a large propeller. This is comfortable beds big enough to sleep a
rotated via gears and belts by a crankshaft human. The rest of the crew ‘hot bunk’ in
turned by a stone golem. The crankshaft gnome-sized hammocks in the cargo hold.
175
The helm instrument panel includes a Golem: The golem wrangler can eject
clock, compass, fuel gauge, speed gauge, the golem, a process taking 2 rounds.
depth gauge, spirit level, plumb bob, and At the end of the wrangler’s second
checklists. turn the stone golem exits the craft and
promptly sinks to the bottom where it
The crew is assumed to be all gnomes and can perform tasks or fight bottom-
crew areas are scaled accordingly. There are dwelling denizens of the deep. This
three watches each with a helm, golem wran- prevents horizontal movement of the
gler, steward, and gunner. The day watch submarine until the golem is retrieved
helm is the captain. Additionally, when Ser- or a creature with strength 22 or higher
raine is near enough to send the seaplane takes on the exhausting work of
there is one gnomish seaplane pilot. turning the crank. The vessel can still
use its buoyancy tanks to sink or rise
There are cabins for 20 medium-sized pas- and may still drift in strong currents.
sengers and a spacious cargo hold that has
on occasion housed not only the off-duty Attacks
crew but also an additional 20 ‘cattle-class’
passengers. Usually though, the hold con- Gunner Attack
tains the ship’s provisions of food and fresh Ballista with mechanical reload all on a
water and the passengers’ luggage. swivel. Hit Dmg 2d10 piercing damage;
Reload is automatic after 1 round due to
a clockwork mechanism. A ballista’s
Submarine Statistics ammunition hopper holds 10 bolts.
Refilling the hopper and rewinding the
Size: Gargantuan (290 ft long and has a loading mechanism takes one hour but
beam of 25 ft) can be part of a short rest. Range
120/480. See also underwater combat in
Speed: Swim only 15 ft. (1.5 mph). the Player’s Handbook. As a giant cross-
bow this weapon does not suffer disad-
Range: Like most ships with a full crew vantages underwater.
of three watches the vessel can operate
continuously until the food and fresh- Ram
water stores are exhausted. How long The submarine is not designed to ram but
that is depends on exactly what is if you insist… adjust attack roll by -2. Hit
packed in the cargo hold and how 5d8 bludgeoning damage to the target
many passengers are aboard. and the submarine. If the target is Large
or smaller they are knocked prone.
AC: 15
Maintenance Proficiencies: gnomish
Hit Dice: 14d20 ‘skyhooks’, tinker’s tools, alchemist’s
supplies, brewer’s supplies, calli-
Hit Points: 175 grapher’s supplies, carpenter’s tools,
cook’s utensils, glassblower’s tools,
Special Defences: Immune to psychic herbalism kit for casting rubber, jew-
and poison damage. eller’s tools for fine mechanisms,
176
leather worker’s tools, mason’s tools to The Island Clipper was created by the
repair the stone golem, navigator’s Smurfri and Lodestar clans under contract
tools to calibrate navigational aid as to the Serraine City Council as part of a
well as aiming mechanisms for the bal- trade agreement with the Kingdom of
lista, painter’s supplies, smith’s tools, Ierendi. The clans receive a percentage of
and woodcarver’s tools. all tariffs generated by the City Council’s
operation of the aeroplane.
Purchase Price: Valued at 80,122 gp but
as state secret of Ierendi is not for sale.
Clipper Statistics
Power: Very Rare.
Size: Huge (31 ft. long).
177
178
179
Ramming
Melee attack: On a charge and body slam
with the attack roll adjusted by -2. Hit:
you do 1d4 bludgeoning and receive
equal damage to the suit or the wearer. If Inspiration from
the target is smaller than the wearer on a the drawings of Leonardo Da Vinci,
hit the target is knocked prone. the Moken people of Thailand, and
the Royal Navy’s HMS M2 (1918) sub-
marine – see wikipedia entry.
180
Hit dice are restored by maintaining as part See rules supplement PC2: “Top Ballista”
of a long rest but without rolling any hit die page 39: 200 gp, 10 lbs
and spending 1% of the machine’s purchase
price on spare parts. In some instances, the I like to think that among the assorted tools
DM may rule that spare parts can be scav- are three actual ‘skyhooks’ which look
enged, e.g. wood for a beached ship on a something like gaff hooks but when placed
jungle island. On long expeditions spare levitate in the air until moved by a creature
parts might be brought along. Each lot of or the hook’s weight limit is exceeded. The
spare parts is two sizes smaller than the weight limit is 10 lbs per hook. The sky-
machine they repair (minimum tiny) and hooks are Common magic items worth 50
weighs as much as twice their gp value. gp each.
181
Most gnomes live inland in gentle hilly You gain all the core traits of gnomes in
regions or among dwarves. However, along the PHB then instead of one of the two
the coasts of Ierendi and Alphatia gnomes ‘subraces’ in the PHB you have the fol-
live by the sea. A small proportion of these lowing traits:
that spend most of their time out on the
water are sea gnomes. Like the sky gnomes Artificer’s Lore. As per the PHB rock
of Serraine they are descended from gnome.
ground gnomes that in a few generations
have adapted to a new environment. It is Tinker. As per the PHB rock gnome.
suspected that rapid evolution to new envir-
onments is a weakly magical trait bestowed Swim Speed. You have a swimming
by Garal Glitterlode, the Immortal creator speed of 20 feet and therefore also see
of the gnomes. Among the sea gnomes and act underwater like a native.
some of the adaptations include pupils that
contract underwater to provide clear vision, Hold Breath. You can hold your breath
an instinctive smooth swimming motion, for 15 minutes.
larger hands and feet, and the ability to
hold their breath. Furthermore, generations Seaborn. You have advantage on saves
on the sea have given sea gnomes a deep to avoid damage from liquid water-
cultural knowledge of the sea in all its based phenomena and magic including
moods. waves, tsunamis, etc.
However, they remain gnomes with their You also have resistance to damage
curiosity and love of mechanisms. Sea from water-based attacks but not cold.
gnomes were among those in Alphatia, and
later Ierendi, who designed, constructed, Improved Darkvision. Your darkvision
and crewed submarines. range is 90 feet.
Being a curious folk at home on the water, Sea Sense. Advantage on nature checks
sea gnomes often take to sailing to far off when underwater or on the surface of
places and getting into all kinds of adven- the sea to determine depth, direction,
tures. and distance travelled, and if waves,
whirlpools, currents, and weather are
natural phenomena. You can predict
weather while at sea or within 1 mile of
the seacoast.
182
A Mystaran Survey
of the Mists
by Doc Necrotic
183
And from the mists, this project becomes a And with this entry, I hope you enjoy these
trilogy. With the help of a courageous dark slices of Mystara within the “Dimen-
chronicler, let us travel back to small sion of Dread” once again. As one final
realms lifted from the world of Mystara. At aside, enjoy the many references to both
this point, is this little project still Mystara? campaign settings… right down to Azalin
Well, sort of. Would this have been suited channeling the annotations of his other
for Fraternity of Shadows and their yearly minion, “S.”2 Though, there’s perhaps a
journal of Quoth the Raven? Possibly. Non- little irony of shifting the perspective over
etheless, THRESHOLD Magazine has been to him. But, when you have a powerful
happy to hold my journeys from Mystara item that allows you to know the thoughts
into the Mists and I’m happy to provide. As of hired subordinates, sometimes you
for this article, it shall be a means of filling need to interrupt. Also, one final note,
in holes and fleshing out content. And with both Mystaran and Ravenloft calendars are
any luck, I don’t create new holes. There taken into consideration. Unless a footnote
are a lot of ideas, corrections and details I is utilized to distinguish, presume that
felt like I had to cut to ensure time. No Mystaran calendar takes priority through
sense in letting them go to waste, so here Before or After Crowning.
they are. Another thing I think my ideas
could use is the “player side” perspective
on these domains. How do natives live? 2
The narrator of the Ravenloft Gazetteer series of
How would outlanders interact with them? books
184
Blankets of sinister fog smothered all sight, as whipping winds and slicing
ice rained down from all directions. Todstein was indeed a cursed land.
From beyond the misty cover, there were lands not unlike Norwold, but the
violent weather just beyond proved too much. And so travel continued else-
185
where for now, hailing a new stop. The meager survivors of the blizzard
onslaught were soon besieged by something new: upon making land and sur-
veying damages, a new threat emerged in the form of the undead. How ghastly,
improbable even! The corpse creatures assaulted our meager defenses in defi-
ance against the living. Those more ready for battle fended the horde off before
both combatant sides seemingly annihilated each other. The lack of a priest
proved only further damning. The long trek to civilization caused all other sur-
vivors to drop, each begging me to carry on and demand answers.
