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This file is
classified. unauthorized access of these documents is a violation of
federation law and punishable by up to 25 years in Caspin Dungeon !!
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. |
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