Sunday, 6 April 2025

Ethyria: Local Problems & Carousing

 



































Had a nice session zero with 2 players - my first dm session with 5th ed as I find new version more readable and the index isn't in print so fine I need a magnifying glass. 

Had a thief-sailor-musician-oracle and a warlock nyxborn satyr

heat up some of the Theros harpies for some sherds then while trading treasure asked to discretely deliver goods to a witch for a suit of leather +1. Saw a cave on the way and the with lives on a barrow mound with undead inside. Killed a skeleton and a shadow. And now resting keen to look again and visit that cave.

Kástro (Fortified Polis)
As the central police of the colony with the most people and wealth it has the greatest opportunity for spending time and getting work fit for heroes. There is also the chance to be noticed by the nobility, the assembly and the king.

d12 Kástro Problems
1 There is a secretive cult lurking in the catacombs under the upper city, who are they? 
2 The king needs someone to fetch horses from the island amazons of Vasílissa
3 A great engineer needs assistants and guards marking out future chariot roads
4 The king believes the great tomb of an ancient conqueror is in the western wastes
5 The satyrs and centaurs in the east drink the most fabulous wine, fetch some
6 Harpys in the mountains stop exploration north, and a reward per harpy slain is on offer
7 Dangerous chimaera in the mountains guards a volcanic crater with ancient ruins
8 Members of the assembly seek proof another member is corrupt and informing pirates
9 Noble offers reward for slaying a monster bothering rural farms
10 Noble needs someone to consult with a witch in secret
11 Merchant wants you to delay a merchant from reaching the market for a reward
12 Family will pay for a member to be free from being a hostage to bandits

d12 Kástro Carousing
1 A wine party invitation with literary conversation
2 See a new comedy or tragedy at the theatre
3 Athletic games or sporting event gets polis excited
4 Gladiators fight to the death as a public spectacle
5 Political debate in the theatre or on a sacred hill
6 Invited to a private orgy for elites
7 Philosopher and a poet argue with a crowd
8 Famous bard gives a recital of an epic
9 Shadow puppets of famous myths
10 Drunken sailors brawl and damage property
11 Men show of a captured mermaid before an elder says to release her
12 Shangheid by pirates to be the new crew

Limáni (Port Village)
This growing port is an extension of the polis but more rough and ready with violence or debauchery

d12 
Limáni Problems
1 Pirate ship needs some extra crew to raid an island of non-humans
2 Ship captain believes crew revolting needs extra loyal crew for the last voyage
3 Ship captain has a treasure map for a local island with strange inhabitants 
4 Find this pirate ship and kill or capture them and bring them and their ship back
5 A beautiful siren has been enticing sailors to jump ship, go silence her
6 A cargo has arrived and needs escorting to another village
7 A pirate informant has been active in the port recently, who is it
8 The Demarchos needs guards for the wine warehouse during a festival
9 A mysterious humanoid in the sea has been harassing fisher folk nets
10 The sea priest needs a magnificent white bull to be captured as a sacrifice
11 A sea captain needs crew to circumnavigate the island and improve maps
12 Sea captain needs crew to wipe out a sinister island cult who killed his crew

d12 Limáni Carousing
1 Invited to cruise on a pleasure barge
2 New prostitutes have arrived starting a huge party
3 Friendly pirates bring amphoras or wine and mead 
4 Hunting a ferocious sea creature from a fishing boat
Drunken sailors brawl and damage property
6 Gambling and drinking in a tavern
7 Spent time in a lotus wine stupour 
8 Had an affair with a prostitute
9 Shangheid by pirates to be the new crew
10 Woke up hungover in a goat pen with no memory
11 Men show of a captured mermaid before an elder says to release her
12 Tried to catch a magical fish

Voskós (Shepherds Village)
Rustic and charming. local folk are quite jolly. They do have thriving minotaurs, satyrs and centaurs around and some drunken incompetent bandits.

d12 Voskós Problems
1 Bandits stole lots of wine and goats, save the goats quickly!
2 A minotaur is attacking travellers on a road
3 A lewd satyr has been exposing himself to women washing clothes
4 Centaurs have been demanding a tribute of wine
5 A preditor has attacked sheep and a herder d4  1=wolves 2=lion 3=giant snake 4=manticore
6 Help get this wine to another village past a gang of lazy, drunken bandits
7 Satyrs stole a storehouse of wine go get some money from them and you get a cut
8 A sheepdog has fallen down a sinkhole please fetch it
9 A ruined old house has some creature or spirit inside and is scaring local children
10 Please chase my lazy drunken sons and beat them with sticks
11 A favourite goat has gone missing please find her
12 A wicked wild boar has been scaring livestock, please hunt it for a feast

d12 Voskós Carousing
1 Fok dancing and a feast with local bards
2 All-you-can-eat grilled meat, vine leaves and fish
3 Wine festival to taste a recent vintage
4 Prettiest goat in the village contest with guest judges
5 Cheese rolling contest
6 Wife carrying races
7 Sank parade with villagers dressed as a giant serpent 
8 Donkey cart racing
9 Comedy shadow puppet shows
10 Visiting bard performs a saucy song cycle
11 Dryads and satyrs visit with wine and dancing
12 Wise old centaur visits and shares old stories 

Psarás (Fishing and Farming Village)
Those earning a living by the sea are more wild and strange , the farmers are quieter and keep to themselves.

d12 
Psarás Problems
1 Someone has offended the undersea folk, take them this offering and find out what
2 Sail to Vasílissa and convince the amazons to free a prisoner, they may have a request
3 An angry merman has been attacking fishing boats find out why
4 An island shrine has had a monolith knocked over in a storm go fix it
5 A nasty sea serpent has been seen in our waters please drive it away
6 Mermaids are luring fishermen to their deaths, please drive them away
7 A ship has sunk and the cargo needs recovery but a monster now uses it as a lair
8 Let these undersea folk guide you to a secret pirate island and capture them
9 Thieves robbed a medallion from the shrine of a sea god please get it back
10 An expedition to find a lost fishing boat needs a crew who can fight just in case
11 A man has been seen turning into a horrid sea creature, find out who!
12 A man stole a pirate map and a small boat, please get the treasure before he does

d12 Psarás Carousing
1 Singers attract the undersea folk to join the village in a celebration
2 Old Bard tells the tale of the western island civilisation sunk and cursed by the gods
3 Feast of delicious seafood with music and wine
4 Ceremonial ritual of the sea lord marrying the land maiden followed by cake
5 Swimming with friendly dolphins who let some people ride them
6 Contest to catch the biggest fish
7 Sailors share stories of mermaids and sea nymphs over wine
8 Boat race and a feast
9 Days of sea songs about strange voyages and the deep
10 Mysterious lover is really a disguised being from under the sea
11 Parade of fisherfolk with masks and chanting with espoteric banners on poles
12 Invited to meet the undersea people on the sacred island offshore

