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 Lieutenants of Grom and Other NPC's He Controls
Followed by  Listing of Key Agents, Troop Stats and Locations


Name                 Classes         THAC0       Ac      Hit/pts       Att/Dam       Saving Thrws      
                                                                                                                                                       P   Pet   Rod   BW   Sp
Evan Dumar                F/ Mu/ Th              4                  -7            105                 2/ 1-8 +6           10   10     8        8      8
                                    16/ 14/ 18           

                                                                                                                                                        P   Pet   Rod   BW   Sp
Shtxmentioug               F/ Ill/ Ass              8                  -5               87                2/ 1-8 +6           10   10     8        8      8
                                    11/ 18/ 14           

                                                                                                                                                        P   Pet   Rod   BW   Sp
Gycor Falic                      F/ Mu               10                  -4              68                2/ 1-8 +6            10   10     8        8      8
                                         17/ 13             

                                                                                                                                                        P   Pet   Rod   BW   Sp
Sefferous                 Ill/ Mu/ Monk          10                  -4             52                2/ 1-8 +6            10   10     8        8      8
                                      11/ 13/ 18           




                       Key Agents and Troops by Location  

Crona:

Anders Baugh. High Council to the Emporer of the Cronard Realm.
Anders has pulled at the ear of the emporer for years in your cause. He has arranged for you to use the Cronard town of Dole as a beach head for your troops to gate in to this time. See the troop plan marked Info A1.

Also of Note: 5 of the 9 controlling noble families have been subverted, blackmailed or persuaded to vote as you command in any Cronard meeting of the high council. PR has been intensively spread reminding the people of their centuries old Manifest Destiny that says the Cronard realm will cover the entire continent. They have been further prodded to feel that the Thrandorians and their Federation, had thwarted their true destiny and that Grom supports their "God Given" right to this destiny.

Available Troops Already In Place:
4,000 troops in all comprise the Cronard Army. These troops are distributed among the various cities that make up the Cronard empire. 2100 make up the Home Guard, 1900 could be made available for your use on a limited basis. (Patrols in and around Cronard, support forces etc.) In addition, 1500 monster troops (escapees from the lost battle near Latamere) are secreted within the hills near Tappitt. I will provide you with a simplified system for rating troops strengths.  When we need to deal with combat resolution the players and your self will be provided with a chart to make this easy.



Lankmar: (Patterned after the famous one but different):

No progress has been made here other than placing a few spies. Some force has been at work against you. The city has never been taken even by you when you invaded last time. The gods of Lankmar, Ninguable, the Thieves Guild, or some combination of them all have thwarted any effort to gain influence there.


Portland:

Calimus Forteta: Lord of Portland.
Calimus was placed in charge by you 21 years ago to replace the popular Kristin Teritrus, who was a 1/2 Thrandorian leader. She is still imprisoned in the Portland dungeons as the staying of her execution is one of the ways you keep the many Thrandor-Loyal locals in check.

Available Troops Already In Place: A single elite force comprised of 5 high-level fighter assassins.  They can be used in up to three separate attempts to capture or assassinate a high-level ally of the Lords or a single concerted effort to permanently kill or capture one of the Lords themselves.  You will be given approximate odds and further information in the near future or whenever you request the info.
Groms Palm (formerly Freyas Palm):

Gycor Falic: Unquestionably one of the most loyal of your lieutenants. This town formerly held the home temple for the worship of the goddess Freya and was built and run by Jaques StClaire', Lord of Thrandor. After you took over you defiled the santuary and use it now as a barracks.
Available troops already in place:This is the largest group of human soldiers you have. It is made up of bullies and fighters from several worlds you have visited, fought upon or conquered. The total number of humanoid soldiers is 2100. Ther are another 600 monster troops there also. once again I will provide troop stength ratings etc. later.



Caspin:


Evan Dumar: Your highest level subordinate. He is very competent. Almost too competent. He may have plans of his own. You have been keeping a close eye on him and some of your spies are tied up there. This city was built by Yodan Cabot and was the home city for the worship of the LN god Kalkeffa. Once again you defiled the temple and it is now the sanctified temple of the evil god Loki, who's followers provide you with clerical aid in return for the temple and certain other considerations.
Available troops already in place: 500 Undead monsters were under the abby in a huge system of catacombs when you took the city. After years of work from your hired clerics they have been turned to Evan Dumars loyalty. He controls them now. Also present are 650 monster troops hidden away in the upper levels of Caspins dungeons and 450 local human troops.  



