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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
40 Years of BECMI ................................................12
Remembrance Day ...............................................18
Ancient Dungeons ................................................48
Islands of Death 2 ................................................58
Against the Wizards ..............................................79
THRESHOLD: The Mystara Magazine
is unofficial Fan Content permitted Terrors in the Mists .............................................120
under the Fan Content Policy. Not Reptilian Races of Mystara .................................139
approved/endorsed by Wizards. Por- Revised Mystic Class ...........................................161
tions of the materials used are prop- Mappers of Mystara - Eric Anondson .................183
erty of Wizards of the Coast. Legends of the Known World part 2 ..................192
©Wizards of the Coast LLC. Submission Guidelines ......................................204
THRESHOLD: The Mystara Magazine
is a non-commercial, fan-produced
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
Allan Palmer – AI and Commons
THRESHOLD EDITORIAL TEAM Andreas Michaelides – AI
Cab Davidson – AI
Francesco Defferrari (Sturm) Francesco Defferrari (Sturm) – AI and Commons
Allan Palmer (AllanP) I. Calvin – Original
Hervé Musseau (Andaire) Irving Galvez – AI
Jeffrey Kosh – Original
Sebastien (Senarch) – AI and Original
V Shane – Stock, Original
EDITORS EMERITI William McAusland – Stock, Original
Giampaolo Agosta (Agathokles)
Andrew Theisen (Cthulhudrew) Cartography:
Ashtagon Andreas Michaelides
Jesper Andersen (Spellweaver) Eric Anondson
John Calvin (Chimpman) King Everast
Joseph Setorius (Julius Cleaver) Not A Decepticon
Leland (Argentmantle) Porg the Horse
Shawn Stanley (stanles) Thorfinn Tait
Thorfinn Tait (Thorf)
The Dungeon
The dungeon is obviously a fundamental dungeon of the issue by Not A Decepticon;
part of the D&D game, and we celebrate it Against the Wizards: Moving Mountain
in this issue with some particular dungeon Menagerie of Morkhulan Minister is quite
settings for the world of Mystara. This year, original as well as it’s set in a flying moun-
2023, is also the 40th since the birth of our tain over Sind and can be connected to
favorite D&D edition, the Basic, Expert, another dungeon by the same author pub-
Companion, Master and Immortal boxed lished in THRESHOLD Magazine issue #31,
sets by Frank Mentzer which started their set under the sea.
publication history back in 1983. Our editor
and layout master Allan Palmer celebrates The next three articles are not dungeons
this important anniversary in the first article but certainly contain some interesting
of the issue, The Birth of BECMI. material to populate them with challenges:
first Terrors in the Mists: Monsters of
Then we start the articles dedicated to this Mystaran Ravenloft by Doc Necrotic, con-
issue’s theme with a new contributor, tinuing his crossover articles from issue
Andreas, and his Remembrance Day, a very #29, then our prolific Cab who returns
interesting holiday adventure which makes with two more articles, In Cold Blood –
great use of the Blackmoor and 2300 BC Reptilian Races of Mystara and Fists of
material developed over the years by many the Five Elements – Revised Mystic
Mystara fans. This article and almost all the Class. Finally we have another Mystara Map-
others in the issue are also beautifully illus- per’s showcase by Thorf in Mappers of
trated with some drawings by Jeffrey Kosh Mystara: Eric Anondson, and Irving
and Senarch, who indeed have provided so Galvez who closes the issue with Legends
many great illustrations that we had to keep of the Known World Volume II, with
some for next issues. some more scary creatures to meet in the
wilds or, obviously, in dungeons.
The following article is mine and describes
Ancient Dungeons, using as blueprint my Soon we’ll begin working on issue #34,
megadungeon of Koskatep, which was pub- dedicated to Future and Alternate Mys-
lished In THRESHOLD Magazine issues #1 taras, a theme I am really looking forward
to #15. Dungeons indeed are supposed to to and which on The Piazza Mystara forum
be lost and old locations and in the article I prompted many interesting conversations,
try to provide some guidelines on how to so I hope it will give us several very interest-
use the rich history of Mystara to make ing articles too. The other issue of 2024 will
them more interesting. King Everast then be dedicated to Glantri and Magic, so start
leads us to the exploration of the Islands of thinking about it! Certainly Micky, Aoz,
Death, a second installment after the previ- Robin and others already created a lot of
ous article in THRESHOLD Magazine issue material about it on The Piazza Mystara
#30. Islands indeed can be versatile forum1 so it could also be a popular theme
dungeon settings as proven by their glori- for contributors.
ous history on Mystara starting from 1
Check the “Glantri and Beyond” thread on The
module X1: “The Isle of Dread”. The next Piazza
To join the next issues as authors or illus- for Contributors for issue #34 thread at
trators please send your proposal to the The Piazza Forums. Helping THRESHOLD
THRESHOLD mail (check Submission Magazine certainly needs some time com-
guidelines and mail on the last page of the mitment but is creative and rewarding
issue) or write in the Call for Contributors work.
thread for issues #34 which will soon
The THRESHOLD Editorial Team and the
appear in The Piazza forum.
authors hope you will enjoy reading this
Even though we usually have no shortage new issue as much as we enjoyed putting
of articles, we always need help for it together, and stay tuned for the next
proofreading and editing the submissions. issue!
So anyone willing to help the THRESHOLD
Editorial Team please come forward and
Francesco Defferrari (Sturm)
let us know through the mail or in the Call
Editor, THRESHOLD Issue #31
Irving Galvez (a.k.a. Oleck): Mexican Not a Decepticon has been in love with
player since the early 80s, amateur Mystara RPGs since seeing an advert for D&D in a
writer since 1996. The time passes and comic book at the age of six. But an oppor-
when the days of fantasy have flown away tunity to DM and play regularly only
with age and you reach the stage of respon- revealed itself recently, with the exception
sibilities, work, family and everyday prob- of a brief attempt in college. Now he com-
lems, you look back and take those dusty bines a love for classic campaign settings
books of D&D, and escape a moment to and the latest edition of the game.
your childhood. Keep on playing!!!
follow his work on his cartography site While dabbling with RuneQuest and Trav-
(www.thorfmaps.com) and the Atlas site eller along the way, he developed a liking
(mystara.thorfmaps.com). for what would become the world of
Mystara as the BECMI box sets were
released. He has always been fascinated by
Allan Palmer (a.k.a. AllanP) was first maps. He is an IT professional and when
introduced to D&D a long time ago (but not indulging in hobbies of panelology,
not quite in a galaxy far away) by a work retro tv watching and family history
colleague who set up a gaming group using research, uses his various PC skills to con-
the last version of the “blue book” rules. solidate the writings of others into
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
Your Opinions?
The Editorial Team welcomes your feed- Or by email to the Editorial address:
back on this issue of THRESHOLD. Threshold.Mystara@gmail.com
Please post your comments either by
posting in The Piazza Forums Please begin the subject line with the tag
“[LETTER]”
The first issue of 2024 will focus on The second issue of 2024 will focus on
other versions of your favorite cam- the most magical nation of the Known
paign world! World.
Proposal Deadline: February 15th, 2024 Proposal Deadline: August 15th, 2024
Manuscript Deadline: May 1st, 2024 Manuscript Deadline: November 1st, 2024
Issue Published: June 2024 Issue Published: December 2024
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
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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
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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
by Allan J Palmer
Back in the first issue of THRESHOLD in of D&D by TSR was relatively minimal.
2013, Håvard wrote a piece celebrating the Check the references to the D&D revised
30th anniversary of the “Red Box” D&D set. rules at the DragonDex website (https://
More than thirty issues later and ten years www.aeolia.net/dragondex/) which provides
on, it seems appropriate to look back after a complete listing of the contents of
40 years to the beginnings of the BECMI DRAGON.
(Basic, Expert, Companion, Master, and
Immortals) rules system. The first 1983 reference to the “new” Basic
and Expert sets was the article “A new game
I went searching to see how DRAGON with a familiar name” by Frank Mentzer in
Magazine covered the launch of the “Red the September issue of DRAGON (#77). In
Box” in 1983. It has to be said that coverage the article Mentzer briefly describes the
12
development of the “new” Basic Rules from The seeds of BECMI have been sown. Frank
their predecessors, commenting that they also notes in describing the development of
are a “revision”, and not a “reorganisation” the Expert Set that
as he refers to the previous 1981 edition.
Mentzer stresses the ease of use and playab- “…Francois Froideval is adding his cre-
ility of this latest version. The article then ativity to the projects. He’s already done a
continues with a preview of the revised map of the globe, with all the continents
Expert Rules set (“due out late summer or and things, and the area described in
early autumn”). Towards the end of the Expert is in one small corner of the
article Mentzer writes: world, the starting point for epic adven-
ture.”
“Now I’m working on the rest of the D&D
game system, planning and outlining what
is to come in Set #3, Companion, and #4, Planning Ahead
Masters. The old Gods, Demigods &
Heroes book is due for revision, too.” Page X8 of the 1981 Expert rule book
had a section on “Levels Beyond Those
This is followed by a brief outline of what Listed” (i.e. above 14th level). While brief
the Companion and Master sets will deal suggested advancement guidelines are
with, together with a hint that the highest provided, the text goes on to say: “Those
levels will enable PCs to gain immortality. players and DMs who wish to wait for
the D&D Companion supplement will
be provided with exact information on
these higher levels.”
13
14
15
Just Imagine…
16
17
REMEMBRANCE
DAY
18
by Andreas Michaelides
ADVENTURE BACKGROUND
However, there is no disputing your sur-
[Read boxed text to the Players]: vival to this day and so, since centuries
passed and over the course of them, the
Elders have maintained the tradition of
Some seven hundred years ago, the Remembrance, a holiday week at the
Skyfire annihilated the surface world, peak of the Cold Semi-cycle, when the
destroying its civilizations and turning to Preservers regale you with the greatest
ash any creature that walked, swam or tales of your people, the food stores fill
flew in the so-called “Overland.” The communal tables, and mushroom wine
stories faithfully told from one genera- flows in copious amounts. But the most
tion to the next claim that the disaster important day is the one that gives the
was caused by the elves, who committed holiday its name: Remembrance Day,
hubris with their experiments on the when your ancestors first set foot inside
nature of magic, while the remnants of the Enclave, making it into a new home
your people were saved by the dwarves, in the depths of the World Below by the
who, guided by prophecy, led the surviv- sweat of their brows. On the day of cel-
ors deep inside the earth—to the ebration, all the creatures of the Enclave
Enclave where you now live. Sometimes exchange gifts, but they also receive gifts
the narrative is reversed, assigning the from the artisans of Cinder Clacks, an
role of destroyer to the dwarves and that ancient fire troll who is also a part of the
of savior to the elves. When the question Enclave’s community (in a manner of
arises—rarely anymore—as to what the speaking).
truth is, your Elders shake their heads Each year, however, a single person
woefully, then embark on yet another receives the greatest gift in the whole
long-winded lamentation about the Enclave—something unique and pre-
tragedy of lost knowledge… For there cious, made by Cinder Clacks’ own
are none who still remember what hands and fiery magic. And this is where
dwarves or elves even looked like. our tale begins…
19
20
21
The Elder of the Preservers is Aini, a female sions, with foodstuffs that the Boendr of the
goliath who took on the mantle recently Growers cannot produce, through expedi-
from the previous Elder, an aging stri- tions a few dozen miles away from Aurora
phokeros beastman named Ludik Beet-Hoof Pool. Furthermore, the Seekers have unoffi-
(due to the deep red color of his hooves cially become the “Last Chance Calling,”
and the fur of his legs). Ludik ceded his where anyone too maladjusted or incom-
position when he finally suffered a com- petent to do anything else ends up, in the
plete loss of his hearing. As is often the case hopes that military discipline will sort them
with Enclave goliaths, who look like living out, or they meet their demise outside the
statues, it is almost impossible to get two Enclave. However, in the twelve days pre-
people to agree on Aini’s age. Aini claims ceding Remembrance Day they regain a
she is as old as the Enclave but not as old as measure of their lost prestige, as they
its memories. It is not clear whether she is accompany the Wish-bearers to the abode
avoiding the question or if this is merely of Cinder Clacks, usually returning with
part of her race’s strange outlook on exist- great stories (real or imagined) to tell over
ence. Enclave goliaths do not reproduce in the Week of Remembrance.
the usual manner and are instead “born” by
breaking away from their mother stone, The Elder of the Seekers is Ashmiller, a
fully formed like a humanoid in its prime. It halfling descended from the Docrae of
is still unclear what brings about their form- Booh and the most ill-suited to his title, as
ations and breakaway. Perhaps the Tenders’ he is the youngest in the Council of Elders.
Lapidarii (see below)—and especially He took up the mantle some ten years ago,
Olnir—have their own ways of gauging when his grandmother—his last living relat-
goliath age… ive and former Elder of the Seekers—was
killed in the Seekers’ last noteworthy
Seekers: Seekers are the foremost warriors expedition, when they returned with the so-
of the Enclave, as well as those most experi- called “Svartalf.” That is what Ludik Beet-
enced in expeditions “beyond the walls,” so Hoof called it after consulting the few
to speak. In earlier times they were among salvaged books from the World Before. The
the most respected Callings, more respec- child, now ten years old (at least estimated
ted even than the Preservers, as it fell to so, as it was a baby when they found it), has
them to go on dangerous expeditions, dark, charcoal-gray skin, arms pitch-black
seeking artefacts of the past, establishing up to its elbows, and fingers ending in
contact with other creature enclaves and sharp, hard nails. Its hair is white, but
recovering other survivors of the Skyfire or strangest of all are its eyes, the color of
their descendants, all in order to bolster the amber and peppered with tiny red spots,
Enclave’s population and knowledge. sporting no iris or pupil. Ashmiller has not
stopped mourning his family and nurses a
After centuries of earthquakes, rock-falls silent, controlled hatred for the Svartalf
and other shifts in the subterranean land- growing in the relative ease of the Mothers’
scape, which have cut off many avenues of care.
communication and exploration, the
Seekers have been slowly turning into food Ashmiller’s face always sports two vertical
gatherers or food gatherer escorts, merely stripes of ash, from forehead to cheekbone
helping to round out the Enclave’s provi- and passing through his eyes, as a sign of
22
23
Myceleans are instructed by the myconids No Immortals are worshipped within the
in the various properties and cultivation of Enclave. In fact, Immortals are mostly
different fungi; they are responsible for har- unknown to the Enclave’s people, except
vesting dead myconid matter for use by the maybe to the Preservers, and that in a
Enclave, as well as offering the Enclave’s strictly academic sense, based on what little
dead for the colony’s nourishment or for they have managed to glean from salvaged
use as spore servants, essentially maintain- chronicles of the past. The only thing that
ing the two populations’ symbiotic relation- resembles religion in the Enclave is a sort of
ship. Myceleans will also convey the totemic ancestor-worship, which is
Preservers’ questions on various subjects to expressed in four archetypal figures, each
the myconids, as their fungal memory embodying a Calling’s virtues: the Artisan,
stretches back to the World Before. the Scholar, the Hunter, and the Mother. As
a result, there is no clerical magic in the
Myceleans have no Elder per se, although Enclave, and only Myceleans count a small
the myconids choose someone to act as number of Druids of the Rot and Bloom
their Spore Speaker, also granted a seat at (effectively Circle of Spores Druids) among
the Council of Elders. The current Spore them, thanks to the myconids’ strange
Speaker is a large, elderly lizard man named teachings. Furthermore, any other magic is
Visshok. If the people of the Enclave knew almost non-existent within the Enclave,
the difference, Visshok more closely with the exception of some hard-earned
resembles a dinosaur or a saurial, specific- knowledge by the Preservers’ bards, whose
ally a Pachycephalosaurus, with a domed, stories and songs seem to unlock their
bone-crowned head and bony knobs strange powers. The gem infusion tech-
dotting his face, neck, and back. Visshok has nique of the Lapidarii works similarly to the
long been one of the most successful Spore 1st and 2nd level abilities of the 5E Artificer
Speakers, as he himself is a ponderous class, Magical Tinkering and Infuse Item,
creature, yet who up until recently could without granting any other spellcasting abil-
empathize with what the myconids call ities. Finally, sorcerers are merely an excep-
“franticness” of the non-fungal races. Lately, tionally rare, aberrant occurrence.
however, it seems Visshok is becoming
more and more lost in the dream-like
memories communicated through the
myconid spores, and has started talking Location of the Enclave
about the Carnifex, the Empire of the Lizard and the Passage of Time
Kings1, and having dreams about Ka the Pre-
server. He has even picked up a smattering The Underfolk Enclave is located deep
of the Carnifex tongue. It feels like the under the western part of the Stormkiller
elderly lizard man will soon need to be Mountains, near what was once the heart of
replaced, though the myconids are certainly the Blackmoor Empire. This is something
in no hurry. the player characters cannot know, except
through a few cryptic hints from the
1
John Calvin, Mystara 2300 BC Campaign Setting
24
myconids about “the old empire of men,” lorekeepers. Clerics, Warlocks and Wizards
“the civilization before the Skyfire,” etc. (as well as any subclasses reliant on those
classes’ spell lists, like Arcane Trickster,
As the Great Rain of Fire shifted the whole Eldritch Knight, etc.) are non-existent. The
planet so that Blackmoor and northern rare Sorcerer has origins in Draconic Blood-
Skothar are now buried under a perpetual, line, Shadow Magic or Wild Magic. As a rule
arctic winter, one would expect the Enclave of thumb, there is no systematic teaching of
to be freezing cold. However, this is not the magic within the Enclave, so use that as
case, as the Enclave is being artificially your guide.
warmed through an ancient Blackmoorian
device that is still working by absorbing the Instead of backgrounds, characters belong
ambient radiance on the surface. Again, this to one of the four Callings or the
is something unknown to the Enclave’s Myceleans. For information on the features
inhabitants. As a result, the two arctic granted by each Calling, refer to the adven-
seasons on the surface have little (yet dis- ture’s Appendix.
cernible) effect on the Enclave’s microcli-
mate, so the year, known as “cycle,” is
simply divided into a Warm and Cold Semi-
cycle. Remembrance Day is celebrated
roughly in the middle of the Cold Semi- A Note on Editions
cycle. It bears noting that, outside the
Enclave, the temperature drop in the sur- As you might have noticed, the descriptions
rounding tunnel systems is noticeable. above reference D&D 5th Edition classes
and subclasses, and further on the mechan-
ics and creature stat blocks also reference
that edition. However, excepting the stat
blocks, the reference to mechanics has been
A Note on Characters kept to a minimum and the scenes rely on
descriptions, so it is easy to adapt the
As you might have inferred from the adventure to most previous editions. Even
descriptions so far, this was conceived as a the monsters have been overwhelmingly
Christmas holiday adventure, “translated” adapted from previous editions, and their
into BC 2300 Mystaran lore. As a nod to sources are listed at the end of the adven-
that, in organized events I had all the pre- ture.
made player characters be gnomes, but you
need not adhere to that. See the beginning
of the Underfolk Enclave section for avail-
able races and how to approach beastmen
characters.
25
The way to Cinder Clacks’ home is known In fact, any non-Seeker who has taken part
to the Seekers. It usually requires four to in a Wish-bearing expedition remembers
six days to get there and back, and under nothing of the actual journey nor the loca-
normal circumstances, the journey is not tion of Cinder Clacks’ home, past their
particularly treacherous. However, that being guests of a nearby goblin tribe.
bears the question why none have Everything else is rearranged and/or false
attempted to visit Cinder Clacks except at 2
John Calvin, GazBC 1 – Shimmering Lands DM’s
the appointed time… Guide, pg. 13.
