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Encounters in the Dymrak Regionby Robin editorial assistance by AllanP from Threshold Magazine issue 25
This article continues the author’s compilation of material about the Dymrak region of south-eastern Karameikos (see issues #23 and #24 of Threshold Magazine which can be downloaded here http://pandius.com/thrs_mag.html). Here the author combines published canon and fanon work with their own material to provide DMs with references that can be used to develop encounters that their PCs may have while travelling through the region.
Overland Movement in Karameikos
To assist in evaluating travel times and physical obstructions on PCs journeys across different terrain, DMs may refer to this blog post https://breathofmystara.blogspot.com/2019/10/overland-movement-in-karameikos-and.html by the author which describes an expanded system for overland movement using material and text from the terrain movement tables on page 88 of the Rules Cyclopedia (RC) and from the “Trail & Road Conditions” section of accessory TM1: “Western Countries Trail Map” to explain the characteristics of the different route types.
Canon Adventures in the Dymrak Region
A number of published canon adventures can be located in this region. It may be possible to use “The Barrel” inn (from Threshold Magazine issue #23) as a base of operations for PCs to return to between quests and adventures.
Adventures B10: “Night’s Dark Terror”, DDA4: “The Dymrak Dread”, and “The Valley of the Silver Princess” (version in B1-9: “In Search of Adventure”) are canonically placed in this region.
The adventure “The Abduction of Princess Sylvia” from module B9 (“Castle Caldwell and Beyond”) can be placed within the Dymrak region with minor work by the DM.
The other adventures from module B9 are largely located near Threshold. Adventures B11: “King's Festival” & B12: “Queen's Harvest” are located near Stallanford, north of Penhaligon, to the northwest of the regional map. Likewise Guido's Fort, from B5: “Horror on the Hill”, is located upriver from the Barony of Kelvin (from B1-9 version) and is beyond Lumm. However, PCs could potentially use “The Barrel” (from Threshold Magazine #23) as a base to return to regularly, even if there are some more logical venues nearer the adventure sites.
Although “Elwyn’s Sanctuary”, one of the adventures from module B9 is placed in the neighbourhood of Threshold (see B1-9: “In Search of Adventure”), that is not to say a similar temple exists elsewhere, in similar circumstances and is forgotten. A DM could run the adventure in the Dymrak without too much adjustment (different monsters, changed opponents, etc.). It seems clear that Leptar in the original module feels competent in seizing control of Chardastes’ temples and followers. So, he might attempt this wherever he can, and try to turn any temple or shrine to Chardastes in Karameikos into the faith of Leptar. Those shrines and temples to Leptar marked on the regional map may already have been subjected to this change.
If this option for the adventure is chosen, the DM should use the bell from the original as a special healing item that only functions in areas that have been blessed or consecrated by priests of Chardastes. If the bell is disturbed or moved from its holy location, it will need to be cleaned (literally and figuratively) of evil influences and then re-consecrated by a Chardastes priest using the various Ceremony spells1.
From Creature Crucible accessory PC1: “Tall Tales of the Wee Folk”:
The adventures “A Night Out in the Forest”, “The Hanging Hideout”, “Sith Bruaigh”, “Cattle of the March” (near the Marshlands), might need some minor adjusting to a location in the Dymrak Forest and “Lake of Lost Dreams”; “A Blight on the Forest”, and “The Lost Seneschal” will need some more adjustment, but can also be placed in this vast region.
From Creature Crucible accessory PC2: “Top Ballista”:
Scenarios from the adventures “Tabi Hunt?” and “Scream of Terror” (notably “Den of the Basilisk”, “Lair of the Harpies”, and “Crash Landing”), can be played without major adjustments, and optionally using “The Barrel” (see Threshold Magazine #23) as the PCs’ base. These scenarios can easily lead to other adventures described in this source. From Creature Crucible accessory PC3: “The Sea People”:
The adventures “Friendship Bonding”, “The Nixy Grotto” can be played nearly anywhere along the coast. Without too much alteration the following adventures can be played at the named locations on the regional map: “The Ruins of the Taymora” - Gorlosos Island, “The Sea Hag” - Pyrehouse Rock, “The Sunken Ship” - Pyrehouse Rock, and “Island of the Dry Skins” - Smugglecoast near Skull.
From Creature Crucible accessory PC4: “Night Howlers”:
The adventures “Lupin Attack”, “The Moonflower Ruse”, “Bringing in the Herd”, “Sheep in Wolf’s Clothing”, “The Black Horse”, “Good Intentions”, and “”A Hunting We Will Go” can be easily adapted by changing the location and identities.
The “Penhaligon Trilogy” novels2 can also be a great source of adventures in this region. However, the DM will need to read the novels carefully and interpret them into a series of adventures for his campaign’s PCs that complements those of the books’ heroes. Note that this trilogy occurs roughly at the same time as “Wrath of the Immortals” and X10: “Red Arrow, Black Shield”. Karameikos is really in turmoil during these years and can be a great continuing source of small adventures that do not impact the major developments of WotI.
The Poor Wizard's Almanac series contains several small adventure suggestions for the Dymnark region in their calendar sections.
The Dungeon Magazine adventures “Tarfil’s Tomb” (issue #27) and “Voyage of the Crimpshire” (issue #59) are partially placed in the mapped region of the Dymrak and “The Barrel” (Threshold Magazine #23) can be used as a base for PCs to operate from.
Map by author, see details about the map at the end of the article
The accompanying Encounter tables list the creatures that may be encountered in the region and are based on the information provided in GAZ1: “The Grand Duchy of Karameikos”.
Encounters - Most of what is depicted here for the Dymrak Forest can be used elsewhere with ease. However, as the encounter list is tailored to the region (but usable in other regions of Karameikos) the list may or may not include creatures relevant to the campaign setting you use or may need adjustment to chances of encounter.
An encounter occurs if the DM rolls 1 on 1d6. The DM should check once every hour during the day or once every three hours during the night. Another option is to roll for each 1-mile hex traversed and use the hour checks if remaining on one location for a longer time. If an encounter occurs, it will be at a distance as per the Encounter Distance Table on page 93 of the Rules Cyclopedia.
Determine which type of creature is encountered from its appearance frequency; roll d% to determine frequency: 1-60% = Common, 61-85% = Uncommon, 86-95% = Rare, and 96-00% = Very Rare. Check the relevant Frequency table below and choose from the creatures applicable to the current location. Note that Undead will only be encountered in tombs or at night or in a dark location The number of creatures appearing is as per the source information for that creature in that location.
Key to source abbreviations used in the Encounter Table
RC## : Rules Cyclopedia page number
GAZ10 : “The Orc of Thar” Gazetteer
PC1 : “Creature Crucible -Tall Tales of the Wee Folk”
PC2 : “Creature Crucible - Top Ballista”
PC3 : “Creature Crucible -The Sea People”
PC4 : “Creature Crucible - Night Howlers”
The “Mystara Monster Manual Compilation” (MMMC) works by the author which combine material from many canon and fanon D&D sources together with real world information providing a widely detailed source for all manner of creatures that might be encountered:
MMMC1 : Information http://pandius.com/Monster_Manual_1.pdf,
MMMC2 : Animals http://pandius.com/Monster_Manual_2.pdf,
MMMC3 : Lowlife http://pandius.com/Monster_Manual_3.pdf,
MMMC4 : Undead http://pandius.com/Monster_Manual_4.pdf,
MMMC5 : Constructs http://pandius.com/Monster_Manual_5.pdf,
MMMC6 : Fairykin & Wee Folk http://pandius.com/Monster_Manual_6.pdf
GSM : “Great School of Magic in detail” http://pandius.com/Great_School_of_Magic_in_detail.pdf
In the tables, those creatures in red are generally opposing or aggressive, those in green are mostly positive, those in black are neutral and rarely attack humans (including demi-humans or humanoids), preferring to retreat if given the chance.
Average levels are as per source or as suggested in the table which applies to 99% of the creatures mentioned; only 1% may be higher as per source given and determined by the DM (these are mostly leaders or special ones). Creatures are normally limited to appearing in the area described below, but examples may appear elsewhere at the DM’s discretion.
The actions of the PCs may change this basic behaviour in either direction. If normal animals attack, they do so only under duress, out of fear, to protect their offspring, to defend their territory, or as a swift attack to capture prey.
Animals on the hunt rarely attack continuously out of self-preservation. They mostly make one swift and potential deadly attack (pinning down the target, chokeholds, poison bites, single deadly wound, entrapping, etc.) and retreat if any danger presents itself. Often such hunters then follow the target to seek another attack opportunity when the earlier attack starts affecting the intended prey. The following are examples of such behaviour. Wolves attack the neck and limbs, while cats pin down their prey or make chokeholds; both these hunters retreat until the inflicted wound has done its job when an initial swift attack fails to kill. Spiders and snakes use poison and await the target to become affected. Spiders entrap and make a single attack.