Even stranger proved this “Wizard-King,” a miserly man of incredible age who
clung to his throne. Despite his crusty appearance, he was no doubt of incred-
ible power. With a few spells, he scanned me for all he could uncover before his
own introduction. Through pomp and pretense, he unraveled a speech about
how “he is the mighty Wizard-King and how Darkon is the mightiest land of
the Core dominions”… whatever that meant. Upon my introduction, he inter-
jected by stating that I was another victim of the “Mad Mage Meredoth,” as if
aware of my voyage. Before I could ask how he knew, he simply stated that I
was not the first. He then offered a proposition, to survey other lands that have
come under his watch in exchange for assistance from the Wizard-King to help
end the wrath of Nebligtode. While I was not one for revenge, my journey went
from a fantastically paying survey to a quest of heroism. My mighty vessel, El
Erudito del Mar, was to be retired for now. A ship built from “superior Darko-
nian engineering” was to replace it, complete with a new crew. But first, I
required much rest and recuperation. Azalin Rex the Wizard-King was a shrewd
negotiator. His own contract felt eerily magical and ensnaring. What had I
gotten myself into?
186
14th, Flaurmont AC3 1004 at least by the living. The further one lives
—Theocracy of Tyoraam4 from the temple of Tanit though, the more
pull rival Immortals of Idu, Mahes, and
My first destination is explained to me by Protius gain among undead hunters, fed-up
one of the Wizard-King’s agents, known as peasants, and more. The instability of the
“Kargatane.” Such a word is lost on me, for land is mostly ignored by those who con-
now. Their instruction is simple: to examine tinue their vampiric Blood Tributes, as con-
a decrepit and broken society inspired by ditions for the living and unliving mutually
sunken Taymora. A relic of that forsaken worsen. Despite this, all endure these trials
land, impossible! But, considering I have and traumas. Quiet resistance and compla-
been taken into another world in an cency has widened the gap just as much as
instant, what is? Onward, to Taymora. decadent undead and the struggling
mortals. Priests and philosophers fear civil
Legend states that those who know the path war, if the micronation doesn’t sink first.
of “The Death Queens” will sail to safe For now, a gentleman huddled underneath
harbor. And those who don’t? The terrors what was once a luxurious fountain offers
that haunt sunken ruins will emerge to much information in exchange for coin.
claim them. The key is following a faint
glow in the water. This is a kind of The public is well aware of how clothing has
enchanted algae, said to be useful in magics brought public change. Women wore gown-
and rituals capable of warding off the like cloth that did not hide their chests, and
undead and other unholy creatures. The men often wore nothing waist up in the
vile things that swim around the ruins seem past. These forms of garb have become less
equally repelled from the plant. Oddly common, still embraced by more conservat-
enough, the algae was once useful for the ive populations who staunchly support the
undead of Tyoraam, until acolytes of sun rule of the High Priestess. These garbs are
cults utilized it too. Beyond this glowing not unlike ones recorded in the history of
trail is the true destination, an impover- Thyatis or the older Milenians. But, for the
ished and decrepit land known as Tyoraam. people of Tyoraam, this is considered pro-
Ancient glory has cracked and faltered, with gress. The aristocratic divine caste that
much of the island seemingly abandoned… serves under the High Priestess stays the
truest and most decadent. Vibrant jewelry is
3
All instances of AC in this article refer to After added on top of their strange archaic garb.
Crowning from the Thyatian Calendar.
4
Described and mapped in THRESHOLD Magazine Many willingly flaunt this disparity in a mis-
issue #30 (available at the Vaults of Pandius) guided attempt to lure people back to more
187
*
shanty towns built from scraps. It also turned to the
A:
Note from ve
owers ha
strikes as odd that little is done about the sea out of
D a rk P
5 spite*. One can Or the ents for
ew torm
Agents of the Law under Jahei’iras’s rule
created n
s
Jahei’iria
188
find the temple to their vile sea demon due blood rule. Likewise, her biases against men
well west of Illios, facing on the other side in leadership has led her to consider sabot-
of the island. The strange devotees to these aging the general’s efforts. Such rumors
depths are rarely seen, as they quickly dis- have surfaced from nosferatu discontent
appear within the watery shrines and the with their highest leadership, so that too
temple grounds that have emerged from could be biased. Let me ponder more on
the mists. Pinpointing any of these places is this tomorrow.
a challenge, as they seem to move with the
flow of water. Shrines spotted briefly by
Imlekiug have been to blame for the
sudden arrival of lukka, abominations and
other prisoners upon the mainland. Cultists 19th, Flaurmont AC 1004
are likely shuttling them over to stir unrest. — Theocracy of Tyoraam
Another instance comes from Illios itself, at Even the high priestess herself has been a
least according to the disgruntled nobility cause to question the judgements and com-
so loose with their words. Explorative war- petence of the ruling class. Whether
riors set out to obtain much of the miracu- through her rituals, public displays, or
lous algae in the seas beyond. With the aid decrees, Jahei’irias has shown herself in less
of priests, they created a radiant substance of a dignified manner and more so
that repels the living dead. Attempts to unhinged or sickly. Her rambles have
create an underground trade to other parts sounded unhinged, her proclamations
of the island remained successful for a few stressed and her incantations chaotic. This
months. This ended after a caravan was has filled her with immense dread, fearing
uncovered by a warband assembled by the worst. Only a few have witnessed the
Jahei’irias’s clergy after tales of her blood worst of this including a nosferatu noble-
minions fleeing roadways in terror. Trade woman and occult scholar, Lady Corali.
has been quelled for now, as embargos and While she has done anything to cloud
manufactured barricades have further Jahei’irias’s visions and feign friendship, she
boxed Illios in. The inability to wipe out the seeks to depose the mad High Priestess and
growing rival power has been a further take her place. Other nobles seek to exploit
blight on the image and morale of the Tay- the less lucid moments of the High Priestess
moran nosferatu. However, a former mer- to enforce their own agendas instead. Few
cenary general named “Vigilans Oculis” has mortals have survived the madness of
emerged to enforce this barrier. A slowly Jahei’irias to tell their tales. Many now
amassing fortification around Illios has suc- vagrant madmen once rejected the high
cessfully blocked them in for now. Even priestess, before being brought before her.
nosferatu-clergy-aligned sailors have aided They all describe a piercing gaze snaking its
in the barricade. However, Jahei’irias is not way through their minds before they
content with the break from tradition. In succumb to insanity.6 Should this be true, it
supposed “normal times” an outsider man is best to keep a low profile. Some fears go
would not be given such a rank in an well beyond just strange behavior though.
important operation. This further adds to 6
This functions like her ability to close the domain of
her fears about the collapse of her tradi- Tyoraam, except concentrated on one victim.
tions and values, leading to the end of her Prolonged exposure can provoke indefinite insanity.
189
*
And should she vanquish and consume
her sisters, she shall become an all- A: orbidden
Note from e c o n sidered f
, a prac t ic ldn’t
e it shou
powerful eldritch being. While it is
Diablerie ly b ec a u s
known that the leadership of Taymora es, most oes! An
d the
by vampir e s it d
exists beyond death, to suggest that their t, sometim
work. Bu ty.
supreme authority can ascend to a kind ons, migh
of Immortality through cannibalism?* power bo
Sickening and horrifying.
190
damnation for a few coins. The entourage uncanny for a stop so openly operated by
was halted by the approach of the High slavery. Our host, Karim Alhayim, provided
Priestess, escorted in a shrouded lectica especially comforting and kind words for
chair8. The chair was set down as the scrag- his guests. Under his assurance and calm
gly man was brought into the folds. His was surely a crooked man just as cruel as
piercing screams will haunt me, as both of my captors. After our group was given dir-
us are well aware of his fate. But, I was ections and took part in some goods trade,
called to a port. Another agent is here to a winding road trailed north into a looming
gather me as my miserable travels continue. eyesoar. The city that slowly peaked from
Beyond them? Ominous blankets of cloudy the grainy earth was an impossible one, a
fog.9 It seems to move with them somehow. series of buildings stacked and molded
Curious. around each other; turning into something
of a fortress. The overall design was non-
sensical and chaotic, with shapes jutting
from the greater structure. The rest of the
city seemed compacted into four seemingly
21st, Flaurmont AC 1004 connected walls. Aesthetics wildly varied, a
—Ylar the Bandit Kingdom mixture of Ylari and Pharazian ideas all
playing secondary to practical engineering.
The kargatane are not exactly masters of Though, one could debate the practical, as
words or diplomacy, just rough force to multiple buildings were jammed consist-
ensure that the will of Azalin the Wizard- ently together just to create stability. For
King is done. How they ferry me through now, I stayed within a cramped boarding
these incomprehensible foggy depths house wedged between four other build-
between lands, I shall never understand*. ings and connected by scaffolding.