Kynigós (hunters village)
The hunting folk have many festive events celebrating the wild gods and nature and non humans sometimes come and join in.

d12 Kynigós Problems
1 Dangerous beast has harmed hunters
2 Mad centaur challenging all on a road
3 Someone kidnapped by a satyr or centaur
4 Giant snake protecting a mysterious tree
5 Peryton has been hunting for human hearts 
6 Lycanthrope is living among the community but who?
7 Hunters followed beast to a cave but fear to go inside
8 Mated pair of monsters moved in area to breed
9 Forest barbarian snake cult are up to trouble
10 They say hairy wild folk are hiding in the forest
11 Dryad has charmed many local hunters 
12 Remains from a cannibal cult camp has been discovered

d12 Kynigós Carousing
1 Archery of javelin contest
2 Start of a new prey hunting season 
3 Prize for who can catch a fabulous beats
4 Drinking and singing with satyrs and centaurs
5 Women running wild on a local custom
6 Masked hunters perform eerie silent dance
7 Trial by combat to find who is false
8 Lodge ceremony for hunters
9 Decorate a sacred tree festival with dancing and drinks
10 Visiting bard from a barbarian tribe from the east
11 Women weeping for the seasonal death of a nature divinity 
12 Hunters hunt a fugitive and traitor who secretly informed bandits

Dásos (Loggers camp)
A logging camp becaming a village.

d12 Dásos Problems
1 Kallikantzaros goblins have been creeping from a sinkhole into the underworld
2 Tree spirits demand tribute or service, go find out what they want
3 Barbarian snake cults have been sabotaging logging efforts
4 A great bearded tree spirit has attacked loggers
5 A stag-headed man has been seen lurking in the woods
6 Bandits in the area robbing travellers
7 Centaurs or satyr kidnappers of camp residents 
8 Strange whicker figures have been seen stalking loggers
9 Something is stealing offerings for woodland spirits
10 A hairy wild spirit keeps attacking loggers who swear
11 Giant beavers have been stealing logs and building a tiny fort
12 Something is stealing our axes and their s a shortage

d12 Dásos Carousing
1 Feast of pankakes and singing
2 Drunken brawling
3 Bard visits singing barbarian songs
4 Woodcutting contest
5 Axe throwing contest
6 Bear folk visit and everyone gets drunk
7 Forest nymph visits for song and dance
8 Wood carving competition
9 Everyone passes out from eating mushrooms
10 Satyrs and Centaurs bring silver for wine and start a party
11 Boxing matches with a prize for the winner
12 Wrestling competition (sometimes bear folk come)

Vasílissa (
Amazon Village)
This Island is known as a place where drunken excess if frowned on  

d12 
Vasílissa Problems
1 A giant snake is guarding a berry tree
2 Pirates trying to kidnap women
3 Harpies are trying to start a colony
4 Enraged minotaur arrived on shore clutching a log
5 A cursed priestess has become a gorgon in local ruins
6 Mermaids or a siren trying to steal local fishermen
7 Giant octopus comes ashore at night to steal pigs
8 Sea serpent has been scaring off trading vessels
9 Amazons seek a lost relic on mainland ruin
10 Amazon queen needs a request from a mainland oracle 
11 Rescue prisoners from a pirate island base
12 A fabulous magical horse has been seen running with a wild herd

d12 Vasílissa Carousing
1 Equestrian sport festrival
2 Chariot race
3 Athletics contest
4 Chess tournament
5 Bull vaulting contest
6 Archery tournament
7 Amazon initiation feast
8 Wild boar hunt
9 Bull sacrifice and feast
10 Godess festival brings many visitors
11 Dolphin riding race
12 Sculpture competition & feast

Wednesday, 2 April 2025

Ethyria The South & Rumours of Adventure





































The names here I used google translate

Kallikantzaros are greek goblins that come from the underworld once a year, people stop them doing mischief by hurling sweetcakes and sausages on the roof. They have big pointy ass-like ears, hairy all over and have backwards bending knees like the hindlegs of goats. If I run The Lost City I will use these.

Looking over DnD24 I like most backgrounds but I think a sailor background would be better off with athletics instead of acrobatics and possibly another bonus ability rather than brawling.

Also this post is a reminder that tables and encounters are world-building.
Glorantha box set in around 1990 taught me this.

Every community has an assembly of land owners over 50 who elect a 
Demarchos (mayor) and the Polis a king. 

Apánemos Kólpos (sheltered bay) was dominated by colonists from the mainland. The Island was inhabited by multiple peoples in the past, many non-humans. Some of the local humans and non humans, joined the colonies but others moved further away after various conflicts. The people are confident but wary of strangers, wild people and creatures. 

Kástro - (fortified polis) the primary colony of the island pop 1245. The polis is walled and has a raised sacred precinct with many glorious temples. King Demetrios is the sixth ruler since the colony was founded and has improved the city and defences of the colonies. The outer wall of the city is crude stonework surrounding the lower city. Many of these stones came from ruins built by giants. There is a good road to road to 
Limáni which acts as the port for the Polis. Commoners around the acropolis grow barley, millet, grapes, olives and vegetables. Herders keep goats and sheep too. The free citizens land owners are obligated to report weekly for training with a spear, armour and shield. Other free people train with bow and sling.

d12 
Kástro Happenings
1 Philosophers Argue with an audience
2 Priest performs an outdoor ceremony
3 Hermit shouting prophecies
4 Soldiers training or marching
5 Workers building walls
6 New play is being performed
7 New goods arrived at markets
8 Assembly meet to plan for the polis
9 Athletes training for games
10 Festival with feasts, drink and dance
11 Weeping and wailing for a funeral
12 King Demetrios makes a speech

Limáni - port village serving Kástro with shipyards pop 245. Many work in the fishing fleet,  and boats. Carpenters for ships make other items. Builders here are constantly improving the infrastructure and plan to build walls that will reach the nearby polis. Ships here make the risky voyage to the mainland. Some ships are mercenary warships and pirates (a legitimate enterprise just al long as done elsewhere or against enemies). Most trade is with local smaller islands. Many professional warriors are found here, most sailors can use bows and spears and are good at brawlng.

d12 Limáni Happenings
1 Merchant ship arrives with exotic goods
2 Warship departs with a ceremonial blessing
3 Prostitutes carried through streets by sailor fans
4 Fight with audience betting, boxing or wrestling
5 Mysterious person pulled from the sea
6 Captain announces a heroic sea voyage
7 Captain recruiting crew for a ship
8 Fisher folk tell of strange sea encounters
9 Ship crew returned celebrating
10 Priest of the sea makes a sacrifice
11 Rough weather keeps sailors ashore
12 Spectacular catches for fisherfolk

