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C 7 Castleonthehill

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C 7 Castleonthehill

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sebastien daudon
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CASTLE ON THE HILL

By Stephen Chenault
Editor: Steve Ege, Libbie Ann
Front Cover: Jason Walton Interior Art: Zoe Devos, Peter Bradley
Cartography: peter bradley

1818 North Taylor, #143, Little Rock, AR, 72207


email: troll@trolllord.com
website: www.trolllord.com or
www.knightsofthecrusade.com

©2018 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a registered Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord
Games. SIEGE Engine™ is Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord Games. Amazing Adventures is a Trademark of Chenault &
Gray Publishing, d/b/a Troll Lord Games. The Troll Lord Games, Castles & Crusades, SIEGE Engine, Amazing Adventures and Troll Lord Games logos
are Trademarks of Troll Lord Games. All Rights Reserved. 2018.
Art, artwork, cover art, cartography is copyright Peter Bradley of Ravenchilde Illustrations, 2018 or Troll Lord Games. All Rights Reserved. All content
copyright 2018 Troll Lord Games. All Rights Reserved.

Printed in the United States of America


This is the seventh installment of the Darkenfold Adventures. and encouraged a host of mosses and lichens to grow throughout
It is designed for 3-5 characters in the mid to high-level range. the castle’s immediate environs.
The party is confronted with the power of the Green Wizard. The
adventure takes place along the banks of the Mistbane River near Once the castle was fortified, he excavated a temple deep in the
its confluence with the Powder River. ground and through more sorcery created a series of root trees
in the temple that allowed him to travel around the forest using
This adventure is a set piece adventure that pits the party against the spell transport via plants. Once settled, he began to cultivate
the might of the Green Wizard and his dungeons beneath the a root ball, shaping it with his own sorcery to appear as an idol to
Castle on the Hill. The adventure can pick up after C6 Ends Ogoltay. He fed the root ball, not with water, but with the blood
Meet, however it is not necessary to play that adventure to enjoy of living sacrifices. He also cast spells upon the root ball, guiding
Castle on the Hill. Castle on the Hill is playable in any campaign its development into a living idol.
or setting. However, if you are playing in the world of Aihrde as
portrayed in the Codex of Aihrde, the adventure takes place in The idol is only a short time from establishing a connection with
the River Basin region of the Darkenfold. the goddess Ogoltay. She is an ignorant, cruel, and vicious beast of
deity and one that the Green Wizard hopes to be able to control.
Once he has her eye, she can bestow upon him the power to
INTRODUCTION communicate with goblins far and wide and allow him to bend
From Thompson’s Point in the east to the Bolan Drops in the west the goblins to his will. In this way, he can raise an army and build
and from Bent’s Trading Post in the north, to the Two Dogs River in a kingdom of his own. Only then can he begin the conquest of
the south, is the realm of the Green Wizard. He dwells in the ruins Kayomar to the north. This will usher in an age of goblin rule the
of a tower upon the southern bank of the Mistbane River. From like of which the world has not seen in many centuries, and he will
there, he has terrorized the region for many years. He hounds any be its rightful lord and master.
who enter his realm, either killing them or carting them off to his
dungeons to torture or experiment upon. He raids eschl villages Note: The root ball is buried in the ground in the temple (see
and carts those he captures off to be sold at auction on the slave below), and because of this it has established a minor connection
blocks of Haverstraw. He breeds beasts in his dungeons, that he with the earth goddess Hroth. At its present state of growth, it
unleashes on the whole of the southern Ursal. His is a cruel and could be seen as an idol to either goddess, Ogoltay or Hroth.
wicked realm, one that even the Darkenfold finds abhorrent. He
has recently built a bridge across the Mistbane, signaling his desire WHO IS THE GREEN WIZARD
to begin his conquest. Anabaxius was born in the wilds of the Barrowland to a witch,
Fridul, who ruled a petty realm in her own right. From there, she
The adventure begins almost anywhere the CK desires, from Ends terrorized the Ursal Road, robbing caravans that traveled from
Meet to Willowbreak, from Bent’s Trading Post to a boat on either Kayomar to Kleaves and beyond. For a time, she grew wealthy
river or on any trail. The characters need have no knowledge of and powerful. She did so by selling her captives as slaves to the
the tower or its occupants to stumble upon it. hobgoblins to the north and trading the stolen wares of her ill-
gotten gains. Her young son ruled at her side, but his mind was
FOR THE CASTLE KEEPER bent toward the wilderness and the unadulterated primeval power
The Green Wizard, Anabaxius, is actually a high-level druid. The of it all.
name “Green Wizard” is a name given to him years ago, and it After some few years, Fridul’s raiders kidnapped a niece of the
stuck. Why he was called that is lost to history. His overall purpose powerful Baron of Cotleberg, a high lord of the Kingdom of
is to create a living idol to the goblin god, Ogoltay, and with her Kayomar, and promptly sold her into slavery. The baron, an older
power, raise an army of goblins to conquer the Darkenfold and use man, prone to fight on the slightest whim took up the sword,
it as a base of operations to wage war on the kingdoms of men to called his levies to arms, and went to war. He was joined by other
the north. He came to the Darkenfold forest to do this. northern barons and a small retinue of dwarves from Norgorad
He was well acquainted with the Castle on the Hill, as it was Kam who called him kinsman.
called by the locals, and chose it as his lair. At first, he did not Together, the army marched up the Ursal Road, crossed into the
want to draw attention to himself, so he did not refortify the Barrowland, and laid waste to Fridul’s realm. They put everyone
tower, but rather made the land around the tower treacherous. He they found to the sword, excepting only slaves, who they freed and
first covered the broad Hunter’s Trail that followed the southern armed. They captured Fridul and the baron had her burned alive
bank of the river and passed by the castle with all manner of wild and her body fed to the crows. They pushed on toward the town
growth, so that the trail ended long before it reached the castle. of Luxor and sacked and burned it.
He buttressed the forest immediately around the castle hill with
tangled brambles and hedges of briars. He cultivated gnarled, The baron did not stop there, but led his army after his niece to
twisted trees to break up the ground and impede travel. He waded the Bleached Hills where several small pitched battles with the
into the river and cast earthquake, breaking the riverbed and hobgoblins occurred. This summed the attention of the god-king
creating dangerous rapids for any approaching the tower. At last, Vistenodge the Mad, of the hobgoblin realm. The baron fell back
he summoned a fog, and it settled on the area to impede anyone’s to a Luxor and fortified it and the god-king lay siege to the town.
senses. This last kept the ground always a little muddy and slick