Before long, dirt gave way to sand. In time,
the vapors that clouded my sight stung, as
blowing sands began to obscure vision.
Men in flowing garments emerged from the
*
impairing desert winds within a few hours,
A: of the
with the escort of several camels. Agents of Note from g h t he Lands
n th r ou s are
the Kargat hailed them, discussing some Navigatio n e m y operative
o ou
Mists is
a skill,
e m e w ell and y
matter in a foreign tongue before joining r v
ed on. Se
them on a well-walked path that followed well train a n d.
underst
the rising sun from the east. The heat of the too may
day would soon be upon us. The sugar
plantation of Alsukar provided a brief rest, a
miniature oasis along our trail. Expensive
teas were offered at a surprisingly reason-
able price, as the hospitality seemed almost
8
A sedan chair or covered chair. It is held up by two
poles carried by two people.
9
These are misty domain of dread borders. More than
likely, the Kargatane have found “mistway” passages
between the domains to speed up travel.
191
192
interest in speaking with us for the time cially due to the distaste for religion that’s
being and thus our chances are best taken commonplace here. One back alley, called
elsewhere. As we pass by a circle of rumor- the Sinner’s Stretch, is an especially vile
mongers, we overhear of The Cutpurse place. It is reached from northeastern
Trail, a heavily residential stretch where a corners of the bazaar and nearby small
failed robbery resulted in the gutting of the winding back roads. While halls for all sorts
perpetrator by the victim’s family. Moving of risky games of chance exist throughout
through these homes, the stacked the city, the ones here prove far more dan-
shantytown does little to provide comfort- gerous, with much greater rewards. One
ing greetings. However, our priority lies need not put themselves up for bet either,
right past the merchant square in The Sin- other bodies are just as well accepted.
ner’s Stretch. Other goods refused or hidden from the
main bazaar are peddled here, often for
obscene prices. One can seek out cursed
trinkets dug up from lost tombs, dangerous
narcotic spices, unholy weapons and much
more for just the right price or sacrifice.
Likewise the somewhat subtly titled
“Houses of Escorts” does much business
around here, with the “employers” being
heartless in their practices and the
employed sadly varying greatly in age. The
majority of such places are ill-fitting for
information. As there is little in the way of
taverns, other communal places of indul-
gence are sought out.
*
to linger and blend in with the living. Like-
A:
wise, other fell creatures of the night may Note from er and
hide behind the seemingly endless sources y s e e m far smart
Th e is
g than th
enterprisin
of shadow found underneath the artificial
ime,
canopies and built-up fronds. Few prove k e r y k in g. In no t
mo c
prevail.
hey shall
the existence of these wicked things, espe-
t
193
194
195
women. One healer, of the Thick Marsh This tribe as a whole proves strange and
Village, has proven to be a force for good… uncanny to me. It isn’t for their spirituality,
at least discreetly. This village, located organization or claimed history… but their
closer towards the southwestern misty lack of presence within Mystara itself. Their
border, is overseen by Grandmother Wash- dialect is remarkably similar to the greater
bear. The wise woman was fascinated by Elk Clan. Considering the Elks’ admiration
me, as I sought her counsel. Her life’s of their plateau home, the current living
mission is to send allies in the dead of night spaces of this new Opossum Tribe feels
to secretly supply food to other villages. quite ironic. If this is another world, are
Through shamani tricks and charms, they they part of an alternate Elk Clan? Are there
evade perils of the cursed woods and other tribes that exist as a parallel? These
deadly patrols. Likewise, these abilities of questions are unlikely to be answered here.
Grandmother They aren’t
Washbear have exactly alone,
helped to whether from
conceal a boun- secret support or
tiful garden that otherwise. Some
drives these Jaguar Tribe
efforts. This members have
leader is like- even defected in
wise aided by favor of aiding
the last surviv- their prior
ing Great v i c t i m s .
Mother, Jay- However, these
feather. While defectors keep
far less open- their distance
minded and from these vil-
optimistic, Jay- Opossum Tribe village lages, when not
feather shares feigning contin-
the same ambitions. However, her xeno- ued loyalty through patrols and vassal
phobia towards outlanders leads to her tithing. When isolated for long enough
driving away outside help, especially if they periods of time, these renegade warriors,
resemble Darokinians. And due to a lack of scouts and officials will trade information
worldly knowledge, most outsiders or grant supplies as they’re able to. It was
resemble Darokinians to her. Jayfeather has to my own boon that it was a band of reneg-
even called upon warbands to assault out- ades who came across me. Never breaking
landers, should they not heed immediate character, I was originally taken to some
calls. Ironically, this has earned some reluct- outpost for questioning. However, the
ant admiration from the Jaguar Tribe. It is rogue agents ultimately took me into the
only through Grandmother Washbear that forests to “test my mettle.” Upon leaving
outside help is condoned. Due to her those truly loyal to the ruling High Priest of
advanced age, such a passing will be a dev- Danel, the facade was dropped. Many
astating reality soon enough. lamented at the atrocities they were forced
to commit, with one in particular. The
Plains of Vacant Murmurs is one such atro-
196
city near Jaguar Tribe outposts. The phobic towards anything Darokinian, some-
entranced slaves work themselves to death. thing he seeks to harvest to his gain. And if
It is unknown how future generations are lucky, I could gain prominence in using my
born given the zombified mental state of techniques and tools to help him break past
the victims. To my shock beyond this woeful the cursed lands and conquer other tribes.
tale, these apostate guards even inquired if Likewise, the fact I have not been turned
I had plans to stop their mad leader. Plans? into an offering and have even gained an
Perhaps some twisted diplomacy could audience with him is a privilege; one he
work? Barring that, a trusted blade treated gloats in my face. The promise of fighting
with arcane enchantments could do as well. stagnation entices him, as he consorts with
his assembly. However, before he agrees,
something about me triggers his inner
1st, Yarthmont AC 1004 beast. Claws emerge from his hands as he
—Jagged Cliffs of lunges forth. His men hold him back, but
the Scarred Crag this cannot last. This is the time to flee,
perhaps ironically to the very Darokinian
Through the escort of secret defectors, pas- ruins that he fears to enter. The ruins are a
sages up the plateau were revealed to me. sad relic of a failed colony, dilapidated
Even with my equipment retained, a small wooden and stone structures that have
squad surrounded me to ensure compli- begun to rot. Those who squat here seem
ance on “sacred grounds.” The squalor of frayed, dirty and strange, before revealing
the Jaguar Tribesmen nearly matched the themselves as werepossums. The attacks of
sickly states of the Opossum Tribe. Neglect the beastly creatures are bluffs, as they
and rigid survivalism tug at the suffering prove ultimately cowardly. My own swash-
colonists. A mighty ziggurat grants them buckling moves with blade and stance
hope that Danel shall reward them. And frighten them off, even if my cuts do little to
reward he shall, as Jaguar warriors ready a damage them. Towards a misty border, the
sacrifice of several Opossum tribal deniz- familiar sight of a Kargat awaits me. And
ens. By proclamation of a priest in fine beyond them? Misty barriers that they
regalia, these supposed spies and subvert- know too well.
ers were trying to illicitly shuttle food to
other villagers; likely as part of Grand-
mother Washbear’s secret society. More 3rd, Yarthmont AC 1004
political bloodshed, for once not by my —The Blackmoorian Colony
hands. I have found myself in an audience of Darkheath
with the High Priest of Danel, Tlaocoyaliztli,
deep within the glorious pyramid structure. I have been told of such a land, one of
As if ill-prepared for a meeting, he tried to wonders and advancements unlike anything
shake off a lazy and almost feline resting I could imagine. Such a place is an inheritor
position upon his holy throne. Thanks to a to Blackmoor itself. The truth of that
honey-tinged and submissive presentation, ancient land is largely unknown, until now.
he is convinced that I am a Darokinian As for what can be said of this former colo-
interested in trading goods to help them nial territory? Turbulent. Waters are tested
finally crush his problematic subjects. He is by both uneasy weather and aggressive rival
aware that many of them are openly xeno- ships. A battle had just finished prior to
197
*
population given to untrusted sources has
Note from A:
been listed as far lower than it actually is.