26
Following the Tenders’ secret tunnel, Ludik Following an ostensibly familiar route,
Beet-Hoof ends up on a side passage from the Seekers among you soon realize that
where he sees the player characters pass the recent, increasing frequency of earth-
him by as they move along the main tunnel, quakes has not left Aurora Passage
sometime in the middle of the first day. If unscathed. All along the normally flat,
anyone states that they are constantly on unimpeded tunnel, you come across
alert, have them roll some Perception fresh cracks on its floor and walls, while
checks (DC 18, but do not tell them that). If the effects of rock-falls and landslides are
they succeed in one of those checks, they readily evident. Under normal circum-
feel that someone is watching them as they stances, this tunnel can fit seven of you
pass Beet-Hoof ’s side tunnel. Beyond that abreast; in its current condition, four is a
point, all of Beet-Hoof ’s Stealth checks and tight fit.
any checks relying on hearing are rolled
27
28
29
These goblins have been mutated by the attack is if they have a Passive Perception of
radiance left behind from the Great Rain of at least 15, in which case the chokers roll
Fire. It is a very mild version of the Wasting, Stealth against it.
owed to their freshwater source that con-
nects to the surface. Indeed, most members If the PCs notice the guards’ stillness or if
of the tribe have trivial oracular abilities, they shout a greeting and see that they
more akin to a mentalist’s tricks, such as per- receive no answer they are likely to
ceiving strong surface desires, receiving approach the corpses cautiously. In this
vague mental images, etc. In a few members case, the chokers wait for an opportune
of the tribe, this takes the form of the Alert moment to attack, usually when the charac-
Feat. Even fewer members, among which the ters are examining the guards’ corpses or
tribe’s venerable chief, develop true oracular are about to enter the goblins’ cave.
abilities that can reach those of a 7th-level
Diviner Wizard (but having access exclus-
ively to spells of the School of Divination). If the PCs examine the guards’
corpses, read the following:
Your acute vision discerns the entrance to The two guards are obviously dead, and
the cave of the Monomatai, where two judging from the lack of putrid smell,
obviously bored members of the tribe they must have died recently. With a DC
stand guard, their backs leaning against 10 Intelligence check: it is obvious
the tunnel wall. someone placed them this way so they
might seem alive from a distance in the
Give the players the description of this first underground gloom. With a DC 13 Medi-
impression when the characters are at a dis- cine check: They have a multitude of
tance equal to the longest darkvision range small, nearly round bite marks on their
in the party. When they get closer, have bodies where the flesh has been com-
them make a DC 15 Perception check. If pletely torn away and the tissue is still
they shout to announce their presence, this wet, but what killed them are their
DC drops to 13. Again, remember that broken necks. DC Medicine check 15+:
unless they have a source of light with them, The fact that their bodies are not com-
these rolls are made at a disadvantage. pletely cold or in full rigor shows that
they have died within the last six hours at
If the check is successful, read the fol- most.
lowing:
30
31
upturned carts and chores left unfin- If the players kill or drive away the chokers,
ished, such as burnt food over open fires, rescuing the rest of the tribe, they are wel-
show that whatever happened here was comed as heroes and do indeed enjoy the
very, very recent. The truly horrible sight, Monomatai’s hospitality, despite the
however, are the goblins, frozen in their goblins’ grief. They replenish the party’s
rigor mortis and posed like macabre supplies and offer them two bloodspears,
dolls, in parody of whatever activity they magical artefacts of the World Before. If the
were pursuing before they died. players refuse, considering it is more
important for the Monbomatai to keep the
Depending on the strength and/or skill of weapons for their own defense, award an
the party, there are another 2-4 Skotharian inspiration point to each. Furthermore, if
chokers inside the cave. There are at least they suggest the tribe move to the Enclave
four dead goblins per choker, posed in a where it is safer for them (knowing that the
similar way as the guards outside. Though way they came from is clear of threats for
the chokers are not particularly clever, they now), again award them an inspiration
are cunning enough to place them this way point. In this particular scene, it is possible
as bait. Emphasize the nightmarish picture, to acquire both points.
describing how apparent everyday activities
constitute a sort of tableau made of corpses
(e.g. a goblin woman holding her baby as if Bloodspear
to rock it asleep, but on closer inspection
one of her eyes and part of her face have Originally known as hepatizons or biting
been eaten, while the baby is a skeleton spears, bloodspears count as magical
freshly stripped of flesh; a goblin male weapons for the purpose of overcoming
leaning over a cooking cauldron with drops resistances or immunities. On a hit, the
of his blood slowly falling on a nearly con- target must roll a DC 13 Constitution saving
gealed mass at the bottom). The survivors throw or suffer 2 points of bleeding
of the goblin tribe have locked themselves damage, and thereafter at the beginning of
inside their food storage building, a hol- each of their turns, unless they take the
lowed-out mineral pillar that extends from time to dress the wound with a DC 13
the cavern’s floor to its ceiling. One or two Medicine check, use a healing kit, or any
of the remaining chokers are slithering healing magic.
across the cylindrical surface, looking for
cracks through which to squeeze inside.
The rest (if any), try to ambush the players
at different locations of the Monomatai
cavern, dropping down from the ceiling,
emerging from one of the corpses or the
cavern floor itself.
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33
The rings grant immunity to natural At the fire troll’s final utterance, he makes
extremes of heat and resistance to fire a gesture, and from a ledge a couple of
damage. Furthermore, they are instantly levels up the pit, a cowled, stout form
attuned to the first person to touch them approaches, its garments hiding its fea-
(apart from their creator), and can never be tures completely. The figure comes to
stolen so long as their owners wear them stand across you next to Cinder Clacks,
and remain alive (short of cutting their placing its hands on the table, and com-
finger off and even then, the potential thief pelling you to do the same. A web of fiery
must wait for the finger to rot naturally and rivulets appears across the table’s surface,
the ring to fall off. connecting your fingers with each
other’s, as well as the figure’s, and then
As soon as the characters wear the rings, the you feel your brethren’s wishes flow from
oppressive heat of the lava pit vanishes, your mind outward. It is somewhat
pleasantries are exchanged, and then the uncomfortable, yet painless.
party is invited to cross over to the islet.
The Karlheig psionicist essentially removes
You stand on one side of the basalt table, the list of wishes from their minds, at the
with Cinder Clacks standing across from same time making the “mental arrange-
you, and a series of ritual questions ments” that will alter their memories once
follow, to which the answers are fairly they reach the Monomatai’s cave on the
obvious: journey back. If any player inquires about
the process, a DC 20 Arcana check will
“Have you journeyed here from the Under- reveal that they feel their thoughts sort of
folk Enclave?” being rearranged, and if a druid makes the
“We have.” roll successfully, they will find the feeling
“Were you chosen in accordance with similar to, yet markedly different, more
custom and ritual?” forceful than the dream sequences shared
“We were.” by the myconids.
“Bear you the wishes of your brethren
within your minds?” In any event, they can ask whatever ques-
“We do.” tions they want and will get more or less
“Well met then and well come to my truthful answers, including what the figure
abode. Bring your brethren’s wishes to is, who will go so far as to lower back his
the fore of your thoughts, that they may cowl, revealing the face of an extremely
be plucked from the ether and made aged, scarred dwarf, with sparse tufts of yel-
solid in the material world.” lowish hair and beard, pitch-black eyes, and
a glowing third eye in the middle of his
This is a rehearsed ritual and short of the forehead. Cinder Clacks will introduce him
PCs wanting to botch it and anger Cinder as Ogmedd of Clan Karlheig and will
Clacks with their selfishness, it is almost explain to them that after they have feasted
impossible to go wrong. they will be given a choice whether to
return to the Enclave or remain with Cinder
Clacks as so many have before them. At least
one must return and any who choose to do
so will have their memories altered to keep
34
the Enclave safe from its own curiosity. sparse eyebrows, giving him a surprised,
Depending on how many will remain, the yet appreciative look.
rest will either “remember” that they died
on the journey or remained with Cinder “Stubborn, selfish old goat!” calls Cinder
Clacks to help him prepare the gifts. Clacks, his fatherly demeanor and ritual-
istic decorum evaporating.
The fire troll will further explain that the
dangers of the World Before still lie in wait “Hello, old friend,” calls Beet-Hoof in a
at the surface, and the Enclave risks disrup- more amicable tone. “Now, at the end of
tion and annihilation should it be faced my life, having made my way to your
with them. Ogmedd’s scars and deformities abode once more, in spite of your mach-
serve as an example to drive the point inations, can you really deny my request
home. for Remembrance Day?”
There is no way for the PCs to forcefully Cinder Clacks snorts searing, metallic
avoid this. The combined might and powers steam, never taking his eyes from Beet-
of Cinder Clacks, Ogmedd, and the rest of Hoof. “I could, as nothing compels me.” A
the artisans make it impossible. Good role- long pause, and then, “But I will not.
play and good Persuasion rolls might result Much as it grieves and aggravates me, you
in their being allowed to retain a bit more have earned your gift from me.”
of what they have learned, perhaps even a
strange artefact to be taken back to the Pre- He turns to you. “Wish-bearers, what did
servers for study. Ludik Beet-Hoof, former Elder of the Pre-
servers wish for as a gift for Remem-
At this point, they are interrupted by Ludik brance Day?”
Beet-Hoof.
Unbidden, the strange, incomprehensible
As you are about to conclude your negoti- request rises to the forefront of your
ations with Cinder Clacks and move on to minds and you all intone it, word-perfect:
the feast, a commotion turns your atten- “Dear Cinder Clacks, this cycle, on Remem-
tion back to the spiral path from whence brance Day, I would like you to bring me a
you descended. A bleating voice, drawing green robot from your prison.”
its vowels, echoes inside the lava pit:
“You know, of course, or rather you have
“Do not hasten to make any deals with this somehow remembered that I cannot
sycophant. He will tell you what you want bring such a thing to you on Remem-
to hear and then send you back, none the brance Day, or any other day. That is
wiser, to desperately grasp in dreams at beyond even my power. What is within
truths you know you earned, and yet my power, is to remind you of the way,
remain ever elusive…!” and ask the Wish-bearers to risk life and
limb in order to accompany you.”
It is Beet-Hoof, being equally cheerfully if
a bit confusedly led to the bottom of the “But they do not need to—”
pit by the guards. Cinder Clacks scowls at
the sight of him, while Ogmedd raises his
35
“Silence,” says the fire troll with finality. pit walls, saying that is where their journey
“Rules are not mere rituals and they need must begin. After a bit of awkwardness, the
to be observed for reasons beyond your fire troll and the beastman embrace and
ken.” He turns to you once more. “You cordially bid farewell to each other, as
have borne his strange wish to me. Will Ludik desires to die with the sky of the
you now aid me in granting it?” Outside above his head, and not endless
layers of stone.
The PCs can refuse with no consequence. “Go then, Wish-bearers,” says Cinder
They will join the feast in their honor and Clacks. “At the end of your journey, you
those who choose to return will be sent will have earned the right to decide
back on their merry way, the memories whether you want to brave the remnants
altered as described before. Those who of the World Before, or to return here or
remain will be welcomed into the lava pit’s even back to the Enclave proper. May the
community, eventually learning many lost ancestors guide you.”
truths and skills. However, none will ever
learn the truth about Ludik Beet-Hoof ’s
request or his relationship to Cinder Clacks.
36
As you make your way from Cinder Squeezing through the opening, it’s as if
Clacks’ abode, the heat gradually you find yourself in a different world.
decreases, giving way to a growing cold. Before you lies a vast, crystalline cavern,
Moving through the cold, silent dark, a with pillars of glowing minerals jutting
stark contrast to the bright, if at times from floor, ceiling and wall in every direc-
uncomfortable warmth and good cheer of tion. Shafts of iridescent blue and violet
the day before, you feel as if you are light crisscross the gigantic space, and
moving through the petrified bowels of a various sources of luminescence seem to
long dead, colossal beast. pulsate lightly in a steady rhythm.
Ludik moves with purpose, exchanging As you find an irregular path among the
few words, as the overwhelming darkness glowing crystal formations, you feel you
makes it difficult for him to read lips. are not alone. There is the notion of
After innumerable twists and turns, the movement, even though the only sounds
tunnel starts shrinking, forcing you to are the crystalline tinkling and your own
move in single file, your only comfort steps. At one point, the most alert—or
touching the garments of the person in paranoid—among you are certain of
front of you. another presence, and suddenly wheel in
its direction, brandishing your weapons.
Then, after rounding a sharp corner, a
sudden shaft of light makes you pause. It You come face to face with a huge, hybrid
is not too bright, but the contrast briefly reptilian form, part humanoid and part
hurts your eyes. The path ends in a solid snake, with four arms and twin tails, bran-
37
dishing intricate weaponry. You let out If they ask Ludik what these creatures are,
gasps of surprise or even tiny screams as he shares what little he knows. They were
you ready for combat! In your haste, one called the Serpent Kings or Drakon’katha3,
of you even manages to attack first… only one of the greatest threats faced by the old
to be met with the tinkling sound of your overland empire of men. He cites the
weapon against the crystal surface. empire as “Melanelos,” the word for Black-
moor found in a salvaged elven chronicle
This creature seems to have been long carved on an unknown material, though he
encased in crystal, remaining in stasis himself does not know it was of elven
through the ages. Then you realize many origin, nor the actual timeline of these
of the crystal formations around you events. He also cryptically says that the
house similar creatures, of varied size and Drakon’katha were not imprisoned there,
form, but almost all larger than you. but sealed themselves inside the crystals in
order to survive.
3
Blackmoor MMRPG, Season 4, Episode 91: Rolling
Thunder. See Havard’s Blackmoor Blog for more
information.
Serpent Kings
38
As you ask the elderly beastman what the as anyone steps on the ground below, they
Drakon’katha were trying to save them- find themselves surrounded by the huge,
selves from, the ground abruptly falls serpentine forms, who notice them despite
away, forming a small crystalline cliff that their best efforts to hide.
leads to the ground below and what seems
like an exit on the far end, some 150 feet Refer to the ghostly horde stat block for
away, leading to the tunnels beyond. more information on how to run this
encounter. It can be a very strange roleplay-
This is where a ghostly horde of ing opportunity, especially if only some of
Drakon’katha has made its haunt. As soon the PCs fail their saves and seem to be
39
making battle with thin air, as their compan- completely. Beet-Hoof studies the scene in
ions are looking on helplessly. Forcing an front of him and declares it is time to rest.
embattled character to abandon the area
through the tunnel means they are safe If the characters take turns standing guard,
from the horde, though they are entirely Ludik insists on taking the last shift alone,
convinced of its existence and wonder why as his age and restlessness will not allow
the Drakon’katha do not give pursuit. him much sleep.
As you continue along the path indicated When next you awake, the sound of clink-
by Beet-Hoof, and as the day draws near ing chains is much louder, and you find
its end, you come across a new strange- Beet-Hoof having already unlocked two
ness. The tunnel leads into a much smaller of the four from their anchors on the
cavern than that of the Drakon’katha, floor, and now working on the third.
where your path is blocked by a huge
sphere, seemingly made of intricately If confronted, he explains that this is what
carved stone, floating a few feet above the the Drakon’katha tried to save themselves
ground and chained to the floor. The from, a device made by the ancient people of
sphere seems to emit a low hum and move Melanelos, that was drawn to and devoured
slightly, making the chains clink. magic. The Drakon’katha were an inherently
magical race, and so the device sought out
You realize you can in fact go around or and devoured them. Their only solution was
under the sphere, but the way forward is to encase themselves in magic-dampening
blocked by yet another collapse, which crystals, which drain their magic and turn it
seems to have closed off the exit tunnel into the great cavern’s luminescence.
40
If they try to stop him, first he reasons with reason for this coincidence, but as neither
them (if a bit impatiently) that this is the party is privy to the other’s existence, that is
only way forward, asking them to trust him. a mystery left for another day. The device is
If that doesn’t work, he employs any and all obviously a modified blackball and it was
tricks at his disposal to strike the locks with definitely not created by Blackmoorian
his metallic walking staff, actually a techno- mages, but it is indeed drawn to the highest
logical artefact that discharges force energy. concentration of magic in the area.
The locks require a DC 16 Dexterity check
with thieves’ tools to open; alternatively,
they break after receiving 35 points of The Outside
damage, and their AC is 17.
After leaving the device to carve its path of
In any event, there is no other way forward. silent destruction, Beet-Hoof begins
ascending the newly formed tunnel in
If all four chains are either broken or silence, almost solemnly. Quite a bit of time
unlocked from their anchors, read the passes, days even—you have lost count
following: The carved pieces of the inside the smooth, featureless passage-
sphere start falling away and crashing to way—and you are thankful for the hefty
the floor. You realize that what you had provisions Cinder Clacks provided you
been looking at up to this point was with. Perhaps he knew exactly how long
merely the casing of the actual device, so the journey would take. To you, it seems as
to speak: a sphere blacker than the though it will never end. If Ludik is frus-
darkest, sunless void, featureless and trated, he makes no show of it, although it
silent. As soon as it is released from its is evident he is gradually growing more
casing, it draws briefly near you, and you tired, occasionally stumbling, leaning more
are certain the foolish beastman has heavily on his metallic staff, his breath
spelled your doom. Then the sphere becoming a bit more labored.
changes direction, towards the collapsed
tunnel and upward, disintegrating any- Just as you are about to accept that this
thing that stands in its path. road will never end and that it is some sort
of punishment for Beet-Hoof, wondering
why you should be punished alongside
If asked, Beet-Hoof explains that the rem- him, the dark sphere’s tunnel intersects
nants of the Skyfire over the vast expanse of with another one above it. The new tunnel
the Overland constitute still more powerful is far older, but a DC 13 Investigation
magic than anything they are carrying, so check reveals it was likely dug by workers
the device headed straight for the surface. of a past age. More importantly, at the far
Unbeknownst to the elderly Preserver, there end of it, you see light.
is a second reason, as in recent years the
Moadreg have started opening the Gate of As you approach the light, so small and
Light4 from the Shimmering Lands to Black- yet so remarkably bright that it hurts your
moor, around the time when the Enclave eyes, you are filled with awe and dread in
celebrates its Remembrance. There is also a equal measure. Meanwhile, Beet-Hoof
4
John Calvin, GazBC 1 – Shimmering Lands DM’s advances speedily towards it, his vigor
Guide.
41
seemingly renewed. And then, after the ones where the Drakon’katha were
briefest of pauses, he is Outside. encased. As you approach, you notice his
expression is serene and when you find
Characters who want to follow Beet-Hoof yourselves next to him, you realize he has
must succeed in a DC 16 Wisdom saving been looking straight at the blinding ball
throw or be frightened to step outside. They of fire in the sky, and is now blind.
can repeat the roll after each minute that
passes, gaining advantage if one of them has He points at the huge construct: “There is
already gone outside. Druids roll at a disad- the green robot I saw in my youth.” He
vantage due to their myconid connection. pats the ruined crystal next to him: “Here
is the prison where I first found Cinder
Your first impression of the outside is a Clacks.” He raises his arms at the sky: “At
brightness so painful that it brings to the very dusk of my life, as the ancients
mind the tales of the Skyfire, and a blue used to say, for I now know what a ‘dusk’
vastness over your head that nearly is, I find myself under the sky of our
causes you to have an agoraphobic reac- ancestors. I am content.” He turns to you:
tion. In places, the light has a milder, “And I thank you. Though you might not
greenish hue. yet understand them, you now have
choices to make. Be bold or be meek, but
When your eyes get somewhat used to the in any case be knowing.”
brightness, at first you notice two things.
You are standing on a ledge inside a pit so And with those words, he dies, his blind
colossal, that vegetation growing out of gaze firmly fixed on that ball of fire in the
its sides creates a green canopy in places sky, his features lit in a way you have
and at various levels. Secondly, towering never seen before.
above you, seemingly suspended in the
middle of the pit by the vegetation, is a
huge, vaguely humanoid construct made
of metal, wood, and other materials. Mul-
titudes of flying creatures unknown to
you perch upon its shoulders and head,
showing no fear towards this unnatural
monstrosity. Moss and vines cover much
of its surface, at the same time eating
through and supporting its colossal
frame. Likely, this is the “robot” Beet-
Hoof mentioned in his wish, whatever the
word means.
42
43
44
45
46
Resources
Dave Arneson et al., Dave Arneson’s Blackmoor, Zeitgeist Games, 2004
John Calvin, Mystara 2300 BC Campaign Setting at the Vaults of Pandius
John Calvin, Mystara 2300 BC GazBC 1 – Shimmering Lands DM’s Guide at the Vaults
John Calvin, Mystara 2300 BC GazBC 1 – Shimmering Lands DM’s Guide (Seeker)
Gregory W. Detwiler, “Dragon’s Bestiary (Tunnelmouth Dweller),” Dragon Magazine
#267, January 2000
Philip J. Slama, Dave Arneson’s Blackmoor MMRPG – Episode 94: “The End,” Zeitgeist
Games, 2009
Various, Mystara Monstrous Compendium Appendix (Choker, Ghostly Horde), TSR, 1994
Havard’s Blackmoor Blog (http://blackmoormystara.blogspot.com/2019/06/)
“A Blackmoor Timeline” at Hidden in Shadows website:
(http://boggswood.blogspot.com/2019/10/a-blackmoor-timeline.html)
All monsters have been adapted by the author for the 5th edition of D&D, based on the
aforementioned sources.
47
48
Ancient Dungeons
Using the Koskatep megadungeon as a blueprint
for ruins all over the world!
by Francesco Defferrari (Sturm)
INTRODUCTION RUINS OF ANCIENT TIMES
(5,000+ YEARS OLD)
The Megadungeon of Koskatep, created by
me using a lot of canon and fan material The deepest level of Koskatep, Ixashira, the
and ideas, was published in THRESHOLD Dream of Fire, is an ancient temple of Ixion
Magazine from issue #1 to #15. It is an that predates time itself, inhabited by
extensive ruins of 13 levels dug inside a hill sollux, hutaakans and other different
in the northwestern wild territory of Kara- people who were able to reach it over the
meikos, on the upper course of the Achelos centuries, to guard an incredibly old and
river1. Basically I worked on Koskatep for powerful secret of the sun-god church. As
the first four years of THRESHOLD inspiration I basically used the biblical
Magazine, and now it’s more than six years garden of Paradise and for the map the
since I’ve finished it. So in this issue dedic- temple of Karnak in Egypt, as the place was
ated to Dungeons!, prompted by Allan’s supposed to be a pre-Azcan temple later
suggestion, it makes sense to return a bit to modified by Azcans and Nithians. Dungeons
Koskatep. However, as I think Koskatep is so old yet not discovered or only partially
complete as it is, in this article I’ll rather explored should be protected by ancient
use its levels as blueprints and inspiration magic and located in very remote areas.
for other dungeons of the world of Mystara. Probably some strong magical protection
The main characteristic of Koskatep in fact is should also be present to explain why the
that it is a bit like the real world ruins of place has not yet been discovered after
Troy, i.e. a series of levels which correspond some millenia. PCs should probably know
to different centuries of occupation, and nothing of these times apart from vague
different people who inhabited the ancient legends, so any discovery of such ancient
temple city. So in this article I’ll start from civilizations should come as a big surprise
the bottom of Koskatep to illustrate how its for them. Government and local powers
levels could be used to populate other would have strong reasons to try to get
ruins of the same eras. hold of any ancient treasure or magic
1
The location can be seen on the map ‘Kingdom of found.