The optional rules for checking the morale of creatures are detailed on pages 102-103 of the Rules Cyclopedia. That section identifies when a morale check should be made, some suggestions as to what bonuses or penalties might be applied to a check, and what the outcome of a check is. Here are this author’s additional suggestions for morale adjustments:
If a single creature…
has sustained its first wound: -1 penalty to its morale score;
has become 25% wounded: -3 penalty;
has become 50% wounded: -4 penalty;
has multiple opponents: -2 penalty added to any other penalties;
Additionally, for groups of creatures, the DM can make a morale check:
at the beginning of the first combat round (to see if they are going to attack at all);
when the first member of the group has fled or is slain/incapacitated: -2 penalty;
when 25% of the group have fled or are slain/incapacitated: -4 penalty;
when 50% of the group have fled or are slain/incapacitated: -6 penalty;
If the DM’s morale check roll is greater than then a group member’s morale score, all the
creatures that are able will attempt to flee the encounter.
Controlled animals have a +1 to +2 bonus to their individual and group morale, depending on the intensity of the control and safety that the animal feels in this (DM decides).
Normal animals only fight to the death if trying to survive or defend offspring (ML+3). Even if they see PCs as prey, they are very careful not to get wounded themselves. If morale breaks, the creatures will run away if able, even if this means leaving offspring.
Experience gained for fleeing animals is 50% of normal experience gained if slain/defeated.
If the DM wants to have animals using their very dangerous natural attack forms refer to MMMC1 pages 29 to 36 and MMMC2 for the individual animals. A PC should never underestimate an animal. As an example, from its basic statistics a simple wolf may not be a real threat to the average PC; however, when using all its skills of cooperation, and natural attack forms that simple wolf can be extremely dangerous. It is not unheard of for a group of wolves to defeat experienced characters by attacking limbs and throat. Remember that if a fallen character remains prone for 1 round before getting up, they will have saves -4, THAC0-2, AC+4, and cannot move away.
The Dymrak Goblins
The Goblins of the Dymrak Forest are split into several different tribes. They rarely cooperate and are competitive. More information on these tribes can be found in “Goblinoid Tribes of Karameikos” by Giampaolo Agosta. http://pandius.com/karagobl.html. Many of these goblins are under direct or indirect control (by Dominated dragons) of Argos the dragon, and many have gained help from the evil witches or the Hags of the witchlands. All these goblins will capture and enslave prisoners until they are too weak to be of use or will eat them. Some prisoners will become undead, of the witchlands by goblin wicca/wokani or shaman thereafter.
Of the goblin tribes described below, only three (Ghnaska, Jaggadash and Kloss-Lunk) have been known to occasionally attack “The Barrel” inn and the southern settlements and farms of the Dymrak region. The other tribes live further away and are more likely to harass the Vyalia elves and Haven settlements. The tribes are differentiated by their appearance and other minor details. A DM can use the statistics provided to further flesh out the characteristics of the tribes.
General Statistics for Dymrak Goblins
(variations depicted with each Tribe below)
AC: 8 without armor,
If using Armor Value Rules use average AV0 for thin leather, cloth, AV1 wolf fur armor, or thin leather armor AV2 for Leather armor AV3 for leather with metal or bone armor-pieces, and very rarely AV4 for chain mail or metal mismatch armor made out of armor remnants, if not AC is reduced by the above AV values. Chain mail is mostly stolen from human or elven victims and cut to size, cut-off remnants are sometimes stitched to leather armor with or without bone pieces.
01-50% HD1 Hp 1d6,
51-75% HD2 Hp 2d6,
76-88% HD3 Hp 3d6,
89-94% HD4 Hp 4d6,
95-98% HD5 Hp 5d6,
98-00% HD6+ 1d6Hp/HD to 8, then +1Hp/HD (no con),
Mv 90'/30' (unhindered in undergrowth),
AT 1 Hand axe, spear,
THAC0 As F/HD,
ML6+1/3HD+1 with leader (10max)
AL 85%CE, 10%NE, 5%CN,
XP as F/HD
If a tribe has access to it, many of the Dymrak goblins may use various kinds of poison3. A single goblin will only have one variety of poison, enough for 1d10 uses, which it will carry in a small organic or clay bottle among its possessions. Only evil characters use harmful poison.
Each individual goblin encountered carries:
Preferred armor/weapons (as per tribe description);
A number of Gp and Sp coins* (as per tribe description);
1d4 trinkets (DM decides);
If the tribe uses poison (as per tribe description), a small organic or clay bottle
containing 1d10 applications of one of the poisons used by the tribe;
If the individual is a Leader, they will carry 3 times the above possessions;
If the individual is a Bodyguard, Shaman or Wicca,
they will carry 2 times the above possessions;
If the individual rides a Dire Wolf, they carry 1d3 meaty bones
(wrapped in leaves, paper or skin);
A Shaman or wicca also has 3d12 magic components**;
There is a 50% chance that the individual has some food
(wrapped in leaves, paper or skin) or a jug of drink/soup (DM decides);
There is a 75% chance that the individual has one miscellaneous item***
In a tribal lair, in addition to any carried items, there will be:
a cache of armor/weapons, coins and trinkets equivalent to the total number of all members of the lair x2 (the DM can roll or choose once for each category and then multiply
by the lair total);
a larder (or pile) of various foodstuffs, the number of items being equal to ½ total number
of all lair members; the food comprises ‘fresh’ day or dried week rations wrapped
in leaves, paper or skin, as well as drink and soup; Important to know this is ample
enough to fully sustain the tribe, and as such goblins are always hungry.
a store of miscellaneous items***, the number of which is equal to twice the total of
all lair members;
Shaman and wicca members of the tribe each store have 6d12 of their magic components**
in the lair, (dried on the ceiling or in pots and boxes) for spell/potion research/fabrication,
and at least 2 cooking pots, tinderbox/flintstone and 3d4 large spoons/fork to stir and
spoon their broth.
If the lair uses dire wolves or worgs, there are always 1d3 meaty carcasses of animals
(or victims) stored close by the wolfpen;
*The coins have been stolen from , or plundered from graves or tombs in the region (as a result of the graverobbing, 50% of these coins are 100 years or more old.
**Components used by shaman and wicca include feathers, stones, bones, organs, berries, etc.) for spell/potion research/fabrication;
***Miscellaneous items carried by individuals or found in lair include: 40′+1d4x10′ rope, backpack, large sack/bag, small sack/bag, cooking pot, herbs/spices, tinderbox/flintstone, waterskin (water/blood/wine/milk/broth), etc. (DM option); For other examples see “What Can Be Bought” pages 31-35.
Ghnasska (Red Blade) Goblins
Source: Adventure module B10
These goblins have all their weapons painted with a thick waterproof red paint made from tree bark and blood. They wear animal leather and animal Leather armor and also often wear dire wolf robes. They are under the Dominion of Dragon Blerindith. The tribe is in regular conflict with the Jaggadash Goblins. The Ghnasska are afraid of snakes and hsiao; they dislike water.
The tribe is composed of 700 goblins: 385 (55%) are in or near the main lair indicated on the regional map, 175 (25%) are divided over 3 minor lairs in Pine Woods east of the Tomb Hills (not on the map), 70 (10%) are in 3 minor lairs in the Tomb Hills, and the other 70 (10%) in 2 minor lairs in the Jungle of Blerendith,
AC: These goblins refrain from using armor better than leather (AV2) as it hinders their actions.
Preferred weapons: axe, spear, stone dagger. Each goblin has 1d2 weapons.
Poison Use: This tribe does not normally use poison but might be inclined to if they feel outnumbered by multiple or stronger opponents. They would have to buy poison from other local goblins which will take 1d4+2 days.
Possessions: as standard description, with 2d4/HD worth of Gp in gold or silver coins per goblin.
Dire wolves: The Ghnasska ride a dark grey/black variety of dire wolf which has larger fangs, giving +1 to bite damage (non-magical).
Jaggadash (Viper) Goblins
Source: Adventure module B10
These goblins have distinctive cheek tattoos. They are under the Dominion of the Dragon Arksmoos, who is under the Dominion of Dragon Argos. The tribe is in regular conflict with the Kloss-Lunk and Gnhasska Goblins. They are not afraid of snakes, but of owls/hsiao, and have a great dislike of water.
The tribe is composed of 600 goblins in 6 hordes: 5 of about 100 each, totaling 480 (80%) in Witchlands east of the Thunder Mountains, and the remaining horde of 120 (20%) west of Thunder Mountains.
AC: rarely uses any other armor than snake leather or boars leather (AV 1 or 2), used to attack from behind barricades/bushes/walls AC-3
Preferred weapons: warhammer, throwing daggers, short bow, sling, net. Each goblin has 1d3 weapons.
Throwing oil-beetle bottles (all those in 10’ radius of impact Save Deathray +Dex adjustment or suffer blisters that give -2 THAC0 for 24 hours, no cure) Throwing distances: S 20’=+1, M 40’=0, L 60’=-1, (see oil-beetle in RC160 or MMMC3 page 695
Some (30%) of these goblins might carry and throw a small poisonous snake at the intended target to distract and maybe wound/poison. These adders are as per MMMC2 page 253, see above throwing distances. Any thrown adder will likely bite any warm-blooded creature it detects on landing in the following round.