Voskós - Shepherds Village in rough hilly country pop pop 125. The walled village is prepared for raids of minotaurs, barbarians and other menaces from the west. Some villagers work in queries and mines but most work with cattle, sheep or goats to make milk, cheese and meat. Most herders can use slings and some use a staff, mining folk use mauls and hammers.

d12 Voskós Happenings
1 Centaurs or satyrs try and steal livestock, women or wine
2 Shepherd has gone missing and a search party departing
3 Minotaurs or barbarians were seen in the area people at ready
4 Cave discovered by shepherds or miners
5 Beast stalking livestock d4 1=lion 2=wolves 3=giant snake 4=panther
6 Lost children in the woodlands
7 Celebration feast of wilderness gods with drink and dancing
8 Solemn musicians wearing masks lead a procession with drums and horns
9 Great sacrifice of ram or bull, then a feast
10 Workers dragging huge block of stone on sled pulled by an ox 
11 Herders with livestock d4 1=goats 2=sheep 3=cattle 4=hogs
12 Hunters return victorious for a feast of deer or boar

Psarás - fishing and farming village pop 225. Safe and sleepy village near shore with fishing boats drying nets and fish drying racks. Their are scrabbly poor fields growing various legumes and green vegetables. Some travel to a large island out to sea to trade with aquatic humanoids. They perform a musical ritual and leave gifts on reed mats and return later to find coral, seaweed, shark teeth and sea-ivory. This rite was used by the original inhabitants who gave offerings to sea nymphs, fish folk and dolphins. Many use nets and tridents. They feel safe and protected by the sea gods.

d12 
Psarás Happenings
1 Locals admiring friendly dolphins who help fisherfolk
2 Boatloads of fishers playing music leave then return later with marine trade goods
3 Locals come to greet returning fisherfolk and unload boats while singing
4 People gossip about a man snatched by mermaids and eaten
5 Sailors report sighting a sea monster and thank the sea gods for escape
6 Pirates survivors of shipwreck captured and afraid to go back to sea
7 Fishefolk catch a bizarre marine creature and fear angering sea gods
8 Locals have a boat or swimming race with a prize
9 People hear distant singing from over the waves and go indoors
10 Locals find the wreckage of a ship and are busy looting
11 Locals find a dead mythic sea creature and hold a funeral for it
12 Locals celebrating bounty of the sea

Kynigós - hunters village on edge of the forest pop 186. Trade in furs and meat but as they have grown and now have garden terraces and a wooden stockade wall. Hog herding is another source of food. They like the gods of nature and interact with various beings of the eastern sylvan forests. People here are rough and coarse to civilised people of the polis. Many local barbarians have joined the village and some of their food is barbaric. They have a strong desire for wine and beer which they also trade with forest folk. Some beings of the forest have attacked them or tried to kidnap attractive youths but the villagers have had success driving them back or negotiating their lost people back. Numerous woodland beings and gods have shrines here mostly wooden. Locals are skilled with bows and javelins and many carry hatchets and large hunting daggers. 

d12 Kynigós Happenings
1 Hunters caught a spectacular beast
2 Locals trading wine with centaurs or satyrs
3 Local men compete in archery to see who gets to be a consort for a dryad
4 Women chase young men into the forest for a holy day
5 Locals excited about a supernatural forest beast
6 Hunting contest held with a prize for the best kill
7 Visitors from another village looking for a hunter
8 Woodland sage selling potions from a cauldron
9 Hunters holding sacred rites in their sacred hall
10 Locals solve a dispute with a javelin contest
11 A brutal centaur challenges warriors on a local road
12 A craftsman offers a quality weapon for who marries kin

Dásos - loggers camp growing into a village pop 86. A wooden stockade where workers cut trees, make planks and carve wooden decorative poles. More barbarians have been joining them from the east. Locals also harvesting chestnuts and acorns for food and flour. Some locals are also beekeepers. Many locals use axes and javelins. 

d12 Dásos Happenings
1 Workers building and crafting wooden goods
2 Ceremony to placate the forest spirits 
3 A huge bear bothering loggers, some say it is magic
4 Feast with lashings of beer and mead and drinking contests
5 Loggers found a strange monolith in the woods
6 Axe throwing and wood chopping competition for prizes
7 Emissaries from satyrs or centaurs from the east
8 Demarchos announces a bounty on wolves
9 All amazed by artisans wood carving
10 Forest druid declares nature is displeased with the village
11 Someone is a lycanthrope in the village
12 Beekeepers performing rights to the lords of the woods

Vasílissa - settlers here merged with local amazons pop 165. The renegade amazons settled here when exiled from their homeland. Without their home parthenogenic cult their numbers had declined and they accepted new settlers. Now the men are mostly fishers and most of the women are warriors. The old care for and train children, with older youths aiding fishers. They have many fine old buildings and advanced material culture from the Amazon civilisation. They seem to be thriving but are isolationists. They trade mostly with Psarás and have many interlinked families. Women in the region flee here to get away from bad situations and mainlanders often complain. They also free female slaves who reach the island. Many are experts with bows and spears and have high-quality armour. Quite a few use double-bladed axes they say learned from the fallen civilisation of the west. 

d12 Vasílissa Happenings
1 Soldiers in armour drilling in the arts of war 
2 Women's athletics competition 
3 Young fishermen from Psarás come to woo wives 
4 Holy women perform bull sacrifices with axes
5 Pirates have landed and amazons prepare defences
6 Boatload of women fleeing home to join amazons
7 Locals preparing to catch wild horses on the island
8 Secret women rites are held but some visiting men want to spy on them
9 Horrible sea creatures bothering fishermen
10 Festival celebrating all the great goddesses
11 Traders driven away for not respecting local customs
12 Relic from the sunken civilisation of the west recovered, locals celebrate

Monday, 31 March 2025

Reference material and background tables for Ethyria setting























I've considered doing some underground maps for Chagrinspire with a rail lines layer and a deep cavern layer but no hurry. Having a big shop before possible tariffs. Might stock up on a few years of pet supplies too. 

For my new greek/theros 5th ed game I'm looking at a few books. I'll be making stuff for it here but will make system-neutral content.

Hellas is a SF greek game but it has lots of interesting stuff including background tables and a reworking of gods and other interesting ideas. Its a interesting setting. The core book is pretty good. Parent and family tables ill use. Even a fated death table to taunt characters with constantly in play and interpret properly. A snake will kill you? But maybe it's an assassins tattoo, a flag, a snake person anything but the obvious (see oleg the wise story for a good death prophecy).  Lots of event tables for a backstory done well.

Mythic Greece for iron crown rolemaster and champions but lots of great info. Detailed city and gods. Has a interesting mythic adventure and you could use the age of heroes book maps and scenario to pad out the more substantial adventures here. 