2 CASTLES & CRUSADES


When word of Vistenodge’s attack reached King Luther II in
Kayomar, he called for the realm to muster all its chivalry and
gather in Cotleberg. Within two months’ time the army was on
the march, some 12,000 horse and men-at-arms. They were
joined by a host of dwarves, some 500 strong and an untold
number of paladins from the Order of the Holy Defenders of the
Flame. The baron had wind of this, and it fortified his people in
their siege of Luxor.

What followed was a pitched battle before the walls of Luxor on


the plains of the Barrowland. However, few realms in the wide
world can stand against the might of Kayomar, for their knights
are well accoutered and experienced in battle. By day’s end the
god-king’s army was routed, and the greater part of his host dead
upon the field. Luther threatened to pull up the god-king’s realm
by the roots unless the baron’s niece and all other captives were
returned. Several hundred, including the niece, were released
and given to the king as well as a mountain of gold in payment
for this trouble.

Anabaxius lived through all this and watched from afar as his
mother was burned alive, her people destroyed, and the might
of the hobgoblins extinguished. Though always evil, for he was
born with a pestilence in his heart, the war focused his hate, and
like the weak often do, he did not blame himself or misdeeds for
his misfortune; he blamed others. He blamed Kayomar and all its
people for his fall and his mother’s death.