Poison Use: Sharp weapons (daggers, arrows, etc.) are always coated with adder snake poison; SV Poison or 1d10 damage at 1/r next round (Save halves damage, and reduces onset to 3 rounds), Also; ML6+1/(3HD+1) with leader (10max).
Possessions: as standard description, but add goblin/halfling sized armor,1d4/HD worth of Gp in gold or silver coins, 2 stone daggers, 1 ointment of poison (to apply 10x on sharp weapon (DM: use of poison is an Evil act), 1d4 clay oil-beetle oil bottles, small sack with 1 adder (if not thrown already) per goblin.
Dire wolves: These goblins very rarely use dire wolves (as these tend to eat their beloved snakes), but are not afraid of them and might ride them elsewhere after obtaining one.
Kloss-Lunk (Wolfskull) Goblins
Source: Adventure module B10
These goblins have distinctive wolfskin robes and wolf leather clothing, and often wolf leather armor as well. They are under the Dominion of Argos. The tribe is in regular conflict with the Jaggadash and Krimderah goblins. They are afraid of snakes, Hsiaou, and dislike water
The tribe is composed of 400 goblins; 360 (90%) spread out over the Petrified Woods, 40 (10%) in caves close to Ansor Lake (west of Petrified Woods),
4 to 6 of these goblins are able to become werewolves due to their piety (as suggested by GAZ10: “The Orcs of Thar”). These werewolves are not infectious, and are a granted gift/blessing from their Immortal, Wogar. Use the PC4 information to add werewolf shape/abilities, but lower THAC0 and damage by 1. These werewolves are no larger than a normal wolf and can be controlled/dominated by real werewolves. In all other aspects they are equal to the true werewolf.
AC: These goblins refrain from using armor stronger than AV4 as it hinders their actions.
Preferred weapons: hand axe, spear, sling, stone dagger, (the tribe despises metal weapons). Each goblin has 1d2 weapons.
Poison use: These goblins dislike the use of poison out of ‘honour’ principles.
Possessions: as standard, but wolfskin robes, goblin/halfling sized armor, 1d6/HD worth of Gp in gold or silver coins (most coins they own are from an unknown ancient mint - obtained from the local ruins), 2d4 trinkets(DM decides) per goblin.
Dire wolves: The Kloss-lunk goblins ride a brown or grey 9’ variety of wolf. This variety has an increased movement rate of +30’/10’.
Krimderah (Green Raiders) Goblins
Source: Sturm’s 3.2-mile hex Karameikos map
These goblins have a distinctive greener skin (due to their diet, see below). They use camouflage of green /brown organic paints extensively (surprise 1 on 4) to blend into the environment. They also paint themselves to prevent sunburn, as they often act during daylight (something uncommon for goblins as they would suffer a penalty of -1 on THAC0 and lose the benefit of infravision). Instead, these goblins have good tracking skills, and are relentless and careful as hunters, and use ‘mercy’ kills. Although these goblins are mostly hunters (of wildlife), sometimes they harass the Haven settlements, for tools, harvest, or victims to eat. These goblins prefer to eat anything mixed together into a weird soup; this includes not only herbs, roots, fruits and vegetables, but also animals, and humanoids, which are preferably cooked alive. The longer this soup ages, the better it tastes, yet most goblins cannot bear to leave it sitting after being cooked (when the meat falls from the bones) for more than a few turns before their appetite get the best of them. Even though other goblin tribes also make goblin stew, this version seems even palatable to humans, but not to demi-humans, and not when demi-humanoids are cooked within.
The Krimderah are under the Dominion of Dragon Argos, although Dragon Kavoski (under the Dominion of Argos) tries to gain dominion over the tribe. (Argos might be inclined to allow this out of reluctance to use the goblins; better to let someone else under his control use them than not use them at all). These goblins are afraid of oozes, local hags and witches (to them one and the same), and hsiaou, and have a dislike of water, including rain (when they prefer to stay inside or seek cover). The tribe is in regular conflict with the Kloss-Lunk and Lek-Aremh goblins, as well as the local harpies.
The tribe is composed of 400 goblins; 280 (70%) in the main camp and nearby caves in the western Haven Cliffs; 120 (30%) reside in the pinewoods direct south
AC: These goblins refrain from using any armor other than light leather (AV0 to 1 at best).
Preferred weapons: short bow, darts, dagger, net, string traps, lures. Each goblin has 1d2+1 weapons.
Poison use: These goblins will use poison coatings on weapons when they have such poison (15% chance / month to buy 10 applications of poison A, S, OO, or PP from harpies, or hags4 )
Possessions: as standard but there is a 15% chance that each Krimderah encountered will have 1d10 applications of a poison.
Worgs: This is the only goblin tribe in the south of Karameikos using this rare wolf sub-breed which is active during the daytime. They have 12 adult worgs available and try to gain more from the Black-web orcs in the north (outside of map), who breed these vile evil beasts.
Kosivikh (Dread) Goblins
Source: Adventure module DDA4
These goblins have a distinctive amber/yellowish skin tarnished by mud/algae in a speckled green-amber/yellowish-black pattern. They also make use of tattoos. This tribe originates from Thyatis, and after being attacked by a group of adventurers, they split up and one section arrived in the Dymark in 1002AC. These goblins cooperate with a small (40) clan of lizardmen. The Kosivikh are unnecessarily violent (+1 to Morale, initiative and THAC0), unforgiving and prone to revenge.
These goblins will beat captives physically to about half their life (hp) and often bind them with heavy steel chains (reducing movement to 30’/10’ at best, with a lot of noise) or they will break legs and hands to prevent escape or retaliation (this treatment halves movement, and causes exhaustion after Con x rounds, and prevents the use of weapons, hand work, and casting of most spells. A Cure Light wounds spell restores breaks in 1 hand, and a Cure Serious wounds in 1 leg; both instead of Healing wounds)., Captives are kept weak by being fed only once every 3 days. Any item carried by the victim will be taken; books and scrolls will be burned as fuel, clothes might be reused in any imaginable fashion, obvious magical items will be brought before a shaman or wicca, or be destroyed or taken by an individual tribe member (often made unrecognizable decorated/painted in a “Goblin pretty way”).
These goblins are not yet under any Dragon’s dominion, but a small unnamed Black Dragon residing locally is trying to create its own dominion (as it is under the Dominion of Argos), to dominate the Kosivikh. The tribe are afraid of hsiaou and are not afraid of water (there is a 45% chance that the encountered goblin can swim 24’/8’). The Kosivikh are in regular conflict with River-Clan goblins and local harpies.
The tribe is composed of 700 goblins in 11 groups; 525 (75%) live in old tombs and huts in the Kosivikh fens, while the other 175 (25%) in the Vyalia Woods.
AC:These goblins will reuse any armor taken, even if it needs to be ‘reshaped/trimmed/cut into a fitting shape. Mostly this will ruin any magical enchantments (25% to remain in place). Fights are conducted to decide who owns which armor or armor piece.
Preferred weapons: short bow, short and normal sword (often barbed: +1 damage, reducing healing (even magic) which is possible only after 1 hour or after a Cure Disease, infection chance). Each goblin has 1d2 weapons.
Poison Use: These goblins will use poison coatings on weapons when they have such poison (5%/month to buy 20 applications of poison B, C, BB, CC, or NN from harpies or hags). Tribe members enjoy the pain and terror that a poison brings upon a hapless victim, in a similar fashion to how they would enjoy seeing acid or quicklime being used to inflict injury. They will only use acid/quicklime within their lair (DM: Acid/ quicklime game mechanics = 1d8 damage in the first round, continues with the same damage-1 each round and -2 per quart of water/wine/mud used to flush. This is an utterly evil act, and as DM best not to be used on PCs, but on NPCs instead to instill horror and disgust by these goblins).
Possessions: as standard.
Dire wolves: The Kosivikh. ride a dark-brown and grey-bellied variety of wolf with a higher constitution giving it +1hp/HD. Captured victims are not fed to the wolves, but slain victims are sometimes fed to the animals, if not eaten by goblins.
Lek-Aremh (River Clan) Goblins
Source: Sturm’s 3.2-mile hex map of Karameikos
These goblins have a distinctive blueish green skin, and feed greatly on fish (1d8Hp/HD instead of 1d6). Due to this there are no skinny goblins in the tribe, and they are less aggressive (but still do not underestimate them; they are still very territorial and possessive). The tribe is careful in its actions (first Initiative -2, Reaction roll positive = retreat instead friendly). They are under the Dominion of Dragon Argos. They are afraid of oozes (which also live underwater) and hsiaou. The Tribe is in regular conflict with Kosivikh and Krimderah Goblins as well as local harpies.
Being able to swim, all tribe members are unafraid of water; all Lek-Aremh goblins can swim 30’/10’, and know how to hide underwater by holding their breath. This they do as per normal holding Breath rules (RC 90): 1r/Constitution point, after which they try to resurface, mostly loudly (as they wear clothes pegs on their noses to help holding their breath). These goblins have discovered the shrinking/hardening/’gluing’ effect between wet and dry leather and make use of it where possible in binding and construction.