New Grom City (Formerly New Thrandor): This is the largest city on the continent with the exception of Palamose on the south coast. Standing atop a 5 mile wide plateu, surrounded by concrete


Neville Brune: You placed this sawmill owner in charge as mayor of New Grom City a few years ago because he is highly orginized and well liked by the people. Though he did not want the position and may have sympathies contrary to yours, he is easily controlled because you have his 2nd oldest daughter held hostage in Tappitt.
Available troops already in place: 1100 local human troops.


Sature: This is the most wealthy of the northern cities. Here you maintain control through economics, giving oppertunities to those who fall into line and usually using economic pressure to drive others to the poor farm. This may be one of the places you should send troops when you begin the invasion.

Available troops already in place: 450 home guard. Local human troops.


Delving: This town is part of the Saturian realm. They take their cues from Sature.

Available troops already in place: 175 home guard. Local human troops.



Other Towns: The other towns having a mayor or leader are controlled through your lieutenants.

Available troops already in place: None of note.




Invasion Troops on standby in the Nightland (your Realm in the future): The troops in the main group are the invasion force. The reserve is there only if needed.

Main Force:

Monsters: 6500       Humanoids: 8,500       (stats to be provided later)


Reserve Force:

Monsters: 4000       Humanoids: 4,500       (stats to be provided later)






A major migration of evil creatures both human-like and non will be sent through the time-space continueum to Mentral in the Cronard empire.At the signal, small and large groups will depart to their objectives. These objectives are listed below:

Day one:


a) Mentral will be isolated by a magical wall and no one will be allowed out after the men and monsters begin to come through. The town will in essance become an armed camp geared as a hub for arriving forces. These forces are to be gathered until a signal is given.
b) Troups will enter Dole, Reux, and Tappit. Barracks there. 700 troups each. The people are told that renegade Thrandorians are planning terrorist  attacks against several cities. They are reminded that the Thrandorians themselves had monster allies and may use them against the innocent people who get in their way.
c) PR experts will coach city officials in an announcement to the populaces of all major cities about an imminent threat to the people from aliens from another planet! They will further inform all the people that Thrandorian renegades have joined in an evil pact with aliens to launch a Jihad in the name of an obscure god seeking power named Yoweh. That they are planning with the Latamereian and Glymereianans to invade all the heartlands and give to the unholy aliens, huge areas of farmland as well as complete control of  New Grom City. Citizens are advised to come forward with any information regarding the renegade Thrandorians or any persons with Thrandorian blood they have suspicions about. Rewards will be offered. More detailed descriptions will be recited word for word as composed by "G" himself. In the most rational sounding and convincing way a list of truthes, 1/2 truthes and outright fabrications has been woven togrther to form a very damning anti-Thrandorian picture. Portrayed as vengefull, un-couth, sigle-minded and manipulative; the Thrandorian Renegades care nothing for those who do not carry their blood. They would rather destroy the peace and prosperity of the current unified government provided by Lord Grom than become part of the brand-new world that the people had already began to benifit from. Every effort will be made to propogate this image which has been carefully crafted with pre-determined answers to difficult questions that might be asked. No sign of anger or frustration will be shown no matter how tough or stongly voiced a concern or objection is. After all Grom is our great leader and he respects the voice of the people. Grom is the one who wants to keep monsters (even those he has compassion for) away from civilized lands and keeps them under constant surveilance using them for the betterment of mankind and it's defence against threats like the impending Thrandorian/Alien attack.
Day two:   
a)  500 human troups enter Delving at 7am in a calm unhearaled way. They entrench under the explination given above. 1 lvl 14 MU, 1 11 lvl MU, 1 lvl 18 Anti-Druid, 2, lvl 12 Cleric.
b) 1000 human troups enter Sature at 7 am as above.
c)  400 human troups enter Portland at 7 am as above.
d)  100 human troups enter Tuma at 10 am as above.
e)  400 human troups enter Portland at 7 am as above.
f) 1000 human and 500 monster troups enter New Thrandor at 3 pm as above.
g) 400 human troups enter Caspin at 1pm as above. ( 600 monsters already in caverns below Caspin have been turned to Grom).
h) 250 human troups enter Ham.
i)    75 troups enter Seaview.