Codex Classicum for castles and crusades. As so much pop myth especially as watered down in comics and games and films is based on debunked victorian ideas without evidence its nice to have a well researched book like his with modern takes on myths. So lots of details on greek cities and the world through various periods and good deity lists. Also some prophecy-related tables I might use. Some character classes but they don't thrill me.

GURPS Greece - is alright but as always the status and job tables (dropped later editions I think) arve handy. The creative ideas in book and chapter of weird ways to use are best bits.

Age of Heroes AD&D 2nd ed green book is ok - ill probably use name lists, some illustrations and maps. Has a basic adventure.

Theros has a nice vibe separate to other D&D settings. The gods have lots of great detail on information, tracking points of the gods appreciation, temple maps and using gods as enemies. Id consider tracking divine disapproval. All significant d&d gods should have this detail. Its weird they have a city that accepts slaves yet doesn't talk about it elsewhere. None of the Polis except possibly the minotaur one is villainous. Id like a sparta clone to be villains as they were one of most awful cultures to ever exist. Frank Millers comics and films of sparta are vile machismo and anti-democracy and racist fantasy. 

I like that Theros feels complete but lots of room to put in stuff like my island map. I like the mapped-out gods. Some of the monster names and takes on myth I find cringy. There are times Im tempted to just swap out names for Theros gods with real Myth but it would be imperfect fits. It would give me vastly more gods to meet and possibly kill at high levels.

I have enjoyed reading mythology again. Robert Graves and Cornford are interesting as they show Myths vary far more than the standard versions of myths we get. Reading actual prayers of mythic gods shows the utility they have to their believers more than mythology shows. The downside of these old dead white men is some of their ideas were part of a tradition which included stuff like triple goddesses which were inventions of past writers. Now we have a bunch of awful billionaires funding classical scholars and museums while most branches of history increasingly have less funding. Loving Spartans or claiming Romans were white Europeans not Mediterranean international diverse ppl is very much in vogue by some of the worst political thinkers in the world now. 
Joseph Campbell the great 20thc hero of mythology has been increasingly exposed as racist, anti-semetic and so pro germany he argued hard to keep USA out of ww2 to protect german culture.

The advantage of Theros is perhaps you can just ignore faux history. I imagine if playing in a club with strangers this would be good. Mind you I have also met lots of bros in gaming since 83 who went mental if their dwarves failed a saving throw because dwarves wouldn't ever run away from an illusion of skeletons and leave the campaign. Chubby elves caused a stir on G+ too so fantasy is not always a shield from this weird stuff. I dislike Samurai-themed games settings also as they were not really great guys. I'm struggling to enjoy RuneQuest and Cthulhu from its plundering of Victorian ideas on myth and spiritualism too. Likewise, Comic writers into golden dawn era occultism or religion I am over too.

----------------------------------------

Family Generation


Humans are the main species living in villages and the polis.
Humans may also be wild folk of the eastern woods or barbarians of the west and north.

Non humans can be free but if noble they will not be recognised in human cities the same way. They might be a sort of diplomat and guests of the human polis but wont have local power. Many are adopted by a human clan and some might have been slaves and then released when term of slavery completed (4 years on average). Your welcome to be a barbarian or non human without a local family who only come into play if players visit homeland.

Centaur tribes vary in alignment quite a bit and from west, north and east
Cyclops (reskinned orcs)
Dryad are nature spirits (reskinned Eldarin)
Leonin are lion folk usually barbarians of west and north
Minotaurs are mostly from the west 
Satyrs are mostly from the sylvan woods of the East (fey ancestry replaces magic resistance)
Tritons can be from any waters but west coast more from the sunken ruins

Each free or noble family is expected to support a fit and equipped warrior ready to serve their community marked by * and a d6 for level. Try to make the current mature adult heir a warrior.  Mostly if a relative has a class it will be a d6-3 levels in a class.

----------------------------------------

Grand Parents Generation d6-3  
Parents Generation d6-2
Siblings  d6-1 if zero all deceased if you roll 6 you have a twin

If zero in a generation is (D) deceased or (L) lost (the GM cand use lost)

You can decide sex or gender or could be eunuchs or ambiguous or whatever

You can choose your birth order (1st makes you heir last more likely to escape obligations)

If you want a large close family you could generate an extra d4 cousins per person in parents generation after the first two (your parents)

As it is a fantasy I'm ignore classical sexism but there is classism and interspecies prejudice. Humans can vary a bit in appearance and nobody cares. 

Strangers without kin to avenge them or a local to protect them are in danger in strange places of being robbed or enslaved.

d12 Personal Relations
1 Hate you with a passion 
2 Vindictive to you for some offence
3 Mean-spirited contempt for you
Jelous of you
5 Indiferent to you
6 Competitive with you
7 Patronisng but fond of you
8 Respects you
9 Admires you 
10 Loyal to you
11 Deeply loves you
12 Worships you

d20 Family Drama (Status)
1 Family members are slaves and need your help to be free (d6 1-4=Slave 5-6=Free)
2 Family in poverty and need your help or will starve (d6 1-2=Slave 3-6=Free)
3 Family has a feud with a rival clan (d6 1=Slave 2-5=Free 6=Noble)
4 Family members missing or lost  (d6 1=Slave 2-5=Free 6=Noble) 
5 Family members were slaughtered in conflict  (d6 1=Slave 2-5=Free 6=Noble)
6 Family have a reputation as dishonourable  (d6 1=Slave 2-5=Free 6=Noble)
7 Family has a shameful secret or past misdeed  (d6 1=Slave 2-5=Free 6=Noble)
8 Family has become poor from bad management losing status (d6 1-2=Slave 3-6=Free)
9 Family is corrupt and many are secretly evil (d6 1=Slave 2-5=Free 6=Noble)
10 Family includes outlaws and criminals  (d6 1-2=Slave 3-6=Free Status)
11 Family has internal feuds to control assets (Free or Noble Status)
12 Family newly freed from slavery (Free Status)
13 Family has a famous heirloom or artwork (d6 1-4=Free 5-6=Noble)
14 Family has growing financial success and status climbing (d6 1-4=Free 5-6=Noble)
15 Family respected by local community (d6 1-3=Free 4-6=Noble)
16 Family always seek political advantage (d6 1-3=Free 4-6=Noble)
17 Family have high status with their chosen temple (d6 1-3=Free 4-6=Noble)
18 Family ancestor from a supernatural bloodline (Free or Noble Status)
19 Family ancestor from a famous heroic bloodline (Noble Status)
20 Family ancestors from famous divine bloodline (Noble Status)

Slaves were the bottom status but could marry and own money. If both parents are slaves so are children born while slaves but one free parent means the child is free. A temporary condition in good and lawful societies and slaves could buy freedom be freed or even be adopted into a family. Slavery may be imposed on heretics, criminals or prisoners of war. 
Other people may have worse codes of slavery and make uncooperative slaves take the worst jobs like mining muckraking or gladiators. Slaves might be sold into captivity by kin or strangers might live as slaves for 4 years to earn acceptance in a strange community.