For years he wandered in the wilds, honing his craft and learning
all there was to learn about the druidic arts. He eventually
gathered some few followers and they traveled with him, reaping
what spoils they could from adventure and raiding. It came to his
mind that the only peoples in the world who defeated the realms
of man and dwarf were the goblins, and he became obsessed with
finding a mode of ruling an army of them. PLAYING THE DRUID
Anabaxius keeps a careful watch on the Darkenfold. He has for
It was not long after that he hatched the idea of the living idol years, using a dozen vultures enslaved to him. He knows much of
and sought out a secluded place. Long ago he had plundered the what goes on and who the various people are. He has made no
Castle on the Hill, and knew its strengths and weaknesses. So, friends, but attempted to make no enemies beyond the eschl and
he moved his operations to the Darkenfold and the Castle on wandering travelers, whom he slew, enslaved, or robbed.
the Hill.
But this has changed as he is ready to conquer the Darkenfold. To
Though wealthy through years of adventure, Anabaxius quickly do this he must seize Ends Meet, Greenbriar, East Keep, and Bent’s
used up his funds. He began to actively deal in the slave trade at Trading Post. To this end, he has built a large wooden bridge across
that point, following in his mother’s footsteps. Any who fell into the Darkenfold. Since the bridge has gone up, he does not care
his hands were carted off and sold on the auction blocks. The whose ire he raises, confident that with swift and sudden attacks
money from this and other endeavors allowed him to continue his he can overwhelm the better part of the northern Darkenfold and
experiments and amass a small fortune. turn it into his fief.
With this, he has built a small army and houses it in and around To this end he is, or will very soon, send out a call to muster his
the hill-top tower. Most are in a squalid village on the cliffs facing army and allies.
the castle and hill. Others live in the wilderness, moving from
camp to camp. It consists primarily of orcs drawn from the Islun Note: The halflings of the south and the elves are reclusive
Tribe that dwells south of the tower, though there are some men, enough that he does not fear their involvement. For more on both
a few half-orcs and hobgoblins. He also had several giants in his peoples see the Codex of Aihrde Expansion: The Darkenfold
employ and other monsters besides. The army does not number book.
more than 150 souls, of which 50+ are usually out scouring the
country or guarding the wizard’s borders. His alliances, however, As for himself, he keeps to his dungeons focusing his own power
extend beyond the immediate army (see below). on the root ball, venturing forth only for the direst of reasons. His
primary goal is to make sure the living idol grows and connects

CASTLE ON THE HILL 3


with the goblin goddess. However, if need be, the temple beneath forest, so few worry about him. This common knowledge can be
the dungeon is equipped with giant roots of oak trees, nurtured fleshed out with any of the three ideas listed above.
by the druid. With these, he is able to use the transport via plants
spell and go almost anywhere in the Darkenfold. He will do so if he 1) Word has spread all across the Darkenfold that a bridge has
must, otherwise he sends his lieutenants. been built spanning the Mistbane. This is unheard of, no bridge
has been built on the Mistbane River in over a century, longer
really, but few can remember when. Whether the characters are
TWO TYPES OF GAMES in Willowbreak or Ends Meet (it doesn’t matter), word travels fast,
The Castle Keeper can engage in one of two types of games with usually via the rangers, coal burners, fisherman, or peddlers. The
this adventure: a simple dungeon crawl, or a larger campaign of characters are encouraged to investigate.
all-out war.
2) If the characters have taken an active role in the Darkenfold
Dungeon Crawl: It can be used as a simple, though short, (adventure in the other six modules), they have no doubt drawn
straight forward dungeon crawl, whereby the characters find and the attention of the Green Wizard. He sends several minions to
enter the Castle on the Hill and attack its inhabitants and engage attack and kill them as part of his plan to strike all the areas of the
the druid in battle. Darkenfold simultaneously.