Karameikos - Traladara 1020 AC, 3.2 miles per hex’
drawn by the author and available at the Vaults of (Previous page)
Pandius, while the series of Koskatep articles was in Temple of Moloch, original drawing by Jeffrey Kosh
THRESHOLD Magazine issues #1 to #15 also
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).
available in the Vaults
49
50
51
52
53
CLASSICAL
RUINS
(BC 1,600–1)
I’d call ‘Classical’ the time
of Nithia and Milenia,
which also saw the arrival
of the Alphatians and the
spreading of humanoid
races. In Koskatep this
time corresponds to Levels
6 to 3, which are Shadows
of Kundrak; Dark secrets
of Ieronyx; Karrast,
Dwarven Gold; and
Ranesh, a City of Four
Peoples; when the ruins
were occupied first by dark
fairies, then by followers of
Nyx, hutaakans, red orcs,
dwarves, gnolls, and ogres.
The region, like the whole
Known World, was rather Milenian ruins, produced from Bing AI Image Creator
unstable at the time, with prompted by author.
new people replacing the previous occu- From the Vaults
pants of an area in relatively short times. and other inspirations
PCs however should know a bit more about
these times at least as cultural or national Beside Koskatep, THRESHOLD Magazine
legends, such as the Song of Halav in Kara- featured another idea for a possible
meikos, which dates back to 2,000 years megadungeon in the Five Shires: Loktal’s
before the canon present time. That’s not Vault13, a reference to to the Glittering
strange at all if you look at the real world’s Realm of Loktal Ironshield, the dwarven
history. Now we are used to a society which king who ruled briefly over hin lands and
evolves fast and everything around us is fell in BC 912, mentioned in GAZ8: “The
very different from just 30 years ago, but it Five Shires”, and could also be connected to
was not so in previous times. For example the solo canon adventure XS2: “Thunder-
in medieval culture the Roman Empire was delve Mountain”14. As the history of the
still considered the recent past and indeed 13
In THRESHOLD Magazine issues #16 and #17
European dynasties like the Habsburg and also in the Adventures and Campaign Ideas
presented themselves as its heirs up to the section of the Vaults
14
First World War. See the “The Dwarves of Thunderdelve” article in
THRESHOLD Magazine issue #2 and some ideas by
Chimpman “Thoughts about Loktal's megadungeon”
and Agathokles “Structure of Loktal's megadungeon”
at the Vaults of Pandius
54
55
very well, but also elven ones from the fans in the Vaults, but also just under the
times of the Gentle Folk elves. In Thyatis nation lie the tunnels of humanoids and
the best resource to build ‘historical’ dun- shadow elves22. The same applies for
geons is likely the work done by Giulio Car- Alfheim, the Broken Lands, and Glantri.
oletti in THRESHOLD Magazine issues #11 Alfheim was a grassland before the elves
to #1319. For Alphatia and colonies there is grew their forest, so it may be harder to find
the huge work done by Bruce Heard in his old ruins there, if not maybe ancient half-
blog20 and also two issues of THRESHOLD21. buried mounds built by centaurs,
Ylaruam already has plenty of dungeon humanoids, or humans. The Broken Lands
material in its Gazetteer (Barimoor and the and southern Glantri could contain ruins of
remnants of Nithia) plus one of the best Blackmoor (or a colony of23) and of the ori-
Mystaran dungeons (B4: “The Lost City”). ginal Aengmor, destroyed in the BC 1,700
Historical dungeons in Darokin could be cataclysm. Wendar, Denagoth and beyond
related to the time of the Darokinian kings, are covered by the GazF series24 which con-
which was developed with great detail by tains a lot of info about the history of the
19
area. In the Northern Reaches and Heldann,
Check “The Judicates of Carytion”, “Hesperia, Land
of the Setting Sun” and “Hesperia - the Dungeon
ruins could belong to the old Antalians,
master’s Guide” by Giulio Caroletti from
22
THRESHOLD Magazine issues #11–13 Check the Darokin section at the Vaults of Pandius
20
At his blog: https://bruce-heard.blogspot.com/ and and THRESHOLD Magazine issue #14: “The
now also compiled in a huge pdf by Michael Monagle Shadowdeep”
23
and available at the Vaullts Check “New Blackmoor 3050 BC” by the author
21
THRESHOLD Magazine issues #11: “Thyatis and from THRESHOLD Magazine issue #2
24
Alphatia” and #30: “The Alphatian Sea” A great work by JTR listed in their entry in Vaults
56
25
See issues #6: “The Northlands”, #7: “Exploring
Norwold”, and # 8: “Warlords of Norwold”
26
Check the entry for Omnibius at the Vaults
57
27
Published in THRESHOLD Magazine issue #30
58
Part 2 is an overview of the entire The Island of Fire is a large island covered
archipelago so in that sense there isn’t an in scalding deserts. The main inhabitants
ordinary goal and mission. Try to make the are the sis’thik (from the Creature Catalog)
players explore Topaxi before they explore and giant scorpions. In the centre of the
any other islands as the larger plot and island is the Temple of Ostegos. Ostegos is a
story will be revealed there. death demon and one of the four guardians
of Althores’s staff. (Which will be described
in a later article.) The temple must be
1. Home visited if the PCs wish to defeat Althores.
59
The largest of the islands in the Topaxi This mysterious little island seems to be a
archipelago, this island used to be entirely beautiful paradise, but all is not as it seems
devoid of human life. Recently, however, a for the entire isle is wreathed in illusion.
large pirate fleet made an outpost on the What appears to be a beautiful villa with
northerly peninsula. The rest of the island stunning gardens holds some far darker
is home to many unusual and rare secrets.
creatures, animals and humanoids.
12. Swamp Island
8. Demihuman Island
This manky, smelly island is little more than
This is a beautiful island full of rolling hills, a mangrove swamp, jutting out of the
lush forests and towering mountains. Its ocean. Filled with swamp denizens, the for-
only inhabitants are halflings, elves, and bidding island even has rumours about a
dwarves. It is from here that the PCs will terrifying hydra!
eventually be able to muster an army to
take down Althores.
13. Isle of Dermion
60
0 50 100
Miles
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Location Areas
1. Ant Infestation
At this point in the south-
ern tip of Topaxi there is
a small village of 7 huts.
Giant black widow, original drawing by Jeffrey Kosh (https://
The area is burnt and the
jeffreykosh.wixsite.com/jeffreykoshgraphics/home)
huts are ruined as the area
was targeted by one of the first raids by 2. Arachnophobia
Althores’s armies. Many skeletons lie This village is very similar to Encounter No.
sprawled around the area. The moment the 1, and is also burnt out and ruined. There
players enter the village they are attacked by are only bones of the primitive peoples who
giant ants. There are 2 per player. used to dwell here left behind. The village
is inhabited by 11 giant black widow
Giant Ants: AC 3; HD 4; hp 20 each; MV spiders. They have not been here long and
180' (60'); #AT 1 bite; D 2–12; Save F2; ML so there are very few webs.
12; Int 2; AL N; XP 125
Giant Black Widows: AC 6; HD 3; hp 13
The rest of the village is deserted except for each; MV 60' (20'); #AT 1 bite; D 2–12 +
one hut where another 5 giant ants dwell poison; Save F2; ML 8; Int 2; AL N; XP 50;
guarding their treasure. Treasure: 4 topazes worth 60 gp each.
65
Evil camp map showing war galleys at anchor and campsites (by author)
The enormous number of goblins, orcs and The goblin campsite is inhabited by 410 sol-
the like in the area make this a very difficult diers and 34 servants and cooks.
encounter to survive if the players just
charge in waving weapons. They will cer- The orc campsite has 394 warriors and 29
tainly have to flee; otherwise they are likely slaves and cooks.
to die.
The kobold campsite has 529 soldiers and
There are two enormous war galleys 42 slaves and cooks.
moored in the harbour and 6 separate
campsites with multiple huts and tents at The hobgoblin campsite has some 320 sol-
each. The six campsites break up the differ- diers and 22 slaves and cooks.
ent races and are designated to goblins,
orcs, kobolds, gnolls, bugbears, and The gnoll camp has 213 warriors and 25 ser-
hobgoblins. Each group has a couple of vants and cooks.
hundred able-bodied soldiers and some ser-
vants and cooks. The bugbear camp has just 153 warriors but
51 human slaves and 10 cooks.
66
Usually forces such as these would fight The supreme commander, however, is none
between themselves, but instead they are other than Skretonas, who is being given a
very loyal to their commander. Even so, chance to redeem himself.
there is still a high possibility of fights
breaking out due to racial differences, and The day the party lands on the island, the
if one starts it will be hard to get under army will begin to march west, and on the
control. fourth day will catch up with the Topaxi
natives at encounter 5.
The commanders of each force are just
ordinary humanoid chiefs. A token force of an additional 20 orcs will
remain behind to guard the ships.
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One of the largest goals of this section of footfalls of the characters trigger a roof col-
the adventure is to save these villagers, and lapse, which falls down on the first few
if the players manage to do so then be sure characters, dealing 2–20 points of damage
to give them a substantial XP boost! per character. This trap can be prevented if
the characters are trying to be extra quiet
6. The Ruined Village of Topax and not talking loudly to each other, or if a
This village is another abandoned village dwarf is near the front they will notice it
but, unlike the previous ones, it used to immediately. If the trap is triggered the pas-
have stone buildings. However, these lovely sageway becomes impassable.
stone buildings are now burnt to the
ground with some stones melted and B Here there is a pit 20-feet deep filling the
others cracked and smashed. passage. It is not covered and if the party
has lights they will automatically notice it.
There is not a living thing in the vicinity, but Otherwise the front character must make a
the party will find many scorched bodies. dexterity check at -5 to avoid falling down.
The entire place has been picked clean and If the front character has infravision they
now there are only a few copper pieces. must still make a dexterity check, but with
no minus. The pit is 10-feet across and the
The entrance to the topaz caves is found party must decide how to cross. Falling
one mile from the village. down the pit will make the player take 2–12
points of damage. When the party arrive at
Dungeon Encounters the pit, roll 1 dice. On a roll of 1–4 the pit is
The dungeon is actually a series of caves. ordinary, but if you roll 5 or 6 the pit is
The first area of caves is the “Topaz Mine”. spiked, causing a falling player to take 2–24
The mines used to have walls covered in the points of damage.
gleaming gems, but now the ones near the
entrance have been stripped. The only ones C This is another pit, but this time con-
left are the ones at the far end of the cave cealed in the floor of the tunnel. The front
system. The miners were mining a section two characters will automatically fall down
of wall and then the people broke open a into the pit and the pit is identical to B.
dangerous new cave system. Only a dwarf may be able to identify this pit,
and only if they are one of the front two
Traps characters.
A series of traps occur at various points D This is a typical crossbow trap. Two cross-
throughout the dungeon and for simpli- bows concealed in the wall will trigger on
city’s sake I will have just one description of the party touching the tripwire. The lead
each. Thus at any point marked A on the character must save vs. wands or activate
map refer to trap A described below. them, causing 2–12 points of damage.
All traps were created by the goblins in E At the dead end here there is a lever and
Encounter 5. if the party pulls it iron bars drop from the
ceiling, trapping them. The lever will not lift
A At this point in the passage, the ceiling of the bars and is then useless. The only way
the cave is incredibly weak and the loud
69
to escape is to push them up using a com- life and seems to be abandoned. As the
bined character strength of 60. dungeon master you should do your best to
make it seem spooky and wrongly silent.
F This trap is by far the most devious of all.
The section of tunnel this is located in is 2. Break Through
covered in greenery on either side. The
moment the first member walks into this “At some point the roof of this passage
section they step on a pressure plate con- collapsed and was obviously cleared
cealed in the rocky floor. The moment they away. The collapse must have opened
do so, spears slide out from underneath the up a new passage from which a horrid
greenery and fill the narrow tunnel, skewer- stench emanates and the dark entrance
ing them. The player will be allowed a dex- emits an air of foreboding.”
terity check at -4 and if they succeed they
avoid the worst of it, only taking 5d10 At this point in the passage the roof has col-
points of damage. Otherwise the player dies lapsed and then has been cleared away to
no matter what happens. The spears then some extent, and there is a way through to
slide back into the wall and leave the body dark caves where, seemingly, there are no
on the ground. The spears can be activated topazes. This is the start of the evil caves,
multiple times so the players must remem- where danger came through and destroyed
ber to not step on the pressure plate each the village of Topax.
time they pass this way.
3. The Cavern of Death
1. Topaz Mines
“The passage widens and grows in
“You step into the entrance of the height. The cavern you enter is huge, at
passage and look around. Ahead is a least 50' high, and wide too. Many
natural cave around 7' tall and 10' wide. bones litter the floor among large
Multiple passageways branch off in stalactites. A couple of bodies even look
both directions. On the rocky uneven fairly fresh. You lean forward to look
floor you see a couple of skeletons closer when suddenly an eye flicks
lying on the ground. They are long open on one of the stalactites. It sud-
dead and clothed in rags and hold denly shoots a large tentacle towards
picks. Ahead there is a large pile of you and opens a mouth revealing long
rubble on the floor and more broken rows of jagged teeth.”
picks. The walls are uneven and here
and there are small gleams of yellow: This is a large cavern about 60 feet high and
the remains of the once large numbers filled with jagged stalactites and stalagmites.
of topazes.” Carefully concealed among the stalactites
are 4 ropers. These dreaded creatures have
These expansive tunnels are filled with skin that looks like rock and with their tall
rubble and broken picks. The walls have pointed shapes they look just like the rocks
mostly been cleared of topazes but there at first glance.
are still small gems here and there. Nearer
the end there are far more topazes and Ropers: AC 0; HD 12; hp 53, 64, 71 and 82;
some quite large ones. The area is devoid of MV 30' (10'); #AT 1 bite/6 strands; D 5–30/
70
weakness; Save F10; ML 10; Int 4; AL C; XP (10'x10'x1', for example). The polymar
3,875; Treasure: If the characters open up gains no special abilities when it changes.
the stomachs for treasure they will find 20 This change ability is physical, not
gems worth 200 gp each. magical. Thus a detect magic spell will
not detect the polymar. The change,
A roper is a long (or tall) blob-like however, is not perfect. Characters,
creature that has one eye, with a mouth including NPCs, have the same chance to
beneath it, and six long tentacles along detect the polymar as they do to find
the body. Ropers usually live in rocky secret doors. Thus elves are more likely
caverns where they can take the shape of to notice polymars than other character
tall rocks or stalagmites, but they may classes. If the polymar is not detected
occasionally be found in woods, imitating before it attacks, it will attack with sur-
trees. Ropers eat anything that moves, but prise.
they prefer humans and humanoids. Each
tentacle can shoot out 60 feet to grab Behind the polymar there lies a very narrow
prey. The touch of a roper’s strand causes tunnel just 3' tall and 5' wide. The charac-
weakness, reducing the victim’s strength ters will have to crawl or shimmy if they
by half for 3 turns (no saving throw). The want to reach the other side.
strand wraps tightly around the prey,
pulling the victim toward its mouth, but There is one other exit near the north wall
only the bite causes damage. Characters of the cavern.
can cut a strand only if a single blow from
an edged, magical weapon inflicts 5 or 4. Room of Topaz
more points of damage. Such a blow When the players enter this room they feel a
makes that strand useless, but the great sense of peace fall over them. The
damage does not count against the mon- walls of the room are covered in gleaming
ster’s hit points. Damaged strands grow gems, all of them topazes, and on a pedes-
back in 24 hours. Ropers are immune to tal in the centre is a gleaming crystal ball
all first, second, and third level spells. entirely made of topaz. The smooth circular
They take no damage from cold or light- object glows with an eerie light.
ning, and are unaffected by normal and
silver weapons. Characters may occasion- This gem is a magical crystal ball of seeing
ally find treasure in ropers’ stomachs. but it has special powers, see appendix.
At the back of the cavern lies a large chest. The only other thing in this room are the
This chest is actually a polymar. topazes. There are vast numbers of gem-
stones here and the player characters may
Polymar: AC 9; HD 10; hp 55; MV 60' (20'); chip some from the walls; each is worth
#AT 3 blows; D 1–6; Save F5; ML 10; Int 5; 1,000 gp. However the sound of the player
AL C; XP 1,750 characters chipping gemstones will attract
the goblins from 5. When a PC starts chip-
The polymar is an intelligent creature that ping their 6th gemstone off the wall, the
can change its shape. It can look like any goblins will hear and creep into the cavern.
creature with 10 hit dice or less, or any If the goblins are not killed one of them will
object no larger than 100 cubic feet blast their horn of earthquakes and bring
72
down the roof. If that happens any PCs still Grygash – Goblin Fighter
in the room will have to make a Dexterity
check at minus 3 or be crushed to death; if AC 1; Lvl 15; hp 67; MV 60' (20'); #AT 1
they succeed, then they escape before the Sword+3 + fire damage; D 4–11 + 1–4;
cavern collapses. If they have already killed Save F15; ML 11; Int 8; AL C; XP 2,700
the goblins, make up some other way to
stop them from getting as many topazes as He wears plate armour and has a shield +1.
they want. He wields a normal sword +3 which flames
on command.
5. Goblins of Magic
This room is a bare stone room with torches
lighting up the walls. In one corner there is
a door leading off to a sleeping chamber, Goltrar – Goblin Wicca
and in the centre of this room there is a
table around which sit four goblins. These 4 AC 6; Lvl 15; hp 24; MV 120' (40'); #AT 1
goblins have long considered themselves dagger/spell; D 2–5/special; Save MU15; ML
rulers of Topaxi and each has worked hard 11; Int 17; AL C; XP 9,000
on their own respective fields. However,
they are not at all pleased with Althores, He carries a dagger +1 and a ring of protec-
who wishes to take over their island, and so tion +3. He also uses his spells. 1St: 5, 2nd:
they drove out the villagers from Topax, and 4, 3rd: 4, 4th: 4, 5th: 3, 6th: 2, 7th: 1.
during the distraction on both sides, stole
the item key to locating the hidden island Spellbook
where Althores makes his home. Someday
they plan to conquer it. However, they hate 1st: Sleep, darkness, magic missile,
humans more than Althores and on no ventriloquism, hold portal
account would they agree to deal with
them, nor would they even give out inform- 2nd: Web, levitate, invisibility,
ation. The goblins are called Grygash, detect invisible
Goltrar, Greegree, and Gadro.
3rd: Fireball x2, haste, dispel magic
They have no treasure as the topaz room
counts as their treasure, and they guard it 4th: Curse, wall of fire, confusion,
vigorously along with the ropers, who polymorph others
dislike goblin meat so do not attack them
(in return the goblins give them any prison- 5th: Animate dead, cloudkill,
ers they come across), and the polymar, an conjure elemental
ally. The side rooms just contain a basic
bedroom. 6th: Flesh to stone, disintegrate
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77
AC 2; Lvl 15; hp 38; MV 90' (30'); #AT 1 The ideal end to the adventure would be for
staff; D 2–12; Save C15; ML 10; Int 13; AL the army to be defeated and the Topaz Ball
C; XP 9,000 to be found. It is possible to complete this
stage by just finding the Topaz Ball, but if
He wields a staff of striking with 30 that happens and the villagers are
charges and wears chain armour +3. He butchered the party will have lost valuable
also has spells. 1St: 6, 2nd: 5, 3rd: 5, 4th: 3, allies and Althores will be stronger when
5th: 3, 6th: 3. they do meet him. Part 3 should come out
hopefully in the next 6 months to a year.
Spells Hope you enjoyed!