That was my payment to you and This demographic skew has been shaped
solely you, pitiful whelp! Don’t tell from encounters with spies, information
the masses what I give you as leaks and general bouts of paranoia. In
payment! I should vaporize you for reality, Darkheath likely has a population of
that alone! 20,000 altogether. The masses have done
well to try to hide themselves through use
198
of magic or technology. This has thrown off need for employment, many Blackmoorians
foreigners and enemy forces alike. Despite become bitter over their perceived replace-
this, the colony has begun to fail. Surveys ment. Likewise, the use of bioweaponry has
among Archilis and New Blackmoor do not made it harder for farming to become a
have sustainable populations due to famine, viable means of producing sustenance. Arti-
war, unsafe water, unstable trade and other ficial moisture farms and synthesized foods
forms of external violence… or at least what have become more normalized, despite a
has been gleaned from partially declassified populace made disgruntled by them.
reports. The Royal Governor and leaders Rumors spill into the public that much of
across the Blackmoorian military are among the public budget goes towards new forms
those doing their part to help keep stability of weaponry rather than investment in the
throughout the region, salvaging anything struggling infrastructure or public means,
they can. Unorthodox and new tactics have seen in the literally crumbling districts of
been employed to catch their foes off cities. There is assurance that such meas-
guard. Domestically, morale has been ures are temporary and a means of fighting
boosted through celebrations over victories. back those who would destroy such cities
Beyond the Head of the Blackmoor Royal anyway. Sadly, such things are probably
Guard, Fleet Admiral Holden is a massive right. Petty crime has become the thorn on
proponent of these events. And yet, many the chair of society, with many of these ills
yearn for simpler days, before this great war never addressed. Illicit goods have been
where the Beastman Crusade marched by shuttled to and from seedier ports towards
their doors. There is no glory, as the Fleet the south of the peninsula, towards under-
Admiral proclaims, but merely wasting away ground networks leading into Zherisia and
in unsure times. According to the lore of other neighbors. This has allowed for crim-
the land, cultists of some entropic chaos inals and radicals to arm themselves with
staged a dark ritual to a demon called The their own powerful weaponry, much to the
Egg of Coot, causing dangerous mists to fear of the governing powers. Likewise,
arise. The evil cultists declared eternal woe cartels have allowed for strange narcotics
upon the colony seeking to rebuild from and dangerous compounds to be up for
their attacks. Residents of somewhat nearby grabs. The Royal Navy is said to not be
lands proclaim this is a false history*, but above engaging with these traders. But, the
have little to counteract it. They aren’t even military has become well aware that I’ve
that aware of some faraway Blackmoor, let helped to spread “negative propaganda”
alone what Thonia is. about them. And with that, it would be “just
service” if I sought them out for mutual
Life still tries to cling to its olden vestiges. aid…. Whatever that should mean.
Blackmoorian technomancy has gone from
a day-to-day fact of life to something genera- To prove myself to their cause, the Black-
tions are starting to view with slight scru- moorian Royal Guard recruited me in the
tiny. As automation clashes with the rising ongoing Beastman Crusade. The campaign
is thus: breaking through No Man’s Land
and recovering sacred artifacts of a fallen
temple taken into enemy territory10. From
* Note from A:
It is absolutely False
History! Someone
10
See THRESHOLD Magazine issue #30 for the
Chantry of Khoronus.
s doomed them all,
within the high rank
or or the Fleet
I suspect the Govern 199
Admiral.
THRESHOLD: The Mystara Magazine Issue #31
A Mystaran Survey of the Mists
200
side some confiscated blades sent ill-prepared battle. Joining the officer and me in the escort
attendants sprawling in confusion. A few cart is a familiar and ghoulish sight, those
loaded shots and hacking slashes disarmed or marked under the service of Azalin Rex. The
injured any armed resistance seeking to two operatives narrow glances in irritation,
subdue me. My panache with a blade has not exclaiming I am taking away time for cata-
faded me, either warding off or slicing down loging other lands. Likewise, the pain I feel
those who tried to oppose me. As for these over my wounds is nothing but a grievance to
Blackmoorian firearms, far more power than them. The rough ride removed an attempt at
any man deserves, as I can blast sizable holes easing my nerves, especially as the haunted
in my foes. Away from the shoddily guarded chantry emerged in the distance. A chilling
makeshift infirmary, there were renewed sense of macabre approval filled my senses
sounds of combat, accompanied by booming when my eyes met with the crumbling walls.
explosions. Strange cannons operated by Approval in what? More endless carnage and
beastmen are laid to waste by a return fire of endless death? I shouldn’t think too deeply
some rivaling explosives, as another guard on this, for my own sanity. Upon extraction
leaps from a compound doorway. A gaping from the hostile environment, my party
slash into my chest followed by a brutal departs via a hidden docking site underneath
impalement, enough to knock me down. Archilis. Fortunately, a chaplain willingly
Soon after, more rocketing explosives collide broke away to attend to my wounds. It’s
with the lands. The pummeling of these enough to get me on my legs without help.
weapons proved more dire for my assailant, Eschewing obvious Blackmoorian technology,
leaving me to wheeze. The secret facility for the agents elect for a more humble vessel
treating Dementation was laid to ruins, worthy of three people… nothing more than
including the many beastmen who simply a simple dinghy. No matter, away from these
sought a cure. While I had no cure, perhaps endless battles over a dead empire. For now,
someone else could have changed that. No the grim masters see me fit to row. At least the
use dwelling on this further. strange misty links between lands are less
foreign by now.
Machines of war roll along the newly created
battlefield wreckage, with the lid popping off
the mechanized monstrosity. A man in Black- 8th, Yarthmont AC 1004
moorian garb greeted me, surprised to see —The Northern Jarldom
me alive. Without deeper thought, I relayed of Vasfar
what I had seen. He picks up some commu-
nication device, relaying my words. He cheers At first glance, it seems much akin to the
me for granting insight into the colony’s Northern Reaches I had passed in my
victory. A small craft whips around to pick me travels. This Jarldom of Vasfar, overseen by
up, piloted by a soldier in rather noble-look- Jarl Ravennebb, shall help piece together
ing regalia, taking me back as the larger remaining details. For the most part, there
machines continue to ravage enemy lands. He doesn’t seem to be much external conflict in
laments that all battle chaplains are serving this land. Much of it comes from the result
active soldiers at bases, perhaps I could hold of sanctioned raids against new neighboring
out till making it there. The would-be break- lands of Vorostokov and Sanguinia. Beyond
through to save the Beastmen and perhaps that, the land itself provides many frights
end the war is likely destroyed in the heat of and fears for locals. There are tall tales, dan-
201
202
traumatic for them and best avoided. The icy this search. They are said to survive just
elves of Elvmork fare better. While both are south of where giants tread. These pos-
respected, the elves are given free passage to sessed wild men were ultimately nowhere
come and go. Their numbers have not been to be found, but the evil weather of the
counted as higher than 300. Among them is mountains greeted us all the same. And
an elder simply known as “The Passing Frost,” with the weather, silhouettes of massive
an ancient elf who rarely stays in one place grim figures seem to run in tune with the
for more than a brief moment, true to his rushing winter blasts. All visibility was lost,
name. While they trade in their arts from as the struggles of my Guild companions
lands south of the settlements, they are shy were heard in grunts of anguish and
and skittish around large human crowds. screams of agony. Meanwhile, slicing gusts
Though, some share tales of ghostly beasts and icy breath mostly drowned them out.
that have forced them into a nomadic way of Neither Blackmoorian weaponry nor my
life. own prowess can defeat the alien giant. And
before the biting cold claims my conscious-
Fears of giants and ghostly creatures only ness, a massive humanoid face gazes down
start the tall tales and lore of this land. The upon me in judgment. Its mouth does not
wicked ogress called Gryla is known for open, but a guttural and inhuman bellow
arriving during festive times. Rumors say emanates from its still face. I cannot bear it,
that she involves herself with the twisted as my strength fails me.
dealings and hidden politics of the giants.
Giant raids decrease during Gryla’s juletide
time of terror, giving more free reign to the
ogress and her equally twisted family. Olden 10th, Yarthmont AC 1004
storytellers give no reason to this, save for —The Northern Jarldom
that they feel there’s an agreement between of Vasfar
the two sides. The woes of Vasfar go beyond
just these tales. Marauders of Vorostokov Waking up, all of my possessions are gone
have struck back in vengeance. They pro- and I lay beside others in bare rags. The
claim that the viking raids upon their lands meek and starving people quiver in terror,
have been a major source of troubles for as a new victim joins them. Few know what
them. This has inspired a legion of warriors these dread giants want with them, save for
called the Berserkers, who don the pelts of that they collaborate with “Tainted
beasts and fling themselves at the maraud- Dwarves.”11 The giants themselves do not
ers in savage rage. It is said that they can emote, they just listlessly move through the
channel the strength and might of the winds to carry forth tasks. Many wonder if
respective beast. Many warriors who they think much at all or are just slaves to
undergo the rituals to become these feral these evil dwarves. Or perhaps their minds
vessels of rage never remain the same, even are too alien for us to gather and these fell
vanishing upon some nights for some dwarves are the only minds twisted enough
unknown and sinister new purpose. The to comprehend them. Regardless of the
Kargat have pushed me onwards in hopes truth, their lair is one as confusing as them.
of capturing one of these warriors who have Tunnels sprawl in a multitude of directions,
been “lost” to their rage. Thanks to the 11
A distortion of the Modrigswerg or “Rot Dwarves”
Heroics Guild of Elvmork, I am not alone in from GAZ7: “The Northern Reaches”
203
*
about the others. The Kargat do not care, as
in
Note from
A: y resides
edominantl
they only see use in me. Out of one set of
ma n p r a r
fa
this thered by
shackles and into another. Before we can Record of g to d e , g a
of Nebli f the
leave, we learn the fate of failed slaves, as the domain re r a n d member o
nt exp lo
fleshcrafted things are set upon slave and more rece s
of Shadow e 202).