Campaign: The adventure can be expansive with the Green 3) The rangers of Ends Meet engage the characters to investigate
Wizard beginning his conquest of the Darkenfold. To this end, the bridge as there is word that the hobgoblins of the north are on
he has engaged hob-goblins to the north, sent forth packs of the war path.
were boars, and sends his own army across the bridge he has
War
recently built over the Mistbane River. This requires the CK to
keep track of a time line, as the various armies of the Green It defies the scope of this adventure to dictate the movements
Wizard all move in one direction or the other, as well as the of the Green Wizard’s armies, particularly after the movement
various militias, the characters, etc. The other six adventures in of various groups begins. However, he does make some simple
the C series are necessary for maps, personages, town militias, moves that start the war, pressing the villages and people on
and other incidentals. all sides, at different times, to keep them off guard. All of these
armies are separate from his army that he keeps at the tower. The
Castle Keeper should map out a stratagem that the Green Wizard
GETTING STARTED might take, using his army and allies to both attack his foes, but
Castle on the Hill takes place near the confluence of two rivers, keeps defenses at the Castle on the Hill in order to protect the
the Mistbane and Powder. The characters can approach from living idol.
either river, or overland from any direction.
A rough outline might be as follows:
FOR A DUNGEON CRAWL
1) Send several hobgoblin bands to simultaneously attack
Use any of the following ideas together or separately. Post Road and Eastfold
1) In C6 Ends Meet, the letter written by Charl Sands as 2) Gauging the response, if anyone goes to help Eastfold he
detailed in Area 6 leads the party past the Green Wizard’s tower. strikes Greenbriar
2) The Green Wizard has interrupted boat traffic on the 3) Awaiting response, he attacks Alice
Mistbane. This has enraged merchants in Petersboro and
Haverstraw as well as Ends Meet. The characters could be hired to 4) After a few more days he attacks Willowbreak
explore the reasons why, an investigation that leads to the Castle
on the Hill. This adventure could begin in Haverstraw, Petersboro, His real purpose is to keep the forest rangers, characters, and
or Ends Meet. Talk of this is detailed in C6 Ends Meet “Talk of any militia dispatched by towns on the road and trying to put
the Tavern” in section 8. out fires so that he can send his main orc army up river to Ends
Meet.
3) Heana Geat, a lawful good cleric in Ends Meet (C6 Ends
Meet, Area 15) is actively recruiting a party to attack and destroy This whole strategy should be played fluidly.
the Green Wizard. She will join such a party if asked. Druids: Two druids work closely with the Green Wizard, Veritrix
4) The characters could wander upon the castle at any time, and Tearlag. Tearlag is the older of the two and his most trusted
from any direction, and stumble into the Hedge Wall. lieutenant for she is fiercely loyal to him and to his desire to conquer
the Darkenfold and realms beyond. She is rarely in the Castle on
the Hill, however, and almost always in the forest, watching or
FOR A CAMPAIGN
doing his bidding. Veritrix is a battle-hardened druid and believes
Talk of the Green Wizard is pretty common and people know of fervently that mankind must be purified of his weakness and the
him and his slave trade all over the Darkenfold. But his lair is far only way to do this is to unleash the fury of the primeval world
from the three northern villages and the towns on the edge of the upon them. He commands the orcs and hobgoblins in battle.

4 CASTLES & CRUSADES


Druid, Tearlag (This 8th level neutral human’s vital stats BORDERS IN THE WILD
are HD 8d8, HP 60, AC 20/24 (+4 defender). Her primary
attributes are constitution, wisdom, and intelligence. Her The Green Wizard’s domain extends beyond the tangled brush
significant attributes are strength 16, intelligence 16, wisdom 18, and fog that surrounds the castle and hill. He controls roughly
dexterity 17, charisma 15 and constitution 17. She uses a variety 25 square miles of the river basin. The fog that surrounds the
of weapons in battle: +4 defender short sword, a +2 war hammer castle extends out from the base of the hill for about 1000 feet.
that strikes with a wall of wind spell once every four rounds, a +1 The tangled forest is about 1 mile along the south bank of the
dagger, or a +3 short bow. She wears +5 leather armor. She has Mistbane River.
woodland stride. She has adopted the wolf, cotton mouth snake,
In order to guard against intruders, the Green Wizard has
and house finch as her totem shapes. She can change into any one
established a patrol of wereboars on both banks of both rivers and
of the shapes and back again once per day. Her spells known are
four observation posts (see below).
5/5/4/4/2. She has a tattoo of Kekki on her left breast that grants
her +3 AC. She wears a +3 cloak of charisma.)
EYES ON THE LAND
Tearlag is 5’7” inches with long auburn colored hair that she wears
The Green Wizard has bound a dozen vultures to him through
in a tightly bound tail. She has a disarming smile that gives her a
the spell eyes of the wild (see The Adventurer’s Backpack). They
high charisma. Her demeanor is calm and level headed and she is
continually scout the region, watching for anything unusual. He
rarely given to panic. She is able to convince many people to do
can see through any one vulture’s eyes at a time. He does not
her bidding.
always use this ability. He will only make use of it when something
For stats on Veritrix see “The Bridge” below. alerts him or he is particularly keen on watching a certain region.
For instance, if he desires to know what is happening in Ends
Hobgoblins: The hobgoblin hives are located in the Gottland Meet, he sends one of the birds over there and watches.
Wood. There are dozens of them, spread over a wide area. The
hobs break into small bands of 10-40 and begin hounding travelers There is always a vulture flying over, or perched near, Ends Meet,
on the road, stopping all traffic on the Post Road. Their intent the new bridge, the Castle on the Hill, Bent’s Trading Post, and
is to seize both Greenbriar and Eastfold. To this end they will the rivers. The other seven range far and wide.
eventually march forth with several hundred hobs to attack either
These birds do not act like normal vultures and are therefore
place. They number roughly 400 hobs, but these are spread out
shunned by all other birds. A ranger or druid may notice the bird’s
all over the northern Darkenfold. A small band remains with the
odd nature on a successful wisdom save (CL 9).
Green Wizard, guarding the Castle on the Hill.