78
Moving Mountain
Menagerie of
Morkhulan Minister
Amer fort entrance, Rajasthan, India, possible inspiration for Sindhi architecture
79
80
Stoutfellow3, legendary defender of fortress up to three heroic acts that PCs have done
Bal-Balakh from the schemes of mysterious in or close to Sind, with merely a slight
shadow dwarves. He was personally pro- exaggeration), and felt she needed to at
moted to help in subjugation of Sind by least try to muster a welcome deserving
Emperor Zandor after a devastating blow their fame. If asked about it, she will
dealt to the shadow dwarves, taking their confirm she is the same Indrepal from the
fortress Kurum-Bardak (it was since then stories and tells the PCs of the fate that has
recaptured). befallen her lover. She knows all the
information in previous paragraphs except
What no one realizes is that Bardan died that concerning Bardan Baozrak, of whom
leading the assault, but was replaced by a she only knows he is a dwarf in charge of
shadow dwarven agent from the under- the Moving Mountain.
ground kingdom of Morkhula. This agent is
a servant of the Outer Beings, who seeks to Indrepal will beg the PCs to save Raahinya,
use this opportunity to twist the whole trying to appeal to their compassion and
nation of Sind, and then the Known World pride. When pressed about the payments,
itself, into the image of his sinister masters. she will admit she and her people follow the
same ascetic doctrines as Raahinya and do
At some point during their travels through not have much. However, she knows that
Sind, the PCs will receive an invitation to a her lover’s goal was never to gain the treas-
banquet held in their honor in a hidden loc- ures of the Legendary Vault for himself—he
ation within the city of Mahasahad. Upon merely could not stand the thought of what
arrival they will be greeted warmly, belongs to people of Sind be squandered in
although it will be very clear the people are Alphatians’ petty internal squabbles. She
not the kind that can afford to throw lavish knows if they swear to keep it safe from
parties for passing heroes—a keen eye can Zandor’s men, Raahinya will hand them
easily spot a lot of elbow grease being over the Silver Key. And even if they fail to
applied to appear far more glamorous than find the other two keys, the SIlver Key alone
they really are. The leader of the group is a is worth a small fortune when sold to other
beautiful woman named Indrepal Emerald- treasure seekers.
Eyed, due to the characteristic color of her
eyes. DC 10 Intelligence (History) Check Indrepal can inform the PCs there is a way
will tell the players both the name and to enter the Moving Mountain. As her spies
looks fit the description of the lover and fre- managed to discover, the soul of General
quent ally of Raahinya in his—now Gashunk, once leader of Hulean forces slain
legendary—war of liberation against the by Bardan Baozrak during Alphatia’s “liber-
Master and then Alphatians. If confronted ation” of Sind, has been bound to always be
with the fact she is throwing PCs a party within a day’s travel from the Moving
that her people clearly could not afford, she Mountain. If presented with a blessing from
will humbly admit it and apologize. She has the Magister, he is to lead anyone inside in
heard of the party heroics (she will name a way that bypasses all the issues with tele-
portation. She believes her people have
3
All information about Alphatian dwarves is taken forged perfect, or at least as good as it is
from Bruce Heard’s work on his blog at https://bruce-
heard.blogspot.com/, in particular the blog post humanly possible, notes of such blessing.
“Denwarf-Hurgon, Pillar of Alphatia”
81
The adventure assumes the PCs will accept advantages on saving throws against spells
the quest. If they refuse, you can always and spell-like abilities.
keep it in reserve, if the party ever comes in
possession of the other two keys. In such a Inform the PCs they can still use counter-
case, some adjustment of encounters to spell or dispel magic against shadow
match the PCs’ new level may be required. dwarven “technology,” but it should be sim-
Alternatively, the Horse Clan encounter ilarly flavored. For example, if a shadow
described in the “Getting to the Mountain” dwarven conjurer’s casting of fog cloud is
part may serve as an alternate plot hook, flavored as throwing a smoke grenade,
with some adjustments. counterspelling it becomes disintegrating
the grenade mid-air.
82
GETTING TO THE MOUNTAIN Clan. During the first day the successful
check allows them to find tracks of dozens
The entirety of Moving Mountain is protec- of horses that have been extremely well
ted against teleportation, in part due to covered, almost unrecognizable for a less
security reasons, but also because of a high keen eye. On the second day the PCs can
risk of teleporting inside the stone structure hear the rumbling of horses in the distance,
of the mountain. It is no trouble for Alpha- always keeping far away so as to not be
tians, who simply fly towards the fortress on noticed and even moving far more stealthily
their ships. However, this effect extends than an average cavalry unit. On the third
outwards, making all magic teleport the day the PCs can notice very subtle signs that
caster only as close as approximately a day’s they are being led into a meeting with the
walking from the Mountain’s current loca- mysterious riders. Fallen trees and recent
tion (adjusting for its own movement). PCs landslides block other roads, a stampede of
may easily discern this fact with a DC 10 animals fleeing from the Moving Mountain
Intelligence (Arcana) Check, as a kind of has been redirected to the canyon PCs
countermeasure obvious in the case of such intended to go through. Things that for an
a structure. unwatchful eye would appear as coincid-
ences, but for the PCs will be obviously
On their way the party will likely find it odd leading them to a specific location.
that there are no notable random encoun-
ters; in fact all creatures flee from the At any point the players may decide to avoid
Mountain, as they would be crushed other- the raiders and they likely have means to do
wise. If the PCs spot any monsters or so. Allow it. If they choose to confront their
bandits or wild animals, they will be fleeing mysterious stalkers, following the subtly
in disarray, the biggest danger being presen- laid path will take the PCs to an open plain,
ted to whatever unlucky creatures may be where they will see a large cloud of dust in
trampled on their way. the distance and hear the rumble of dozens
of hooves. Soon they will recognize these
raiders as the Atruaghin Horse Clan. Or, as
The Horse People they are known to people of the Nagpuri
region of Sind, Godan, the Horse people.
The only encounter will occur once the PCs Moreover, they are accompanied by a single
are less than a week ahead from the Moving pachydermion, who appears to be flying
Mountain,but three days before they have and carrying an elderly Atruaghin woman
entered the mountains of Sind. You may on his back. The riders, a total of twenty
need to adjust this encounter to the PCs’ four, will surround the party, but stop at
preferred way of travel. respectable distance, without attacking.
Their leader will ride towards the PCs,
Begin this encounter by asking a PC with accompanied by the elderly woman and the
the highest of two skills to roll three DC 25 pachydermion. They will introduce them-
Wisdom (Perception) or Wisdom (Survival) selves as Canowicakte, Azayamankawin, and
checks, each successful one decreasing the Pragnay, respectively, and request to talk
DC of the following ones by 5. They repres- with the PCs.
ent the three days during which the PCs can
spot the approaching riders of the Horse
83
They will explain briefly that six of the Pragnay’s advice and enlist, as the pachy-
Horse Clan’s youth have been captured by dermion put it, “professional subcontract-
Alphatians during an attempted raid on Red ors.” Pragnay is also the one who foresaw
Orcs as their rite of passage, and kept in the the coming of the PCs and learned of their
Moving Mountain as prisoners. As the exploits, as he claims, through prayer to the
Horse Clan found out, Red Orcs, their Immortals. The group offers the PCs 2,000
hated enemy, have pledged themselves to gp in coin and jewelry taken from slain
Bardan Baozrak in exchange for protection, Alphatians, plus an additional 1,000 gp per
making Alphatians enemies of the Horse child saved, and another 2,000 gp if they
Clan. Canowicakte personally led an attack manage to bring back all six of them.
to retrieve the youths, but his forces were Moreover, they also offer a way of passage
overwhelmed and forced to retreat by they themselves used in their first assault
“monstrosities of steel and dark magic.” If on the Moving Mountain : through the
the PCs pry on this description, he is willing Spirit World.
to try to describe the creatures as best as he
can, but it is not an expertise of his or his If the PCs refuse the quest, the Horse Clan
two companions’. His descriptions are good leaves, but will spread the word of their
enough to give advantage on a single Know- cold indifference everywhere they go, likely
ledge check per player to identify monsters hurting the PCs’ reputation in the region.
awaiting in the Moving Mountain.
If the PCs accept the quest, they will be
Since his attack has been rebuked, Canowi- given two bracelets. One to snap once they
cakte and his men have been unleashing want to be pulled out from the Moving
their anger on Alphatian troops and Mountain—when destroyed it will open the
amassed enough in stolen riches to follow portal to the Spirit World. Second one they
84
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● As long as his ghostly horde sees him ● Both: You gain benefits of individual
and he sees them, whenever he shackles, a Dual Wielder feat, and are
misses on an attack roll, ability always considered under the effects
check, or saving throw, he can add of freedom of movement spell.
+5 to the result. He can use this
ability up to six times.
86
87
88
89
Notes:
a: See the “Geonid” description (by Glen Welch) on the Vaults of Pandius
b: See the “Garl” description (by Glen Welch) on the Vaults of Pandius
c: See the “Magen” descriptions (by Glen Welch) on the Vaults of Pandius
90
Result Effect
Gorilla: Every time you try to tell, read, listen or watch any form of narrative, 1d6 Apes
1 appear in the nearest free space and attack you and everyone else in the room, fighting
until they either die or kill every other creature in the room.
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92
93
Clara will tell the PCs how she and her Kryk and Minister Bardan Baozrak6. Four
mentor, Donna Carmen Carmilla Garcia, people are necessary to gain full control of
were trying to bust an illegal Ispan firearms the Moving Mountain. However, both
smuggling operation, when they were cap- Captain Kryk and Minister Bardan can at
tured by shadow dwarves. Clara, blaming any point use their action to deal the
herself for their capture, will desperately person granted the access 3d8 lighting
want to go to save her mentor, who is kept damage and they can do it as many times as
somewhere in the Upper Level. Even if the they want, even eventually electrocuting
PCs promise to save her, Clara will require a the person to death. A DC 25 Intelligence
DC 25 Charisma (Persuasion) check to be (Arcana) check reveals this information.
convinced to stand down and not accom-
pany the PCs. If they do not make such 5 Slave Pen
promises, DC is 30 and, if failed, she will
run off to find her mentor. If Delema is 1d6+1 commoner slaves are kept here
asked to help convince her, she will happily when not used for experiments in Area 22.
knock her out with traditional Horse Clan They are shackled together. Breaking the
martial arts and carry her out. shackles requires a DC 15 Strength (Athlet-
ics) check and opening the locks a DC 13
4 Control Room Dexterity check with Thieves’ Tools.
Whenever the PCs are in this room, there is a
This room’s walls are lined with machinery, 25% chance one of the guards will enter to
some of which include giant magical panels unlock the shackles of one of the slaves with
providing images from the front sensors, a key, then drag them to perform experi-
informing the operating crew of any pos- ments in Area 22. If the PCs leave without
sible threats up ahead. The crew at all times freeing the slaves, the next time they enter
consists of 4 shadow dwarves, two using they find one less slave in this room.
statistics of Duegar Xarron and two of
Duergar Mind Master (Mordekainen’s 6 Technicians’ Dressing Room
Tome of Foes, CR2 both). Unless he was
encountered somewhere else already, there This is a room that the shadow dwarves of
is 75% chance that Captain Kryk “the Killer” the Engineering and Maintenance Division
Kringle (Duergar Despot, Mordekainen’s use to change at the beginning of their
Tome of Foes, CR 12, equipped with ring of shifts. There are 1d4-1 medium-sized fire-
regeneration), accompanied by his two proof outfits that grant the wearer total
bodyguards (Duergar Stone Guard, immunity to fire damage. The dwarves use
Mordekainen’s Tome of Foes, CR 2) is in this them to work on the cylinders in Areas 19
room. and 20. The outfits are vulnerable to slash-
ing damage and a single hit from a blade
The control panels of the Moving Mountain can render them useless.
are magically sealed through divinely
infused runes that are activated through Whenever the PCs enter this room there is a
blood. In order to grant a person access, a 50% chance 1d4 Engineers (Duergar
vial of that person’s blood must be poured Xarron, Mordekainen’s Tome of Foes, CR 2)
onto the runes alongside blood of Captain 6 Since he is an undead, he uses magic to recreate his
blood beforehand
94
95
96
supporters traitors to the crown. This would ally magically preserved basilisk eyes and
allow Zandor rule from the shadows, the have effects of Basilik’s Petrifying Gaze trait.
puppetmaster pulling his mother’s strings. Speaking codeword “Meredith”' will make
The PCs should realize that this would be the eyes close, allowing for opening of the
catastrophic for Sind, and so is any scenario box, but Bruto will not reveal this password
where this new Eriadna returns to the without at least a DC 30 Charisma (Intimid-
throne—unified Alphatia could crush all res- ation) check, as it’s the name of his late
istance in Sind in a matter of days. Manipu- wife. Both traps can be spotted with Percep-
lating the machinery could allow them to tion, Investigation, Arcana, or Nature
either kill or wipe out the memories of the checks. The first trap can be suppressed for
clone, resetting her statistics to that of a an hour with a dispel magic spell, while the
Commoner and making her politically second can be forced to permanently shut
useless, as without any knowledge of her its eyes with a DC 20 Dexterity check using
past life, she would quickly be deemed an thieves’ tools.
imposter and unfit to rule.
The chest contains 7,000 gold in coins,
If anyone has any questions about potential jewelry, and assorted gems, twenty pounds
Oedypian tendencies of Zandor being of zzonga weed, and 1d4+1 random
implied by this plan….yes. Uncommon Magic Items.
97
creatures should be treated as one species Foes, CR 6) and assistant officer Ari
for all beneficial effects. (Duergar Mind Master, Mordekainen’s
Tome of Foes, CR 2), alongside 6 guards
Investigation of this room reveals that the (Duergar Stone Guard, Mordekainen’s
hivebrood managed to dig a tunnel leaning Tome of Foes, CR 2) and two hammer oper-
upwards, to Area 28 of Upper Level. A ators (Duergar Hammerer, Mordekainen’s
second tunnel leads deeper in parts of the Tome of Foes, CR 2) are stationed here as a
mountain not yet built into. A horrifying security measure. Dradad and Ari will ques-
implication may dawn on the PCs : when tion the PCs about reasons for their appear-
the mountain has been transformed into ance and will meticulously poke holes in
Moving Mountain, it has taken with it a their possible cover stories. Due to having
formerly dormant hivebrood colony hidden years of experience with this kind of job,
somewhere within it, which poses an out- the party can only deceive them if they do
right existential threat for the entirety of come up with an especially convincing lie,
Sind. But that is beyond the scope of this and even then the Charisma (Deception)
adventure. check DC is 25. If anything is wrong, the
dwarves attack, fighting to subdue. If both
19 & 20 Magma Containers Dradad and Ari are killed, one of the guards
will run through the portal to raise the
These are colossal cylinders of magically alarm, the rest will fight to the death.
enforced (thus doubling its hardness and
hit points) adamantine, each one filled with The portal can be manually set to connect
hot lava, with a myriad of tubes connecting with any of the portals in dead end cor-
them to the floor and roof. The walking ridors on the map of lower or upper level,
floor in these areas is on wall-adjacent though getting the idea how it operates
squares, 30 feet above the bottom of the requires three successful DC 20 checks in
room, with ladders for maintenance operat- Intelligence (Arcana, History and Nature, of
ors to walk down or up the cylinders built each). Control of the portal allows you to
into them. travel from this room to any dead end on
either of the two maps. First use should be
If leak does occur and isn’t stopped, there for random corridor, then the PCs can use it
is enough hot magma in each cylinder to to go to any dead end they have seen while
flood this room and 1d6 nearby rooms, exploring the compound. They can also use
starting with the closest one. Each magma dead ends to travel back to this room, but it
container is necessary to provide additional requires someone to stay in this room to
energy for the mechanism coordinating operate the portal and be in contact with
prover movement of either left or right tank the PCs.
tracks. The leak will make it break, and the
Moving Mountain itself will stop. 22 Hamster Wheels
98
99
100
101
102
103
19
See the “Earthquake Beetle” description (by Glen
Welch) on the Vaults of Pandius
104
105
he is this tall and gets enraged when asked. ● On each of his turns he regains 10 hit
He is clean shaven, and when not working points unless he was dealt acid or
he spends his time between sleep and self- fire damage between the end of his
flagellation. There is a 25% chance he will last turn and the beginning of this
be here whenever the PCs enter the room. turn. He dies only if he is reduced to
If encountered somewhere else and not -10 hit points and doesn’t regain hit
killed, he will pursue the PCs across the points.
whole complex, not resting until he hunts
them down, but he will stay behind and ● He wears a Collar of the Whip (won-
attack only when they are already fighting drous item, rare, range of your
other enemies. unarmed attacks is extended by five
feet and you can deal additional 1d4
Father Gilbert Grimm uses the statistics of a slashing damage with them. A
War Priest (Volo’s Guide to Monsters, CR 9) humanoid hit by your unarmed
with the following changes: strike must succeed on a Constitu-
tion saving throw or drop to 0 hit
● His Dexterity is 18. points. The DC equals 10 + the
number of previous times you have
● He wears no armor but adds Wisdom hit that creature in this combat.)
to his AC.
● His Challenge Rating is 11.
● He is proficient in Perception,
Stealth, and Survival. Treasure: Hidden in the floor of this room is
a secret compartment, that can be spotted
● He has an advantage on saving with a DC 25 Intelligence (Investigation)
throws against spells and spell-like check and opened with a DC 10 Dexterity
abilities. check using thieves’ tools. Inside is a stack
of documents, including incriminating evid-
● His maul attacks are flavored as ence on a member of the Alphatian Mage
unarmed strike attacks, benefitting Council, which can be leveraged against
from his magic item (see below), him for either one favor of any kind or
while dealing the same damage. 25,000 gp. Moreover, it also contains a list
of agents of the Alphatian Inquisition that
● If he casts a spell as an action, he can have been compromised and converted to
on the same turn take Attack action the worship of the Outer Beings, which can
as a bonus action. be used as a bargaining chip in any negoti-
ations with the Inquisition. It also contains
● His speed is 60 feet and he has the journal of Gilbert Grimm, which docu-
climbing speed equal his movement ments his studies and can grant advantage
speed. on any checks made to identify artifacts and
symbols of the Outer Beings, as well as
● He can take Dash, Disengage, or identifying potential agents of the Outer
Dodge actions as a bonus action. Beings among the Alphatians.
106
10 The Showers
11 Cat Cafe
107
not the other effect of the shoes : any from which a second monster (Star Spawn
attempt at throwing them away or leaving Hulk, Mordekainen’s Tome of Foes, CR 10)
them behind will inevitably make them will emerge. If the altar is destroyed, it will
return to the owner (in this case whoever turn into a vortex of dark energy that will
picked them up first or attuned to them), suck in both creatures, if they’re still alive.
each time with increasingly negative con-
sequences. The only way to permanently Note: If the PCs kill the Minister too fast
get rid of them is to appeal to local author- and too easily during this battle (eg. within
ity in front of a public gathering, place them a single round or in a single hit), you can
on the floor, list every single negative thing instead have his body transform into
they have caused to you and publicly Uvuudaum24 to give them a challenge such
denounce them. The next creature to touch an overpowered group clearly deserves.
them becomes their new owner.