Free families own some farmland and a house or a ship to practice their trade. Citizens may be called on to defend their communities and are expected to have weapons and armour. If you can't support this lifestyle you are a dependent client in the household of a better-off-free family. Foreigners will depend on such support or risk being killed, robbed or enslaved. The richest free family might marry the poorest nobles for status.

Nobles are the elite titled families with positions in assemblies or holding a civic office of some kind. Usually, family heads hold these positions and they are centred around a polis. They are expected to wear quality clothes, eat superior food and show of other status symbols. Without fine things, you will be shunned by the clan and may be reduced to the shameful conditions of a common free person.

d20 Youthful Events
1 Saw the violent death of a family member
2 Met a famous hero before they died
3 Survived a famous monster that still lives
4 Studied a wise elder, holy teacher or philosopher
5 Made an enemy who is a fierce rival 
6 Met your true love 
7 Kidnapped by enemies and eventually escaped
8 Discovered you were adopted or the true identity of a parent
9 Survived injury or disease but weakened for d4 years
10 Witnessed a terrible bloody battle
11 Found a family map or journal indicating treasure
12 Family members outlawed and brought shame to the family
13 Received a gift of armour, shield or a weapon from noble
14 Uncovered evidence of past family glory
15 Lost in wilderness aided by sylvan beings
16 Met a ghost or nature spirit who revealed a secret
17 Given a prophetic riddle from an oracle
18 Dreamed of a god who warned you of a fate to avoid
19 Offended a god who has sent you bad luck and malice
20 Trained by a famous hero or teacher
 
d20 Clan Events
1 Ancestor was killed in a famous battle
Ancestor killed by a famous monster
3 Ancestor was charmed by a sylvan being but escaped
3
 Ancestor hunted and killed a famous beast of the woods
4 Ancestor was a famous philosopher or teacher
5 Ancestor was a famous mariner and explorer 
6 Ancestor was a war hero memorialised in polis art
7 Ancestor was a founder of the community
8 Ancestors found a treasure on an adventure in the western ruins
9 Ancestor buried in a handsome tomb used by the family
10 Ancestors from the distant mainland
11 Ancestor was a famous athlete
12 Ancestor a famous holy preacher
13 Ancestor disappeared on a voyage with companions 
14 Ancestor disappeared on an adventure exploring wilderness ruins
15 Ancestor triumphed over a rival clan destroying them
16 Ancestor tragic doom recorded in a famous play
17 Ancestor discovered buried remains of a giant or monster
18 Ancestor wrote a famous scholarly work used in schools
19 Ancestor struck dead or cursed by a god for hubris
20 Ancestor blessed by a god for being pious and depicted in temple art

----------------------------------------

Saturday, 29 March 2025

Gamelog: Return to the Gatehouse





































Heroes have not been into Chagrinspire since December and since then have been exploring, trading, and ruining the international slave trade. All were very worthy but they had heard rumours about the Orcs they left an alien seed and a vampire head and some crystals with had changed thgem. The seed had grown into some kind of evil tree vampire thing and the orcs had somehow grown more combative and offensive to other peoples, even raiding outside the Plateau. Allied holy folk and a druid had warned the party.

Some players killed a vampire thrall spying on their local allies. Finally, they did some divination and were ready. They planned to drive their car to Marsh Village and then march to the plateau. They had enough magic to try and climb up the cliff and not go by the stairs. 

On the roof
The man with no name 
(player) with hid carbine and Arsh the dogmans dog

On the runners (outside car standing on running boards)
Rat Sonja the rat lady
Arsh the dog man 
(player)

Inside the car 
Sriver Chrysopsia the rogue
Front seat Nial the cleric (player)
Back seat knight, Dwarf priest and another priest serving Nial
A 1st lv thief the second back up driver (but nobody has a skill to actually drive well)

The sky was white with snow, the mud frozen and Chagrinspire's shadow reached into the sky.

The new road made by players traders from their nameless outpost was on a row of hills, to the east a frozen swamp, to the west was the snow-covered trenches of no man's land.

The streamlined staff car trundled over the hilltop road into the vast white horizon but saw something coming at them. As it got closer they saw it was a chariot pulled by giant boars crewed by big orcs and a fancy leader blowing a horn.

They also saw orcs waiting hidden in trenches on the side of the road and suspected a trap for their car so the went off-road on the swamp side. Orcs from trenches jumped out and hurled spears. The chariot swerved to them but Arj the Dogman now a 3rd lv druid also cursed their metal with the heat of two chariot crewmen and the chariot metal fittings. The burning orcs dived into the snow on the roadside, and the driver failed a roll and the chariot flipped injuring him. The huge leader flipped in the air and landed on his feet, possible he moved slower than a normal person would. He flashed his huge fangs showing he was a thrall of the vampires.

Arj and his dog went for the chariot crew and the car did A u-turn and ran down some orcs. A few orcs jumped on the car and were hit by passengers. Several fallen orcs got up with broken bones and went berserk. Suddenly every orc became worse. One berserk work fell of the car and was impaled on a barbed wire fence post. One berserk orc crawled int the car through the roof open hatch and the clerics and night killed it covering everyone in blood. 

The man with no name shot and stabbed a few more, more orcs were run down and the driver managed to not lose control. Arsh fought the leader vampire thrall and his dog stopped the badly scolded orcs who returned to the fight with bows when the armour heating spell expired, the chariot was burning. Clerics in the car used lots of petty spells from safety while the knight got on the roof to hack at orc berserk climbing on the car.

Eventually, they won and the non berserk uninjured orcs fled letting heroes run down and hack up the crazed ones. The thrall did regenerate and was tough but was certainly no true vampire. They took the vamps teeth to question with speak with dead spells later. Arsh was hurt the most but healed fast.

Arrived at marsh village and saw locals had built a palisade of sharpened logs around the village. They had been raided and seen vampire thralls. The east path to the plateau gatehouse had been abandoned by kobolds as orcs now held it. They considered a climb but thought trying to make a deal with the western road kobolds. Their druid ally sent a message by animal and they met some kobolds of mixed ancestry. Apparently, the orcs had united the kobolds by eating them. A kobold crusade had kobold tribes working together. The party thought they should unite them with their allied rail kobold trains of the tunnels.