Fraternity G a z e�eer pag
l Se a
(Nocturna
204
205
completing daily duties. As night fell upon another small island of Kirchenheim. The
the village, I came upon a small inn that flophouse provided little of interest, but the
seemed cozy enough. The innkeeper had a strange obsidian-colored temple did! Little
vile grimace-like face, remarking that cus- could be found here that added to our
tomers slept like interred bodies upon search, save for some workings that were
caskets. During the night, I was awoken by written in High Alphatian. Perhaps a clue at
the sounds of a gathering mob. The fren- last! The shunned relic was likely not itself
zied force pummeled against my locked Alphatian, but carved marks and desecra-
door, eventually splintering wood to reveal tions were. Evidently, this cursed place
their deformed faces. The armed assembly might have led to the doom of those who
began to use other weapons and tools to try attempted to colonize the island just years
to burst through, as I moved a dresser to prior, though I believe the forces of Tod-
impede them. Dagger and Blackmoorian stein at fault12. The owner of the flophouse
pistol in tow, I fended some of them off certainly doesn’t want to talk about it.
briefly before leaping from the window, Inquiring about Todstein confirmed this!
barely grabbing the ledge of another The poor owner’s face lit up in horror,
rooftop. Fortunately, both of these proper- beginning to prattle about retribution, evil
ties overlooked the mostly calm, albeit powers, and the Ice Wizard. This colloquial-
frigid, waters. And what luck, another ism arises again. Returning to Graben
rowboat… Island, we inquired with local authorities,
all of whom turned us back and warned us
not to continue. The island’s namesake, the
Graben family, seems to be the best source
of information. Josiah, the grandson of the
16th, Yarthmont AC 1004—Lost previous patriarch, relates to us of the
Islands of Nebligtode follies and struggles of the islands. Some
years back, a dreadful storm almost des-
Nearly a night of rowing and I collapsed troyed the family and much of the nearby
near Graben Village once more. My creepy islands. However, they have since recovered
Darkonese stalkers greet me upon The and prospered as once before. He seems to
Black Sheep Inn. After regaining conscious- wince at the mention of the dreadful
ness hours later, they probe me to recall all wizard. He recommends seeking out the so-
I’ve seen and are intrigued by tales of Meer- called “floating outpost” north of the
dorf, and expect another voyage there for village. Once again, we row on hostile
further study. Three more have joined since shores, only to uncover a chunk of land
my initial departure from the village, ominously hovering above the sloshing
making five Darkon oppressors to see the waves. A man in strange garb accosts us,
job done. They inquire about what I’ve proclaiming to be one of the “Lost Alpha-
uncovered about the island of Todstein. tians”—how odd. No one brought up Lost
Save for those islanders decrying it as a foul Alphatians during previous travels. Upon
and unholy place, not much else was mentioning the Ice Wizard, he scoffs and
recovered. Those overhearing us become
12
uncomfortable, preferring to avoid us The Great Storm and its aftermath is detailed on
page 174 of the “Nocturnal Sea Gazetteer”(which
entirely. As day continued to pass, the can be downloaded at the Fraternity of Shadows
shrouded Kargat accompanied me to Ravenloft website) .
206
Ship
proclaims such a thing was a ghost story magical attack. A booming message bounces
and that the Grabenites are a superstitious around our minds, it must be the Ice
lot. However, he knows that Todstein is still Wizard! He exclaims to turn back, as he’ll
a dangerous place with plenty of arcane remove the meddling invader mages
relics. He would arrange transportation and another day. Perhaps he fears what they
magical protection in exchange for the know of his past or want to know. Regard-
relics divided among the Kargatane prison less, we fear no Ice Wizard. After an hour of
wardens and the greedy Alphatians. battling improbable conditions, landfall
Wizards, truly unworthy of trust. beaches the magical ship. Not long after
departing, the ship itself departs and seem-
A magical ship is conjured with strange eth- ingly sails away. Was this a trap? Now we
ereal-looking crewmen, serviceable for now. have just ourselves, fighting an abrasive
The hovering Alphatian gives a smug grin, climate as we ascend snowy slopes and for-
assuring that he’ll know if we succeed or ested passages. Based upon the rising
not. After an hour of preparations, we set igneous rock, this island is likely a dead
sail for Todstein, far more ruthless than volcano, with the wizard likely within the
even the icy chill of the giants of Vasfar. opening below. Pines and snow slowly give
Winds batter the sides of the mystical vessel, way to trails and a mausoleum, the mage’s
as thrashing waters try to knock it over. lair? As we draw close, the rattling of bones
Jutting rocks prevent easy safe passage can be heard all around. Skeletons arise
forward. However, we are not deterred and from the snow in ambush. All of them
continue. Like a throbbing migraine, each clatter with the Wizard’s words ringing from
of us are assaulted by some means of each of them. Despite this warning, they
207
attack. The strange pistol from Darkheath area for wards and other spells first. What
proves useless, but my magical blades intrigues me is the wizard’s story. One such
remain impressive even against the living tome holds this. It would seem he was
dead. The Kargat seem far more skillful in indeed of Noble Alphatian blood as well,
their dispatching of these skeletal minions. giving him an almost “cold” tone to his skin.
As the last is put down, one last set of words As a youth, he possessed dark hair and a
fills our heads. It is simply “I have warned brooding stare upon his eyes. However, the
you. I am the Wizard of Ice and Bone.” disaffectionate coldness of his parents left
him emotionally stunted and solely focused
Deep within we go, as our combined might on study. Constructs and other forms of
proves successful in warding off all matters magic acted as overseers to ensure he was
of undead seeking to stop us. Eventually, healthy and learning. In time, he excelled
deep below the earth, we uncover a study. and surpassed peers, often by stealing their
All means of maps, manuscripts and items work and slaying them. Constructs and
hastily line the walls, podiums, tables and undead creation intrigued him, given that is
more. Atop a lectern is a small journal. The what he had long since known. As his
first entry details a group of Alphatians lost parents withered away from their own
to mists, emerging in Nebligtode. They indulgences, death intrigued him all the
seem to have been sent by Prince Zandor to more. As an archmage of much power, the
look into rumors of the return of Meredoth, Council of Mages grew to fear him. Rather
the Fell Wizard of Todstein! So, the wizard than fight him or cause issues, they decided
has a name after all. This Meredoth was said to award him with a noble title and allow
to have been instigating trouble while him to continue his studies in Norwold.
researching in the profane. But, many While the prospect of isolation grabbed
scholars debunked this, as the mage disap- him, he discovered colonists would soon be
peared so long ago.* They emerged onto at his mercy. His neglect and callousness led
this same island to hunt down Meredoth, to the first wave dying painfully. In punish-
only to be cornered. The writing changes, ment, more were sent to Norwold with
as a new narrator explains how the mages strict order of tending to them. This time,
have become “lebendtod” puppets, espe- he conspired and poisoned their food while
cially for leading more Mystarans over for he continued his studies. As the colonists
experiments. I see. The Kargatane agents choked upon toxins and their own gurgling
scramble to other documents, scouring the blood, mists took him.13 If his name still
frightens Alphatians, that is truly a testa-
ment to a vile archmage. As I placed down
the hefty tome, a rumble filled the chamber.
*
The agents grab what they can, informing
A: mists
Note from
me that I’m on my own. All of them turn
w p r is o n er of the ly
fello It was like
invisible and flee the study. The rumbling
Indeed! A t e a s il y !
cape tha r a new
begins to channel a raging growl, massive
cannot es s looking fo
P o w e r amalgams of flesh proceed to stomp into
the Dark
the area to heighten the noise. A shockwave
victim.
emits from somewhere in the cavernous
13
“Nocturnal Sea Gazetteer” (via The Fraternity of
Shadows, see above) and “Ship of Horrors”
208
209
Your attempts to toy with me are childish, demeaning of your status and title. While your
acknowledgement of my power flatters me, please cease throwing whatever motley
assembles in your clutches at me. Your Kargatane was already worthless. Now you steal
other Mystarans? Let this letter be a reminder to use your time for better projects, as I
do. While I care not for my subjects, save for tests and the pursuit of knowledge, I do
know that you have some degree of admiration for yours. Your subjects are your weak-
ness, while mine define obedience and surveillance. Now, leave me to my devices, lest I
finally raise my hand in defiance. The choice is yours, whether you choose to fail like other
deluded mages or succeed within your own mediocrity and monotony.