Wereboars: The wereboars range up through the Wingnut WEREBOARS


Bottomlands to Gurthap Falls. They cross the Watchita River to The Green Wizard has bound a small army of wereboars to him,
attack Alice and head up the road to Ends Meet, hounding any mostly by promises of plunder and the right to feast on the dead.
they see or encounter. They number about a hundred, but are scattered along the river
Islun Orcs: Though many of this tribe have gone to live in basin from Ends Meet to Willowbreak and back again to the Castle
Bootstraps Gorge with the Wizard’s army, the greater part on the Hill. Each band is broken up into 6-12 wereboars and are
remains south of the Mistbane and in the Downs. It is for them led by a lesser alpha-boar. The alpha-boar himself has moved to
that the bridge was constructed. The orcs send a raiding party of the environs of Alice, hoping for the call to attack that town. He
about 100 across the river and press Willowbreak. Others begin has 12 wereboars with him and will call others if the Green Wizard
building flat-bottom boats and preparing for an attack on Ends gives him the go ahead.
Meet and later Petersboro. They number about 600 warriors, and The wereboars are not fiercely loyal to the Green Wizard but see
are led by their War Chief, a fiercely independent leader named in him the possibility for greater plunder and more feasting, thus
BoneStaff. they serve him. Though they tend to fight to the death when their
Druidic Cabal: He has engaged a cabal of five 6th level druids blood lust is up, particularly when there is food on the line, they
to interdict all traffic to Bent’s Trading Post. This has been going are not going to fight to the death for the Green Wizard.
on for some time. The druids hide the paths to the Post as well as If a lesser alpha learns that the Alpha has been killed, he stops
create tangled hedges and impassible bramble to drive traffic away whatever he is doing and moves quickly to kill all the other lesser
from the Post by making people become lost or killing them. The alpha. If several lesser alpha’s are together and in combat they turn
Post is out of food and supplies and both proprietors have left to on each other immediately, but once one is dominant will flee with
purchase them. For more on Bent’s Trading Post see adventure C3 the band in order to hunt and kill any remaining lesser alphas.
Upon the Powder River. As the bands are likely spread out all over the Darkenfold this is
Fog Giants: He has three fog giants working for him. These stay going to take some time as they hunt each other down and kill
in the gorge and guard the approaches to the Castle on the Hill. each other. Allow at least 2 weeks for this to occur. The wereboar
population should be reduced by 20% due to internal fighting,