The priest spoke kobold and the kobolds offered passage and met the King of the Key clan of the gatehouse for only 400gp instead of 1000gp. The kobold king heard how the party wanted to fight orcs so offered them a deal They could stay with the kobolds, find the eastmost secret door they knew of and could be taken through kobold barriers into the orc lair. As long as they did not touch one particular barricade inside the orc area of the gatehouse. They spent a day prepping and found the secret door into the orc-held gatehouse by night. Went in to listen and heard some kind of crafting so opened the door and used sleep on 4 female orc assassin hirelings and captured them. They were unhappy with their current boss and offered to draw maps for freedom. Arsh could speak ork and knew of the cult they belonged to so was wary but agreed.

The party was all ready to attack the next game and expected the uneaten kobolds to be undead and serving the orcs plans the orcs had planted the dark star seed into the vampire's head as advised in dreams to the orc boss. He had been guided by dreams to taint the boars with a disease so those eating it were berserk. The evil tree was sharing dark lore from beyond via dreams to hothouse the orc cult/ Also the former orc priest and wizard were boarded up and had become living crystal statues from huffing alien crystals.

The party enjoyed vehicular homicide and wanted more. Their car had broken three windows and lots of dents so they were going to find a repair spell.  

More mayhem next game...

Tuesday, 18 March 2025

Project Updates































Recently I asked around bout starting a current D&D Theros based campaign and got far more responses than I get for my usual attempts. So I'm now making a greek myth setting which will make up more of my work. Im not interested in writing current dnd stat blocks myself and still using my own system for old-school dnd vibes.

So I will be grabbing some stuff on DMs guild for ideas as their is quite a bit. Any recommendations ppl can make are welcome. Especially want 2024 versions of species in Theros book.

My current book on patreon is a frog comp of my work on this blog but I intend to overdesign it and it will be for charity and have wider distribution. Being a pensioner profit is a problem for me. This book will be to test waters a bit to see if I could make some money. Ill be blunt and say the global situation has me vary wary of getting back into business again.

Been reading my ICE and gurps Greece and Hellas which has good background tables I might use some of. It even has a table of what is fated to kill a character the GM can torment players with.  

Currently working on an island I can start using april to start a game.

So far its a large Mediterranean island inspired by Create and Sicily. In the bay a former exploded volcano a human colony sits peacefully. West has ruined labyrinths and pleasure palaces of ancients and minotaurs. East is a forested sylvan zone. North broken with giants. 

I am enjoying wanting to read my classics again, and I get the pleasure of learning stuff that I don't get in fantasy fiction. History is the cheapest sourcebook you can get. Even when I don't find what I want I find other weird stuff like a greek guy who killed a snake and saw another revive its fellow with a herb. 

So a new tangent here for a while and different to my last year of setting work which is mostly complete now.

I will be doing mostly monsters here this month so send requests to cover in my format so send me monster requests.

1st Draft map - will do a detailed map of the southern coast





Monday, 17 March 2025

The Manticore































Also see Mantygre or mantyger

Im a bit woozy and not very creative after last big book project so monsters for a while

These are a mythology classic and changed wildly from ancient Persia, to Greeks and Romans to Medieval Europe and modern fantasy. So good for my treatment for monster stats. I'll probably update the mantyger and make more LE and amp up the more chaotic manticore as related but hate each other. 

Manticore
Chaotic Evil Chimeric Monster
Lesser Manticore AC +6 HD 5 Att Bite d6 Claws x2 d6 Tail d6 Morale 8 Mov 24
Greater Manticore AC +10 HD 9 Att Bite 2d4 Claws x2 2d4 Tail 2d4 Morale 10 Mav 15
-Tail can strike with a spiked tail or shoot a bolt that performs like a crossbow, light for a lesser with 2d4+4 shots, and medium with 5d4 shots for a greater manticore. They regrow a d6 bolts per day rolled when they wake after a sleep.
-They may use a bite or claws to grapple a foe instead of damage and then inflict damage automatically the following rounds. One hold the target it can fight back or escape but -2 all rolls, if two holds a humanoid smaller than the manticore is helpless. When close might try two grapples with claws, then bite the held target

A manticore feeds off human flesh and is a spiteful, cruel brute who even eats the bones. A manitcore is a human-headed lion hybrid, with ferocious triple rows of teeth and a spiked tail. Males are more red hued, gregarious and control territory more aggressively, while the blue hue females and youths tend to live alone and hunt with stealth by night. Females are more likely to use their appearance as partly human to trick a human, while the males are too vain and impatient. They live in caves in wild and rocky places near humans to eat

Some wear ancient caps or hats as worn in ancient times in the age of Exilon. They are very long-lived, but you see some beardless youths. Smaller types are more likely to be the more basic sort and savage. Older ones have long beards and hair, which the smarter and civilised ones may groom and wear more jewellery and use magic items.

Manticores are rivals of Mantygers and Luecrotta and don't get along, all three appear grouped in beastiaries. They were mostly in far away lands in ancient times but an ancient empire spread them for gladiator games. Their blood is black stinking ichor with subtle notes of demonic taint. Demon cults may believe feeding manticores impresses demons which smart manticores encourage. Typically they don't speak and are a bit thick. 

Lesser manticores might have a d4-1 varient features, greater have a d4+1

Varients
1in4 If both claws hit they inflict bonus rake damage with feet claws
1in4 rows of teeth +d4 if lesser and +2d4 if greater
1in4 can speak crudeley, but mostly they talk about the joyful delights of cruelty
1in6 cluster of spikes like a mace, can fire up to half at once like a burst attack
1in6 poison scorpion tail and darts are poison too, save or take poison damage (blessed d4, grater 2d4)
1in6 wings or a bat, bird or dragon for Fly 24
1in8 berserker +2 it and damage when enraged, fight into negative HP without loss of consciousness, will turn on allies if no available foes, these are the more brutish sort
1in8 civilised with a fancy hat, grooming, language and faux manners of old nobility, more calculating and likely to have followers and minion thralls and believes it is noble, wants you to know its name while it eats you alive
1in8 have horns and get a bonus butt attack as a claw but double if charge attack
1in10 make fly-by attacks and shots then continue to move any remaining Mov score
1in10 tail is 3-6m long and can make an entangling attack, then sting them automatically each round, but it stops being able to fire bolts while holding victim
1in10 have infinite ammunition but regrow one bolt per round instead of a d6 per day
1in12 require silver or iron or magic to hit a lesser or +1 magic to harm a greater manticore
1in12 regenerate 1 hp per round
1in12 spellcaster, lesser Lv3 and a greater Lv5
1in20 ancient hat or jewellery with magic properties

