Category Archives: Campaigns

Necrology: Satyavati

Tomb/prison of Ibarkaju

It seems like analyzing player character deaths might be a good way to discuss the issues of risk and fairness, so I am going to make this a regular feature. This exercise is not intended to be a celebration of lethality or a collection of macabre DM trophies. Instead, I want to think about the interplay between clues, hazards, and player decision-making. Basically, I’m interested in reflecting on the actual play experience of specific character deaths because I think they can help inform scenario design. Rulings required to adjudicate will also be noted.

The first entry is a relatively straightforward death. The magic-user Satyavati was slain by animated statues that were guarding the tomb or prison of an ancient wizard. This is how the session went down. The party entered a 50′ x 30′ hexagonal chamber that had pillars carved in the form of stately warriors running down the room. At the north end was a plain stone slab upon which was lain a perfectly preserved body in loin cloth. There was writing all over the body and slab recounting wizardly crimes. The figure on the slab was holding a stone tablet over his chest that was inscribed with magical symbols.

Satyavati cast read magic on the tablet, and it turned out to be the equivalent of a scroll of protection from evil, which he cast. As the characters were investigating the area around the body, two of the columns animated, stepped down from their pedestals, and attacked. There were several rounds of combat (one of the PCs needed to make a save against paralysis, which was successful; though the players didn’t know what it was for, it still scared them and they retreated).

As they moved away from the slab, the statues disengaged and resumed their pedestal positions. Safely at the south end of the room, the characters regrouped. Someone suggested that Satyavati approach and continue to investigate since he still had protection from evil active and had not been attacked previously. They didn’t know whether or not it would ward away the statues, but thought that it would be worth a shot. As he approached, the statues animated and attacked again. Satyavati lost initiative, and was reduced to 0 HP by the attacks. He then needed to make a save versus death (we don’t play with auto death at 0 or negative HP, but instead use a saving throw) which was automatically failed due to a previous effect (which the player knew about).

Ramanan (the player of Satyavati) described the session thusly:

The party ventures off to the glass forest of Pahvelorn. They investigate the statue of St. Azedemar, the disgraced cleric / wizard killer. They move on toward the Ziggurats, and come across some 6-legged moles, who are being eaten by a werid fury centepede snake. A battle ensues, but the party of Gavin are victorious. Entering the Ziggurat, a staircase leads down to a submerged chamber. The party manages to cross the first room they find, despite a giant ooze that makes their life difficult. The second room contains an altar, which the party decides to muck around with–twice: Satyvati didn’t survive the second time. My next saving throw is a automatic fail. DEAD!

Referee note: the chamber with the ooze was partially flooded, not totally submerged. The “automatic fail” saving throw was the result of a “natural 1s” LotFP table (from Green Devil Face 5) that we have been using, the text of which is:

7. Your next saving throw attempt automatically fails.

Yes, this effect is dissociated, but we have been having lots of fun with this table.
Were any rulings required? I needed to decide if animated statues counted as evil for the purposes of the protection from evil spell. This is something that I had already determined beforehand, though the players did not know the mechanics. Undead and summoned creatures are “evil” but constructs are not unless they are possessed by a spirit. I’m in favor of things like this being mysterious and requiring experimentation and discovery. The danger was clear here, and the choice to potentially reengage with the statues was made explicitly. Further, there were a number of second chances involved (initiative, statue attack & damage rolls), so chance could have still saved the intrepid magic-user.

RIP Satyavati, magic-user 2 (picture by Gus L)

Giants of Pahvelorn

Image from Dark Classics

Before the coming of Lord Arios, giants ruled the Whiskerknife Hills and surrounding areas. The giant-bane Arios, along with his companion the wizard Ismahir, drove the big folk away and built the fortress of Pahvelorn. Some say the giants retreated to the dark places of the earth, others that they were driven south into the Cobramurk Mountains.

The giants themselves believe that they came from the sky. Each glittering star in the evening night, they say, is a palace of their forbearers. The terrestrial giants are divided about the events which brought them to the ground world. Some believe there was a civil war above, and that the giants of the hills and mountains are the remnants of the defeated. Others aver that the over-world was menaced by some great doom, forcing its dwellers into the imperfect world below.