The tribe is composed of 350 goblins in 4 groups: 280 (80%) in the main camp and caves of the eastern Haven Cliffs, and the other 70 (20%) in the pinewoods directly north.
AC: none. These goblins often go naked, except in winter when they wear furs worn inside out.
Preferred Weapons: spear, dart (poison), traps (bear traps, caltrops, string traps, log traps, horizontal and vertical catapulting branch traps), short bow (-1 to hit due smaller size goblins). Each goblin has 1d2+1 weapons.
Poison use: The Lek-Aremh will use poison coatings on weapons when they have such poison (45%/month to buy 50 applications of poison S, OO, or PP from harpies or hags, see; http://pandius.com/What_can_be_Bought.pdf page 66, and they know how to make poison type A themselves from rotten corpses in water, so always have access to this poison).
Food: These goblins are richly fed and the amount of food in lair is equal to 90% of the total number of tribe members; They always carry a fresh fish in their pockets, (or some other food) in addition to the standard possession.
TT: as Standard but Trinkets x3, 1d3 clothespins
Dire Wolves: see sidebar. Dark brown with watertight thick fur variety. Their front seems higher and worg blood mixing is suspected. These dire wolves swim (30’/10’) on the surface of water with their rider if lower loaded than 1000cn, else they discard their load.
Some of the tribes contain several Hobgoblins, who do most of the real battle. They have Hp/HD as 2d4/HD instead 1d8/HD, +1 Con and ST due to a better diet. If there are Hobgoblins in a tribe, they are up to 10% of the total number of goblins in the tribe at best and 01-50% are HD1, 51-75% are HD2, 76-88% are HD3, and 89-94-00% are HD4, (any stronger individuals will move away, usually to join a pure hobgoblin tribe). These hobgoblins mostly originate from hobgoblin youngsters desiring to find their own way (a tradition among these goblinoids). The hobgoblins group together, largely keeping apart from the goblins, until they have grown strong enough to survive independently, or find mates. Hobgoblin males and females are equal in most aspects except in giving birth and having young.
Activity cycle: day & night, size 7′-12′,
ST17, IN4, WI11, CO 10, CH13,
Understands goblin commands,
AC6 HD3+1, average hp 16,
MV 150'/50', Load: 1000/2000cn (full speed/half speed),
Jump 25' forward or 8' high if loaded less than 1000cn, else refuse jump,
AT 1 bite, Run/walk 10T/10Hr,
THAC0 16, Dm 2d4, SV F2, ML8, AL N, xp 125
Source; Dungeon Magazine #59 and AD&D2e Monstrous Manual. Recalculated statistics and some information on these creatures not previously included in canon Mystara.
Climate/Terrain: Kelvin Moor and Volaga River (any water elsewhere), Frequency; Uncommon, Organization; Tribal, Activity cycle; any, Diet; Carnivore(mostly fish or local animals), Size HD x feet, No appearing; 2d12, Tribe; 1 Chief 9+4HD, 2 Patrol Leaders 5+4HD, 2d12 4+4 HD standard Water Ogre 2d12 females, AC5, 3+3 Hit Dice, 1d12 young, AC6, 2+2 Hit Dice, 1d2/1d2/1d4 damage, 1 standard Water Ogre shaman of 3rd level ability
AC 6 to 3 depending on HD, HD average 4+4, THAC0 20-HD-ST adj, ATT; 2 claws 1 bite or 1 weapon, Damage; claw 1d6+ST adj, bite; 2d4, or by weapon +2 and +ST adj, Special Attacks; Special Defenses; Camouflage, Mv60’/20’ Sw 120’/40’, Abilities; ST16+1d4(19-20=ST adj +4), IN6+1d4, WI 5+1d4, DX 2d8, CO 3d6, CH 3d6 (reverse for humanoids), Treasure V, Lair A, AL; Chaotic Evil, MR; 0, Morale 10, Xp calculate as per HD+(1*) as per RC page 128
Water ogres are greenish and scaled with webbed hands and feet. Their necks are long and thick, their shoulders are sloping, and they have huge mouths and undershot jaws. Water ogres have black teeth and nails and deep green eyes with white centers, and their hair resembles slimy seaweed. About 10% grow ivory horns, especially the more powerful males. They are very fond of tattoos, and females may have their entire bodies inked with scenes of death and destruction as a sign of status. They speak a dialect of other ogres. It is said that water ogres were created on Kelvin Moor, dating the Hutaakan Era in the style of the Nithians. Local ogres, adapted to working on the wet ground, were used as a workforce to dig the canals of Key-Haminteb (see the adventure “Trouble in Threshold” in the “Karameikos: Kingdom of Adventure” boxed set for the Tomb of Key-Kaminteb, and also this topic at the Piazza Forums). As the Nithians and Hutaakan went away, the water ogres lost their masters and receded to an uncontrolled wild state, similar to natural ogres. Since that time many have migrated elsewhere in small groups, although a stable group of six tribes remains to the present day.
Combat: Using their green coloration, water ogres can hide, becoming effectively invisible 10 to 80% of the time, depending on terrain(DM). They prefer to attack from cover, so surprise 1-4 on 6 roll. Water ogres typically attack with a large piercing spear (inflicting 2d6 standard damage) in a swimming charge at +1 to hit, followed by melee with talons and teeth.
Habitat/Society: They can breathe air and water, can live out of water for about two hours (then they suffer 1 damage/round due dehydration), so they often forage on land. They usually control an area of about 12 miles, hunting and foraging throughout this territory. In times of scarcity, or when the lure of treasure becomes too great, they will attack the local villages. They prefer glittering prizes like gold and jewels and often overlook dull magical items. They also often attack ships passing through their territory..
Ecology: Water ogres are ignorant and superstitious and have no skills but plundering and murder. Areas of the freshwater lakes and seas where they have influence are avoided by sailors and fishermen. These monsters are carnivores, preying on all who enter their regions, often emptying the seas of life with their voracious appetites.
Dragons of the Dymrak region
This section includes all published canon information relating to the local dragons, with fanon content including Chimpman’s 2300 BC work, Sturm’s 3050 BC work, and maps of the region by Agathokles and Sturm. Bruce Heard’s articles from Dragon Magazine #170 and #171 regarding individual dragons such as Argos, and the draconical Pyramid of Power are also incorporated.
[links: #170: http://pandius.com/immguard.html #171: http://pandius.com/whoswho.html ]
The following Dragons live in the area of the Dymrak Forest in Karameikos, on both sides of the Rugalov River, and known to them as Argosyl. The forest is guarded by several tribes (River Wolves, Kosivikh, Green Raiders) of wolf-riding goblins that have submitted to the rule of Argos.
Argos: (Male Huge Green Dragon 14HD) Top Pyramid power.
From “Who's Who Among Dragons” by Bruce Heard:
Argos’ lair lies 48 miles north of Rugalov Village, in a cave under a small hill on the east side of the Rugalov River that branches northeast from the Lake of Lost Dreams. The dragon must immerse himself completely in the lake in order to reach the entrance to his lair.
Argos is 148 years old (as at 1000AC). Very quiet, he always prefers stealth and trickery to violence. Argos’ sphere of influence has spread steadily to the north, seeking to rally further humanoid tribes (mostly orcs). Argos’ worst enemy is Attura (in Atruaghin), with whom he once attempted to mate. He was almost bound to her as a result but narrowly escaped. Argos fears Attura and has been seeking an alliance with Marudi (a blue dragon in Ylaruam) in case of all-out aggression. Argos’s flaw lies in his inability to make quick decisions. He hesitates and worries far too long for his own good. Other dragons taunt Argos by calling him Argos the Worrier.
Argos can take an elven alias but has done so only as an experiment. Worried that other dragons’ Second Sight ability would reveal the nature of his shapeshifting, he has not named or further ‘shaped’ this elven identity. He will probably only use this identity in the event of a last-minute escape situation. There are a number of dragons in Argos’ Pyramid of Draconic Power: several Green (in the woods), some Black (in the few moor locations) and a few Red and White Dragons (in the mountains). Most of these are named or listed in the table above.
A very old large red dragon lives in the Wufwolde hills north of the area covered by the Dymark map. This dragon is under the dominion of Argos but remains awkwardly silent. Only the local Dwarves and Humanoids seem to suffer from its attacks, and even they do not know its name or gender.
There is a large female gold dragon named Espathaal that has been wandering the Dymark region since 1009 AC. She has an unknown elven alter ego and originates from the Canolbarth Forest. She was under the domain of the well-known Raspaert and became free when the local Pyramid of Power collapsed upon the change of the Canolbarth (during the War of the Immortals). It is assumed she lives with the refugee elves and currently lacks any pyramid power. Her plans are to move to Darokin, Ilnefarn or Dolos against the Cruth mountains and settle there. Due to this she will refuse to fight for freedom or dominance in pyramid power by any dragons recognizing her and will leave if such a thing happens. Argos would love to have her power under his control but is unaware of Espathaal’s location. Espathaal draws limited attention to herself and even hunts in elven form. She is currently the only dragon in the region not within the Argos’ Pyramid of Power.