CASTLE ON THE HILL 5


before they return to the service of the Green Wizard, assuming Wereboar (These neutral creature’s vital stats are HD 5d8, HP
that is something the new Alpha desires. varies, AC 18. Their primary attributes are physical. They attack
with a gore for 2d6 points of damage. They are able to alternate
Note: It is possible that rangers, druids or bards know the their form into a human or back again once per day. They have
hierarchical structure of the wereboar bands. Allow the appropriate twilight vision, curse of lycanthropy, regenerate 2 hit points per
attribute check (CL 5). round and ferocity. Ferocity allows the wereboar to strike a second
time if it kills an opponent in one round.)
Wereboar, Alpha (These neutral creature’s vital stats are HD
10d8, HP varies, AC 22, XP 1050+10. Their primary attributes
are physical. They attack with a gore for 2d10 points of damage. THE LAIR
They are able to alternate their form into a human or back again The wereboars have a large Run in the Wingnut Bottomlands.
once per day. They have twilight vision, curse of lycanthropy, Here they often drag the dead and feast upon them, celebrating
regenerate 3 hit points per round and ferocity. Ferocity allows by worshiping their patron Narrheit. A large round tree stump,
the wereboar to strike a second time if it kills an opponent in one flattened to look like a table serves as the altar and both treasure
round.) and food is heaped upon it in sacrifice to the god of chaos. There
is one pack of wereboars here at all times, guarding the Run. They
Wereboar, Lesser Alpha (These neutral creature’s vital stats have maximum hit points.
are HD 7d8, HP varies, AC 20, XP 315+7. Their primary
attributes are physical. They attack with a gore for 2d8 points Treasure: Amidst a great deal of wreck and ruin are 5,000gp in
of damage. They are able to alternate their form into a human assorted coin, gem and jewels worth 3,000gp and a scepter worth
or back again once per day. They have twilight vision, curse of 500gp made by the ancient Ethrum. There is also a horn of the
lycanthropy, regenerate 2 hit points per round and ferocity. Ferocity halfling, cloth of hylde and a harvester knife (all three items are found
allows the wereboar to strike a second time if it kills an opponent in the Monsters & Treasure of Aihrde).
in one round.)
IAHNEAL DRAGON
Because the bridge is newly built and a key instrument in getting
the orcs, and his own army, across the river, the Green Wizard is
particularly keen on keeping it safe. To do so, he has employed
an iahneal dragon (see Monsters & Treasure of Aihrde) to keep
watch. The beast dwelt in the Downs for many years but was
enticed up to the Mistbane with a small mountain of gold. The
dragon has taken up residence on the north bank of the river, not
far from the bridge (marked “ID” on area map). He has built his
nest in a huge, dead willow that overlooks the river a half-mile up
west of the bridge. This way he can watch the country behind him,
the trail on the far bank, and the river itself.

The dragon can fly or swim and does not hesitate to attack any
water craft on the river.

Dragon, Iahneal (These lawful evil creatures’ vital stats are


HD 11d10, HP 88, AC 20. Their primary attributes are mental.
They attack with 2 claws for 1d2, a bite for 1d8, tail for 1d6
and a wing for 1d4 points of damage. They can attack multiple
targets with all their attacks in a single round. They are able to
bewilder their opponents by scintillating wings, wisdom save or be
mesmerized for 1d6 rounds. They have a breath weapon that can
transmute flesh to stone. For more see Monsters & Treasure
of Aihrde.)

THE BRIDGE
The bridge is a huge affair, 50 feet wide and 300 feet long and
spans the river and beyond. It consists of huge wooden pylons set
in the river bed every 40 feet and massive, planked timber cut
fresh from the Downs. It has a low rail on it and a small fortified
tower on the south bank. It is roughly two miles, upriver, from the
Castle on the Hill.