—Meredoth
210
From
The Vaults
of Pandius
A domain management
tool developed
by Fabrizio Nuzzaci
(above) The investiture of a knight Adaptation for
the Mystara setting
(below) The calculation of his fief
of D&D BECMI
211
1
Several resources by Bruce Heard are available in
the Vaults of Pandius: “The Known World Grimoire”,
“Dominion Economics 101”; zip package or xls file
version of the “Dominion Economics Guideline” are
also available at the Vaults.
212
0) HOW TO USE THE FILE, ■ Line 12: total number of inhabitants, per-
WITHOUT READING centage of nomadic population (not con-
trolled, nor taxable), diameter of the
FURTHER THAN THIS PAGE hexes on the map (in miles);
■ Line 1: domain’s type and name, name of ■ Line 25: percentage and number of
the leader, number of game’s months of employable inhabitants, followed by a cal-
play considered; culator used to determine the housing
surfaces of the rural or urban population.
■ Lines 3–11: description of the population
based on races and cults, followed by a
list of main settlements (for each one: 2
If the domain spans multiple hexes, I recommend
name, territory type where it is located, grouping them in identical terrain types (e.g. all
inhabitants, housing surface in acres and coastal plains) with identical resources (e.g. corn,
gp limit); iron); this is likely for small- to medium-sized domains.
213
PART 2 (lines 27 to 99): production Income, Taxes and Standard Income), any
bonus/malus to the food production (type
■ Line 27: the rightmost section indicates and percentage), the acres used by each
the levels of Taxes and Standard Income family (max 10), and the food units pro-
(in gp); duced;
■ Lines 29–50: number of families ■ Lines 59–70 (7 columns on the left): the
employed on vegetable resources distin- number of families employed on mineral
guished according to the types of the or wood resources, or artisans, mer-
domain’s territories (see lines 13–24) chants, and wealthy families, without con-
(each type of territory has two lines for its sidering in which territory they live5, and
vegetable resources), followed by the the collected gp (for Resource Income,
number of still available families in each Taxes and Standard Income);
territory after having assigned those ded-
icated to cultivation (they can be assigned ■ Line 71 (7 columns on the left): the totals
to animals, minerals or wood resources; of the employed families and of the
the FG automatically calculates the various incomes received (in gp);
wealthy families, and allocates those unal-
located as artisans or merchants), the col- ■ Lines 72–99 (6 columns on the left): the
lected gp (for Resource Income, Taxes Salt Taxes received by the vassals (repor-
and Standard income), any bonus/malus ted in the Financial Balance; see below),
to the food production (type and percent- relative inhabitants, and any notes;
age), number of acres used by each family
(max 50) and the food units produced; ■ Lines 62–73 (right side sections): Thyatian
Intelligence information (see TM2), local
■ Lines 51–55: the number of families currencies and exchange rate, domain’s
employed for breeding distinguished Sustenance; percentage of families
3
according to the type of animals , employed on vegetable or animal
product’s type obtained (meat, honey, or resources;
silk), the collected gp (for Resource
Income, Taxes and Standard Income), any ■ Lines 74–99 (right side sections): Finan-
bonus/malus to the food production (type cial Balance, XP obtained by the Leader,
and percentage), number of acres used by State of War (if any), Consensus Index,
each family (max 100), and the food units Militia (if formed), Malus for too many
produced; miners (if too many), Domain Notes.
214
215
216
PART 3 (lines 101 to 182): expenses ■ Lines 138–182: expenses for military, both
armies and fleets (location and identifica-
■ Lines 101–137: inhabitants employed and tion of each army/fleet, number and type
still employable (line 101); expenses for of the troops, number of weeks of train-
6
festivities (type, number, cost per family, ing, class, race, equipment and extras,
number of families, total cost) and spe- total cost, BFR, BR and speed), and for
cialists (type, number, monthly cost, equipment production [type, number of
description and notes, total cost); in the armorers7 (hired even in fraction) quantity
rightmost section are noted information and quality of produced equipment, cost
obtained from the game’s books; and type of resources needed, expenses
for any merchants according to their
origin and total cost].
7
For each indicated armorer (or fraction), the FG also
automatically adds 2 blacksmiths and 4 assistants (or
6
Festivities expenses are deducted from the amount fraction); fractions are rounded up to the 2nd
paid for Salt Tax and Tithe. decimal.
217
(*) Source: ‘Medieval Demographics Made Note: in RC we read that a 24-mile hexagon
Easy’8 by S. John Ross (it confirms and must be considered: ‘wild’ if from 10 to 100
indicates a maximum of 120 inhabitants/sq families live there (density 0.1–1 inhabitant-
mi). s/sq mi); ‘borderland’ if it has from 200 to
1,200 families (density 2–12 inhabitants/sq
mi); ‘civilized’ if it has from 500 to 5,000
8
Downloadable from gamingballistic.com website families (density 5–50 inhabitants/sq mi).
218
219
220
Sources: [1] Leonardo Benevolo, [2] Roberto Lopez, [3] Edith Ennen, [4] Carlo Cipolla.
From the box it appears that: in the 13th century the average density of some cities
varied from 38.90 (Bruges) to 80.09 (Florence) inhabitants/acre; in the 14th century the
density of other cities ranged from 28.57 (Brussels) to 183.95 (Paris); many of them exten-
ded over a square mile, up to about 1,400 acres in Ghent (14th).
Settlements table
To calculate the surface area of a settlement, I applied the following table * modified on
the above data:
The FG allows you to calculate the area of a city by dividing the number of inhabitants by
the density/acre (the number in table above) and multiplying by the following coefficient
(select the largest that applies):
221
3) RESOURCES &
SUSTENANCE
(the FG allows both a monthly and a more
realistic annual calculation)
A) Resources
The FG considers the following (some are
mixed to simulate the ‘three fields rota-
tion’):
Table 3A: Resources
222
In D&D BECMI each family pays to its lord: The usedul surface (‘usable acres’ in FG) of
Taxes for 1 gp; the map hexes, based on terrain type is
Taxes on resources (variable): determined taking the following factors into
1 gp if Vegetables; consideration:
2 gp if Animals;
3 gp if Minerals; ■ a medieval peasant family owned a prop-
Standard Income (goods in kind) for 10 gp. erty (‘mansus’) with very variable dimen-
sions9: Saint-Germain-des-Prés from 5 to
At least 20% of families must be employed 10 hectares (12.3–24.7 acres); Lobbes 15
on each resource; while, if more than 50% to 38 ha (37–93 acres); Poperigne 17 to
of the families are put to work in the mines, 30 ha (42–74 acres);
the domain will suffer penalties for consent
(see RC, p. 140). ■ the iugero10 was the Roman measure to
indicate the arable land in 1 day by 1 man
The FG will offer you the following changes with a couple of oxen, equal to about
and additions to the rules of the game 2,520 sq m. In the Middle Ages, this
regarding the families’ employment: measure rose to 7,900 square meters (or
1/12 of a ‘mansus’) and lost the previous
■ the ‘precious’ vegetable/animal/mineral reference to arable land in a day;
resources yield a higher tax (+1 gp/house-
hold); ■ in Roman times11, the smallest properties
ranged from 18 to 108 (Roman) iugera, or
■ the number of productive families is equal from 11 to 67 acres (1 ‘Roman’ iugera =
to 1/5 of the inhabitants, minus the per- 2,520 sq m);
centage of those you will reserve for
enrollment and any nomads; ■ in the Middle Ages a ‘mansus’12 ranged
from 12 to 40 iugera (12 in Italy in the
■ domains with at least 200 households 11th century), or from 23.4 to 78.1 acres
have 0.5 % of wealthy, and pay only taxes (1 ‘medieval’ iugera = 7,900 sq m);
(see GAZ1: “The Grand Duchy of of Kara-
meikos”, p. 34); As a result, on average, in the FG a peasant
family will be able to cultivate a ‘mansus’ of
■ the remaining families are automatically up to 50 acres; this respects the rules of the
assigned half to commerce and half to game, according to which when a PC
craftsmanship (see § 7); for both of these receives a territory (a 24-miles hex) he can
categories, the FG calculates that ¾ of have up to 5,000 families (25,000 inhabit-
them pay a tax of 2 gp/month, while the ants), which will need up to 250,000
remaining pay a tax of 3 gp/month (these 9 See http://rm.univr.it/didattica/strumenti/cherubini/
activities were not considered by the cre- saggi/sez3/cap1.htm
10
ators of the game, but I thought them 11 See https://en.wikipedia.org/wiki/Jugerum
See https://en.wikipedia.org/wiki/Agriculture_in_
appropriate to introduce for a more real- ancient_Rome
istic simulation). 12
See http://www.treccani.it/enciclopedia/manso_
(Enciclopedia-Italiana)/
223
‘useful’ acres (almost 80% of its surface). Finally I established that: if it is a coastal
Similarly, terrain hexes that can never be hex, water occupies an average 50% of its
civilized (e.g. deserts) will have no more surface; while, if a river flows through it, the
than 499 households (2,495 farmers), water occupies an average 10% of it (the
which will need no more than 24,950 ‘useful’ acres are reduced in proportion).