Treasure: On the altar of the chapel lie
A DC 20 Intelligence (History) check will 25,000 gp worth of gold, gems, and jewelry,
reveal that Kazem the Fast was not a all of which is cursed to open anyone who
warrior, but a merchant, who neglected takes it to the influence of Outer Beings,
proper care of his shoes due to stinginess slowly driving them to madness. Remove
and overwork. Their effect first manifested curse or greater restoration remove this
when he tried to throw them away. effect. It can also be removed by undoing
the desecration of this area before taking
12 Secret Chapel the gold. There is a hidden locker in the
altar that may be discovered with a DC 25
The doors to this room are protected by an Intelligence (Investigation) check and
arcane lock and only Minister Bardan opened by a key held by the Minister or by
Baozrak can open them. Inside is a small a DC 20 Dexterity check with thieves’ tools.
chapel dedicated to the worship of the The lock is protected with a magical trap,
Outer Beings, covered in blasphemous casting power word kill on any creature
symbols. The chapel is a Desecrated other than the Minister that attempts to
Ground that extends its benefits to all open it. It can be suppressed for 10 minutes
shadow dwarves and aberrations fighting in with the casting of dispel magic. Inside is
this area. Every creature with an intelli- Minister Bardan Baozrak’s heart and one
gence score 8 or higher who is not a wor- Rare Magic item per party member, of DM’s
shiper of the Outer Beings must succeed a choice. I advise choosing something the PCs
DC 20 Wisdom saving throw or is will like because, let’s be honest, if they got
frightened. It can repeat its saving throw at here they earned it. If the heart is not des-
the end of each of its turns but only after troyed, the Minister will reform next to it
leaving the area. within 24 hours after being killed. If the
Altar is destroyed, the Heart is sucked into
If Minister Bardan Baozrak is slain here, his the vortex.
blood will spill on the altar, at which point
the magic of the Outer Beings will trans-
form him into a monstrous abomination
(Star Spawn Larva Mage, Mordekainen’s 24 This statblock by YouTuber Dungeon Dad can be
Tome of Foes, CR 16) and open a portal used for the creature
108
15 Medical Wing
109
27
See these “Golem” descriptions (by Glen Welch) on
the Vaults of Pandius
110
Thirteen Redcaps (Volo’s Guide to Mon- Chef of Security Mardora (shadow dwarven
sters, CR 3), each riding on a Giant Wolf Blackguard, Volo’s Guide to Monsters, CR
Spider, have been placed in this room. 8) and four elite guards (Duergar Warlord,
They have been given a crystal ball of Mordekainen’s Tome of Foes, CR 6) are sta-
scrying allowing them to spy on the fey in tioned here, serving as private security of
Area 24 and raise an alarm if they spot said Minister Bardan Baozrakn and will fight to
fey trying anything suspicious. Whenever kill any creature that attempted to reach
they raise an alarm, the door separating the Area 35 through this room. Any matters to
two rooms opens and the redcaps are the Minister are to be relied on, at which
allowed to attack them, with the ensuing point one of the guards will inform the min-
battle usually dealing heavy losses to both ister and return telling whether the creature
sides. If the fey sit idly, the redcaps are is allowed to pass or not. If yes, Mardora
provided human slaves to wash their hats in will personally escort the creature into and
blood. As a plate before the entrance to the out of Area 35 and then return to her post.
door will inform the PCs, this is an experi-
ment to see if redcaps can be taught moder- Mardora wears Ring of Slave Driver (won-
ation in their habits. drous item, uncommon, when attuned to it
you can as a bonus action extend range of
19 Actaeon Cell your weapon by 5 feet and every creature
hit by it has disadvantage on Wisdom and
28
An Actaeon has been imprisoned here, Charisma saving throws until end of your
chained to a chair, muzzled and hand- next turn).
cuffed. A human Enchanter (Volo’s Guide
to Monsters, CR 5) is working on trying to 21 Double Room
break the creature’s mind to make it serve
the shadow dwarves and take care of the Entering this room through any of the
forest that covers a large part of the Moving doors leads to an empty, sterile room with a
Mountain’s outside structure. A collar few chairs, a table, and a stack of books.
around the Actaeon’s neck is connected to a This room serves as a break room. It’s so
wand held by the enchanter, allowing him boring and utilitarian it sucks even at that.
to once a day cast dominate monster on Some overworked dwarves come here to
him without having to worry about concen- scream or cry in private.
tration or saving throws. If attacked, the
enchanter will do exactly that and cast A DC 30 Perception check reveals there are
spells at the PCs while hiding behind his hidden doors in the northwest wall that can
unwilling servant. Entrance to this room is be opened with a password known only by
guarded by two shadow dwarven hammer Minister Bardan Baozrak or DC 30 a Dexter-
operators (Duergar Hammerer, ity check using thieves’ tools or a DC 30
Mordekainen’s Tome of Foes, CR 2). Strength (Athletics) check. The door opens
from either side. When opened from inside
the room, it leads to a much different cor-
28
See the “Actaeon” description (by Glen Welch) on ridor; when opened from the outside it
the Vaults of Pandius leads to a giant horrifying forge. The door
111
acts as a portal to the fortress of the rot drake30, and Elemental Drakes of Air,
dwarves deep inside their stronghold in the Earth, Fire, and Water31. The floor of this
Northern Reaches. Baozrak is using this room is covered in runes affecting anyone
portal to spy on the rot dwarves, trying to who enters, except for shadow dwarves,
learn their secrets. The rot dwarves rarely increasing their irritability and argumentat-
use this room themselves. The PCs should iveness. A DC 20 Wisdom saving throw
be able to rest there, but they can explore when a creature enters the room protects
the area beyond this room at their own risk. against the effect for an hour; both affected
Of course the long-term implications of and unaffected creatures repeat the saving
seizing the portal connecting Sind with the throw every hour spent there or whenever
Northern Reaches should not escape the they enter the room. It takes a DC 15
players, but its control lies entirely in Wisdom (Perception) check to notice the
whoever controls the Moving Mountain. It runes at all and a DC 25 Intelligence
cannot be removed from this one secret (Arcana) check to understand their nature.
passage.
The drakes are affected and argue endlessly
22 Sleeping Quarters among each other about what course of
action to take, and have been for a long
This room is filled to the brim with triple- time, rendering them too deeply
level beds, allowing the shadow dwarves to entrenched in their personal conflicts to
sleep in a small, condensed area. At actually do something. They need to first be
maximum level this area can contain 64 carried out of the room and even then for
shadow dwarves and usually one fourth of an hour their arguments will impose disad-
the beds are filled with sleeping dwarves at vantage on all Stealth checks made in their
any given time and each hour there is company. Only after they’re all freed of the
always a 20% chance 1d4 arrive to either effects of the magic can they be convinced
join or wake up and take the place of some to help against the shadow dwarves.
already present. Use rules for shadow
dwarves described in Features of the Area to 24 Tiny Resistance
determine their type. Moving through this
area requires a DC 15 Dexterity (Stealth) This room is locked with an arcane lock
check to not wake them up, repeated every spell. The area inside has been turned into
thirty minutes spent here. Rummaging a small forest. It is currently occupied by a
through the dwarves’ private possessions group of fey consisting of four Brownies32,
can yield 5d10 hundreds gp in coins and four Leprechauns33 and four Pookas34 with
gems and trinkets per hour.
30
See the “Mandrake & Wooddrake” descriptions (by
23 Parliament of Drakes Glen Welch) on the Vaults of Pandius
31
See the “Drake, Elemental” description (by Glen
Locked in magically enforced cages hanging Welch) on the Vaults of Pandius
from the roof, this area contains one each 32
See the “Brownie” descriptions (by Glen Welch) on
of: Colddrake29, Mandrake and Wood- the Vaults of Pandius
33
See the “Leprechaun” description (by Glen Welch)
on the Vaults of Pandius
29 34
See the “Colddrake” description (by Glen Welch) on See the “Pooka” description (by Glen Welch) on the
the Vaults of Pandius Vaults of Pandius
112
eight Dire Corgis35, who have been kept as Inside is a single table, a pair of chairs on
part of the menagerie but managed to break opposite ends, and multiple torches of ever-
free and take over this room. But the magic burning flame on the wall. Casting dispel
barrier put on the room prevents them magic on one of the torches with a DC 15
from leaving. Moreover, this room is adja- Intelligence (Arcana) check will suspend all
cent to Area 18 and whenever the fey here flames for an hour. Once the flames are sus-
try anything suspicious, the doors dividing pended. If a creature then sits on a chair, a
the room are opened, unleashing redcaps Rexxen36 will appear on the other chair.
on them. This resistance has suffered ter- She will offer the creature on the chair a
deal : anything they wish for in exchange
rible losses and their morale is horribly low.
Even if the redcaps have been killed, the for their soul. The Rexxen is willing to do
spirit of those fey may be too crushed to anything the PCs request, but she will be
make them join the PCs in their fight. collecting their souls upon their deaths,
However, if a PC is a fey or sylvan race and her way of accomplishing the wish will
themselves, or has a blessing of one, or if ALWAYS be that of highest body count. If
the party has freed Donna Garcia from Area asked how she got here, she will explain
3 and can prove it or is accompanied by the that the table and chair have been stolen
Actaeon from Area 20, they can reignite the from her usual clients and she may tell
spirit of the fey, gaining their assistance.them the location of a treasure deep in the
Northern Reaches if they return it. She
If the party mingles with the fey too much, knows of a secret door in Area 21 and the
the redcaps in Area 18 realize this is not place it leads to is exactly where she wants
some sort of checkup by the shadow to be delivered.
dwarves, raise the alarm, and attack imme-
diately.
35 36
See the “Corgi, Dire” description (by Glen Welch) The Rexxen is an original creature by Glen Welch
on the Vaults of Pandius (PDF document available at the Vaults of Pandius)
113
26 The Horde
27 Cold Reception
This place is occupied by three Hal- defense—the shadow dwarves hope that
lalleski38, as an experiment to see if these they will confuse and damage the monster
beings can satisfy their mutual crippling enough that it will be manageable by the
loneliness. So far the experiment has time the security team arrives.
yielded mixed results, as instead three fey
compete over attention and affection of 28 Disease Room
anyone who enters, but are also much more
prone to act scorned and enraged by any Three Bargda39 are trapped in this room
sign of rejection or favoring another one. and will rush and try to bite any creature
They learned to ignore the guard stationed that enters it. If freed, they will spread
to watch the door to Area 26, due to his through the complex, biting and infecting
immunity to cold. everything on sight.
In case the horde from Area 26 breaks out, If the party engages in combat with the
the hallaleski are acting as the first line of bargda or lets them leave the room without
37
having killed the hivebrood from Areas 18
See the “Horde” description (by Glen Welch) on the
Vaults of Pandius
and 24 of Lower Level, the ground in this
38 39
See the “Hallaleski” description (by Glen Welch) on See the “Bargda” description (by Glen Welch) on
the Vaults of Pandius the Vaults of Pandius
114
room collapses 1d3 rounds later and the the ooze will rise and attack, but renew the
hivebrood emerges, engaging the PCs and offer upon establishing its superior power.
bargda in a three-way fight.
Whenever the PCs manage to bring here a
29 Pool of Blood number of creatures equal to the hit dice of
one party member, it can bestow on that
All traces of blood lead to this room. A pool party member a single +2 bonus to any
sixty feet deep lies in this area, filled with Ability score. This can raise an Ability above
blood, the walls covered in blasphemous 20, but the same PC can only be chosen
runes. This is a place of one of blasphem- once for this boon, unless the task was
ous rituals composed by cultists of the accomplished by a single PC in secret from
Outer Beings. When the PCs enter the room others. However, even then each time a PC
an ooze rises to kill them. The ooze uses gets this boon, it applies to different Ability
stat blocks depending on the number of scores.
creatures they have killed while inside
Moving Mountain except for constructs, ele- At DM’s decision, this entity may instead
mentals and undead. talk to one of the NPCs accompanying the
party. If an NPC successfully brings them
Below 5 – nothing happens enough creatures to make for a PC’s hit die,
they also gain a level of Great Old One,
5 or more – Adult Oblex (Mordekainen’s Fathomless, or the Fiend Warlock.
Tome of Foes, CR 5)
If the PCs accomplish this task, they will
10 or more – Elder Oblex (Mordekainen’s find themselves teleported outside the
Tome of Foes, CR 10) mountain with all companions and loot
they gathered during their exploration of it.
15 or more – Shoggoth (Primeval Thule However, the mountain in front of them
Campaign Setting, CR 17) will melt into a pile of blood, that will then
sink into the earth. The newly created ooze
20 or more – Jubilex (Mordekainen’s Tome monster will take the name Juiblex and go
of Foes, CR 21) straight to the Hollow World, on the way
managing to petition an audience with
The monster will pursue the PCs and try to Thanatos and receive its first task to the
hunt them down until slain or they either path of Immortality : annihilation of all life
leave the mountain or die. The exception is in the Hollow World. But that is a story for
the final form, which is actually intelligent. another time.
It will not rise up but instead communicate
with the PC with lowest Wisdom score 30 Security Strike Team Theta Thirteen
using telepathy. It will offer them any
reward if they bring here a number of intel- These are the headquarters of Security
ligent creatures, other than constructs, ele- Strike Team Theta Thirteen a.k.a. Screaming
mental, or undead, equal to the combined Hammers. It consists of six correctors
hit dice for each party member. If the party (Duergar Screamer, Mordekainen’s Tome
member refuses or the PCs are hostile to it, of Foes, CR 2), six hammer operators
(Duergar Hammerer, Mordekainen’s Tome
115
116
117
34 Slave Pen
● He wears no armor but instead adds Here Minister Bardan Baozrak deals with all
his Constitution to his AC. administrative matters. There's a 25%
chance he will be encountered here,
● His greatsword attacks are flavored working. The room is lavish with luxuries
as Unarmed Strikes. and the total of furniture here is worth
around 3,500 gp. If attacked here, the Min-
● He can make Dash, Disengage, ister teleports away as described in Area 32,
Dodge, or a single attack as bonus but not before calling a team from Area 30
actions. to come and deal with the intruders.
118
119
by Doc Necrotic
various monster stats provided by Cab
Within the Known World and beyond, there exist all sorts of
strange monstrosities; those cursed by the immortals, those
weaved through mortal tampering, the result of accidents and
cataclysms, the list stretches onwards. But, many of these pale
in strength and terror compared to those at home within the
Dimension of Dread. These creatures seem all the more
emboldened by the mysterious Dark Powers that act as the sin-
ister caretakers of this realm. Many of these terrors were once
Mystaran in their own right, before the Mists changed them.
Likewise, some were built in the image of this homeworld but
made to reflect the Lands of the Mists as well.
120
Dread Possibility: Other run into problems when gaining too much
Mystarans in the Mists favor in Richemulot.
121
ternity of Shadows and the Kargatane have from that land of dreaded rivals is some-
attempted to infiltrate Meredoth’s lair, with thing of a boon for the brain collectors.
spies having lifted information on the But, those stuck within that other domain
magen. The Wizard-King Azalin Rex has remain in peril. Others have since fled and
employed some of these constructs to his found themselves in a realm not dissimilar
service in the time since he deployed from the Dimension of Nightmares.
agents.41
Nosferatu, Mystaran42
Mujina, Mystara Barovia, Borca, Dagan (formerly),
Tyoraam, Jaibul, Sri Raji, Pharazia Gundarak (formerly), Invidia, Sanguinia,
Tyoraam, Vorostokov
Faceless shapeshifters, fueled by malice.
They seek to brutalize and torment The living dead, a variation of the vampire
mundane denizens of the domains, and once blessed but now tainted by the mists.
often do so through their ability to trade Mystaran nosferatu share some of the banes
their smooth faceless appearance for and boons of Ravenloft nosferatu. Like the
another humanoid’s face. This can be Mystaran version, they retain class levels and
employed to beguile and shock victims, or experience. They also drain blood, thus tar-
lull them into a false sense of security. The geting the Constitution stat. Nosferatu
end result is robbery in the best scenario or cannot engage with the sun, except power-
murder in the most likely. These creatures ful-enough elders who usually suffer deep
are asexual, usually coming about through discomfort. While those of sufficient power
Immortal intervention. It is possible that are immune, the sunlight still causes most
the Dark Powers carry on this conjuration. to fall into torpor. Furthermore, failure to
Any cooperation between mujina in the obtain at least 3 Constitution points of
Mists is short-lived, as they will part ways to blood per night has dire consequences.
continue their own reigns of terror else- Upon several nights of starvation, the nos-
where. Still, many of these fell beings have feratu risks bestial rage. Sustenance is pos-
been seen collaborating for a time. Their sible from animal blood, but to a lesser
true nature can even be hidden from degree (usually 1 less point of overall Con-
magical detection and psychic powers with a stitution).
great ease.
Neh-Thalggu
Bluetspur, Hazlan, The Nightmare Lands
123
123
125
125
Reaches, often just beyond civilized places, by consulting a priest or wise woman (or by
but never beyond sites of great violence and a remove curse cast at 9th level or above)
strife. Their stench of rot and entropy is does one have hope to undo this curse.
perhaps the easier way to identify them from Even then, one may have to undergo the
afar. Exposure to the vile smell within 30 ft. same ritual used to defeat a draugr.
requires a save vs. poison, lest the victim
take -5 penalty on all rolls for upwards to Draugr are immune to normal and silver
1d8 hours. The draugr rarely serve any weapons and can only be hit by magical
greater agenda, beyond the suffering that weapons. They can be turned as spectres,
created them. It is said that they can inspire but are immune to the D effect of turning,
great dread and even madness by their pres- only being turned if a cleric would automat-
ence; those engaged in combat against them ically destroy them. However, very high level
may be forced to make Morale checks upon clerics able to inflict D+ on them may
being attacked by the draugr, at the DM’s destroy them this way.
discretion. It is possible one might not even
see a draugr, due to their supernatural Draugr, Greater*
ability to call forth darkness. The clouding
aura can shroud the undead horror. Enough AC: -3
in an area can shroud a location in a fake HD: 18***
blanket of night until defeated. A draugr can, Move: 120' (40')
in effect, create an area of black fog 20' in Attacks: 2 claws/1 bite
diameter, once per round, blocking all Damage: 1d4/1d4/2d4 (all + oison)
normal vision, infravision, and only being No. Appearing: 1 (1)
penetrable with a truesight spell. Save As: F18
Morale: 11
The foul undead can be stopped beyond tra- Treasure Type: I, O, V
ditional combat. Binding the body upon Intelligence: 13
defeat, lining them with straw and a shroud, Alignment: Chaotic
can prevent them from reviving. Raising the XP Value: 7,525
body in three directions symbolic of scissors
can prove effective. Finally, a funeral can A mixture of growing malice and age can
commence. If the body is inside of a build- empower a draugr, eventually allowing
ing, a new entryway to act as a corpse door them to become greater draugr. In this
must be created, with the body passing form, they become spirits (see DM’s Com-
through it. None of these methods are panion, page 37, or the D&D Rules Cyclope-
certain to work on their own, but a combin- dia page 207) with all of the shared abilities
ation is sure to forever silence these aggress- (immunity to spells below 4th level, weapons
ive dead. One may have to go beyond that of less than +2 enchantment, save vs. D
by destroying the body and consecrating its effect on turning, poisonous touch and
original grave soon after. Just because one presence, clerical spells, animate dead) and
is defeated doesn’t mean one is safe. If not in addition can create an area of black fog as
careful during the process, a draugr can a normal draugr.
curse a victim to suffer dearly. This can
range from bad luck to poor health to even They function much the same as their lesser
becoming another draugr upon death. Only equivalents, but prove far more dangerous.
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Their abilities are magnified alongside their the forbidden woods spread through much
hatred of the living. Greater draugr have the of the domain. It lurks as a grim guardian,
ability to disguise themselves as sickly and but prefers to avoid conflict. Those it can’t
deathly looking beasts such as horses and deflect will be hunted as prey. Its motiva-
cats, their souls possessing the decaying tions are unknown, but it seems to prefer
bodies thereof. While in the bodies of such privacy away from prying eyes. Ironically, its
animals, they cannot be mistaken for living gaze pierces into the souls of those who
examples, being unmistakably undead, have the misfortune to look upon it. They
including the usual stench. Spotting one must make a save vs. spells or flee in fear for
often means you are being spied upon by 7-12 (1d6+6) rounds. Those who look
draugr. Likewise, these variants contain new upon its eyes while within its forbidden
mental talents devoted to tormenting the forest domain take an additional -3 penalty.
living. Draugr can cast ESP once per turn, It can also emit a piercing shriek capable of
and primarily use this while potential victims immobilizing foes. Any creature that can
are sleeping. These draugr can peer into hear it within 30 ft. must succeed a save vs.
dreams. Given time, they can seed madden- paralysis or lose all mobility while covering
ing knowledge into their victims’ minds, their ears in any way possible. Likewise,
who must make a saving throw vs. spells those who fail suffer 2d6 damage. The
once per night or suffer a -2 to Intelligence dragon may trample foes in a flyby sweep
and Wisdom until they are allowed a full (treat as a dragon’s crush attack, inflicting
week’s rest. Some are capable of prophetic damage as per its horn attack). Alternat-
insight, seeing some vague vision. While ively, if it has 30' to charge, it can use its
rarely helpful in combat, it can help in horns to ram or gore an opponent akin to a
throwing off an opponent who might fear Charge attack. Should the beast need an
for the future. escape, it can teleport as if casting dimen-
sion door up to 3 times per day.
Dragon of the Scarred Crags
Rumors tell of a Darokinian settler family
AC: 0 who reached out to dark spirits in exchange
HD: 15*** for a child of their own. Anomalous activity
Movement (ground): 150' (50') came to haunt their settlement soon after:
Movement (flying): 240' (80') violent weather, clammy mists, visions of
Attacks: 2 claws/1 horn or special strange creatures just beyond clear sight.
Damage: 1d10+2/1d10+2/2d8+4 Nearby farmsteads were in uproar over the
No. Appearing: 0 (1) happenings, thrust into high alert. A rogue
Save As: F15 bolt of lightning struck the settler cottage
Morale: 9 before an unholy ritual took place. Grim
Treasure Type: G spirits accosted the household wife before a
Intelligence: 8 demonic force grew from within her. In a
Alignment: Chaotic violent explosion of the flesh, a monstrosity
XP Value: 4,800 was unearthed. The vile thing, a combina-
tion of man, beast and dark spirit had
A strange beast born from an unfathomable emerged from the corpse of its mother,
curse upon the lost Darokinian settlers in immediately lunging at and feasting upon
the Scarred Crags. It is said to watch over the father. With a horrid screech, it leapt
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into the foggy night to haunt the lands for common form otherwise found within the
all time. Other homes fell prey to the lands of the mists is the “Dread Giant.”46
beast’s rampage. While many were capable
of harming the thing to a minor degree, it Giant, Dread
laid waste to the emerging colony. From
then on, the remaining buildings and AC: 2
grounds remained a decaying derelict and HD: 18***
suffered a grim curse. Movement: 150' (50')
Attacks: 1 weapon or 1 grapple
Damage: 6d6 or special
No. Appearing: 1d2 (1d4)
Save As: F15
Giants of the Mists Morale: 11
Treasure Type: E+5,000gp
Intelligence: 15
Alignment: Chaotic
XP Value: 6,175
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holding their own in combat, most dread A massive undead head with wings. This
giants prefer to finish their dark deeds and creature is born of a vile hex placed upon a
return to their lairs. The mortal folk are fig-particularly wicked spirit. They exist to
uratively and literally beneath them. swoop, mob and hunt the living, ripping
apart all who fail to evade them. While they
Like all giants, a dread giant may opt to hurl show only a figment of their former intelli-
boulders, but this is rare, and only occurs if gence, these dark spirit beings are still
the weather suddenly turns against them canny hunters and gain many boons from
(typically at the behest of an enemy their accursed flight. They retain some
spellcaster). If they do choose to hurl intelligence, but lose any sense of their
boulders they do so with a range of former selves. Heavily territorial, they are
60/130/200 for 3d6 damage. known to create some rudimentary traps
and plot ambushes against foes. Their
This entry only covers the Dread Giant as it ghastly visage is sometimes combined with a
is found in Vasfar. It is quite likely that terrifying scream to signal their coming from
other variations exist in other domains of a distance. Their mane of hair covers much
dread. For example, sand giants might of it, acting like a rough armor that protects
travel through sandstorms in Ylar and fire against typical weapons (they can only be
giants might be attracted to the Mountains struck by silver or magical weapons, with
of Misery in Darkon. As dread giants are silver weapons only inflicting half damage).
variants, one could twist existing forms of At times, the wretched things can spawn
giants with similar abilities, such as trans- talons to capture or rake their targets.
portation through active weather. Their Whichever form of attack they choose, they
seemingly distant and alien presence sets inflict 1d8 damage plus one level of energy
them well apart from their counterparts drain. However, many are content with
upon the Prime, with most tending to linger flying around without these present.
just beyond normal vision. Despite their
towering heights, they are always blurred Within the Scarred Crags, they often soar
against extreme natural phenomena. around the cliff faces that overlook the vil-
lages below. Their primary time of hunting
Giant Head* is deep in the dead of night. Those who
dare stir at these late hours find themselves
AC: 4 to be potential prey for the malignant
HD: 5** spirits. According to the wise elders, the
Movement (flying): 150' (50') Opossum Tribe was banished from their ori-
Attacks: 1 bite ginal lands by these foul spirit beings.