6 CASTLES & CRUSADES


Aside from the dragon, there are a dozen orcs in the tower on the Each post is roughly the same. They have cut a clearing in the
south bank and a druid encamped several hundred feet upriver. forest and established a camp. Here they store weapons, food,
The druid’s purpose is to alert the Green Wizard of any attack on water, and firewood. The camps are large, poorly kept and have
the bridge or anyone’s attempt to pass beneath it. no real sanitation, allowing for waste to pile up until an occupant
tires of it and scrapes it around.
Orcs, Warriors, Light x 12 (These chaotic evil creatures’
vital stats are HD 1d8, HP varies, AC 14. Their primary Each camp is only loosely guarded. The occupants have long
attributes are physical. They wear leather armor and carry small grown used to being left alone. That said, they do keep watch,
iron or wooden shields. They use a variety of weapons in battle: and it is difficult to sneak up on the camp unless one is actively
short swords, clubs, axes, hammers, and maces that do 1d6 points attempting to do so. Anyone approaching without caution will
of damage. Most carry a flask with a dry tasting stout juice in it be noticed within 250 feet of the post, those sneaking must make
as well as a day or two of hard rations. They each have 1-6gp in their normal checks (CL 6).
assorted coin.)
Each of the camps is watched over by Mondule (see Monsters
There is a 10% chance that a larger army of 20-100 orcs will be & Treasure of Aihrde) summoned by the druid himself. This
crossing over, or encamped near, the bridge. massive, dead-looking tree, sits motionless until creatures come
within striking distance. It is aware of its surroundings.
Druid, Veritrix (This 6th level neutral human’s vital stats are
HD 6d8, HP 44, AC 13. His primary attributes are strength, Note: The smell of the camp is noticeable from 250 feet away.
dexterity, and wisdom. His significant attributes are strength 15,
intelligence 14, wisdom 17, dexterity 15, and constitution 18. He NORTH POST (NP ON MAP)
carries a +3 hand scythe and four spears in battle. The spears
This post is set on the north bank of the Mistbane River, about
are expert weapons. He has woodland stride. He has adopted the
50 feet up from the river on the flank of a 100-foot-high slop. The
sparrow hawk as his totem shape. He can change into the hawk
post is set on the side of a large, fallen cypress tree. The occupants
and back again once per day. His spells known are 5/4/4/2. He
have built a wall of driftwood parallel and at the top of the tree,
also has a bracelet of protection +3 and gauntlets of swimming.)
making a very crude fortress. It is not very defensible and easily
His camp is several hundred feet up river, off the trail in some open to missile weapons from above.
brush. It is not particularly well hidden, but is hard to spot with a
casual glance (CL 8). Someone actively looking has a much better SOUTH POST (SP ON MAP)
chance to see the camp (CL 4). Veritrix uses the animal messenger The southern post is set in the woods about a half mile from the
spell to alert the Green Wizard of anything happening on the cliff that overlooks the castle. From this post, there is no easy
bridge by sending a sparrow up river. It takes about an hour for way to the castle. The guards have to follow a trail west until the
the messenger to alert the Green Wizard from the bridge. Once cliffs dip down to the river’s level. They must then follow a path
alerted the wizard looks through the eyes of the Vulture. back around the cliffs and to the castle. Either that or they have
to climb down a series of rope ladders that take them down the
Veritrix will join the dragon if it looks as though he can overpower
cliff to the village below. They communicate with the tower by
any interlopers. He will not fight to the death to defend the
shouting across to it, a wholly ineffective way of communicating.
bridge. If the odds are overwhelming he falls back to the outpost
and alerts the guards.
WEST POST (WP ON MAP)
Vulture: Once alerted to go and spy on the bridge, the vulture There is a trail that follows the south bank of the Mistbane river.
takes flight and begins circling the bridge. Anyone spots the lone It used to follow the whole river’s length. However, the trail has
bird on a successful spot check (CL 2). Refer to the section “Eyes vanished beneath the druid’s forest in and around the castle and
in the Sky” for more on the vultures and how to detect them. hill. The trail picks up about 3 miles west of the castle. The post
is a few hundred feet from this trail, right on the bank of the river.
Note: If the battle at the bridge becomes prolonged, the Green
Wizard will begin sending forces up to it piecemeal. First from the
outpost, but then from his own troops in the immediate environs EAST POST (EP ON MAP)
of the castle (see below). Much like the West Post, the East Post is set just within the bounds
of the Druid’s domain a few hundred yards from the borders of the
OUTPOSTS Green Wizard’s land.

In recent years, the Green Wizard has amassed a small army. As Note: If need be, adjust the size and number of occupants by the
his depravations have become more aggressive so has his fear of relative power of the adventuring party. Regardless, there is one
invasion. To guard against this, he has set up four observation giant near, but not in, the camp.
posts. Each is manned 24 hours a day, by roughly the same make
up of troops. Use the stats below for any observation post the Read or paraphrase the following as the party spies any one of the
characters encounter, whether from east, west, south, or north. four camps.