In each case the following will command them and do all PR (An intregal component of  Groms method) and descision making:

Groups of  75-175 :         1) lvl 12 , 1) lvl 7 MU      1) 9th lvl Cleric or Druid      17) 12th lvl  fighters

Groups of  176-400 :         1) lvl 16 , 1) lvl 12  2 lvl 9 MU      1) 14th lvl Cleric   2)  9th lvl Cleric      30) 12th lvl  fighters

Groups of  401-1000 :         1) 18TH lvl  , 1) 14TH lvl   2) 12TH lvl  3) 9TH LVL  5) 7TH LVL MU      1) 14th lvl Cleric   2)  9th lvl Cleric      60) 12th lvl  fighters



Day three:
a) Evidence will be shown to leaders as well as financial key-players of all major cities of Thrandorian monster build-up, alliances with Latamere, godless creatures created of evil alchemy, aliens and the obscure god Yoweh. Skillfully a circumstancial and eyewittnes based case will be presented demonstrating how the Thrandorians intend to over-run the entire heartland, retaking what was never really theirs at any cost. Strong insinuation is made that the heartland must surely be the reward offered to the ominous allies of the crazed Thrandorians. These are not the honorable Thrandorians that Grom in his wisdom and mercy held alive in comfort and saftey for the good of all; no these Thrandorians had no honor. They had only the lust of power and domination as their sole purpose in life. Any leaders who seem too sceptical and/or speak-out strongly against this story will slip and fall in the shower or die from natural causes.

b) 5 Top leutenents of Grom Meet in a farmhouse 10 miles NE of Delving. The plan will be reviewed and final confirmation of responsibilies will be made. The following are early components of the plan discussed:

1) Latamere is to be attacked again. This time 2000 monster troups will be gated to within 1/2 mile of the front gates of Latamere. This however is more a deversion.
2) A group of 3 high level MU/Fighters and 30 crack fighter/assasins will be gated within the walls at a prepared location. They will do the greatest damage it is hoped. Their assignment is to seek out and kill Lord Naef, as many high level MU's and free Bluto if possible.

After this meeting the MU's will all teleport away except one who chooses to fly away as he has used his Teleport No Error for the day and failed to learn Teleport years ago. His name is Tagamine. He is responsible for leading the Assasins & MU's in the Latamereian attack.

c) Patrols will begin around every city as well as any important locations. Strict rules require that above all even success in confrontation, information must be returned to the supervisors. ANY Thrandorian must be delivered (prefferably alive but not required) to supervisors.

d) A Thrandorian (50%) the grandson of Jaque St Claire', son of Michael St Claire' and a peasant woman, his name is Jewles St. Claie'. He will give un-controvertable testimony that he was once a part of the terrorist group run by a Thrandorian named Bartow. That he in the name of his strange god had convinced himself and others that a holy Jihad was the only way to return control of the Heartlands to the Thrandorians. Bartows plan was to take these lands no matter what the cost to the people because only the Thrandorians were worthy of consideration in Yowehs eyes and that all others where below them, barely more than animals. Michael will tell of his soul-searching that eventually led him to leave the group (on fear of his life) and come now to the various leaders of the "Free-Lands" with this information. He also asks their forgivness and explains that several of the "Renegades" including the demented cleric had the power to control minds. This he believes is why he like so many other honest, right-thinking people have been persuaded to help them. In all ways he supports Grom over the Thrandorians even though he is of their blood as he say's, "Right is right and wrong is wrong. Using the lives men, women and EVEN CHILDREN! to pave the bloody road to your own personal glory is not only wrong it emodies what is truley most evil, evil disguised as good.    

e) Agents of Grom contact the Thieves Guilds of all cities. They put the worst possible spin on the Thrandorians and even act as if information gained by Groms spies against the guilds actually was sold to them by Thrandorians.  




Greetings Sindy Krawford,

An individual whose interest is beyond reproach delivered this note to me. My identity must not be revealed as I have worked in secret these many years since the fall of the Lords. For now know this: In the days to come I will give what aid I may. Suffice it to say that I have been loyal to the Thrandorian Clans for many years and that I will be faithful till the moment of life's last breath. The message follows:

To Sindy and clan,

How you have stirred the beehive! Soon events will unfold that may well determine whether a Thrandorian realm will ever exist here again. Others have made plans that parallel yours. These others were not prepared for the impact your group has had on our enemies' timetable. Some had plans reaching over the next decade. A safer more certain victory has been the goal. Grom is but Mezgothrains vassal, answering to a creature who could soon wrest a seat among the Deitial. Mezgothrain actually had a hand in capturing the Lords. They are for now beyond succor. Safe but impotent. Held by a force so long in the making and of such powerful magic that it might be broken only through an age of undweamoring or the power of a Greater Wish cast by a mage of incredible strength. Possibly only a god.
For now their release is beyond the power of any that would do so.