d12 Manticore Plot Hooks12
1 A foreign king has sent the local king a caged manticore, help ensure its safe transport for a leg of the journey. Oh and get it some meat, we've been feeding it corpses of criminals
2 A clan of manticore have adopted a roost of cliffs above a trade road and need to be wiped out
3 A poor village has a fancy manticore eating people and bossing them round, and their lord a knight won't do anything about it 
4 People have heard a maiden calling for help at night and whoever goes outside vanishes, their footprints just stop
5 A manticore demands a baby each day or it will kill us all, it lives in that cave on the hill
6 A breeding pair of manticores have just fallen in love and sharing a lair and all sensible authorities want them and their brood killed
7 An evil wizard has pet manticores guarding his tower and he lets them find their own food which is of course people
8 An evil demon cult champion has taken to riding a manticore and killing travellers to feed it
9 A demon cult somehow have a gaggle of young manticores who now roam and feed themselves. The cult and their pets must die 
10 A manticore has been eating goblins and leaving trails of excrement everywhere. It is only a matter of time before it eats someone for a healthier diet
11 A noble has been chaining enemies to a rock to feed the local manticores and local preachers warning its a sign of great evil
12 A robber knight in a ruined castle has added a manticore to their gang, so now they always murder at least one person they rob for the beast. Perhaps this sinister outlaw knight is sponsored by a rival territory or is a demon cultist or both 















(page below has a manticore and a luecrotta)

Friday, 14 March 2025

White Apes & Yetis


















So BX d&d has white apes but in AD&D we got yetis with powers.

The ad&d yeti here are not like any of the folklore of modern era explorers who describe dark haired or level long haired creature. One man thought it was orungutang. People looked for two types of mythical bear and the two types people looked for turned out to be the same species. They also lower down have "Tibetan Apes" aka Macaca thibetana or Tibetan macaque (Macaca thibetana), also known as the Chinese stump-tailed macaque, a species of monkey found in eastern Tibet and surrounding regions, not an ape. Apes are very pulpy and white apes feature in pulp and comics and the Film Congo. Its unclear if yeti should be apes some might say closer to human but its wild speculation based on fraud and fiction so its ok to have yeti in a fantasy, be whatever its a relatively harmless piece of BS. 

Winter has arrived at Chagrinspire and yeti have come from glacial ice caves and mountain peaks. Some live high on the walls of Chagrinspire, where humans struggle to breathe and some might just die.

I made these to cover cthulhu mythos apes, pulp apes, barsoom apes (see comments) and a few other interpretations of these creatures. Ill probably have some using my mentalist spell list. 

White Ape
Nuetral (any), Ape Humaniod
Common AC+4 HD 2 Att Paw or rock d4 x2 
Morale 7 Mov 15 Climb 12 
Large AC+4 HD 4 Att Paw or rock d6 x2  Morale 9 Mov 15 Climb 12
Giant AC+6 HD 8 Att Paw or rock 2d4 x2  Morale 10 Mov 12 Climb 9
Collosal AC+10 HD 16 Att Paw or rock 2d8 x2  Morale 11 Mov 12 Climb 6
-if get two paw hits get a bonus unarmed bite or grapple attack
-thrown rocks (some use alternate missiles) range equals HD in range units
-nightvision & infravision, track by scent, acute hearing
-immune to penalties from ice, snow or blizzards 
-resistant to cold +2 save, -1 damage per dice

I live in isolated mountains, weird ruins, and underground caves. Can be peaceful and benevolent or human eating brutes who have been enemies with humanity for thousands of years before metal use. Once bad relations have set in with humans, it is hard to set them right. Most use rocks and clubs but some made stone weapons and even built crude cyclopean cities and temples. Most speak their ape language but a few might speak human language and even take up character classes like priest or sorcerer. Their ape hoots, giggering and screams can communicate long distances but they are silent when getting close to an ambush. Some may have secret pre-human lore and use magic items. Often only a single holy wise elder will have remnants of lost technology, magic or language. Possibly these special apes are born with ancestral knowledge but other tribes might all be this clever. The largest types are the rarest and often live alone, possibly among the last of their kind.

Varients
1in4 get extra two unarmed attacks per round using feet or has extra arms
1in4 leap extra metre per HD
1in4 can speak a human language, usually the local or underlander language
1in4 can mimic a human voice or animal sounds and ventriloquists
1in6 extra tall, furry and pearshaped +2HD
1in6 
can blend into rock or snow to hide and move silently
1in6 use superior stone tools and weapons, even bows, or throw javelins instead of rocks
1in8 huge fangs double damage bite (1in6 of these can feed off blood through fangs)
1in8 bump damage dice up one d4>d6>2d4>d8+2
1in6 human hybrid? more human face and possibly long hair and wears hides
1in10 freezing aura d4 cold damage within 1m per HD and immune to cold
1in10 fear gaze 1 range per HD one target per round
1in12 advanced with armour and weapons and speech and d4 character class levels
1in12 regenerate 1hp per round unless fire or acid damage
1in20 dimensional travel usually to the underworld or the plane of ice
1in20 cast these spells once per day: ice knife, cone of cold, wall of ice

d20 White Ape Plots
1 Mountain climbers and alpine villagers have been vanishing
2 Shepherds report vicious white apes attacking and stealing their goats and yaks
3 Strange sounds were heard from a cave, and people went to investigate, but did not return
4 A lost ruin is guarded by white apes who protect ancient pre-human secrets
5 Weird gibberings and shouts have been heard from a certain hard-to-climb rocky gulley
6 Huge weird bare footprints have been seen, and some ppl have seen hairy creatures climbing and hiding 
7 White apes carried off children to be food or slaves
8 Tribe of carnivorous white apes from a local cave hate humans and worship ice demons. Caused trouble for generations and seems vindictive and cruel
9 A huge yeti was killed by soldiers, so they skinned it and took its head and hands and feet, but inside they found a mysterious silver sphere with strange powers and intelligence*
10 Strange apes with sheilds, swords and suits of armour have been seen exploring
11 A planar portal to the plane of ice has opened by a monolith now guarded by white apes and the area grown colder 
12 Explorers found a hidden crude ziggurat and on closer inspection of the cyclopean ruins. They discovered it was inhabited by a clan of white apes who are cursed ancestors of the builders
13 A star fell from the heavens and around the crater are white apes. Did they ride it and is their any wreckage or did they come from a crack in the earth
14 Explorers found a glacial ice cave with frozen apes and a man thawed one out for what looked like an amber necklace, and trouble ensues
15 A nobleman wants a yeti hand ashtreys and a mounted head to decorate his winter retreat
16 A cave was found full of human bones, and some saw an ape creature in the area flee the scene
17 A monastery has been harassed by yeti who want one of the monk relics, a yeti scalp. One of the yeti yelled demands!
18 Local yetis have been heard chanting in the mountains, they are calling some powerful spirit of cold, perhaps a ice devil or being from the outer darkness or the frozen north
19 Yeti have been building walls and muli story cyclopean buildings instead of their usual igloos or ice caves, maybe they are preparing a fortress
20 A mountain village has been taken over by yeti who ate the villagers and now live in their houses in mockery of the original inhabitants. They even claim it was always their village

*100xp for anyone spotting this reference and mentioning in comments
Ill probably have as a control device of the black sphere who use yetis to do stuff when winter rolls in 

Sunday, 9 March 2025

Game Log: Some more slaver sidequests

































Vol3 of chagrinspire has had some major updates to 206 pages now - one major sweep to go to finish it. I still want to do vol4 with content converted from my weird war book tables and metropolis books. Also, my mutant and automaton character classes are months away from happening. 