If a DM uses the Penhaligon Trilogy by J.B.Heinrich in their campaign background:
There has been a large (or even huge) green dragon named Verdilith, which for a short time a few years ago held a vast domain that also compromised the Dymrak Forest (having temporary control over Argos), and eventually affected the whole mid and east of Karameikos. Verdilith tried to force Argos to mate, but Argos was so reluctant and slow, she angrily left him to his own worries. The haste of Verdilith over the lack of action by Argos eventually gave Argos the opportunity to (re-)take on the dominant position soon after Verdilith’s demise, as described in the Penhaligon Trilogy.
Not all the dragons under Argos’ dominion have their lairs identified on the regional map. Some of these are located beyond the map’s borders. Many of Argos’ pyramid of power are small dragons, who have not yet established a permanent lair and are wandering about trying to find a suitable location, temporarily settling in any area they deem acceptable for the time being. The small dragons are mostly young and inexperienced, and may fall to predators, adventurers and humanoids. Other young dragons will take their place in time. A DM can place the lairs of such dragons anywhere within range of the ruling dragon, which is roughly 2-mile hex per HD for large dragons and 1 mile per HD for small dragons. These unlocated dragons are also not named, and are free to be named by the DM.
Ancient Stone Structures in the region
Raths and Cashels
(Earthen and Stone Ring Forts)
These two types of ring fort have souterrains (chambers/tunnels) beneath them used for storage. Abandoned raing forts become inexplicably circular earthen banks with their souterrains hidden below.
There are an unknown number of cashels dating from the old Traldar era on the hills in the north of the Dymrak region. There are about 50 raths spread throughout the Dymrak woods and in the Hills in the north. Most of the raths are totally overgrown, the only rath still in use is Skrytiv. The majority are small (between 15ꞌ and 25ꞌ in size), probably used on a temporary basis by single families, and are marked on the regional map as hamlets, or not at all.
Each rath has 1d4-1 (lower than 0=0) chambers beneath it, and each chamber has a 25% chance of containing relics from the past. If contents are discovered, 90% will be old tools and ceramics, while the other 10% will be valuables (treat as unguarded treasure level 1d4-1 (0=1) as the table in the Rules Cyclopedia page 261). Any coins found are old and worth 50% of their face value, and harder to exchange/use (reaction roll -4+CH adjustment or bargaining skill to be successful). Some rath were used by fairies and sidhe and may contain 1d4-2 additional tiny chambers holding fairy tools/clothing.
If any magical items are found, they will be long dispelled due to the passage of time, or through the occurrences of Days of Dread. Any magical consumables discovered will have evaporated or, if ingested, will cause instant regurgitation and 4+1d4 damage due to stomach cramps if a save vs. poison fails. Any scrolls found can be used as normal but have double casting time due to difficulties in reading from the old material.
A dun is a fort built on a hill with a wooden palisade ring. Their ruins look similar to those of cashels but with remnants of their palisades visible.
This is a series of around several hundred upright stones placed around a dun or a cashel. The purpose of these stones is uncertain. They are obviously a form of defense against potential attackers as the number of stones will hinder progress towards the dun or cashel. But they may also have a magical effect, as all the stones have the same magical sigils.
A DM will know that these provide a magical defense in the form of a single spell affecting only the dun or cashel within. Only the following spells are known to be used in these defenses: Control Weather, Control Temperature, Bless, Protection from Normal Missiles, or a Scroll of Protection (against one specific type of creature). The effort and time required to physically install and magically maintain this form of stone structure requires much investment of time and use of magic; thus it is not a defense that can be quickly implemented in the event of an attack.
The effects of any of these spells cannot be maintained indefinitely, and they need the same spell and a special ritual to be activated to enable the spell to function for a period of 24 hours. Each cheveux-de-frise is different, and most of them are damaged due to the passage of time and do not function. However, this might hold an option for (N)PCs to save themselves if they know how to. Traladaran clerics and druids with history skills might know how to do this on a successful skill roll if they have the spell available. This can be cast by another; the ritual however must be performed by this character and lasts 6 times as long as the casting of the spell itself.
Cairn graves are small stacks of stones above a 2’ deep hole dug into the ground in which a single corpse is buried. These graves are still used by Traldar adventurers and people in the wild to bury their dead. Many are placed near shrines. As these are so numerous, they are not marked on the regional map.
The maximum age of any cairn grace found is 1d100x10 years (older are reabsorbed into nature). Each grave has a 25% chance of containing something of interest (see entry for Rath above). More recent graves (less than 100 years old) hold relatively new items. However, PCs should remember that the plundering recent graves is still considered a crime 3 or higher under theft, as per Karameikan Law. There is a 25% chance that any body within such a grave has become Undead and is either still there or wanders nearby.
Should any open cairn graves be discovered, a lawful or neutral cleric with the adventuring party will be inclined to rebury the dead according its faith.
A court cairn comprises a circular stone tomb in a central chamber with around 1d12 smaller burial chambers leading to it. For each smaller chamber refer to the cairn grave entry above for possible contents. Court cairns are marked on the Dymrak regional map.
The chance to hold undead must be checked for each chamber, if one chamber holds undead, then all the corpses have become such. If they are free to roam, roll again for the other chambers they can access.
Shrines, Temples and Cloisters
Traladaran shrines found by the roadside and elsewhere have a Hutaakan/Traldar design6. Within each shrines are statues of the Immortal(s) that the temple is dedicated to. There will also be a small prayer station for honouring the other Immortals of the shrine’s faith. A Holy Font will be found close by the statue of the Immortal(s), or positioned against the opposite wall.
Thyatian roadside shrines are small houses in which there are several niches, each holding a statuette of the Immortals of the Church. A font is placed centrally within the shrine. Some rare shrines of other Immortals (the Dark Triad, Nyx) exist, but these are all hidden within other structures or underground. Dwarves or Gnomes often use portable shrines to honour their Immortals.
Traladaran7 and Thyatian8 temples are openly found throughout the Dymrak region. Other temples are hidden and often underground. All these temples have one or more shrines within their structures in a section dedicated to the Immortal in question, but are of varying design. The larger space afforded by a temple often means that larger statues are found within these shrines, and that there is a larger and more valuable font.
Temple buildings often have additional rooms to those that services are held in, sometimes including accommodation for the high ranking clergy. A few lower ranked clerics will be found in each temple providing religious support to visitors.. Lower clerics/druids and the local population serve as household staff for the upkeep of the building. Such staff mostly live nearby, or, if the temple is part of a cloister, within the cloister apartments.
Each cloister has surrounding grounds in which produce is grown and animals are tended. There is a temple and bedrooms for those studying at the cloister, and guest rooms for visitors. Other structures will provide utility and storage. Building style and design will vary depending on the dominant Immortal worshipped.
Cloisters of Zirchev are traditionally built on hills. The layout of the buildings in this faith’s cloisters resembles the shape of a lyre. The only two-storey structure comprising the main entrance, temple, and two large storage rooms is located at the base of the lyre shape. The buildings in the rest of the “U” shape provide accommodation, utility services and storage. These structures surround gardens and small plots of land where food is grown. As these cloisters are often located in wildlands, some defense is provided by having the outer facing walls of the various structures (except the temple) being blind, i.e. without windows, and a steep slope on the top of the lyre-shape. Additionally, low-level druids patrol along the roofs behind a 3ꞌ curtain wall. Some early warning of the approach of others may be given by the animals and plants that exist around the cloister.
Cloisters of Petra will be found built on man-made hills. Their layout is circular in shape, with a giant shield-like roof above the cloister buildings. The roof is supported by five rings of stone pillars. There are 4ꞌ high walls between alternate pairs of pillars in each ring. The positioning of each ring is staggered from its neighbours such that an observer on the outside cannot see what is encircling the pillars. Within the inner ring is the temple which makes up about one-third of the cloister. There are other buildings (three-storied) which provide for utility services, storage and accommodation. These buildings surround an open training area. There are also open fields where produce is grown, and horses and some cattle are tended.
Cloisters of Halav are rectangular or square in shape with strong walls and a gate, more resembling a single-storey castle than a cloister. Within the walls, the temple is a 2-storey rectangular building, and other structures for apartments, utility and storage ring the inner perimeter. The open area in the middle of the cloister is a training ground for teaching various fighter skills including jousting. Outside the walls are fields where produce is grown, and horses are tended.
There are no cloisters or temples dedicated to Chardastes. All earlier temples to the Immortal have been desecrated, reduced to ruins or taken over. There are no public shrines, temples or cloisters to the Cult of Halav. In 1010 AC, the only cloister of the Church of Thyatis is in Specularum (see the novel “The Dark Knight of Karameikos”).
All the Traladaran Shrines and Temples (including Cloisters and hidden or forgotten temples) of any faith have a holy font. Somewhere in the vicinity of the altar or inner sanctum can be found this expensive font where holy or unholy water is created.