‘useful’ acres (about 8% of its surface).
224
225
Mike Bourke’s article “The Impact Of Urban To assimilate the yield of fishing to that of a
Migration On Fantasy Games”14 states that cultivated mansus, I divided the Kcal of the
various types of cooked fish by that of
‘animals and fruit require more surface cooked vegetables (34.17 Kcal) rounded to
area to produce a given amount of food, the nearest 0.05: Freshwater Fishing 4.70
sometimes much more’ and (160 Kcal), Saltwater Fishing 3.85 (132
Kcal).
‘let’s assume that the average is an effi-
ciency equal to half’ (of the crops); Mike Bourke’s article” The Impact Of Urban
Migration On Fantasy15 Games” states that
to simulate a ‘livestock mansus’ of similar
capacity per acre, I established an average ‘20 square miles of fishing ground with a
area of 100 acres and divided the yield by 4. usable depth of 30 feet is 6 times the
surface area of 20 square miles with only
the top being used, even conceding that
fish are not as densely packed as veget-
ables may be’;
13
Sources for this determination are:
https://www.dailymail.co.uk/sciencetech/article- to make it easy I reduced the multiplier to 5
4386588/Stone-Age-cannibals-Hunting-not-worth- times; to simulate a ‘fishing area’ of similar
hassle.html and capacity per acre, I established an average
https://beppedeleonardis.blogspot.com/2017/04/il-
valore-nutritivo-della-carne-umana.html
area of 10 acres and multiplied the yield by 5.
14
See http://www.campaignmastery.com/blog/the-
15
impact-of-urban-migration/ ibid
226
The ‘fished’ food units are calculated as It is possible to apply the bonus/malus
follows: n. families * ((yield * modifiers) * modifiers (+/- 10%) of the case (see § 3/D).
5) * n. acres (max 10).
227
228
At domain level:
229
■ first magistrate (if at least 2 magistrates) ■ troops (2 or 3 HD): the cost indicated in
(NB: the Governor is considered adminis- the rules is increased by 10 gp for each
tering justice for 1 week/month for the HD beyond the first;
first 5,000 inhabitants).
■ marines (1–3 HD): the cost is equal to the
Specialists not mentioned above are corresponding land troop type;
assigned by the player at fiefdom creation.
■ sergeants (2–4 HD) and lieutenants (3–6
HD): 20 gp/month * HD;
230
(left)
In the comparison, the four values in red are the only ones I changed
If not indicated, refer to the base cost for 9 F) control of the territory
HD and, for each additional level, increase (patrols)
it by 10%.
the RC (p. 139) underlines that, to avoid the
resettlement of enemies, it is necessary to
E) control of public order in patrol the territory; the patrols go up to 24
urban centers miles from the fortress for almost all ter-
rains (except jungles, swamps, and moun-
In Medieval Demographics Made Easy by S. tains, in which the patrols operate up to 8
J. Ross an average of 1 soldier for every 150 miles).
inhabitants is indicated. For simplicity,
assuming 12-hour shifts and also assigning A wise ruler should therefore organize
city defense tasks, I have established an part of his forces to oversee his lands.
average of 2 for every 100 inhabitants.
231
232
233
If not, the ruler will have to find elsewhere a) for precious good is: 1) 50% of the
the needed resources; one way is doing trade. Good Value, if sold in a nearby city
(same nation); 2) 100% of the Good
If you must to contact the merchants to pur- Value, if sold in a nearby village (same
chase the resources necessary for the pro- nation) or in a distant city (other
duction of weapons and equipment (not nation); 3) 200% of the Good Value, if
siege weapons), the FG allows you to calcu- sold in a distant village (other nation);
late the cost by referring to the Goods Value
and the Gross Revenue indicated for b) for common good is: 1) 25% of the
common goods (see § 10 letter ‘b’), select- Good Value, if sold in a nearby city
ing the distance of the place where they are (same nation); 2) 50% of the Good
found. Value, if sold in a nearby village (same
234
nation) or in a distant city (other cious and common goods, with a lot of
nation); 3) 100% of the Good Value, if useful informations.
sold in a distant village (other nation).
In the following table, the Good Value
2nd argument: in GAZ1: “The Grand would be the cost of the material and the
Duchy of Karameikos” it is stated (p. 34) expense to produce an item.
that the ruler receives a tax equal to 5% of
the value of each transaction from families Therefore, knowing the Good Value and dis-
engaged in trade. tinguishing only the Type of Good and the
Distance at which it will be sold, it is pos-
3rd argument: in GAZ9: “The Minrothad sible to calculate all the other percentages
Guilds” (GM’s Book, p. 28) it is stated that, (Tax, Gross Revenue, Management Cost
if no more detailed rules apply, the Manage- and Net Revenue) and determine the pur-
ment Cost is equal to 50% of the Gross chase cost of an item (Final Price +
Revenue; moreover, if an item comes from Customs Duty):
another country, an additional 2d10% for
customs duties must be paid (on average);
and, finally, both GAZ9 and GAZ11 list pre-
Table 10A: Prices
(*) The Good Value for weapons or other equipment (crafted by an armorer) listed on the
game books is equal to their stated price plus the proportion of 2,040 gp (1 armorer + 2
blacksmiths + 4 assistants) as production expenses (see § 9).
(**) The Customs Duty is an additional cost that, on average, I set at 11% ((2d10%)/2);
thus, when a trade is directed to ‘… (other nation)’ (at distances ‘2’ and ‘3’), you should
add an additional 11%. The customs duty could also be higher, depending on politics
and… GM wish.
(***) The Net Revenue is the actual gain of the merchant, equal to 50% of the Gross
Revenue; the other part (the Management Cost) is to pay supplies, workers and some war-
riors, etc.
Example 1: the Final Price for a common good (Good Value 60 gp) in a nearby city (Dis-
tance 1) is 84.51 gp, of which: 60 gp (71%) is Good Value, 4.23 gp (5%) is Tax and 20.28
gp (24%) is Gross Revenue.
235
Example 2: the Final Price for the same gp (5%) is Tax, 141.42 gp (7.5%) is Gross
common good (Good Value 60 gp) in a Revenue and an extra of 24.31 gp (= 11%)
remote village in another country (Distance is Customs Duty.
3) is 140.21 gp, of which: 60 gp (47.5%) is
Good Value, 6.32 gp (5%) is Tax, 60 gp This system is compatible with that outlined
(47.5%) is Gross Revenue and an extra of in Gazetteers 9 and 11: in practice the Final
13.89 gp (= 11%) is Customs Duty. Price of an object, determined on the basis
of the table above, corresponds to the Mod-
Example 3: the Final Price for a average ified Price described in those manuals;
quality plate armor (note: it’s a precious thus, to determine the Final Price accord-
good) [Good Value 68.50 gp of which: 60 ing to those rules, you must just apply the
gp is material (see § 9) and 8.50 gp is pro- valuation and negotiation rules as indicated
ducing cost] in a remote village in another in Step 5 of GAZ9 (GM’s Book, p. 33) or
country (Distance 3) is 245.28 gp, of GAZ11 (Player’s Book, p. 27).
which: 68.50 gp (31%) is Good Value, 11.05
In order to obtain taxes from trade, a trade route and a market (or port) must exist. If it
does not exist, it is possible to create it ‘but only from a city and with an investment’ of:
(*) Based on ‘Reami e Nobiltà’ by Ominbius V. 1.0 del 17th April 2012.
At least 1 trip per month is required to maintain the trade route (or route), organized by
the ruler or whoever manages that trade; if it doesn’t, you have no income for that month;
if trade is interrupted for six months, the trade route (or route) is irretrievably lost and it
takes 1d12 months to re-establish it.
236
‘The following table indicates a Support Value (SV) for each type of activity: it indicates
the number of people necessary to support a single activity of that type (e.g. the SV for
shoemakers is 150; this means that there will be one cobbler for every 150 people in a
certain area).
These numbers can vary up to 60% in either direction, but provide a useful starting point
for GMs; think about the nature of the town or city to decide if the numbers need to be
changed (e.g. a city with a port will have more fishermen than indicated).
To find the number of inns in a city, divide the city’s population by the SV of the inns
(2,000); with a village of 400 people we will have only a 20% chance of finding them.