Giants have two uses for humans: meat and slave labor. In the legends, they keep and breed humans like humans keep cattle and dogs. The dull and small ones are intended from the start for the cook pot, but they have also developed a hardier breed which they use for other tasks. These are called drudges. They are large compared to most humans, often seven or eight feet tall, with tough skill and thick, ropy muscles. They cannot speak, and only usually understand a few crude words. Even the best drudges grow old however, at which point they too are destined for the great cleavers of the giant kitchens.

Drudges roll 12 + 1d6 for strength and constitution each, 2d6 for dexterity, and 2 + 1d6 for intelligence (other ability scores are 3d6). They worship all giants as gods incarnate and have no talent for sorcery.

Ratlings in Pahvelorn

Rackham (source)

Rackham (source)

Or, how I discoverned what halflings were like in my setting.

The sequence of events was as follows.

  1. Gustie’s first PC, a fighter named Lune, was incinerated by a fire-breathing statue trap.
  2. For his next character, he decided to create a thief, Beni Profane, a rat-catcher.
  3. After an adventure, Beni went carousing and failed his saving throw. He rolled a 19, which is: When in a drunken stupor you asked your god(s) to get you out of some stupid mess. Turns out they heard you! Now as repayment for saving your sorry ass, you’re under the effects of a quest spell.
  4. I asked Gustie what god or spirit Beni worshipped, to which he responded none. So I asked him what god he feared, and he came back with The Mother of Thousands, a six-armed rat spirit.
  5. And so was Beni was given a quest in his dreams by The Mother of Thousands.
  6. The problem, as it turned out, was that a group of ratlings was being persecuted by the Priest-King Agamos, lord of the stronghold of Ilum Zugot to the northwest (map).
  7. The ratlings had recently taken over some abandoned grave barrows as shelter, and were stealing grain from the Priest-King’s farmers and grain stores.
  8. The PCs successfully negotiated a deal between the rat-folk and the Priest-King where Agamos would give them grain in exchange for direction to more sealed barrows and spying on those around the Priest-King’s domain (especially Efulziton the Unseen, a necromancer to the south).

Ratling Class

  • 2d6 for strength and constitution
  • Level progression as thief
  • Hit dice as magic-user
  • Attack progression as cleric
  • No skill with armor, but see below
  • Only small weapons may be used without penalty
  • Weapon damage is “two dice, take least” or one die if wielded with two paws
  • May use their bite to attack (1-3 damage) or chew through things like ropes
  • Climb Walls, Hear Noise, Hide in Shadows, Move Silently, Pickpocket
  • Smell-based search rolls (including detecting poison) as Hear Noise
  • Natural AC as light armor (leather)
  • Round to round, attack ranks may be used to improve AC
  • +4 save versus wands, dragon breath, and disease
  • May speak to rats and related rodents (only general concepts)
  • Can squeeze through extremely small openings
  • For starting retainer roll d6: 1-3 giant rat, 4-6 young ratling

Ratlings detest most domesticated animals, but sometimes have giant rats (HD 1-1, AC 7, damage 1-3) as companions. Humans also will generally not follow them as retainers. Thus rather than a standard retainer, ratlings may begin with a giant rat or ratling youth. It is common for young ratlings to be taken on short tours of the world at large, to teach them how to hide from civilized folk and familiarize them with all the dangers that threaten rat-folk. Most return to their burrows terrified of everything, but a few rare ratlings acquire a taste for adventuring.

Ratling youth

HD 1-1, AC 7, bite, smell, and climb walls as above; convert to full ratling at 100 XP.

Magical Research Assistance

Image from Wikipedia

The only method given in the 3 LBBs for acquiring new spells is magical research. No mention is made of copying scrolls into spell books, as is common in many later editions. The magical research system (detailed on Men & Magic page 34) is based on GP investment followed by a percentile roll for success. Costs per 20% chance are, by level of spell:

  1. 2000 GP
  2. 4000 GP
  3. 8000 GP
  4. 16000 GP
  5. 32000 GP
  6. 64000 GP

There are no spells above sixth level that can be prepared in spell slots (though there may exist more powerful ritual magic). The expense is cumulative, so that if you spend 10000 GP on researching a first level spell, there is a 100% chance of success. One week per spell level is required per attempt.

This is quite expensive, but in my game there are some house rules for increasing the chances of success without investing more GP. Here are some such ways (a few are based on ideas described in more detail in Spells by Reverse Engineering & Dissection). The epiphenomena of researched spells will likely be affected by the type of research employed.