So light snow and cold coming in, and the party were keen to stop those vampire orcs, but first the Slavers were mostly stranded on their island base and couldn't move their stock. They questioned some dead slaver bones they kept near a shrine. They had the rapidly learning new marine scavengers based at the expanded ferry pier. They also spoke to the Frog King and made a deal to let frogs take the slaver base as a colony with the scavengers. The king sent a dozen marines and a prince to start the base and support adventurers.

12 Scavengers
12 Frog folk marines

Priest PC in his famous domed chrome orb helmet
-Dwarf priest follower on the follower exchange program
-Knight bodyguard 
-Priest sidekick

Man With No Name
-Rat sonya a 7 feet tall beastfolk
-Chrysopasia a lady gang member, rake and driver

The Sky Giant
-Best wolf

By night they came close to the cliff cave where the slavers were based and the paddlesteamer now belonging to the party used to dock. The man with no name who was now studying wizardry wore his magic frog mask and used his superior swimming skills to scout. Found a boatbuilding area and a cave, some walkways, a tunnel flooded by tide went deep into a cave and a quiet landing area. Large marine animals were around here. Since slaver-rogues had escaped him with swimming skills several times, he was keen to be able to do the same or pursue escapees. 

From a large raft nearby with canoes, scavengers and frog folk crept up. They reported carnivorous fish and a crocodile under one of the walkways. 

The Giant, now going on 9 feet tall was towed by canoes holding an inflated ox skin. He brought one wolf as logistics made him leave lots behind.

DM Note I used a pirate cave from Advanced Adventures Compendium One and took an adventuring party for enemies from another adventure. I just got Adventure Anthology vol1 for Basic fantasy and it has a nice slaver base for the future.

Once ashore, they found tools, and boat-building supplies, and the scavengers worked to slip in and examine while the frog marines watched the walkways and for guards they expected. The party sneaked in and found a room with lots of rope and other goods and a body. The priest tried to turn undead, thinking the skeleton would vapourise, but no. A rope monster guardian attacked and they managed to kill it in 2 rounds.

I found a boat craftsman's personal quarters, some boatbuilding books, and some money. They did hear a giant frog attack but the humanoid frog folk told it to piss off. Hopefully local guards just heard frogs. When the party returned and went to cross the walkway, so the giant cast his spell derived from an oath to half his size, as the bridge looked unsafe. The crocodile seemed keen and waited below the bridge.

Wandered into the cave and saw footprints of slavers shoes, tiny pointy shoes and some more recent prints. There was a side passage and the Priest walked over and cast know history and saw the most heinous visions he had ever seen. Carniverous fish here were used to dispose of bodies and a gleaming ring was on the bottom. Troublesome or sick slaves were thrown in here but recently (2 weeks) gnomes in uniforms with guns led in bound slavers one by one and executed them. Later slaves were chopped into pieces by gnomes with tiny mechanised bone saws. he gagged a bit and realised gnomes had been here to kill the slavers already.

Found some cells which were traps. One the door had a wounded women but if entered it sealed with a wall of ice and could be deactivated with a word so they smashed out and decided the door and frame was going to their home base. Another released giant starving flees. Some more slaver barracks and a kitchen with some documents including a pirate treasure map from past occupants. Found a door blocked by rubble so eventually went into a great pillared cave warily as so much light was blocked. Slaver junk lay about.

Saw a tunnel up ahead blocked by web and as they planned what to do and threw some incendiaries into the web, a cow-sized spider dropped amongst the party.  The man with no names and blunderbuss of confusion made the spider a gigling wreck, and the party splatted it everywhere. The noise awoke people on the other side of the webbing who tried to burn through. The figures came out and the party attacked. 

They were slaver elite adventurers wary of spider poison and resting after some losses. They wore the pointy shoes and head wrappings but with other fancy equipment.

There was a wizard, a hooded orc, a bearded knight in plate, a priest, a rogue and a strange foreign elf.

So the first volley of spells and missiles injured some of them and paralysed the wizard. The elf fireballed the party. From here on the Priest with a dwarf and priest spent the battle healing all the near dead followers. The knight and priest sidekicks spent lots of the battle healing. Most were involved in a grand melee but the Man With No Name slashed the wizards throat open then used spiderclimb to get up a column to the ceiling away. The enemy rogue used a magic rope to shoot up to the ceiling to face him. The elf fired magic missiles at the priest healing wounded party members so the giant shoved through and cut off her head. He was paralysed and the priest undi the effect. The best fighter in plate and the orc was paralysed and was quickly dispatched by the man with no name. The last standing rogue had hidden but the man with no name saw him and backstabbed him. He tried to surrender to the other party members and was stabbed again and finally dead. The priest held out the longest and kept up with hold person, fear, spectral hammers and other attacks and tried to flee but failed. 

They found the slavers orders. They assumed their party had attacked base and investigating the loss of slavers and slaves. They were examining a collapsed gnome borehole from a mole machine when trapped by the spider.

The party stayed a while and more frogs came. They finally opened a sealed room and fought the mummified witch bride of the pirate who made the treasure map. He buried it where the dragons breed in the lake below the tide line. One of his notes, they found a herb to pacify the dragons. The enemy party had lots of magic weapons, bracers, and rings and potions, which was quite effective.  

The giant jumped on the crocogator and missed and sunk to the bottom but managed to grab the crock and not get hurt by it so he dragged it ashore where the frog folk bound it up. Put it in a cell for later. The ice door trap was taken to be used in the party base, possibly to make a cold store. They were all knighted by the frog prince.

The party wondered if the Gnomes were turning on the slavers. 
Now the major route for slaves to the eastern and southern kingdoms was broken without their lake outposts and paddlesteamer. There were perhaps 3 major forts in the waste.

After setting up the base they went home to see more snow and ice forming.

Meanwhile, the orcs of the bloody tree cult have been waging war vs kobolds who declared a crusade and brought all the clans to battle. The orcs keep eating kobolds and worshiping their alien vampire tree god. The clan vampire lord who has a boar form has somehow made some of his greatest berserkers into wereboars. Monsters of winter from the mountains are freely roaming for food now, cold enough for them.