A font is a blessed basin of fine workmanship and precious metal font on top. Basin and font are engraved with the holy symbols of the Immortal. It is mounted in a special repository of finely crafted and carefully worked rare wood or stone, with a stone base and pedestal, with a rare wooden chest-like holder and lid.
Fonts can be used by clerics not only to make Holy water (used for various ceremonies and Ceremony spells), but also to use the Holy Font spell.
Most Traladaran Shrines are copper, the remaining are silver. Temples have up to gold fonts (The only platinum font is in Mirros/Specularum). Thyatian temples are always using either silver or gold, except in the large Thyatian cities where platinum fonts are used. Mithril fonts are neither used by Traladaran nor Thyatian Temples or Shrines. The Old ruined Tolatiqek Shrine of Ordana holds a mithril font which can be used as described above by Ordana Clerics.
Ceremony Consecrate Item and Magic Font Spells can be found here http://pandius.com/pages_of_virtue.pdf respectively pages 238 and 367. All other clerical spells mentioned here can be found there too.
Non Player Characters
NPCs and Timeline – A chronology of events in the region and details of NPCs connected with the region (particularly relating to “The Barrel” inn) can be found in issue #23 of Threshold Magazine. (see; http://pandius.com/Threshold_23.pdf). Many of the NPC’s mentioned here are part of the storyline around the main characters of The Barrel.
NPCs of Unknown Alliance
Finnig the Witch
Dymrak region of Thyatis and Karameikos
the hills north and south of the Volaga.
within a 20-mile radius of The Barrel Inn
along the roads of Karameikos, and in all the important inns and taverns.
(Faerie and Elfish for The Golden Horn of Honour)
The local elves and fairies know of this wonderful and still powerful animal, a 1,725-year old experienced unicorn, and legends speak of its lawful deeds. Aeasculehyem has already sired some offspring (living in the woods) and knows that his end is only decades away. He knows all the plants with healing capabilities and where the treants and druids live. The unicorn is very careful with the local witches for he fears the possibility of them becoming hags.
Aeasculehyem has befriended Sascha Andrejev’s mule11, Kimmi, and feels the love the creature has for its mistress. He has promised to protect Sascha from the Dark Knight as detailed described by the mule, when it eventually passes away). Until that time the unicorn visits the loyal mule regularly in secret to see that it is treated well and still has its love for Sascha.
Sergeant (Decurion) Julianus Dawnbrow
Dawnbrow was born on 12 Sviftmont 967 AC in Bayville (Thyatis). His parents migrated to Karameikos for a chance to become rich, and this idea is still the base thought for Julianus: getting filthy rich. He enlisted himself in the army at the age of 16, and was stationed at Penhaligon, where he barely survived the abelaat attack by fleeing south to Rugalov. There he spent 6 months in detention for insubordination.
Now Dawnbrow is forced to do the most tedious and boring tasks, such as guarding something or someone (like the Tax master). Mostly, he is to be found in Rugalov or in the company of Tax master Perturo. The sergeant is very frustrated, as his last weapon mastery trainer in Rugalov Keep specifically stated he is too dumb to gain any weapon mastery above skilled level12. Required to obey a mediocre official (Perturo) he has turned bad and often resorts to unnecessarily violent behaviour (often incited by the Tax master). He has an iron hand of control as Decurion over his 10 guards and punishes disobedience and failure regularly by assigning the offender daunting tasks, like forcing them to participate in the Kylo’s Run13.
Arthol Delonna is a young (27-year-old) overactive, overachieving, yet arrogant and obnoxious, merchant. He used a lot of his money to acquire magical items, but he bought so many that much he became magically overcharged and had to sell most of the objects.
Having had several series of investments he became very wealthy and overconfident, thinking that every woman loves him. Though not unattractive, his behaviour is seriously lacking. He is proud of his clothing, shoes, short moustache and beard, which mimic those off a gallant lord. Echoing this appearance, he is trained in the rapier, the stylish weapon for Thyatian Lords.
Arthol owns a cottage in Verrau, which he desires to expand into a Traladaran style mansion but cannot find architects to work for him yet. He does not understand that the reason that his offers of work have been rejected is because of his behaviour. He thinks those he approaches discriminate against him as he is a Thyatian, and so often consoles together with Gustaf Kardowin when they meet in The Barrel (or elsewhere). Due to his feelings of being discriminated against, Arthol is very negative towards the Church of Traladara and defames and desecrates shrines and temples whenever possible (mostly with paint, animal blood, or faeces).
Arthol works 3+1d4 weeks in a row all over Karameikos and Thyatis, and then returns to relax for the same period. His Thyatian helpers follow the same pattern of work/relaxation.
Simon lives in Verrau and is a fishermen, merchant and smuggler born in Overton in 959 AC. He is a friend of The Barrel15 inn and sells all his catches there. He is also a very good smuggler and often helps people disappear elsewhere when hunted by the Thyatians, or others. The smuggling is not done for free, as his life depends on loyalty, trust and good pay. Simon has three hidden vessels on the Smugglecoast, while his main vessel is a small cog sailing ship named Running Tears (see below). He could easily transport PCs elsewhere if needed, providing he was paid well, and could return with a good catch to camouflage his work.
75’x20’x9’ including castle & stern,
AC8, 135Hp*, 1 mast,
Sp100**, Sailing 90(60) capacity; 100,000 (secret 20,000 extra),
14 sailors/fishermen (all trustworthy AL NG, F1, ML10)
2 Ballistae, 2 light catapults, 1 underwater ballista,
food storage 3 months for 18-man crew,
normal value 14,000gp.
There is a secret magical item embedded in the bow of the vessel which, when commanded by Simon. can do three things:
1) triple speed for 6 Turns,
2) make vessel and all onboard invisible for 6+1d6 Turns,
3) teleport to 3 miles Northeast from Pyrehouse Rock
[all of these powers are recharged after the vessel is exposed to the brightest light of the moon (on the night of the full moon as well as the night preceding and following it) for a minimum of 3 hours].
*Hp in this case are Hull Points. 5 points of normal damage to the hull are 1 Hull point of real damage. Only sharp or massive weapons and fire or acid bring hull damage. If Hp are below 25% normal the vessel takes 1hp /Turn damage due intake of water.
**Sp are Sail points. Each % damage is the same reduction in speed. Only sharp weapons and fire bring damage to sails.
Doran is one of the fairies regularly sighted in the woods north of The Barrel. He is over 325 years old and is the son of Perri (see separate entry). Being young he is still learning and making many errors and mistakes but tries to do as his father desires. And in between he frolics around with as many female fairies as possible.
Originally of the Firemane tribe, Eproxy is now welcomed in all the centaur tribes due to her spellcasting ability (as long as she is helping centaurs in need). Eproxy has been saved twice by Peter & Friends, and regularly visits them. She might need the help of adventurers in completing some task or quest and will guide PCs when necessary. She always joins them in a fight if possible, sometimes aided by two 8+HD centaurs from a local tribe.
Finnig the Witch
21st level Witch (1st circle) / Mage, (Female Taymoran Human)
AC5 (incl DX+magic),
HD 9+, Hp29(HD)+9(Co)+12(Lvl)=73(was 82).
AT Dagger or Staff, or spell,
THAC0 9 (adjust by ST+magic) DM as per weapon +1(ST)+magic Spells Choose from GSM Book; (http://pandius.com/Great_School_of_Magic_in_detail.pdf) page 458+Familiar enhancer 1 to 3.
Sv Mu21, ML9, ALN,
ST 14, IN18, WI 9, DX11, CO13, CH9.
Languages: 6 (Traladaran, Thyatian, Callarii Elvish, Ancient Taymoran, Local Orcish, Dwarven)
Skills: 7(4+IN)+lvl (Traladaran Faith (Favors Petra). Cautious, Modest, Open minded, Honest, Suspicious (careful), Reverent).
Magical items: Witches Broom (see http://pandius.com/flybroom.html) Although being a 1st circle witch she never studied further in the extra abilities beyond the abilities Red and Gold Candle magic, 1st circle) For more on witches read GSM book pages 453-457.
Finnig was born on 28 Kaldmont (a Day of Dread - see sidebar) in the year 926 AC. Her birth took place within the ruins of Tahyt-Puh-Danis on Ogos Island17.The birth was long and arduous for Finnig’s mother who suffered pain and injury during the long period of labour and delivery without assistance. Tahytis, Finnig’s mother, was a witch and raised Finnig even though disabled from the trauma of her daughter’s birth. Unaware at the time, some rare spells were not affected by the nullifying effects of the Day of Dread, and this unknown magic affected Finning’s birth. This magic did not become evident until after the Week of No Magic in 1009AC18.
Tahytis always taught Finnig not to listen to the tempting voices which would inevitably come, yet she herself slowly succumbed to the temptation of the Demonic voices and started to neglect her child. There were no other humans, or demi-humans for Finnig to play and learn with, so she was intensely curious about the humans she noticed on the vessels passing by Ogos Island. Raised in the Traladaran tradition Finnig (already a 5th level witch/mage) decided to break free from her changing mother and began her Shearing Years by swimming the dangerous 2 miles of sea to the mainland.