Furthermore, there should be a nobleman for every 200 inhabitants, a priest for every
40 and a chaplain for every 25 priests, a well-maintained medieval city has a repres-
entative of the law for every 150 citizens (some poorly maintained cities have up to
half, while rare they have more).’
(*) Source: ‘Medieval Demographics Made Easy’ by S. John Ross (data in bold has been
considered in FG).
237
Page 23: [Image: Mapped regions on the world map] Map by author; modified by AllanP
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239
[Image: Helicoprion]
Helicoprion ferreri - alternative restoration of eugeneodontid "shark" with short rostrum.
Page 80:
Permian of North America, by Dmitry Bogdanov via Wikimedia commons: https://commons.
wikimedia.org/wiki/File:Helicoprion_ferreri1DB.jpg
[Image: Lebachacanthus]
Page 81: Lebachacanthus, xenacanth shark from Early Permian of Western Europe by DiBgd via Wiki-
media commons: https://commons.wikimedia.org/wiki/File:LebachacanthusDB18.jpg
[Image: Prionosuchus] Prionosuchus from the Permian, probably the largest amphibian
Page 82: ever, author ДиБгд from ru.wikipedia, and Wikimedia commons: https://commons.wikimedia.
org/wiki/File:Prionosuchus_DB.jpg
[Image: Diplocaulus] Original drawing by Jeffrey Kosh
Page 83:
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).
[Image: Dracopristis] A life restoration of the Ctenacanth Dracopristis hoffmanorum.
Page 84: Author Gasmasque via Wikimedia commons: https://commons.wikimedia.org/wiki/File:Dra-
copristis_hoffmanorum.png
[Image: Ornithoprion] A life reconstruction of the extinct holoceph Ornithoprion. The
Page 85: hypocercal caudal fin is inspired by living halfbeaks and ballyhoo. Author Gasmasque via
Wikimedia commons: https://commons.wikimedia.org/wiki/File:Ornithoprion_hertwigi.png
[Image: Dunkleosteus] Reconstruction of Dunkleosteus terrelli. Drawing by Russell Engel-
Page 86: man via Wikimedia commons: https://commons.wikimedia.org/wiki/File:Dunkleosteus_terrel-
li_2023_reconstruction.png
[Image: Tiktaalik] Tiktaalik roseae by Zina Deretsky, USA National Science Foundation, via
Page 88: Wikimedia commons: https://commons.wikimedia.org/wiki/File:Tiktaalik_roseae_
(3705198718).jpg
[Image: Bubble of Diminution] Original digital artwork by Senarch
Page 89:
https://www.deviantart.com/senarch/gallery
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Page 179: [Image: Diving suit] Original hand drawn artwork by Senarch
[Image: Mist] Corfe Castle, Dorset, by David Bunting from Wikimedia commons: https://
Page 183:
commons.wikimedia.org/wiki/File:Corfe_Castle,_Dorset_(3232250360).jpg
[Image: Marcos] Giovanni Battista Moroni (circa 1525 –1578), Gabriel de la Cueva, duke of
Alburquerque, from Wikimedia commons: https://commons.wikimedia.org/wiki/File:Giovan-
Page 184:
ni_Battista_Moroni_-_Portrait_of_Don_Gabriel_de_la_Cueva,_later_Duke_of_Alburquerque_-_
WGA16256.jpg
[Image: Tyoraam] Partly-restored image from the "campstool fresco", Knossos: A. J. Evans,
Page 188: The Palace of Minos 4.2 (1935) from Wikimedia commons: https://commons.wikimedia.org/
wiki/File:Campstool_fresco_1.jpg
[Image: Vampires] Vampires by LadyofHats from Wikimedia commons: https://commons.
Page 190:
wikimedia.org/wiki/File:DnD_Vampire.png
[Image: Ylar people] Dancing girls at Cairo illustration by David Roberts (1796-1864) from
Page 192: Wikimedia commons: https://en.wikipedia.org/wiki/File:Illustration_by_David_Roberts,_digit-
ally_enhanced_by_rawpixel-com_120.jpg
[Image: Ylar bazaar] Otto Heyden (1820–1897). The carpet bazaar, Cairo, from Wikimedia
Page 193:
commons: https://commons.wikimedia.org/wiki/File:Heyden_Bazaar.jpg
[Image: Jaguar tribe human sacrifice] Aztec Human Sacrifice, 1579 by Diego Durán from
Page 195:
Wikimedia commons: https://commons.wikimedia.org/wiki/File:Sacrifice_08_aztec.jpg
[Image: Opossum tribe village] François Bernard, Choctaw Village near the Chefuncte,
Page 196: Louisiana 1869 from Wikimedia commons: https://commons.wikimedia.org/wiki/File:
Choctaw_Village_by_Francois_Bernard.jpg
[Image: Blackmoorian ship firing] Louis-Philippe Crépin (1772–1851). Combat de la
Page 198: Poursuivante contre l'Hercule, 1803, from Wikimedia commons: https://commons.wikimedia.
org/wiki/File:Fight_of_the_Poursuivante_mp3h9426.jpg
[Image: Beastman] Lycantrop by LadyofHats from Wikimedia commons: https://commons.
Page 200:
wikimedia.org/wiki/File:DnD_Lycantrop.png
[Image: Vasfar warriors] The story of the United States by Marshall, H. E. (Henrietta Eliza-
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The_landing_of_Vikings_on_America.jpg
[Image: Giant] Ogre by LadyofHats from Wikimedia commons: https://commons.wikimedia.
Page 204:
org/wiki/File:DnD_Ogre.png
[Image: Ship] Der fliegende Holländer, Michael Zeno Diemer from Wikimedia commons:
Page 207: https://commons.wikimedia.org/wiki/File:Michael_Zeno_Diemer_Der_fliegende_
Holl%C3%A4nder.jpg
[Image: Meredoth] Copyright © 2007 OutlandArts/ William McAusland https://www.out-
Page 209:
landarts.com/.
[Image: Investiture of a knight] Miniature of the investiture of a knight, Bibliothèque
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F_Fr_4274_8v_knight_detail.jpg
[Image: Fief Calculation] Illustration from Margarita philosophica, 1503, by Gregor Reisch
(d. 1525). Typ 520.03.736, Houghton Library, Harvard University from Wikimedia Commons:
Page 211:
https://commons.wikimedia.org/wiki/File:Houghton_Typ_520.03.736_-_Margarita_philosoph-
ica.jpg
[Image: Farm] Johann Ludwig Ernst Morgenstern (1738–1819), A Farm, from Wikimedia
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JPG
242
[Image: City] Jacob van der Ulft, A Coastal Scene with a Fortified Town, from Wikimedia
Page 220: commons: https://commons.wikimedia.org/wiki/File:Jacob_van_der_Ulft,_A_Coastal_Scene_
with_a_Fortified_Town,_c._1670,_NGA_98621.jpg
[Image: Plowing] The Medieval Plow, from Wikimedia commons: https://commons.wikime-
Page 225:
dia.org/wiki/File:Plow_medieval.jpg
[Image: Religious Procession] Frederick Arthur Bridgman (1847–1928). Procession in
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umIsidis.jpg
[Image: Forge] Francesco Bassano the Younger. Forge of Vulcan, from Wikimedia commons:
Page 233:
https://commons.wikimedia.org/wiki/File:Bassano_Forge_of_Vulcan.jpg
[Image: Caravan] Stefano Ussi. A Caravan Resting, from Wikimedia commons: https://com-
Page 237:
mons.wikimedia.org/wiki/File:Stefano_Ussi_Rast_der_Karavane_1880.jpg
[Image: Back Cover of issue #31]
Back cover: Back cover of issue #31 using Sadko in the Underwater Kingdom by Ilya Repin via Wikimedia
commons: https://commons.wikimedia.org/wiki/File:Sadko.jpg
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244
UNDERSEA
In this new issue of THRESHOLD Magazine we explore the regions
under the waves and the peoples, and monsters, who inhabit them,
also thanks to the lavish illustrations of so many creatures by Jeffrey
and digital and AI art by Sebastien! We also celebrate the first Ten
Years of Threshold Magazine, then Kingdoms and Empires of the
Oceans by Sturm, Sunken Taymora by Senarch, Terrors of the Sea of
Dread by Cab, Magical Bubbles of Undersea by Wing of Coot, Under-
water Laboratory of Aquan Archmage by Not a Decepticon, Aloysius
Reef and the Nixie community by Eliyah von Llaunas, Hidden
Empires of the Kopru by Matthew Tullius, Gnomish Submarine by
Karl David Brown; more than enough to enrich any underwater
campaign, with more gems to come in the next issue! And finally
one more visit to the Mists of Ravenloft with A Mystaran Survey of
the Mists by Doc Necrotic, and the wonderful Fiefdom Generator by
Fabrizio Nuzzaci!
All this can be found only in this latest issue of our favorite
magazine!
www.pandius.com [email protected]