Reverse Engineering
If you are willing to destroy a magic item in pursuit of magical insight, that is worth a 20% bonus to the spell research roll. The item must be relevant to the spell effect in some way. Note that this covers using scrolls in magical research rather than casting the spell from them directly.
Dissection
If you can procure (by capture or purchase) a magical creature that is related in some way to the spell being researched, that is worth a 20% bonus to the spell research roll. For example, a creature that can use shadows as portals might be useful for researching dimension door. Mundane creatures are not generally useful for this bonus (thus, dissecting birds does not help with researching fly).
Studying Another Magic-User’s Spell Book
You can’t just copy a spell, but if you have access to another magic-user’s version of a spell, that is worth a 20% bonus to the spell research roll. Access to a grimoire works also.
Human Sacrifice
Magic-users with flexible morals may consume sentient, intelligent lives to help power their dark investigations. The number of souls required for a 20% bonus to the research roll is equal to the GP value of investment by spell level divided by 1000. Thus, a first level spell requires 2 while a sixth level spell requires 64. Not all spells can benefit from human sacrifice.
Places of Power
Some locations are inherently magical, either due to the echoes of past events, or strange connections to other places and times. Some examples are ancient standing stones and sites that exist half in the mortal realm and half in Dream-Land. Performing research for some kinds of spells in certain places is worth a 20% bonus on the research roll.
Self Sacrifice
Some magic-users crave power so much that they are willing to give of themselves. You may spend 1d4 ability score points or one hit die for a 20% bonus to a spell research roll. These reductions are permanent. Spells researched through self-sacrifice are said to be more deeply tied to their creator than other spells.
Assistance
What are apprentices good for, if they can’t help you with magical research? An arcane entourage will provide a 20% bonus to spell research rolls. One apprentice per spell level is required for this bonus (so six assistants are required to get any benefit during the research of a sixth level spell). The assistants in question must be skilled enough to prepare spells of levels two beneath the level of the spell being researched.
Mind invasion
ESP along with a subdued magic-user that has a given spell prepared is much the same as having access to a spell book with the magic formula. Not for the squeamish or ethical.
Specialized Library
Large collections of specialized books are quite rare and valuable, but may in some cases be worth a 20% research bonus.
Diabolism
Demons know a lot about magic. If you give a demon or spirit something, it might help you out enough to get a 20% research roll bonus.
Image from Wikipedia

Each attempt must include at least one unit of monetary investment (for example, at least 16000 GP must be spent on any attempt to research a fourth level spell). In general, other forms of assistance may be used no more than once per attempt. For example, a magic-user could capture and dissect a salamander during the research for wall of fire, but capturing and dissecting another fire-oriented creature would not grant another 20% bonus for this particular spell.

Abstract magical research may be performed at any point, if the GP is available. This may be applied to any future specific attempt, but abstract magical research functions like carousing and requires a saving throw versus spells to avoid unintended (but often amusing) consequences.

What happens if the roll fails?
The preparation and investment are not totally lost, but some aspect of the magic-user’s understanding or ritual preparation was off. One of the 20% bonuses is wasted. So, if you only invested the minimum needed GP and didn’t use any other form of assistance, you must start over from scratch. The magic-user may try again in one moon with the reduced percentage (if any is left over), or invest further in the procedure. The same preparation may not be used for a different spell.
What about researching a spell in the rules versus making up your own spell?
Mechanically, these two cases are handled the same way. However, it will generally be easier to find non-monetary components to assist with the research of spells from the rules, as scrolls and NPC spell books will contain formula for those spells. Also, I have seeded the campaign world with other features and items that are useful for researching particular spells.
How does this interact with the grimoire system?
If you have a grimoire, and cast read magic to interpret a spell in it (only needed before preparing the spell for the first time), you may prepare the spell as normal. However, the spell is not “yours” and if you lose the grimoire in question, you will not be able to prepare the spell again. Researching a spell (either one from the book, or a new one from your imagination) does not allow you to create a grimoire, which is a special kind of magic item. Creating a true grimoire is the feat of a great archmage. Thus, finding a grimoire is the least expensive way to get access to a new spell that is not consumed after one use (as a scroll is so consumed).
How does this apply to clerics?
Clerics use the same system for magical research, but the list of potential aids is different, and will likely be covered in a future post. Cleric magic is more limited than the sorcery of magic-users; methods of discovering new cleric spells generally include activities like copying holy scripture and staging secret rites.
Image from Wikipedia

There are stories about guilds of magic-users that share spell books, thereby easing the cost of magical research (one only needs time with another magic-user’s spell book to use it as an aid in magical research). No such actual organizations near Pahvelorn are known, however, and magic-users tend to be a jealous, paranoid, secretive lot. Also, legend has it that learning another magic-user’s spells will give you insight into the weaknesses of those spells and potentially even power over their creator, much like knowing a true name.