On the rocky shore she used her magic to warm up when a young girl Martha Pershikin approached her. With Martha’s curiosity and Finnig’s longing for a companion of her own age, the girls soon became intimate friends. They adventured together for about a decade, until 948 AC when Finnig learned that her mother had become a Black Hag. She returned to her island of her birth, with her friends Martha, and Piotr Andrejev (a Traldaran Fighter they had met during their adventures).
Although almost totally overwhelmed by the vile magic, Finnig and her friends were able to vanquish Tahytis from its call. They abandoned the island and adventuring life permanently thereafter. Four months later Finnig married Martha and Piotrr Andrejev according to the Traldaran faith.
Finnig is genetically affected by the age-defying effects of her mother and has aged at half the normal rate since reaching puberty. Although she is over 80 years old in 1010 AC, she appears to be only aged between 35 and 40. Many Thyatians underestimate her age and experience due to her young appearance.
Theories about Tahytis
The few mages who have knowledge of Tay,oran history helieve (but have not proven) that Tahytis was the child of a Taymoran witch who became a nosferatu while pregnant. Being prosecuted as heresy and doom to the Taymoran undead the mother fled north into the mountains to the domain of the child's father Pharos Alf-Tethitis. Feeling safe here she relaxed and concentrated her witchcraft and knowledge on her child.
The pregnancy warped and twisted and took 51 years to complete, while the Taymoran empire was destroyed in a volcanic cataclysm of unknown proportions. Fifteen years later, within the surviving sections of Taymora, a healthy living child was born - not undead, not nosferatu, but a seemingly normal human. It seemed that the witchcraft used by the pregnant nosferatu washed away most of the magical undead effects, except the longevity. Tahytis was thus eventually born in 1715 BC.
Both the father and the child did many good things for the people in the east, and it is said they took their name as a sign of respect. Other sources of the name Thyatis for the current empire also exist. In 500 BC the Nithians disappeared from Mystara without a trace, which left Pharos Alf-Tethitis imprisoned inside his pyramid. Tahytis tried for centuries to reach her parents but failed.
Finnig’s father was an unknown sailor stranded on Ogos island in the spring of 926 AC. A relationship developed between Tahytis and the sailor, under whose guidance Tahytis conformed to the Traldar faith. After the birth Tahytis magically sent the sailor away out of shame and guilt and returned trying to reach her true love, Pharos Alf-Tethitis while training her child for witchcraft.
Tahytis’ desire to find Pharos Alf-Tethitis that became the weakness for the Demonic voices to manipulate, and eventually turned her into a Black Hag in the early summer of 948 AC after sacrificing almost a hundred sailors in a magical conjured storm. It was only a week or so later that Finnig, Martha and Pjotr defeated the Black Hag. Finnig never revealed that the Hag was her own mother, and her mourning and sorrow remain her secret.
The Day of Dread
In 1000 AC* 28 Kaldmont is a day on which stellar activity may (3% chance) cause the sky to change colour or glow creating fear to the nation’s inhabitants. During such a day, all magic becomes totally nullified. By 1010 AC** this date is referred to as the Day of Dread when magic fails everywhere on Mystara.
The article “Week Without Magic vs Day of Dread” http://www.pandius.com/wwmvsdod.html by The Stalker at the Vaults of Pandius , and this author’s article “Charting and projecting continued Radiance usage” http://pandius.com/radusage.html (also at the Vaults) examine the concept of the recurring Day of Dead. In particular, this author proposes that the effects were happening as early as 895 AC and grew in frequency and effect in subsequent years. Events during “Wrath of the Immortals'' saw the effect produce a temporary whole week of magic nullification.
*according to GAZ1: “The Grand Duchy of Karameikos” - page 33
**see “Karameikos: Kingdom of Adventure – Explorer’s Guide” page 125
Gendarim the Druid
There are 17 druids active in the Dymrak region. Gendarim (born 22 Fyrmont 966 AC in the Human/Elven settlement of Ryania) is the highest in level and thus the erstwhile leader. In fact, as druids work independently, Gendarin’s role is more of a teacher than a leader.
Gendarim was mesmerized when he first discovered the oak treant, Gruuknimaar, in the Dymrak Forest at the age of 15 during his Shearing years and befriended the weird creature. In the following decades both travelled through the whole of the Dymrak (across both the Thyatian and Karameikan/Traladaran areas). They met various elven tribes, citizens of Haven, goblinoids of the woods, orcs and dwarves of the mountains, witches and lycanthropes of the hills and centaurs and chevalls of the fields. Some they befriended and some they fought, but all the time they gained knowledge of the creatures and wider world around them.
The treant, Gruuknimaar, took root in the Druid’s Grove before the Great War, for it sensed that a great imbalance was coming to the world. At that time Gruuknimaar was a 16th level treant of aged 110 years19. Although rooted, the treant is still sentient and can be contacted using the right spells and behaviour. Such contact has a slim chance to reawaken Gruuknimaar).
Gullywing is a 230-year old. 15’ tuskless Narwhal20. She was originally an aquatic elf who accidentally caused several major transgressions to her people and their faith. Due to that, her piety21 dropped far below 0, and she was cursed by Manwara to become a Narwhal Cleric and help all those in need. Gullywing is not the smartest and is known for clumsiness. Her strong body protects her from most harm but can also inadvertently causes harm to others. Her piety is currently at 29 and as such she has earned back the power of unhindered clerical spellcasting and nothing more. When her piety climbs to 100 she will be able to transform back to her former self.
Ilicum is the mother of Doran, she is a mere 711 years old. As a grape and wine lover she has her home north of Scalania in the fork of the Scalania and Calyanya creeks. Here she lives with several less experienced sisters.
Ilya is a 336 years old pixy adventurer who regularly visits Haven. He was born and raised on the Isle in the Lake of Lost Dreams. Ilya became an adventurer when he first saw the monstrous dragon Argos. Since then he has battled undead, harpies and humanoids. He was recently severely wounded by a black hag and needed to recuperate and heal. As a fiend of Rowan Selasar, he took residence there.
He is now fully healed, ready to accompany human or demi-human adventurers fighting for a good cause or just exploration, often without them even being aware of his presence. He has invisibly entered The Barrel and listened to all he can to determine what to do. This NPC can easily reappear in PC groups
At 55 years old, standing 6’6”, and weighing 3400cn (380 lbs), Gustav is severely overweight, with acne and acne scars on his face and body interspersed between sparsely spaced strands of long body hair, beard stipples, and has a severe hygiene and dental problem. He always complains he is cursed, but never reveals the details of his curse (a side effect of using an orc ring he tricked some adventurers out of). If subjected to a Remove Curse spell his fattening/gross appearance effect will stop and slowly return (by 1% per day) to normal, until the ring is used again.
He has been a merchant since 978 AC and became filthy rich by cheating beginning adventurers into selling their found treasures to him. He has an estimated value of 500,000gp and owns a Thyatian style villa in the Hill District of Specularum. Due to his mischievous acts on new adventurers he can be found every Nytdain in The Barrel inn, and although the crew of establishment dislike and distrust him, they still send prospective sellers to him.
Pertruro was born in Ratae (Thyatis) on 13 Kaldmont 963 AC to the local undertaker and his wife, who were Hattians. This skinny, scrawny, ugly, arrogant figure of a human is a narcissistic, egotistical sociopath, who enjoys bringing mischief to other nationalities. He sees Traladarans as mere heretics and barbarians, elves as sissy weaklings, hin and gnomes as foolish weirdos, dwarves as snobby bearded tricksters, mages of all sorts as heretics, and a danger to the world, liars, etc., women as arrogant bitches (who never react positively to him) and all other non-Thyatians as strangers not to be trusted. The Hattian religion in which he was raised taught him to hate and he fears the world as he was indoctrinated by conspiracy theories so wild, that most others disregard them as slander.
How he has wormed is way up to this title is unknown, yet he derives personal pleasure in enforcing the Karameikan tax laws in the most negative ways. If the money available is just a bit too low, he captures important cattle, merchant wares, or craftsman’s tools make up the difference. Items are always less valuable in his arrogant view, and when opposed he tries to enforce his will by employing the soldiers of Sergeant Dawnbrow. He greatly dislikes the position of the elves (who collect their own taxes which are sent directly to Specularum), and desires dominion over them to enforce his laws and).