Damage: 1d8+energy drain Before fleeing, they attempted to defend
No. Appearing: 1 (1d4) themselves against the endless swarms and
Save As: F8 failed, with many warriors being consumed.
Morale: 12 The ghoulish things hover to remind the
Treasure Type: E people of their follies and failures, some-
Intelligence: 7 times even their own. These flying heads
Alignment: Chaotic carry an ancient curse that grants them a
XP Value: 325 painful weakness, as burning coals and
flames prove useful in banishing them
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Lycanthropes,
Beasts of the Night
Lycanthrope, Werejackal*
AC: 6 (9)
HD: 4+2**
Movement: 180' (60')
Attacks: 1 bite or weapon Regardless, what has been called the Mys-
Damage: 1d8 or by weapon taran werejackal is somewhat different from
No. Appearing: 1d6 (2d6) the creature of Har’Akir. Unlike that
Save As: F4 version, this werebeast has three forms: its
Morale: 8 base racial form, a slightly larger jackal, and
Treasure Type: C a a man-beast form that in other lycan-
Intelligence: 10 thropes can only be attained by the most
Alignment: Chaotic powerful individuals, in which they have the
XP Value: 225 advantages both of their human and animal
forms (they can use their bite attack, can
Crafty, suspicious and often cowardly, the only be struck by silver or magical weapons,
werejackal is a loathsome shifting beast. etc.). The last two forms often have fur
Many congregate among their packs, devis- ranging from a light and tawny coat to a
ing foul conspiracies and means of tearing much darker coat. Like other Ravenloft
down foes. Ylar hosts its own pack, which is werejackals, victims of a progenitor’s curse
predominantly the Kalzafred Clan. Their are mentally enslaved and must perform
goal is to usurp the City of Misted Eyes from commands given to them. When faced with
Thief King Ahmed. It is unknown if the clan overwhelming odds, their morale typically
was actually infected upon making their way shatters. If there is call for a morale role,
to this land. It is possible that their plague werejackals always suffer a penalty. Even in
has afflicted them since their time in the failure, the monster will often plot some
world of Laterre. elaborate means of revenge.
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If one is incorporating the player rules from in the moment. While they rarely desire any
PC4: Night Howlers, treat the werejackal luxuries, they are inclined to steal basic
stats like the Mystaran version of the necessities especially if it can harm those
werefox. who need them as well. They have contrib-
uted to the squalor faced within the Scarred
Lycanthrope, Werepossum Crags, at least when they care to leave their
accursed grounds.
AC: 6 (9)
HD: 3** Despite being malicious werebeasts, they
Movement (ground): 120'(40') are not quick to embrace new victims. Their
Movement (climbing): 90' (30') preference is towards privacy and often
Movement (swimming): 90' (30') show disdain towards the newly created. It
Attacks: 1 bite or weapon is far more likely that the cursed grounds in
Damage: 1d6 or by weapon the Scarred Crags are responsible for the
No. Appearing: 1d2 (1d3) creation of new werepossums. This does
Save As: F3 not guarantee them respect either, as new
Morale: 7 spawns are treated with suspicion and ire.
Treasure Type: C Those that prove untrustworthy or could
Intelligence: 8 expose them to the Jaguar Tribe warriors are
Alignment: Chaotic often slain. However, this does not stop
XP Value: 45 werepossums from secretly infiltrating
spaces to spy upon or corrupt them. Due to
the majority being of the Possum Tribe, they
Miserable, lonely, and beady-eyed things. prefer to sneak into these ancestral villages.
Even in human form, they look haggard, Some seek to intentionally agitate aggres-
ragged and frantic. Rarely do other sion and rebellion against the Jaguar Tribe
werebeasts of this phenotype interact, save overseers, in hopes of returning to a miser-
for courtship and producing children. Rela- able and quiet existence.
tionships are typically fleeting and this
phenotype prefers isolation, reflecting the Defeating or warding off this werebeast is
behavior of the opossum. When werepos- not entirely different from contending with
sums are unable to use their enhanced other phenotypes. Like with many of these
climbing and swimming to avoid a situation, creatures in the Mists, silver is not overly
their powerful torpor abilities do well to effective. Curiously, the best way to damage
protect them. Healing is accelerated at or frighten the werepossum is by dousing a
incredible rates as they appear to fall uncon- weapon of choice in vinegar. The pungent
scious, allowing them to recover 1d6hp per smell is often enough to scare a werepos-
turn. Torpor usually happens up to 1 hour sum away. However, this soaked weapon
after being put in danger. While in torpor, proves as effective as silver upon a were-
the werepossum is immobilized, but mostly wolf. While it cannot hurt them, strong
immune to damage that isn’t caused by a +4 smells of peppermint often act as a repellent
or greater magic weapon. The werepossum too. Either can prove useful for exposing a
is not a passive creature, though. Many of werepossum infiltrator. If exposed and suf-
this werebeast phenotype are petty, vindict- fering sufficient damage, the werepossum
ive and will find ways to get what they want will try to escape before sliding into torpor
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in hiding. Likewise, any healing in torpor is out with an horrific cry that summons all
up to 10x faster than regular healing associ- other mist ferrymen within range, who
ated with lycanthropes. somehow find a rapid route traveling
through the mists to assist their dark kin,
Mist Ferryman* 1d8+1 arriving in 5 rounds. Their interest
in the wartorn Darkheath is unknown, like-
AC: 3 wise the isolated frozen wastes of the hermit
HD: 4** wizard. In the case of the former, perhaps
Movement: 120' (40') the growing violence has enticed them to
Attacks: 2 claws/1 bite seek the desperate. In the case of the latter,
Damage: 1d6/1d6/1d8 + special perhaps the nefarious Ice Wizard has found
No. Appearing: 0 (1) ways to bind them to his will.
Save As: F4
Morale: 8 Mist ferrymen seem to be able to communic-
Treasure Type: C ate verbally with all sentient living creatures,
Intelligence: 10 this being necessary to demand payment for
Alignment: Chaotic their dubious services. Like other undead
XP Value: 125 they are immune to sleep, charm, and hold
spells. They can be turned as wraiths.
Resembling the ferrymen of the underworld
or possibly Limbo, these skeletal-like figures
seem always shrouded in mist. While they Zombie Fog
can offer safe passage in the waters beyond,
they are not to be trusted. Within the Mys- An uneasy mist with supernatural dread
tara-touched domains, they have been properties. While it seems like it is devoid
reported in Nebligtode and Darkheath. of intelligence, this is far from true. These
They are more often associated with malignant clouds of dark power hover near
Mordent, while rarely seen in the aforemen- places of mass death. This can range from
tioned domains. They are rarely to be cemeteries to battlefields. While they often
trusted, as they’re swift to attack the living. deal little in damage, save for variants, they
They carry a dread curse that can turn others can actively suppress and mentally choke
into another ferrying mist spirit if not living victims until their bodies give out,
stopped. Each hit causes the loss of 1 point drained of their will to live.. As per its
of Constitution, which is recovered at the name, its other ability is reanimating the
rate of 1 per hour. Any victim falling to 0 dead through its mists. The so-called mist
Constitution dies, returning as a mist ferry- cadavers act as zombies. However, should
man at the third moonrise following their the body be slain in proximity to a zombie
death. This Ferryman’s Rot can be treated fog, the mist cadaver will revive and do its
through supernatural means, lost constitu- master’s bidding. If the zombie fog does
tion being immediately restored by use of a not kill and animate as many creatures as its
cure disease spell. However, should one hit dice in over a week’s time, it can tempor-
best them in physical combat or trick them, arily lose hit dice until it dissipates into
one can coerce them into taking you to nothingness. The more common version,
another domain. But take heed, they can mostly seen within Mordent, has joined by a
always summon more to their aid, calling much newer and deadlier creation.
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AC: -3 8 -1
Morale: 10 10 12
Intelligence: 4 9 1
Within Darkheath, a special zombie fog Prolonged use of these weapons against
clings to haunted battlefields, ruined vil- enemy vessels and encroaching beastmen
lages and bombed-out wastelands. The has resulted in its toxic smog gaining a
infected and chemical coated corpses aim- gradual self-awareness. The grim magics
lessly shamble in a facsimile of their old already used to help forge these weapons
lives. The zombified minions, when non led to new properties. The fog should have
hostile, are devoid of any awareness that ended at death, but has gained the ability to
their old dwellings are destroyed. When reanimate its victims as corpse puppets. To
either the fog or the minions become aware the horror of the zombie fog’s victims, they
of a potential victim, all undead controlled learned that these faux undead are twisted
by the misty puppet master will be alerted. into doing the malignant cloud’s bidding.
They will then pursue the victim by any Those promptly slain by the weaponized fog
means, in an effort to recruit them into a are also soon possessed and reanimated as
grim army. This version originated within its undead servants. All of this occurred
weapons factories serving Blackmoorian before The Mists took and transformed it.
colonies. Successful runs against Black-
moor’s foes only resulted in the creation of The fog itself is huge, covering an area
more for a time. However, the effects of this around 200' across. Within its mist can be
accidentally manifested into something new. seen those slain and reanimated by it, sham-
134
bling aimlessly within. It can control one otherwise a cure disease spell will restore
animated cadaver per hit point it currently the damage).
possesses and can increase its total number
of hit points to a maximum permitted of its Cadavers within the fog are very like
9HD, up to 72, if it can find and control suf- zombies, but not undead. They always lose
ficient corpses. The fog cannot attack phys- initiative, and act last in any round. They
ically, but 3 times per day it can cause attack with claws or any objects they have to
despair. When it does so, all those within hand for 1d6 damage. They cannot be
the fog must make a saving throw vs. spells turned, having no essence of their own to
or feel hopeless and become unable to turn, but can be slain by reducing them to
attack or defend themselves until struck by a 0hp. However, if still within the mist of the
foe. The initial attack against a despairing zombie fog they will be reanimated in 1d4
victim is made at +4 to hit, and subsequent rounds, again with 2HD. Likewise, any
attacks are made at +2 to hit, while the vic- newly slain foes will rise as cadavers in 1d4
tim’s own attacks are made with a -2 penalty. rounds. Reanimation of a cadaver restores
The despair effect lasts until the fog is des- 1hp of damage to the mist, or increases the
troyed, or for 3d6 turns after leaving the total number of hit points an undamaged
area of the fog. mist has up to a maximum of 72. To per-
manently ‘kill’ the cadaver the body must be
Mystara’s zombie fog, much like the vari- substantially destroyed, with damage suffi-
ation in the Demiplane of Dread, is not cient to reduce them to -18hp being
undead in origin, instead being a malign required.
combination of technomancy and pollution.
It is frequently mistaken for undead, but it is
in fact closer in nature to a construct. Thus,
it cannot be turned, but can be held at bay
with a protection from evil effect. The fog is AD&D 2nd Edition Addendum:
immune to normal and silver weapons, and Beastman
can only be struck by magical weapons.
Within Mystara, beastmen were a progenitor
The alchemical variant has the ability to race of the humanoids. Created roughly
inflict a poisonous attack to all who breathe Mystaran-Calendar-BC 4500, as Hel rein-
in the toxic fumes. The target must make a carnated wicked souls as a personal army of
save against poison or lose 1d4 points of monsters. This in turn sparked the Beast-
Constitution. Any creature that reaches 0 man Crusades of Blackmoorian legend. The
Constitution becomes a mist cadaver auto- Great Rain of Fire ultimately purged much
matically. Victims of this blight need of the population, save for those eventually
medical treatment and can still lose Consti- taken to the Hollow World. Over time,
tution if not treated. Otherwise, resting in a beastmen mutated into the several
safe area with medical aid can result in humanoid races seen in the world today.
regaining 1 point of Constitution per day, if The Hollow World beastmen have given up
not healed through use of magic (a neutral- on evil plots, often preferring to keep to
ize poison spell can restore lost Constitu- themselves and surviving in their new
tion if cast within 10 rounds of exposure, home.
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47
Page 36 of the “Realm of Terror” book in the
Ravenloft Setting Box details suffering from Madness,
either at the hands of a failed check or gradual
insanity. Saving throws against madness function like
save vs. paralyzation. Should the examples in the Beastman, original drawing by I. Calvin
book not be sufficient, the DM is encouraged to seek from THRESHOLD Magazine issue #2
other ways to depict mentally ill beastmen.
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http://pandius.com/tome/ https://blackmoor.mystara.net/forums/
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140
and may be reaching a bronze age. Their From level 3, a cay man can hold their
lands are littered with many examples of breath for up to 4 minutes. And from this
excellent steel and bronze weapons, crafted level their bite attack can hit creatures that
for them by their former Herathian masters. are immune to normal weapons and can
only be struck by silver.
Their lifestyle is simple, existing in mud
burrows in and around larger settlements From 7th level onwards a cay man inflicts
where they dig pools and shallow lagoons 2d4 damage with their bite attack.
141
From 14th level a cay man can hold their Gator Man
breath for up to 10 minutes.
Gator men stand 7–8 feet tall and have
From 21st level a cay man’s bite inflicts 3d4 alligator heads on top of their scaly
damage, and can strike foes that can other- humanoid bodies. Originally the result of
wise only be hit with magical weapons. Herathian wizards’ experiments, gator men
escaped and fled into the swamps. During
Character Class: Cay man fighters and the following centuries their numbers have
thieves are common, but (to date) there are grown, and many of their primitive villages
no cay man clerics or magic users. There can now be found in the deep dank
are, however, cay man medicine man char- swamps of their homeland of Ator. They are
acters1. coldly carnivorous, welcoming outsiders to
their lands only as meals. They are brutish
Hit Dice: Cay man characters gain hit dice and direct, not only instinctively but cultur-
as do human characters, using the standard ally, most admiring such traits among their
dice for the class to determine hit points. own kind and outsiders. Their settlements,
such as they are, consist of contested pools,
Movement and Encumbrance: Cay men are swamps and lakes with multiple individual
small but agile, and move at 120' (40'). They lairs on their banks. They are strictly and
are not capable of carrying heavy loads, and voraciously carnivorous, and few distin-
have a maximum encumbrance of 400cn. guish between sentient and non-sentient
prey.
Languages: The tongue of cay men is curi-
ously like that of gator men. It is made up Advancement and Physical attributes:
of a series of yips and growls, often going Gator men require 40% more experience
into too high a frequency for humans to points per level of experience than a human
understand. If a cay man speaks slowly and character. When generated, they have the
clearly, and the gator man shows patience, following modifiers to their ability rolls: Str:
they can understand each other. Gator men +3 Int: -4 Wis: -5 Dex: 0 Con: +2 Cha: -2.
are not, however, known for patience.
Special Abilities: Gator men have a natural
They have also developed a written form of movement rate in water of 90' (30') and can
their language, thus far only known from hold their breath for up to 3 minutes. If
impressions of grass and reed made in clay they choose to hide in a swamp or another
tablets. body of water, they are hard to distinguish
from logs or other floating detritus (30%
Weapons and Armour: In principle a cay chance) to any creatures further than 10'
man can use any weapon or armour permit- away. A first level gator man can attack by
ted to their class, but in practice cay man biting, with a successful hit inflicting 2d6
armour does not exist, and any weapon used damage.
must be small (see rules for tiny weapons in
PC1: “Tall Tales of the Wee Folk”). From 3rd level a gator man can hold their
breath for up to 10 minutes.
1
See “Medicine Man Character Class”, in
THRESHOLD Magazine issue #32
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weapons (clubs, slings, spears, etc.). Gator or, at least, sentiently mobile, and with
men move very like alligators, with a lateral more knowledge of the mamushi.
motion that prohibits wearing armour. They
can, and do, employ shields. “The other species we have information
about is the cindezele, a race of con-
strictor folk, aptly enough found on the
Serpentes Serpent Peninsula. They are largely
arboreal, preying on monkeys, birds,
Lecture notes from peccary and other small animals, and this
Zoological Anthropology 102, may give an impression of savageness.
Professor Dane Ossify They strive to maintain a reputation for
savagery, but it is our considered position
that the cindezele are a cultured, civilised
people. The presence of an albino speci-
men in our collection has created some
confusion, but our studies show this to
be part of the normal variation found
among the species. Whether this has any
implication for social interactions among
members of the species will be the
subject of further study.”
“The second group we will consider is the The misunderstood constrictor folk of the
serpentes, or snake kin. While we may Serpent Peninsula, the cindezele (in the
postulate that the global success of the Ulimwengu language, “those who squeeze”)
snake makes it quite likely that there are snakes with small forearms, standing
should be intelligent races across Mystara, around 6' when they choose, with a total
thus far we only have definitive proof of length of 12' to 15'. Having two short but
two species. The first we shall consider is powerful arms, with three-fingered hands,
the mamushi, which appears to be they can grasp and use tools with some pro-
derived from the common pit viper, ficiency. They are typically creamish-green
found among the fabulous fauna of Zyxl. to grey-green in colour with reddish brown
The mamushi seem to be a peaceable ‘saddles’ becoming more pronounced
folk, with tremendous powers of percep- towards their tails.
tion and a venom that they use to defend
themselves. Professor Pollo will hopefully They hunt small prey, typically peccaries,
be leading another expedition to the small monkeys, sloths and other creatures
island next year, and I hope that the best both in the trees and on the jungle floor,
of you may apply for a scholarship to capturing them and killing by constriction
accompany him, and that you return alive (wrapping their bodies around their prey
and squeezing until it is dead). They choose
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Special Abilities: They can move rapidly From 21st level cindezele inflict 3d6 damage
through trees at full normal movement rate with their bite attack, and 3d4 damage per
and are not in any way impeded by under- round when constricting. They can also
growth or vegetation. They are also strong strike targets normally only vulnerable to
swimmers, able to swim at ¾ of their magical weapons.
normal speed.
Character Class: They can be of any char-
In combat, they can attack by biting foes, acter class, and cindezele magic users,
for 1d6 damage, but the attack they are best clerics (usually of Ka), thieves and fighters
known for is constriction. A successful bite are known. In principle they could learn to
attack against any creature of ogre size or be mystics, but none are known.
smaller allows a cindezele to attempt to
constrict a foe. The victim must make a Hit Dice: Cindezele use the next higher hit-
saving throw vs. death ray or be coiled up, dice for determining hit points. For
with the cindezele wrapped around them. example, a cindezele cleric rolls 1d8 for hit
The cindezele can inflict 1d4+strength points, and a magic user rolls 1d6.
bonus damage to their victim per round,
who cannot attack or cast spells, but can Movement and Encumbrance: Cindezele
make another saving throw vs. death ray can move at 120' (40') and can carry rather
each round to escape. Cindezele rarely use more weight than humans and demi-hu-
this attack on individuals in groups of mans, having a maximum carrying capacity
enemies, as they themselves become unable of 3,600cn.
to move or attack other foes while constrict-
ing an enemy. Language: Surprisingly they have a
complex written language, involving both
From 3rd level a cindezele can cause fear inks made from galls of trees found in the
once per day as a cleric of their own level. jungle and pheromones secreted from their
own glands, most often written on pages
From 7th level they learn to spring at made of their own shed skins. The combin-
enemies up to 20' away. This action involves ation of scent and visible writing means that
coiling before rapidly leaping towards a foe, no creatures other than cindezele can read
allowing the cindezele to attack with +3 to these texts without the use of read lan-
hit and damage, and potentially allowing guages or similar.
them to constrict around that target. Note
that this is only possible if the target is Weapons and Armour: While quite large
between 10' and 20' away. creatures, the cindezele have short arms
and cannot effectively wield two-handed
th
From 14 level all cindezele inflict 2d6 weapons, including missile fire devices.
damage with their bite attack, and 2d4 They can use any single-handed weapons,
damage per round when constricting. They and use a shield. They cannot wear any
can also strike targets only normally vulner- ‘stiff ’ armour, but it is possible to make
able to silver weapons with their bite and chainmail armour to fit a cindezele.
constriction.