Sightseer’s Guide to Zorfath

Welcome to Zorfath! Unfortunately, the town is not what it once was. In the 100 years after the ascension of Castle Pahvelorn to the overworld, the northeast, southeast, and southwest quadrants have fallen to ruins. The town itself, located in the northwest quadrant, is almost perched on the edge of the great chasm. It’s only a about a hundred paces to the Great Stairs, which leads to one of the entrances to the ruins in the pit. The abandoned parts of town are not safe; creatures from the surrounding wilderness often wander in, though they are prevented from entering the town proper by wards and the diligent town guards.

Oh, and stay away from the entrances to the old sewers. A cleric that came through town years ago sealed them all with holy power when the unquiet dead began to emerge and terrorize the town. Everyone assumes they are still trapped down there.

Here is a list of some locations that travellers like yourselves might be interested in, organized by what they provide.

Rumors, retainers, affordable lodging, and a good drink: THE GIANT’S SWORD. This is the best known tavern in Zorfath, so named for the huge rusty sword, the height of two men, thrust in the ground by the door. The blade was said to be wielded by a giant slain in the campaigns of the exiled Lord Arios.

Weapons and custom armor: BLACKSMITH’S SHOP. There’s only one, and it doesn’t really have a name, everyone just calls it the blacksmith’s shop. It is run by Master Greenscum and his crew of apprentices. Greenscum collects exotic weapons and will pay good GP for such items.

Exploration gear: THE GENERAL STORE. Pretty much what is says on the sign.

10′ poles, torches, lamps, oil, and other illuminates: take your pick of ARGOTZ LAMPMAKER & OILCRAFTER, SEVENTOOTH BLAZEWORKS, and VENDRANG’S ILLUMINATIONS. Lamp, oil, and other light-giving tools are one of the major products of Zorfath (fish, orange pottery, and green wheat being the other two major trade-goods). Any of the illumineers will pay for fire beetle glands, giant fireflies (more if alive), and several other creatures useful for light-crafting. The Zorfathian 10′ pole is used by the lamplighters and is generally fitted with a small metal hook at the business end.

Antidotes and other herbal concoctions: USETH’S APOTHECARY. Shilum the apprentice mostly manages the apothecary now, as his master Useth is gravely ill. Seeks undamaged corpses of poisonous creatures.

  • Wyvern antitoxin (500 GP per dose, limited stock)
  • Giant centipede antitoxin (25 GP per dose)
  • Other antidotes may be available depending on supply

Selling valuable loot and buying exotic items: THRACLE’S GRAND EMPORIUM. There are always a few strange and marvelous items to be found at the Grand Emporium, though they change frequently. Thracle is probably the richest person in Zorfath, though he is rarely present, as he has Emporiums in other towns and strongholds as well, and often organizes caravans. Some people believe he pulls the real strings in Zorfath, rather than the Sheriff or Council.

Learned consultation: STRODASTIN THE SAGE. He is employed by Thracle, and has chambers somewhere in the upper stories of THE GRAND EMPORIUM. He travels frequently, and so is not always present in Zorfath.

Specialist hirelings, treasure maps, and other resources for explorers: NULHOON’S LODGE. The home of the Society for Treasure Hunters. This is not open to the public and requires an invitation.

There are also numerous bakers and fishmongers, in addition to the CENTRAL MARKET, where rations can be procured. BEGGARTOWN lies on the west edge of Zorfath, and cheap (but often unreliable) help can sometimes be found there. That poor part of town lies just inside the geomantic wards that help prevent dark creatures from overrunning the town during the night, when the powers of chaos are strongest.