Perturo is regularly attacked, and loses a large amount of the collected taxes, mostly due to local thieves who cleverly exchange the items he has confiscated with similar items of lesser value (the original items are returned to their former owners). These attacks rarely cause the death of any guards, who are mostly incapacitated by guile, trickery, being outnumbered or by magic. More than once have Perturo and his guards been found butt-naked, in mud, blood, dirt or even tar and feathers bound to a tree-log, stumbling awkwardly through the woods in an attempt to be freed. Other degrading and insulting methods that have been used are naked impalement in the town square, tied upside down to the wheels of the water mill, or even bound to the back of a wandering Overton Zombie. Perturo has reacted furiously to these events by trying to place as many wanted posters of the culprits (mostly without any result). The few miscreants that are captured are brought before him and Lord Rugalov and sentenced to the maximum limits of the law in punishment. Often this includes a degrading journey through the region to show his might and accomplishments. Any magic items that Perturo finds are confiscated as witchcraft or heretic items and sold in Ratae. Originally Perturo’s black hair is combed backwards and oiled, but in 1009 AC he was shaved bald and until his hair regrows, he interchanges between hats, helmets, wigs, and paint (yes he sometimes paints his head as if he has hair!).
Perturo comes to collect the taxes each quarter and returns daily until paid in full. Anything earned above the required sum (that will be deposited in the Lord’s vaults) is shared between Perturo, Dawnbrow and his 10 soldiers (1% to each soldier, 5% to Dawnbrow, and 45% to Perturo) which keeps the Sergeant and his troops in line and obedient to the taxmaster’s command.
Perri is over 850 years and is one of the fairies that are regularly sighted in the woods north of The Barrel. He is usually accompanied by his son Doran. Perri lives with all his pixy offspring normally in the fork of the Hihoot creek and calls that area home, here he pesters those walking on the Haven Trail. The hsiaou living close by are very friendly to all fairies, elves and friendly humans.
He cares deeply about nature and the environment of the Forest and is involved in its protection similar to the druids.Often, he meddles in the affairs of mortals, taking it upon himself to protect and assist various individuals and communities, and punishing wicked people. He is particularly concerned with preventing basically good people falling into evil ways and thwarting the plans of the malevolent. To achieve this, he uses trickery and guile to lure adventurers into doing what he desires.
Redstone is a 2’ 3” brownie who came to the area in 942 AC and is Woodrock’s nemesis. Although the former owners of The Barrel took a liking to the brownie, he repaid them with a malicious and negligent attitude. Around 945 AC the inn was regularly attacked by goblins that Redstone had lured there. The owners abandoned the inn after they felt unable to cope with the mishaps and small fires caused by Redstone. Subsequently the old inn was cleaned and reopened under new management who, from their first day, experienced repeated goblin attacks. (The goblins were motivated by rumours spread by Redstone that the building hid some wealth of magic).
On the 12th Amyrmont 955 AC Jaggadash goblins burnt The Barrel to the ground for the last time. Several guests were slain, and none of the staff survives. Those who died became ghosts or wraiths, and as a result Redstone became a redcap (an evil brownie). The location was abandoned, and its remains collapsed over the course of the following years, becoming a haven for the ghosts and wraiths of those who perished there.
Redstone then became sour and angry, and believed he was cheated of his Immortal status and left in a world of imperfection. Still today he vents his ire upon any hapless mortal who crosses his path.
He hates all mortals, and even most animals. He had been befriended by the wraiths and ghosts living in the Old Barrel, but hates the current owner, Peter, and friends for destroying them in the winter of 992 AC.
Redstone’s primary goal is to destroy the new Barrel inn and cause anyone inside, to perish. The problem with achieving his desire lies with the Cleric (Tom Townes) living there and the many holy items and the expertise and magic of the owners. Besides that, Woodrock the brownie tries to prevent this to happen. Redstone always tries to attack the helpless (preferably sleeping) victims and is a coward at heart, others will be harassed but usually not attacked.
As he rarely enters The Barrel (he cannot pass through the secret door in the tunnels, and rarely succeeds in passing through the doors not protected by holy symbols). His mischief is done mostly by the wagons and animals of the merchants and guests. Redstone’s pranks include tricking many guards by tying their laces or hitting them with tossed pebbles; disturbing tired animals; attacking those sleeping in the wagons; wakening guard dogs to rouse the whole area; setting minor fires, and so on.
The owners and patrons of The Barrel are unsure what is responsible for this evil mischief but suspect that an evil fairy is the cause. The inn’s staff advise their patrons to use Blessing to ward off such mischief around them or their wagon to minimise the damage for as long as the spell works.
Redstone prefers to flee when attacked. If he was ever killed, he would burst into flame leaving a single large tooth behind (a component sought for by local Hags and sometimes even witches). The redcap has a Ring of Diminution which can function three times a day for 1d6+4 Turns (or sooner if willed normal or subjected to Antimagic/Dispel Magic). He lives in the north of the underground corridors in a niche close to an exit to the surface25.
Woodrock is a 220-year-old brownie who has lived secretly in The Barrel inn since 984 AC, helping the permanent residents (and rarely the beautiful female guests) with urgent yet simple problems. It is known that there is a brownie present in the inn, yet none speak about it, nor has anyone but the local wee folk spoken directly to Woodrock. The staff leave him milk brownies, nut-cake and cookies, and once a week a real meal (otherwise he scrounges the remnants of other folks’ meals.). This may be the reason why Woodrock is a bit on the heavy size compared to other brownies.
Woodrock lives in a small den underneath the woodstock in the inn’s courtyard, and has small tunnels all over the main hall, kitchen, basement, private building, stable and outside area. He is afraid of the inn’s cook, Kwaan Snout, due to his orcish scent. The brownie knows to disregard clothing placed at its bowl by any except the permanent residents, for if he were to accept the clean folded clothing, they gave him, he would be forced to leave26.
Woodrock is aware of the presence and deeds of the redcap, Redstone, and tries to do his best to prevent bad things from happening. It is not uncommon for both to be prowling the area:; Redstone to do bad things, Woodrock to restore or prevent this.
Map of Southern Dymrak Forest and Rugalov
Latests version as at 17.10.2019: https://www.deviantart.com/6inchnails/art/Dymrak-Forest-804091369
All this is based on the greatly updated 1 mile map of the Dymrak Forest as per variant canon maps and sources and fanon additions by Robin.
Here all the original sources for making this map together; https://www.deviantart.com/6inhttps://www.deviantart.com/6inchnails/art/South-East-Karameikos-research-788886325chnails/art/South-East-Karameikos-research-788886325
B1-9; “In search of Adventure”, B10: “Night’s Dark Terror”, DDA4: “The Dymrak Dread”, X1: “Isle of Dread”, TM1: “The Western Countries Trail map”, TM2: “The Eastern Countries Trail map”, GAZ1: “The Grand Duchy of Karameikos”, GAZ6: “The Dwarves of Rockhome”, GAZ7: “The Northern Reaches”, GAZ9: “The Minrothad Guilds”, “Dawn of the Emperors”, “Karameikos: Kingdom of Adventure”, PC1: “Tall Tales of the Weefolk”, PC2: “Top Ballista”, PC3: “The Sea People”, PC4: “Night Howlers!”, The Penhaligon Trilogy novels (“The Tainted Sword”, “The Dragon’s Tomb”, “The Fall of Magic”) by D.J.Heinrich.
http://pandius.com/32karamp.html and http://pandius.com/nekaram.html by Agathokles (Giampaolo Agosta),
http://pandius.com/kara1020.html by Sturm (Francesco Defferrari),
http://mystara.thorfmaps.com/b10-eastern-karameikos-3/ by Thorf (Thorfinn Tait)
http://pandius.com/south_east_karameikos_mystara_by_6inchnails-dayxona.jpg by Robin
Taymora map overlay 2300BC and 1000AC http://www.pandius.com/Mystara2300BC_Taymora_Overlay_8mph.png by John Calvin/Chimpman with works of Geoff Gander, James Mishler, Giampaolo Agosta
Known world map 3050 BC http://pandius.com/New_Blackmoor_3050BC.png by Sturm
Penhaligon Trilogy inside cover maps; http://pandius.com/bywater.html
Compilation research of the area; https://www.deviantart.com/6inchnails/art/South-East-Karameikos-research-788886325 by Robin
3Note for DMs: See http://pandius.com/What_can_be_Bought.pdf page 66 for details of poison varieties, and page 67 for information on herbal antidotes. A character with a Herbalogy, Healing, or Survival (of such terrain) skill can find appropriate antidotes after 1d4+6 Turns of searching on a successful skill roll. As a precaution against poisoning, a PC can buy regular antidotes from the Vyalia elf settlements, from Rugalov market, or from a local Apothecary.
6and most resemble the Real world Brisbane Remembrance Shrine (https://en.wikipedia.org/wiki/Shrine_of_Remembrance,_Brisbane)
7resemble the Macedonisch-orthodoxe temples as the real St. John Church at Kaneo See; https://en.wikipedia.org/wiki/Church_of_St._John_at_Kaneo,
9See more on this in AD&D 1e DMG
14Thyatian and Karameikan Merchants follow the Darokin merchant system, with one major difference; they do not acquire spell/abilities like the Darokin merchants, but instead gain one extra (non action, mostly intelligence, wisdom or charisma based) skill slot for every merchant level.
21Piety can be modeled and managed using information provided by the article I by Lachlan MacQuarrie in Dragon Magazine issue #236, or by the somewhat expanded version in the author’s blog. https://breathofmystara.blogspot.com/2013/03/piety-character-piety-is-measured-by.html