146
The isles of Zyxl are populated by many Advancement and Physical Attributes:
strange sentient species, of which the Mamushi require 25% more experience
mamushi may be the most peculiar. They points than human characters per level of
are a small folk, being snakes of a length of experience. When generated, their starting
around 9', able to stand no more than 4' statistics are modified as follows: Str: 0 Int: -
high, with a pair of muscular arms with 1 Wis: 0 Dex: +2 Con: +1 Cha: -2.
which they are adept, capable tool users.
Their body pattern is reddish brown to Special Abilities: From first level all
yellow, with irregular, pale outlined darker mamushi can attack with their poisonous
blotches. Their eyes are deep set behind bite. This bite inflicts only 1d3 damage, and
dark brows. Between their eyes and nostrils the poison is mild (save vs. poison or be
they have a peculiar organ with which they stunned as per weapon mastery rules). The
sense heat, giving them the unique ability amount of venom stored is limited, and a
to use infravision to a distance of 90' even mamushi can only make a venomous bite
in full daylight (allowing them to perfectly attack once every 6 rounds.
determine a heat map of everything in front
of them). At third level, mamushi bite attacks inflict
1d6 damage, and the victim must make a
Mamushi are a peaceful people, usually saving throw vs. poison or be paralysed for
unwilling to engage in combat or warfare, 3 turns. While more potent, the volume of
preferring to sustain their villages (kotan in venom produced is no greater, only one
their tongue) by farming goats, sheep and victim can be poisoned every 6 rounds.
pigs, and by hunting, preferring to live in
the deep river valleys of the mountains they From 7th level a mamushi bite attack can be
call home. Their buildings are rectangular, used once every 3 rounds.
single-storied buildings made from dried,
bundled grasses, and while they may appear From 14th level their bite attack inflicts 1d8
flimsy they are surprisingly robust. Their damage, and such a mamushi has greater
lives are typically formal, being very much control over their use of venom. Each
147
round 1 dose of venom is produced, and Weapons and Armour: Only small
the mamushi can use up to 6 doses in a weapons can be used by mamushi, and they
single bite. One dose can stun, three can can only wear flexible armour such as chain
cause paralysis (both effects as described mail (class permitting). They may also use
above), and if 6 doses are used the victim shields.
must make a saving throw vs. poison or
die).
Language: While their own spoken tongue Okumhlophe are hostile to any intelligent
(Mamusho) is difficult for other species to creatures not of their own kind, and they
master, the written form of their language, a plot the demise of all other sentient races.
pictographic system consisting of over They understand that they are not alone in
3,000 characters (kanji) has been widely this quest, and they know that many other
adopted by other species across Zyxl. The followers of entropic Immortals share this
result is that the grammar and syntax of goal. They see their role in this as being the
other languages in the island nation follow information gatherers for the coming apo-
the rules of Mamusho, making for consider- calypse – they gather data on every other
able confusion when visitors more familiar intelligent race, having long networks of
with the written form of other languages in caverns stretching between sources of geo-
Zyxl try to communicate with the locals. thermal heat that they use to contact, inter-
148
Okumhlophe,
original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home)
149
rogate, and kill other sentient creatures, back row today. They are found across
taking all of the information they gain on Davania, Skothar and Brun, from the
any and all of the intelligent peoples of tundra to the equatorial marshes, in a
Mystara that they can gain from their victims multitude of colour forms. They are
back to a central library. There, targets for roughly equivalent to mankind in most
death are collated, graded and compared. abilities, and one must wonder whether it
The okumhlophe do not know how or is only the fact that man is marginally
where the apocalypse will start, but they more adaptable that has led to their dom-
plan to be ready to act rapidly when it does. inance over lizard men in most lands, or
whether it is chance alone that led
They gain abilities as they increase in level mankind to its position.
as their close relatives, the cindezele, and
the same stats can be used. They may be “The third species of lizard kin is the
clerics (exclusively of Atzanteotl), fighters, chameleon man, most commonly found
or magic users, and they excel as thieves. in the land of Wallara. A truly astonishing
people, with a natural ability to change
colour to blend in with their surround-
Squamata ings or to communicate emotion with
each other, the chameleon men are also
Lecture notes from Zoological perhaps the most spiritual of all reptilian
Anthropology 102, Professor races.”
Dane Ossify
150
151
counts as a full action and requires an Intel- Character Class: Chameleon men are
ligence check every time it is used. known to be able to pursue fighter, thief,
and medicine man character classes but
At 7th level, a chameleon man can dream. none are known to have shown aptitude for
Once this ability has been used, it cannot be arcane casting – there are no known wicca,
used again for seven days. The dream magic user, or merchant class chameleon
allows the chameleon man to tap into mys- men. Chameleon man mystics and acrobats
tical knowledge of Wallaran spirits. At the are possible, but thus far unknown.
character’s option, the dream can imitate
the effects of one of the following clerical Hit Dice: Standard hit dice for the chosen
spells: speak with animals, speak with the class are used.
dead, speak with plants, commune, or
speak with monsters. Dreaming requires Movement and Encumbrance:
the chameleon man to meditate for 1d6 Chameleon men move at 120' (40') and can
rounds, plus the time spent communicat- carry the same weight as humans and demi-
ing. The meditation requires live embers humans. Chameleon men are poor swim-
(from a small campfire for example). mers, requiring a skill in swimming to be
Dreams cannot be used against hostile able to even stay afloat.
creatures unless such creatures are
restrained in some manner. Language: The extraordinary capacity for
chameleon men to change their skin colour,
th
From 14 level a chameleon man has coupled with exceptionally acute colour
gained sufficient mastery of their colour vision, means that colour is of huge import-
changing to pose as members of other ance in how they communicate. Their
species of roughly the same size – they may spoken language has no concept of tense or
appear human, elven, orcish, etc., but gender, such concepts being conveyed by
cannot emulate dwarves, ogres, or other the colour patterns shown on the face of
creatures of very different size. Taking on the speaker. Likewise, their written lan-
such a form takes 1 round, and the visage is guage (appearing as simplistic pictograms
always the same – there is a ‘human’ to most) conveys hugely complex informa-
version of each chameleon man, and an tion with very simple glyphs by employing a
‘elven’ one, for example. vast range of colours. In principle other
species may understand, in broad terms,
From 21st level a chameleon man can use what a chameleon man is saying or has
their dream ability once per day. written, but the conveyance of nuance or
even such fundamental concepts as
th
From 28 level a chameleon man can use whether events referred to are in the past
their vanish ability while moving. To vanish or the future is not something anyone
in this way takes a full round. This is not outside their species can glean.
quite as effective as true invisibility but they
can only be seen on a roll of 1 on 1d6. Weapons and Armour: Standard weapons
Attacking or taking any offensive action appropriate to their class can be used, but
makes the chameleon man visible again. only primitive weapons (boomerang, spear,
club, javelin, etc.) can be chosen as starting
weapon mastery options. A chameleon man
152
character learning basic mastery in javelin to their ability rolls: Str: +1 Int: -4 Wis: -3
gains a skill in atl-atl (spear thrower) for Dex: 0 Con: +1 Cha: 0.
free. Chameleon men cannot wear armour,
indeed they consider clothing of any sort to Special Abilities: Lizard men have limited
be strange, but if their chosen class permits infravision, to a distance of 30', can hold
they may use a shield. their breath for up to 1 minute, and have a
swimming movement speed of 120' (40').
Lizard man, produced from Midjourney Language: The spoken and written forms
by Senarch’s prompting of lizard man language are surprisingly
complex, reflecting a long, continuous
A common species of reptilian humanoid, culture with perhaps a wider available
roughly similar to humans in proportion vocabulary than any one human tongue.
except for larger (and of course reptilian) This extraordinary cultural depth is,
heads. Most are green, with some tribes however, rarely reflected in how they con-
being beige, brown or rust-coloured verse, with individual tribes and subcul-
depending on region, and in some regions tures often choosing different words from
tribes of pale grey and white lizard men are the same wider lexicon for the same things.
known. They are capable swimmers, fre-
quently inhabiting swamplands and rivers, Weapons and Armour: They can use any
but outside of the Malpheggi tribelands in weapon allowed by their class, and may be
the Hollow World have no acknowledged fighters, thieves, or mystics, and may
homeland of their own. (although it is rare) become magic users or
clerics. There are no restrictions on begin-
Advancement and Physical Attributes: ning weapon mastery choices of lizard man,
Lizard men require 5% more XP per level of but few favour complex weapons, and most
experience than human characters. When prefer pikes, spears, clubs, and axes.
generated they have the following modifiers
153
Sis’thik
154
A 21st or higher level sis’thik can choose to Immortals and the Isle of Dawn, and the
ride out danger by forming a thick skin and only times they have been observed to
burying themselves in an almost entirely have associated with each other has been
inert state. This process takes 6 hours, and to gather to breed. We know little of their
can only work in soil, sand, or another friable beliefs and habits – they are not keen to
surface. The sis’thik, once protected, gains an share – but from dissections we can see
armour class -7, and uses water and food that they relate closely to some of the
incredibly slowly, losing 2hp each year thus older species of seagoing turtles of the
buried. Typically a sis’thik recovers as soon as Sea of Dread, with archelon probably
it rains, the process of reabsorbing the hard being the species from which they derive.
skin formed around the sis’thik taking an
hour. While thus encased a sis’thik takes only “The tortle could hardly be more different
a quarter damage from fire, cold, or electrical in temperament. They are derived from
damage, and is essentially immune to most larger land tortoises, for the most part
changes in the environment around them. friendly and practical folk, forming small
They can choose to re-emerge from their villages and basing their lives on farming
state of near torpor at any time and may do and trade. They are slower than other
so if after an extended period conditions do intelligent species, less quarrelsome than
not seem to have improved. most, and many would assume them to be
rather a pushover. One would be wrong.
The tortle is one of the most robust of
Testudinata species we have studied, able to survive
incredible odds. They are found across
Lecture notes from Zoological Brun and Davania, with isolated pockets
Anthropology 102, Professor plying various trades wherever the routes
Dane Ossify of great merchant caravans travel to.”
155
world, and typically lamenting the failings breath, lightning bolt, etc.). This means that
of their own younger generations. they automatically take half damage from
such effects and take a quarter damage if they
The only time snappers congregate is when it successfully make an appropriate saving
is mating season, in early spring. They gather throw.
on select beaches in remote places, some
atolls, and other secluded islands, to mate A 21st or higher level snapper can, once per
and lay eggs in great communally construc- day, attack with a roar. This attack works
ted sand banks. They guard the eggs until under water or above, and all creatures in
hatching several weeks later, after which they the area of the roar (a cone 30' long and 20'
seem to show no regard to the health or wide at the end) must make a saving throw
welfare of their young. How they maintain vs. dragon breath or take the snapper’s
any cultural continuity is unknown. current hit point total in damage, or half of
that damage if the saving throw was suc-
Advancement and Physical Attributes: cessful. Victims who failed their saving
Snappers require 30% extra experience throw are also deafened for 2d4 rounds.
points per level of experience. When gener-
ated, their initial statistics are modified Character Class: In theory snappers could
thus: Str: +3 Int: -3 Wis: +2 Dex: -3 Con: be of any class, but only fighters and clerics
+3 Cha: -2 (devoted to Ka) have been observed.
Special Abilities: Snappers can hold their Hit Dice: Snappers use the next largest
breath for extended periods. A first level dice for determining hit points, e.g. a
snapper can hold their breath for 10 turns, fighter rolls 1d10 hp, and a cleric rolls 1d8.
plus one extra turn per 3 levels of experi- At first level snappers gain two hit dice,
ence. They are cumbersome on land but rather than one.
nimble in the water, having a swimming
speed of 180' (60'). Their shell gives them a Movement and Encumbrance: On land
natural armour class of 4. snappers are cumbersome and slow, and
can only move at 30' (10'). In the water they
From 1st level all snappers can attack with are powerful swimmers being able to move
two sharp front claws and a bite, for 1d4 at up to 180' (60'). They are able to carry
damage each. twice the load of humans (up to 4,800cn).
From 3rd level snappers’ bite attack damage Language: Their own language is rarely
increases to 2d4. spoken by outsiders, who consider snap-
pers to have little of worth to say. Some
From 7th level snappers’ claw damage learn the languages of other aquatic races,
increases to 1d6, and from this level they but few have the intelligence to do so.
gain +2 to hit and damage against any
opponent in the water. Weapons and Armour: They may use any
weapon allowed for their class, and favour
From 14th level snappers gain the ability to missile device weapons such as crossbows.
retract their heads and arms when facing any Snappers do not wear armour, but can, if
area of effect damage (fireball, dragon their chosen class permits, use a shield.
156
Tortle
157
modified thus: Str: +2 Int: 0 Wis: 0 Dex: -2 Calitha) and thieves, but to date none have
Con +1 Cha: +2 shown propensity for arcane magic. Mystic
tortles are rumoured to exist.
Special Abilities: Tortles cannot swim, but
they do float, and can hold their breath for Hit Dice: Tortles use the same hit dice as
up to 10 turns. Their thick shells and tough, human characters of the same class, but
scaly skin gives them a natural armour class start at level 1 by rolling 2HD, rather than 1.
of 3.
Movement and Encumbrance: Tortles are
From first level, a tortle can attack with slow, having a movement rate of 45' (15').
their two front claws and beak attack, each They can carry the same weight as humans
for 1d4 damage. and demi-humans (2,400cn).
From 3rd level their beak attack increases to Language: The language of tortles is a
1d6 damage. The rough and tumble of the curious mix of grunts and clicks made with
adventuring life leaves its mark on the shell their beaks. Other species can learn it, but
of the tortle, and from this level their few do. Tortles also typically know the lan-
natural armour class falls to 2. guage of either the dominant local human
or demi-human culture.
From 7th level, tortles’ shell is so tough that
they can take 1d4 damage from all incom- Weapons and Armour: Tortles cannot wear
ing melee and missile attacks that would armour, but if their class allows they may
otherwise hit them (taking a minimum of 1 use a shield. They can use any weapon
point of damage per successful hit), and allowable to their class.
their natural armour class falls to 1.
158
159
upwards. To load an atl-atl requires two round attempt to force a foe to the ground,
hands, and the user cannot use a shield. (see ‘trip’ special effect, as per weapon
mastery). Physical damage inflicted thus is
Envenom Weapon (Con): Only useable by minimal (1d4 plus strength bonus) when
creatures possessing a natural venom. The using a shell as a weapon, but this may
skill of applying one’s own venom to a leave an enemy prone and vulnerable.
weapon. A successful skill check allows a
single dose of venom to be applied to one Snake Wrestling (Dex): Only useable by
piercing or cutting weapon (a sword, spear snake kin. A character possessing this skill
point, an arrow, etc.). The venom remains has learned how to effectively use their
active for up to 6 rounds, or until a success-body form when wrestling. A successful skill
ful hit is achieved. Any saving throw is made check means a taken down or pinned char-
as if the poison was delivered directly from acter suffers no negative effects due to
the source. being grabbed, taken down or pinned.
While the attacker may still inflict damage
Lockjaw (Str): Any reptilian may learn this on a pinned snake, the snake kin character
skill. When hitting with a bite attack, the may choose to make ordinary wrestling
character may make a skill check to effect- rolls or unarmed attacks (including bites)
ively lock their jaw in place. While no while pinned.
further damage is inflicted, the victim is
effectively grabbed. If roughly the same size Taste the Air (Wis): Only useable by snake
as the attacker or smaller, they suffer a -4 kin and lizard kin. Many reptiles sense their
penalty to armour class and a -3 penalty to surroundings by flicking their tongue out,
wrestling rating while thus locked on to. collecting samples of scents in the air, and
While obviously unable to attack with a bite returning their tongue to an organ in the
while locked to a victim, the attacker may roof of their mouth to transfer the scent.
choose to attack with claws (if they have This gives them an excellent sense of smell,
such an attack) or alternatively with any but some learn to use this ability to an
small melee weapon. extraordinary degree. By means of a suc-
cessful skill check, a reptilian may compose
Shell Slam (Str): Only useable by tes- a complete olfactory picture of creatures in
tudinata. A form of unarmed attack used by front of them, within 10', including invisible
both tortles and snappers. If the character or hidden creatures. Use of this skill can
makes a successful skill check they can in also give a +3 bonus to the tracking skill.
place of any other attacks made in a combat
160
of the
Five Elements
Monks
• first appeared as a character class in typical “DMs should take this and make it
Dungeons & Dragons in 1975, in the ori- their own” style, Frank Mentzer presented it
ginal Blackmoor supplement. But unlike as a mostly-ready character class with more
many of the other stalwarts of the game details you’d probably need to add. It was
they didn’t make it through to Classic (BX in fact one of two part-finished classes that
or BECMI) in any form until the mystic was a DM might use for PCs or NPCs, the other
introduced in the Masters Rules in 1985. being the headsman or thug, a take on the
They were not brought to us as a finished, assassin trope.
ready-to-play character class, and in his
161
162
163
Damage Magic
Level XP Level Title AC Attacks Movement Abilities
Bonus Equivalent
1 0 Novice 9 +1d3 1 120' - Thief Abilities
Revised Mystic Class
Table 2: Mystic Falling ability table Resistance: The mystic takes only half
damage from all spells and breath weapons,
Falling or if a successful saving throw is made, a
Damage resisted
Resistance quarter damage. Any damage-causing attack
/distance to wall
Level will cause at least 1 point of damage, even if
rounding reduces this to 0.
1 First 20' within 2' of a wall
Blankout: By concentrating for 1 round the
mystic causes their presence to “disappear”.
2 First 30' within 3' of a wall No living or undead creature can see the
mystic, by any means, and the effect lasts
for up to 1 round per level of the mystic.
3 First 40' within 5' of a wall The effect is dispelled if the mystic makes
any form of attack. This ability may be used
once per day.
4 First 50' within 6' of a wall
Mind Block: The mystic is immune to ESP,
slow, and hold spells, magical charms,
All falling damage within quests and geas spells.
5
8' of a wall
Willpower: This ability is similar to the 9th-
Heal Self: Once per day the mystic may, by level magic-user spell survival. It allows the
concentration, heal themselves of 1 point of mystic to, through sheer force of will,
damage per level of experience. This ignore any damage due to natural environ-
process takes one round. mental conditions around them. It lasts for
one round per level of experience.
Speak with Animals: The mystic may, at
will, speak with any normal or giant-sized Gentle Touch: Once per day the mystic
animal, and will understand their may use the Gentle Touch ability. This may
require a hit roll. No saving throw is
166
167
168
Klantyre mystics,
produced from
Bing AI Image Creator
by author’s prompts
169
170
171
Acrobatics can only be carried out by lightly- Pole vaulting: This includes jumping
armoured (scale mail or lighter) and lightly- which employs a pole to assist the indi-
encumbered (under 500cn) characters. An vidual in gaining height from momentum.
acrobat can wear whatever armour and use This allows the acrobat to get on top of or
equipment as dictated by their prime char- over obstacles or, at higher level, leap so far
acter class, but it is not possible to perform over an opponent that they cannot be
acrobatics while wearing heavier armour. attacked. A successful pole vault requires at
least a 30' running start and a pole of at
Acrobats have a number of advantages. least 2' greater height than the vaulter. The
Firstly, they gain the general skill Acrobatics, pole is usually dropped when the vault
without having to use a general skill slot. occurs, but the vaulter may hold on to it if
Secondly, they can perform a range of feats they make a successful dexterity check. The
according to their level, as described below vaulter can land on his or her feet atop a
surface of ½ or less than the maximum
Level Title: An acrobat may add their acro- height of the pole vault if so desired, assum-
batic level title to their primary class level ing such a surface exists. Otherwise, the
title. For example, an eighth level magic- vaulter lands, rolls, and is prone for the rest
user acrobat is a necromancer stuntman, a of the round. Non-acrobats cannot usually
fifth level mystic acrobat may call them- effectively pole vault. No character can pole
selves an immaculate athlete, etc. vault and either attack, cast a spell, or activ-
ate a magical item during a single round.
Tightrope Walking: Tightrope walking
refers to balancing on ledges, ropes, beams, Jumping: This includes unassisted leaps –
etc., that the character can use to cross from high jumping and long jumps (both from a
one place to another. The skill allows ascent standing and a running start) being
or descent of a rope or beam of about a 45º included. All jumps occur in the movement
angle. Use of this skill further assumes that phase of a round, and if the acrobat has
the character will be travelling no more moved less than their combat speed
than half of their movement rate (or half of (including running to make a jump but not
their encounter speed if they also wish to the distance of the jump) they may still
make an attack in the same round). If dis- attack as normal in the same round.
tance is greater than 60' then additional
checks must be made. Moderate wind High jumping: This requires at least a 20'
decreases the chance of success by 10%, running start. The high jumper clears the
strong wind by 20%. In strong, gusty wind obstacle in a near horizontal position but
conditions there is always a 5% chance of lands on his or her feet. The jumper can opt
failure. In non-windy conditions, a balance to land atop a higher surface. This surface
pole increases the chance of success by must be no more than 4' above the level
10%. Failure to perform successfully means from which the jump is made, or 2' under
that the character falls to the area below, the maximum height for normal high
taking damage accordingly. Characters who jumping, whichever is the greater. The
are not acrobats can walk a tightrope if they acrobat’s movement phase ends when they
possess the acrobatics skill, but must make land.
a check every 30' and can, at most, move at
a quarter of their normal speed.