More rumors:

  1. The master smith Hovandam is said to live somewhere on the downlow in Zorfath. Supposedly, he has sworn never to make another blade, but maybe you can convince him otherwise.
  2. Zuhar the bandit chief has a hideout somewhere nearby Zorfath, though his raids have been infrequent lately (several caravans have made successful journeys without needing to pay Zuhar’s toll). Nobody knows why.
  3. Villagers have been going missing recently, approximately one or two per month for the past several months.
  4. The last group that went into the west caves did not return. Smoke is sometimes seen coming from it.
  5. There is an abandoned and despoiled shrine in the southeast quadrant. When the town was still larger, it was raided by wicked soldiers and the relics were carried off. The story goes that the raiders took shelter in the exposed ruins of the great chasm to avoid pursuit, and were never seen again.
Most of the buildings in Zorfath are built from orange bricks shaped from the clay of the Whiskerknife Hills, though this is contrasted with the dull gray imported stone of the old town and castle.
Map of town and surroundings to come in a future post.

3 LBB Thief

Hokusai Ninja

The thief class was not included in the original Dungeons & Dragons boxed set. The only classes at the beginning were the cleric, fighter, and magic-user. The thief was introduced in the first add-on product, Supplement I: Greyhawk (which, despite its name, is a collection of new game options rather than a setting). (Note regarding the image to the right: the oriental style is not really appropriate for Pahvelorn, but it’s really hard to find a good public domain image that evokes the thief archetype. Submissions welcome!)

Greyhawk also introduced a whole host of rules which will be familiar to players of later D&D (different hit dice for different classes, difference dice for different weapons, more influential ability scores) but which differ rather drastically from the game as presented in the three little brown books. If you play with all the rules changes in Greyhawk, the game begins to resemble proto-AD&D.

I really like the thief though, and want to include it in my otherwise “3 LBB only” setting. It only requires a few minor tweaks to fit in. Most of the following details come from Greyhawk unchanged. The divergences are noted.

  • Combat ranks: as cleric (steps based on 4 levels; 1-4, 5-8, etc)
  • Saving throws: as magic-user
  • Prime requisite: dexterity (bonus or penalty to XP like other classes)
  • Hit dice: as magic-user
  • Strike silently from behind: +4 attack, +1d6 damage per combat rank
  • 3rd level: 80% chance to decipher obscured treasure maps
  • May cast spells from scrolls with a successful save versus magic
  • 10th level: may use scrolls of all but the most powerful spells reliably
  • Name level is “Master Thief” at 11th level
Skills by level: climb sheer surfaces, open locks, remove traps, pickpocket or move silently, hide in shadows, hear noise. As per Greyhawk; just look the values up in the booklet or ask me. The progressions could probably be rationalized (I’ve seen several such approaches on blogs and forums), but my goal here is not streamlining so much as interpretation in the light of the original booklets (though I did make a few minor changes).
DESIGN NOTES
With the exception of picking locks and removing traps (see below), thief skills are not unique to thieves. Anyone may attempt to move stealthily or listen at a dungeon door. Thieves, however, are the only class that gets better at these things. Also, in most cases, the abilities function as a saving throw. That is, where a character of another class would fall, a thief gets a climb sheer surfaces chance. Where a character of another class would be noticed, a thief gets a hide in shadows chance.
WEAPONS (Greyhawk page 4):

Thieves can employ magic daggers and magic swords but none of the other magical weaponry.

Thieves may use any mundane weapon in my game. They may use magic daggers and swords to their full potential. Magic weapons other than daggers and swords count as magical for determining if certain creatures (like golems) can be hit at all, but do not grant any mechanical bonus to the thief. For example, an axe +1 would not get a +1 to attack or damage when wielded by a thief, but it would be able to hit monsters that can only be damaged by magic weapons.

ARMOR (Greyhawk page 4):

They can wear only leather armor and cannot employ shields. 

Wearing armor heavier than leather will result in penalties to thief skill rolls. Some skills may not be attempted or are penalized while employing shields (preternatural climbing and striking silently from behind for sure, and others by context).

TRAPS (Greyhawk page 4):

remove small trap devices (such as poisoned needles)

The thief ability to “remove traps” is not an arbitrary trap deactivation skill, but rather a limited skill to disarm small mechanisms.
SCROLLS (Greyhawk page 4):

Thieves of the 10th level and above are able to understand magical writings, so any scroll that falls into their hands can be used by them — excluding spells which are clerical in nature. However, with spells of the 7th level and above there is a 10% chance that the effect will be the reverse of that intended (due to the fact that even Master Thieves do not fully comprehend such great magic). This reverse effect can be known only after the spell is read.

Well, first thing, in the 3 LBBs there are no spells of the 7th level and above (there may be magic more powerful than sixth level spells, but it is not the kind of magic that can be prepared in a spell slot). So, by those rules, the 10% chance of failure would never come into effect. So I have decided to extend the use of spells from scrolls backwards to lower levels, given a successful save versus spells (failure miscasts the spell and consumes the scroll).