This ray of hope reflects upon us though. Mezgothrain, liege lord of Grom the destroyer, is a very busy godling indeed. The Heavenly Host do not often greet those who have found a path to the higher planes with aplomb especially when they come as a progenitor for chaos and self-servitude. He is strained to his limits maintaining this new ascension. Do not ask how these things are known, the answer is a tale unto itself spanning many missions and costing the life and mortal soul of one held dear. Although things are not as we would have them, the die is cast. Nothing can stop Grom and his advance now. He is ordered to find and destroy you and prepare the continent for a major invasion, the days of his subtlety are coming to an end.

Here is the crux:   
The day of decision is coming. You must choose to leave and seek safety elsewhere or place yourselves into the mouth of the lion. If you choose to leave, Grom will come none-the-less. If you are gone, he will take these lands; my clan cannot change this. There will however be a much smaller loss of life than if you stay. If you stay, many will die but Groms plans may be foiled entirely.
My clan will take certain steps to insure that when Grom calls for his main invasion force that their portal will not function. His forces will still be great but his plans and strategies will be based upon a planned reinforcement that will not come. He will also be helpless to return to the nightland. Mezgothrain can not help. You would have one chance to put an end to his dominance here. For if he is decisively beaten now and imprisoned or destroyed, Mezgothrain will lose access to this plane. He himself can not come to this time.

This will not be easily accomplished. You may all perish in the attempt. Some of you could even become his slave/servants. Success here means a return to peace; failure will bring about the beginning of the end for the entire planet. Some cosmic event, greater than my knowledge or understanding is in the works. Whether or not we small motes have the power to effect the outcome of such events is a question only time will reveal.
If you should choose to leave, no one can chastise you. You have done your best and could hardly have known where this was leading. I counseled that you be contacted directly a year ago when first we learned of your existence. Yet though I am speaker, I have but a single vote. My clan has been survived through caution for over two decades and will survive even the worst scenario. If necessary we will wait and plan for decades or even generations to see our day of victory. When you have made your choice, use the crystal shard I have sent with this note. Wrap a parchment note around the thin shard. Snap the shard in two and the crystal along with the note will be delivered to us.
If it helps, I am personally sick of the waiting. Although our chances are uncertain, we have an advantage in the timing. We may never again have a real chance to defeat Grom and for awhile at least seal Mezgothrain from our time.

Respectfully,

Carmen Elmswand



Background on the Lords:
The 1st generation "Lords of Thrandor", referred to here as the "Old Lords", were sent to this world from the planet Thrandor, when their world was on the brink of destruction. They suspect that they have actually been sent back in time and that the ancient Power Mage Mezgothrain, was responsible for the nudging off-course of the comet that caused the catastrophe, thus creating the "Night Land" which is even further into the future. The Lords built a realm in the image of their Thrandorian homeland as was the command of their parents and the High Cleric Alemiezer who had taught them all and later and was responsible for sending them here. Mezgothrain however learning late of the salvation and time travel of the Lords, sent Grom the Destroyer to battle them. A great battle was fought before the gates of Caspin and Groms forces were destroyed and for a short time he was even their prisoner. A conflict between the lords however gave Grom the opportunity to escape and eventually fight the lords to a standoff. Grom has gotten where he is by careful, deliberate intelligence and a sense of how to manipulate others by the use of praise, rewards and a very logical way of speaking and presenting himself as well. The Old Lords of Thrandor were even persuaded to sign a treaty with him after their 1st war. (He kept a 20-yr treaty as per his lawful alignment. During this 20-yr period he built his armies and resourced other worlds as well as his own realm in the "Night Land" to prepare for another invasion. After the expiration of that treaty Grom attacked in force and with carefully premeditated precision. defeating the armies of the Old Lords. Grom then lured them to a pocket universe prepared by his master Mezgothrain. They are still trapped there in a dome of force they cannot break in a pocket universe only 1/2 mile square, surrounded by a collaboration of demonic creatures.