172
Long Jumping: A standing long jump is attempt to completely disengage foes they
one where no long run-up is possible. A may make no attack, but gain a bonus to
running long jump normally requires a run armour class of 1 per 5% they have made
of at least 20'. In running or standing long their disengage check. For example, an
jumps (where the acrobat wishes to land on acrobat who has a 70% chance to tumble
their feet), the acrobat can leap forward up who rolls 20% gains a -10 bonus to armour
to the maximum distance shown. 2' of addi- class in that round, but cannot make any
tional distance can be gained, but the char- attacks, regardless of whether they have
acter will then land prone and remain successfully tumbled out of the fight that
prone for the rest of the round. A 3' exten- round.
sion can be attempted, but this has a 25%
chance of failure and no further actions will When subject to an area of effect damage
be possible that round; a 4' extension has a spell (such as for example fireball or light-
50% chance of failure, an extension of 5' has ning bolt) or other effect (such as dragon
a 75% chance of failure. Non-acrobats can breath) an acrobat who has yet to act in a
perform a standing long jump of up to 4' in round may choose to evade instead of
distance and a running long jump of up to taking any offensive action. To do so, they
8’. The character’s movement phase ends leap or tumble to the edge of the area
when they land. where damage is suffered, and a successful
check will reduce damage by half (or a
Tumbling: This includes leaps, somersaults, quarter if an applicable saving throw is
cartwheels, leaps from ropes, etc. This has made). Note that while this can be an effect-
multiple practical uses. Firstly, a tumbling ive means of reducing damage taken it is
acrobat can, upon making a check, cross not without risk. For example, an acrobat
rough or complex terrain (an empty bar on a ledge might leap out of the area of a
littered with tables and chairs, a rocky dragon’s breath but may still have to deal
mountainside, etc.) at either running or with falling from the ledge.
combat speed with no penalty to movement
rate. Secondly, while moving at combat Falling/Damage Reduction: Acrobats are
speed an acrobat may use this skill to roll able to reduce the damage incurred due to
through an enemy’s legs, leap over oppon- falling; this ability improves with experi-
ents to attack from behind, etc. The chance ence. Whenever an acrobat takes falling
to complete this manoeuvre during combat damage, roll the number of d6 indicated by
is modified according to the level or HD of their level, and remove that amount from
the acrobat and any enemies present. Per the damage taken. It is possible to reduce
level or HD that the acrobat is above their the amount of damage suffered in a fall to
foe, add a 5%, and per level below subtract zero using this ability. Note that a mystic
5%, with each subsequent foe within 5' of acrobat may use this in addition to the
the manoeuvre also penalising the attempt mystic ability to reduce falling damage.
by 30%. A successful attempt will (if there is
room) allow the acrobat to disengage a foe
with no penalty or risk of attack, or allow an
acrobat to manoeuvre between locations
within a melee without provoking an attack.
In a round in which an acrobat tumbles to
173
174
Blackrock Chi
Possibly the smallest known order; Darrin Resting among peaceful farmlands in the
Posman (a former port-master in Aasla southwest of Ochalea, Chi is the most
whose perspective on wealth changed over important of the Energy orders on the
many years of exposure to other philo- island. Mistress Yeoh has long since retired
sophies) established the order some 20 from adventuring to run her order, which is
years ago. Primarily teaching asceticism very much in the style of a mystic-training
(austerity, self-discipline, and abstinence), it academy. Members travel across both the
is only after mastering this discipline that Thyatian and Alphatian empires seeking
members can leave, but even then they knowledge and righting wrongs, bringing
spend half of their time in meditation on not inconsiderable wealth back to the
the island. Thus of the 12 members, 6 will order, which is spent on maintaining irriga-
be found in quiet contemplation and pray- tion systems and other improvements for
erful dedication on the island at any time, agriculture across the grasslands in the
assisted by a small clerical order that tends region, leading to high productivity and a
to the needs of the monastery. loyal peasantry.
175
176
Jashpurdhana Monastery
177
Kaikiang Lhamsa
4
In Glantrian Averoignese (French) “who’ll live, will
see".
178
179
Tondera Wu
180
Ochalean monastery
181
https://mystara.thorfmaps.com/
http://pandius.com/gazfmyst.html
https://thornschronicle.blogspot.com/
http://pandius.com/hllwmoon.html
182
Mappers of Mystara,
a series by Thorfinn Tait Profile
One of the first to rearrange the Known Areas of Interest: Known World
World
Scales: 8 miles per hex
Ever wanted to change the Known World to
a configuration that makes more geographi- First Posted Map: Known World Rearran-
cal and political sense? Eric Anondson has ged (May 2014)
done just that.
Software: Hexographer, Worldographer,
Affinity Designer
Fonts: None
183
184
INTERVIEW
Eric graciously agreed to answer some que- Tim Beach DM for a demonstration table
stions for this article. of Red Steel and I went into my FLGS
looking for another setting and I saw that
How did you first get interested in new TSR setting box, Red Steel, on the
Mystara? What draws you to the setting? shelf. I grabbed it, dove in and saw it expli-
citly was in the same world as the setting of
I got first interested in Mystara with the BECMI line. When I get hooked into a
the Basic, Expert, and Companion boxes setting I am a completist and want every-
and with the module B4. I was young when thing, and Red Steel hooked me on the
I got those and I swiftly moved onto AD&D entire wider world of Mystara. So if I am
and Greyhawk. But I was and still am tre- more honest, I would credit Red Steel as
mendously promiscuous with setting when I really got interested. What conti-
worlds because I love grabbing ideas that I nues to draw me to the setting is that the
can use to put into my own home-brew entire planet is mapped in general, mass
where I ran a majority of my campaigns. I planetary migrations are documented, there
drifted away from BECMI for AD&D/ is a cosmology very different than other
2nd ed. and those abundant setting worlds. D&D settings, and only a small corner is
Years later I had just come back from deeply detailed.
GenCon in Milwaukee where I got to watch
185
Did you have a favourite official map? What software do you use? Or do you
draw your maps by hand?
My favorite Mystara map is the continent of
Brun1 in the Companion box. I’m a fan of My regional maps of the Flanaess started as
pencil/ink hand-drawn maps (such as of the poster sized pencil maps which I scanned
style of Dyson Logos) and the sparse conti- then took into Photoshop on my Mac. At
nent of Brun inspired me, with the clear the time I was helping run the Living Grey-
call towards Late Jurassic Earth, with so hawk region of The Shield Lands and
much potential to add my own details from wanted re-usable maps I could put in the
exploration. modules we created. I colorized those
pencil maps with Photoshop and slowly
When did you start mapping Mystara? began mapping more of the continent.
When I got around to wanting to re-map the
Hmm, back when I was first taken in Known World I felt Photoshop would not
with Red Steel I wanted a complete do. At the time I saw that Hexographer was
western Brun in the amount of detail of the a tool that would let me create something
poster maps from the Red Steel box. I in the style closest to the Gazetteer maps.
nearly completed that hand drawn map in
the mid 90s. I have long since lost those What are the limitations or peculiarities
maps but not before I wisely scanned them. of that software? What challenges did
It seemed to be an early reflection of my you face during your mapping projects?
rearranging the Known World in that I took
liberties with the Savage Coast. I was never I was trying to draw a Known World map as
content that civilization was so crammed on large as the entire Western Countries Trail
the coast so in those early maps I pushed Map2, all in 8 miles per hex. Once again
the plains back just a bit and gave the ambition exceeded the ability of my tools.
nations on the coast more room and stret- Having completed the hex work and coasts,
ched them a bit. I began adding names and roads, saving
regularly. I returned the next day and the
When and where did you post your first files refused to reopen. I recall an error that
map online? the file was too large. Luckily my Mac’s
Time Machine recorded a version I could
The re-arranged Known World are the only revert back to. Though I lost that day’s
Mystara maps I’ve posted online, but a few work, I was able to split the map in two. A
years prior to my Mystara maps I posted my north and a south of the Known World. Yet
re-creations of different regions of the Fla- again, as I added more details of icons, and
naess of Greyhawk. The Flanaess regional road, the files eventually grew in size and
maps were first posted on Canonfire! and the south map again failed to re-open one
hosted on my MobileMe storage. I took that day as it had grown too large. I reverted the
down a few years later and started a files again to a version I could open, expor-
Deviant Art page for those maps then a few ted .jpgs and published those on my
years after that I added my rearranged Deviant Art page. I set those files aside as
Known World to my Deviant Art page. my attention drifted away, as it does, and in
1 2
See Companion Set Brun map at Thorf’s “Atlas of See TM1 The Western Countries, 8 miles per hex
Mystara” website map at Thorf’s “Atlas of Mystara” website
186
187
What was your favourite area to work on? Coast and Princess Ark. I’m hoping one of
my crew will step up and DM our next
Western Brun—which to me is everything campaign, but odds are I’ll be strong-armed
west of the Black Mountains. This is partly to running the next campaign too, so I’m
because Red Steel/Savage Coast was my beginning preparation on campaign by
gateway into Mystara. But mostly because I hunting for ideas.
find the wider undescribed detail about
what exists in this part of the continent You can find my previously uploaded maps
more promising from a DM-creator angle. from my Greyhawk mapping project and
Beyond the Savage Cost and Orc’s Head the Re-arranged Known World at https://w-
Peninsula we do not know much in compa- ww.deviantart.com/admundfortgeographer.
rison. Even Hule, the Sylvan Realm and the
Arm of the Immortals is thin in detail, my I’d love to hear an overview of your
imagination about what I could fit starts project.
racing! But there is a third reason that is
simply my personality… I prefer running This whole thing started off as a mental
campaigns that are off the well-trod adven- experiment on what to do with Ylaruam.
turing grounds, I do this in every published The placement of Ylaruam always felt like a
campaign setting I run in. That is, pick a needle scratching a record, especially with
corner that is clearly not going to be the it a short jaunt from Scandinavian-inspired
center of attention. nations among many things that made my
brain wrestle with it. Once I started moving
Do you have any future plans for your Ylaruam around, the rest started falling into
maps of Mystara? place.
188
Heldann Freeholds between Hattias and the On the southern coast I could have left
Northern Reaches, with a little bit of unclai- things alone, but I still had some things that
med dense forest. bugged me here. For instance Karameikos
was supposed to have a feeling of a remote,
As I lined up Hattias, Heldann Freeholds, detached Thyatian province. But it’s basi-
and the now rotated Northern Reaches cally right next door to a multi-continent
along this eastern coast of the Known colonizing expansionistic empire. A bit
World, I needed a better place for Roc- more distance would suit me. I was also
khome. I settled on giving Rockhome a new less satisfied with the large watershed that
home right on top of where Ethengar was drained into Malpheggi Swamp. So I hori-
and moving Ethengar to the western side of zontally flipped Alfheim, Malpheggi
Glantri. Having Rockhome closer to Glantri Swamp, Karameikos, Five Shires, and part
felt satisfying to me, giving the tension of Darokin (leaving Lake Amsorak in place).
Glantri’s wizards have towards the Known Placing Malpheggi Swamp as the separation
World’s dwarves. For a nomadic between Thyatis and Five Shires gave me a
people, Ethengar had long felt cramped in more satisfying geographic barrier between
its space. Having Ethengar on the Adri Thyatis and the coast to the west than a
Varma plateau felt like a suitable location, small river. Moving the river and swamp to
like replicating the Huns settling in be the geographic barrier to Thyatis and the
Central Europe. The Adri Varma plateau west meant flipping Alfheim around too.
was also much less confining than their ori-
ginal placement. Things felt like they were This horizontal flip now gave me a more
working out! distant shore to drop Karameikos that was
189
close enough yet geographically separate to I also had one more thin gap. North west of
not just be a casual march of legions over Rockhome and Northern Reaches I had a
to settle down the rebellious natives. Flip- space to fill between those nations and
ping the central area like this gave me a Wendar/Denagoth. I took inspiration from
much more pleasing rearrangement of river the fjords of the Northern Reaches and
and overland trade routes. Plus it enlarged decided to extend a very long fjord. I meant
the core of Darokin and, in my opinion, a to get back to this region and add the outlet
wider river network to traverse and build an of the Naga River through the mountains as
economy around. I even imagine an expan- Geoff Gander’s map has. But by bringing
sive canal network throughout. this longer fjord this deep it also allows me
to route a river watershed of Wendar to the
I didn’t need to horizontally flip Ierendi and sea to the east. It would like to have a port
Minrothad and I’m not holding strongly to so I added one at the mouth of whatever
it, but it also felt right to move Minrothad a river I was going to draw. I think I intended
bit further from Thyatis to position those this river to not be a settlement of Wenda-
islands in a nice position along the sea trade r’s but rather of the disunited “barbaric”
routes to the west. Having the island nations Antalian people along the coast from here
positioned across from the land nations in all the way north into Norwold.
the normal Known World felt right.
Thank you, Eric!
I had a few extra areas to come up with
something. For instance, by removing
Atruaghin, I still had space west of Karamei-
kos between it and Ylaruam. I’m leaning
toward having it inhabited by different ani- SOURCES
mal-headed races like gnolls or lupin, who
live a more tribal, hunter-gatherer state. In researching this article, I searched out all
Then there was still a thin gap between the references I could find, and consulted
Rockhome, Broken Lands, and Heldann. So with everyone I could track down. I have
I added a bit more Broken Lands to the made every effort to ensure that the infor-
eastern side of the Broken Lands. But I’ve mation is accurate, but in some cases I may
always been dissatisfied with how compact have slipped up—especially when dealing
the Broken Lands were, so in my head, the with maps that are years or even decades
gap between Rockhome and the Dwarfgate old. I take full responsibility for any mista-
Mountains is inhabited by more kes; please don’t hesitate to point these out
Broken Lands humanoids. In fact, it is litte- if you find them! Following is a summary of
red with battlefields where the dwarves of my sources for your reference.
Rockhome and Broken Lands humanoids
have fought over the centuries. As I •Direct messaging with Eric
was unable to complete drawing the roads •Mystara Mailing List Archive
in Rockhome, I was going to be connecting •Mystara Message Board Archive
a trail between Corunglain and Karrak
Castle through this gap region.
190
ERIC’S MAPS
191
Legends of
the Known World
part 2
by Irving Galvez
THE NASNAS
In the heart of the Ylari desert, where
endless dunes painted the horizon, there
dwelled a sorcerer with an insatiable thirst
for knowledge: Khaldun the Enigmatic.
Khaldun’s obsession lay in the intricate
dance of life within the unforgiving desert,
where humans and desert creatures coexis-
ted, sometimes in harmony, often in strife.
192
Shape-shifting: The Nasnas can briefly Claw: Melee Weapon Attack: +4 to hit,
alter its appearance to blend in with its reach 5 ft., one target. Hit: 3 (1d4)
surroundings or take on a more slashing damage.
humanoid form. This allows it to gain
advantage on Dexterity (Stealth) checks
when hiding in desert terrain or
crowded areas.
agile physique of a desert dweller, an bore testament to their playful nature, enti-
embodiment of the desert’s paradoxical cing and perplexing adventurers who dared
existence. tread upon their concealed treasures.
For epochs, the Nasnas commanded rever- In the contemporary era, the Nasnas per-
ence, seen as custodians of profound sists as a living enigma, neither entirely
wisdom. Desert tribes revered them as friend nor foe to adventurers. Their pres-
living bridges between the realms of ence continues to beckon, teasing with tan-
humans and animals. These enigmatic talizing riddles that ensnare the
beings assumed the mantle of protectors, imagination. Ylaruam’s culture remains
warding over hidden oases, guarding the steeped in mystery, for the secrets guarded
slumbering secrets within ancient tombs, by the Nasnas may forever elude complete
and bearing the clandestine knowledge con- unraveling.
cealed beneath the dunes.
Hence, the Nasnas perseveres, etching its
As Ylaruam’s civilizations burgeoned, so did presence into the annals of Ylaruam’s
the Nasnas’ repute as enigmatic tricksters history. It stands as a living emblem of the
and defenders of the desert’s enigmas. The eternal mysteries that pervade the desert,
subterranean labyrinths near Ylaruam City an enduring tribute to the legacy of
193
194
symbol of the family’s arrogance, became Adventurers who seek to unravel the secrets
known as Aelius the Minotaur. of Thyatis may find themselves drawn into
the depths of the labyrinth, where Aelius
Terrified and ashamed, the Galians ordered waits. These encounters are fraught with
the construction of a vast labyrinth beneath peril, as Aelius uses his intimate knowledge
their opulent mansion, believing it to be the of the labyrinth to stalk and confront
only way to contain Aelius’s insatiable intruders.
hunger for human flesh. The labyrinth, an
intricate web of twisting passages and dark Aelius is more than a mere monster; he is a
chambers, was designed to imprison the living embodiment of the family’s ancient
accursed creature. curse, a symbol of humility and divine
justice. The labyrinth beneath the Galian
For centuries, Aelius has prowled the mansion remains a place of dread and
labyrinth’s depths, a tormented and relent- mystery, where the sins of the past continue
less guardian. His existence serves as a stark to echo in the present.
reminder of the Galians’ prideful past and
the consequences of defying the unknown
Immortal’s divine will.
195
THE TROW
196
Alignment: Chaotic
No. Appearing: 1d4 (1d6)
Save As: Halfling: F1
Morale: 8
Treasure Type: V (in Trowie Knowes)
197
198
199
[Image: Rakasta]
Page 107:
Rakasta by I. Calvin from THRESHOLD issue #7
[Image: Dwarf with hammers]
Page 109:
V Shane ©2001-08
[Image: Brownie]
Portrait de lutin réalisé par le dessinateur français professionnel Godo, from Wikimedia
Page 113:
commons
https://commons.wikimedia.org/wiki/File:Lutin_by_godo.jpg
[Image: Hallalleski]
Illustration by Rudolf Koivu (1890–1946) for Andersen’s The Snow Queen, from Wikimedia
Page 114:
commons
File:Rudolf Koivu - Lumikuningatar.jpg - Wikimedia Commons
[Image: Raahinya]
Page 118: Ram as leader of a revolutionary people’s awakening movement from Wikimedia commons
File:Rama in Forest.jpg - Wikimedia Commons
[Image: mists]
Page 120:
Photo by Casey Horner on Unsplash
[Image: Dusanu]
Page 122: Original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home)
[Image: Grey Philosopher]
Page 122: Original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home)
[Image: Nosferatu]
Page 124: Original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home)
[Image: Draugr]
Page 124: Original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home)
[Image: Dragons of the Scarred Crags]
Page 128: Original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home)
[Image: Giant]
Page 129: The Giant by Goya from Wikimedia commons
File:The Giant by Goya.jpg - Wikimedia Commons
[Image: Werejackal]
Page 131:
Original drawing by I. Calvin from THRESHOLD issue #2
[Image: Zombia]
Page 134:
Copyright 2005 V Shane.
[Image: Beastman]
Page 136:
Original drawing by I. Calvin from THRESHOLD issue #2
[Image: Werefox]
Page 137: Anthropomorphic fox by WyomingFlip from Wikimedia commons
File:Fox spirit.jpg - Wikimedia Commons
[Image: Lizardfolk]
Page 139: Original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home)
[Image: Cay Man Medicine Man]
Page 141: Original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home)
[Image: Gator Man]
Page 143: Original drawing by Jeffrey Kosh
(https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home)
200
201
[Image: Cartographer]
Page 183:
from Eric Anondson’s Deviant Art site: https://www.deviantart.com/admundfortgeographer
[Maps: various]
Pages 184
Original work by Eric Anondson - all accessible on the Atlas of Mystara website at https://
to 189:
mystara.thorfmaps.com/appendix-m/eric-anondson/
[Image: Nasnas]
Author Zakariya al-Qazwini. Scribe Muhammad ibn Muhammad Shakir Ruzmah-'i Nathani
(fl. 1717). A Camel and Three Strange Single-handed and Single-legged Creatures from
Page 192: Wikimedia commons
File:Muhammad ibn Muhammad Shakir Ruzmah-'i Nathani - A Camel and Three Strange
Single-handed and Single-legged Creatures - Walters W659143A - Full Page.jpg - Wikimedia
Commons
[Image: Minotaur]
Page 194:
Done by Gencraft at author’s prompting
[Image: Fairy song]
A fairy song, illustration by Arthur Rackham for A Midsummer Night’s Dream, Heinemann,
Page 196:
1908 from Wikimedia commons
File:Fairy song.jpg - Wikimedia Commons
[Image: Back Cover of issue #33]
Back cover Back Cover of issue #33 using original digital drawing by Senarch
https://www.deviantart.com/senarch/gallery
202
203
204
DUNGEONS
All this can be found only in this latest issue of our favorite magazine!
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