The ability to use scrolls (unreliably) at lower levels is the only substantial change I have made to the class. I think it is reasonable because it encourages fun play (“roll to see what fun way the thief is going to screw this spell up!”) and means that players of thieves will be more likely to get some use out of scrolls (since few characters reach name level). I don’t think this “save to cast from scrolls” steps on the magic-user’s toes because it will always be more reliable to give scrolls to magic-users (since they never fail when casting a spell from a scroll). At tenth level, thief scroll use also becomes reliable, though the thief never learns how to scribe scrolls and thus still must still find them or procure them from magic-users. Also, the same societal pressures regarding diabolism and black magic apply to thieves, especially since thieves don’t usually advertise any sorcerous power they may possess. Also, many magic-users will not look kindly on their secrets being stolen.

Though I have tried to stay within the parameters of the class as written in Greyhawk, my interpretations are heavily influenced by the following sources.

You can also check out my previous attempt at a thief class rewrite.

2012 10 30 edit: see also my clarification on thief skill use.

Legends of Pahvelorn: Doorcreeper

Image from Wikimedia (cropped)

Doorcreepers are small, wicked demons. They are not bouncing, gibbering imps, however. They move purposefully, and with malign intelligence, often draped in dark rags or swathed in cloaks. Doorcreepers range from malicious (stealing pies, reversing or garbling the text in books) to pure wickedness (poisoning wells, removing the eyes from children, turning pets inside out). They are said to love sweets and fresh blood. In the stories, they have no head for wine.

Their vocalizations are a combination of hisses, growls, and booming bass tones which seem to echo from far-off places with little correspondence to their actual size or location. They are said to be able to speak through the mouths of others, leading to the saying “that was a doorcreeper talking”, often used after having spoken something one wishes to retract. They speak their own language which sages connect to no other existing tongue, but also parrot arbitrary snippets of other languages, often said to be inconvenient secrets.

The scariest thing about the doorcreepers? Once they have gone through a door, any other door they walk through can lead back to that previously traversed threshold. Thus, once they get into a town, it is almost impossible to get rid of a doorcreeper haunting without finding and killing the whole group. If the affected structure is known, it will be ritually destroyed, though it is said that the residents of a building infected by doorcreepers may have some strange influence over them, leading some dark magicians to attempt luring the creepers (a burn-worthy offence, if discovered).

Pahvelorn 20 Setting Questions

Here are answers to Jeff’s twenty quick campaign setting questions for the Vaults of Pahvelorn OD&D campaign.

What is the deal with my cleric’s religion?

Clerics are members of an ancient order of holy warriors dedicated to the power of law. In legend, the order originated as the elite judicial and martial arm of a mighty and just empire, but is now a religion of mysteries. See here for more details.

Where can we go to buy standard equipment?

In Zorfath: the General Store, the blacksmith, and Thracle’s Grand Emporium.

Where can we go to get platemail custom fitted for this monster I just befriended?

The blacksmith in Zorfath can probably take care of it given a few weeks (and some extra gold).

Who is the mightiest wizard in the land?

The master of the Lustrous Tower to the southeast is reputed to be no slouch. Many people assume that the vanished wizard Ismahir would be the greatest were he to return, and if he is not dead.

Who is the greatest warrior in the land?

There hasn’t been a great warrior in a generation. Perhaps you will be the next? Libash Dalzat, Griffonlord, and master of the stronghold Shem Nabar to the east, claims the title of “Great Redeemer” (despite having lost the sword), but he has not ventured forth in many years, nor sent his knights on errands. He is said to have grown distrustful.

Who is the richest person in the land?

The travelling merchant Thracle maintains an emporium in Zorfath, though he is usually not in attendance. Goods available at Thracle’s Grand Emporium change frequently, so it pays to visit regularly. Thracle also employs the sage Strodastin, who resides permanently in Zorfath. Strodastin will pay good coin for texts or volumes of forgotten lore. Thracle also owns part of The Giant’s Sword (the tavern), and several other businesses.

Fabulously wealthy merchants from the overworld used to visit and bring strange goods, but they have not been seen in many years.

Where can we go to get some magical healing?

The stronghold Ilum Zugot to the northwest is ruled by the priest king Agamos. He is known for dispensing miracles in reward for labors.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?

The alchemist Useth (owner of Useth’s Apothecary) in Zorfath has antidotes for some poisons, diseases, and curses. Useth has been sick for many years, and most of the work in the business is now done by one of his several apprentices, Shilum being the primary. The wizard of the Lustrous Tower might be able to help with more dire enchantments, such as cases of polymorph or petrification.

Is there a magic guild my MU belongs to or that I can join in order to get more spells?

Nothing public, but you might be able to discover something during play.

Where can I find an alchemist, sage or other expert NPC?

The sage Strodastin resides in Zorfath (see the “richest person” entry above for details about his employer, Thracle). The apothecary Useth has some minor alchemical skills.

Where can I hire mercenaries?

There are sometimes soldiers and other retainers for hire at the lodge for the Society of Treasure Hunters in Zorfath.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

Magic-users are looked upon with fear and awe. They may not carry weapons heavier than a dagger and are expected to dress in a way that advertises their wizardlyness (concealed sorcery is assumed to be demonic). Outside of civilized areas, such laws are obviously less strongly enforced (though you may encounter travellers on the road that might attempt to take the law into their own hands). Remember also that banishment from a town or stronghold is a significant punishment, as travel in the wilderness is dangerous, and many old roads between settlements have been reclaimed by the wilderness.

In general, each stronghold or settlement enforces their own, unique laws, so it can be useful to investigate the customs before potentially causing offence (which can lead to inconvenient things like being challenged to a duel or banished).

Which way to the nearest tavern?

The main drinking establishment in Zorfath is marked by an ancient giant’s sword thrust into the ground next to the door. It has no other marking, but is known to residents as The Giant’s Sword.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

Several dragons have been reported south of the Shagagramis wastes. Some claim there is actually only one dragon, but others say that caravans have been attacked by multiple dragons working in concert.

Are there any wars brewing I could go fight?

The citadel of Trolmun, to the west, ruled by Efulziton the Necromancer, has been engaged in an ongoing struggle with some sort of demonic incursion from the Cobramurk Mountains.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

The town of Slexmul somewhere to the north is famed for gladiatorial combats. Any noble of means is expected to maintain private arenas with slaves and beasts. Fabulous fighting styles are much appreciated in Slexmul. It is, after all, the birthplace of Slexmulian stilt-fighting, among many other even stranger styles. Menagerie caravans sometimes travel to Slexmul, though word is that the road north of Gosmermorul has become all but impassable.

Are there any secret societies with sinister agendas I could join and/or fight?

Some crackpot is trying to start up a cult around the dragons spotted just south of the Shagagramis Wastes.

What is there to eat around here?

Farms surround Zorfath, and farmers make up the bulk of the population. The green bread and gruel from the farmed grain makes up the biggest part of the Zorfathian diet. There is a small fishing village south of Zorfath on the banks of the Gust Snang, and the catch is the second most common foodstuff. Other fare consists of giant rabbit (common in the hills), serpent, and meat from the rare six-horned stag (which can sometimes be found in the Whiskerknife Hills or Cobramurk Mountains). The supreme delicacy is the flesh of the Beautiful People (though well-preserved bodies are more valuable for taxidermic purposes).

Any legendary lost treasures I could be looking for?

Libash Dalzat, lord of Shem Nabar, lost the sword Redeemer during an expedition in the Cobramurk Mountains many years ago. The lost sword is not a topic to be spoken of in Shem Nabar among polite company.

Where is the nearest dragon or other monster with Type H treasure?

Several dragons are known to make their lairs in the Cobramurk Mountains to the south and west. Periodically, they savage caravans and carry off plunder and slaves. In addition, several dragons seem to have made their home in the plains south of the Shagagramis Wastes (that is north of Zorfath). They seem to behave oddly for dragons (travellers have reported sinuous dragon dancing under open sunlight, and nobody knows what to make of that).

Pahvelorn Side & Over Views

Here are side and over views of the known entrances leading to the Vaults of Pahvelorn. They lie deep within the pit left when the fortress ascended. The castle’s absence revealed both caves and remnants of long buried ruins. Originally, what has come be be known as Demongate was just a bare cave, but someone (or something) carved a demonic visage around it. The town of Zorfath lies just south of the chasm, and there are also ruins of several towers and bits of curtain wall left from Pahvelorn Castle.

Pahvelorn Chasm Side View
Pahvelorn Chasm Over View