CASTLE ON THE HILL 7


A stench draws you to a wide clearing cut in the bramble, A WIZARD’S REALM
centered around a huge, dead tree. A dozen or more figures
lounge about a long, smoldering camp fire. They seem The Castle on the Hill sits atop a tall rock formation that is
relaxed. Some gamble with one another, others pick at the separated from the southern hills by Bootstrap’s Gorge and the
bones of some recent kill, still others sharpen weapons, Sparrowhawk Cliffs. Technically the rock formation is called
and others just lounge about. Equipment is scattered Irwin’s Hill, or more commonly, the Hill, due to its distinctive
about the camp, placed in no discernible order. There are nature. Across the gorge are the Sparrowhawk cliffs. These are
primarily orcs here, though some seem rather large, and steep and difficult to climb. They mark the beginning of a long
several men. A large, old tree with only a few knobby limbs range of hills, called the Merryl Plateau, that stretch south to and
dominates the central part of the clearing. beyond Two Dogs River. Between the two lies Bootstraps Gorge.

The camp can be surprised on a CL 4. Irwin Hill: The hill itself used to be part of the plateau, however
time eventually carved out the softer rocks and soils that separated
The giant refuses to sleep or set up camp with the others and it from the harder ground to the south. The hill stands about 300
dwells on the inward side of the post, that is on the side closest to feet from base to top. It is steep and jagged with many smaller
the castle. Anyone attempting to sneak around the camp will no cliffs and rock formations rising around its base. The rock is
doubt stumble on the giant. extremely hard and has never been good for tunneling or building
underground works.
Note: Druids may detect the nature of the moundule tree on a
successful wisdom check (CL 4). Rangers can do so on a successful Irwin hill was settled centuries ago and is covered in the ruins of a
wisdom check (CL 7). network of walls and buttresses.

Orcs, Sub-Chief x 2 (These chaotic evil creatures’ vital stats are Sparrowhawk Cliffs: The cliffs range from 350-400 feet in
HD 2d8, HP Varies, AC 16. Their primary attributes are physical. height. A broad, tree covered scree at the cliffs bottom marks the
They wear scale armor and carry small, iron shields. They use a first 75 feet of the cliff, above which are the steep, jagged crags of
variety of weapons in battle, but prefer heavy weapons such as the bluffs. Long years of erosion have scored the cliff’s face with
long swords and battle axes that do 1d8 points of damage. Most ledges, fissures, crevices, and clefts. Various vines and low growing
carry a flask with a dry tasting, stout juice in it as well as a day or bushes and flowers cling to the cliff, rooting in whatever hole or
two of hard rations. They each have 1-12gp in assorted coin. They crevice they can find.
each carry a small stone enchanted with woodland stride.)
The Darkenfold receives a great deal of rain fall and the cliffs are
Orcs, Warrior, Light x 12 (These chaotic evil creatures’ vital marked by a host of very small, though tall, waterfalls.
stats are HD 1d8, HP varies, AC 14. Their primary attributes
are physical. They wear leather armor and carry small iron or Climbing the cliffs is not difficult as they offer plenty of handholds.
wooden shields. They use a variety of weapons in battle, short The scree itself can be climbed without any attribute checks.
swords, clubs, axes, hammers, and maces that do 1d6 points of Climbing the cliffs requires a successful dexterity check (CL4) for
damage. Most carry a flask with a dry tasting, stout juice in it every 10 feet. However, the sheer size of the cliffs is daunting.
as well as a day or two of hard rations. They each have 1-6gp in Check the Castle Keepers Guide for endurance rules and how
assorted coin.) these affect attribute checks.

Giant, Hill (These chaotic evil creatures’ vital stats are HD Bootstraps Gorge: Bootstraps Gorge is deep and narrow, though
9d8, HP 54, AC 17. Their primary attributes are physical. They not particularly long. It is roughly 2000 feet from end to end. It
attack with 2 fists for 2d8 points of damage or a giant club for 2d8 lies between Irwin’s Hill and the Sparrowhawk Cliffs. Normally
points of damage. They are able to throw rocks up to 330 feet for there is a path, Hunters Trail, that winds through the gorge, in the
2d8 points of damage.) shadow of the cliffs and hill. However, it is blocked by the Thicket
Wall and a magical fog.
Moundule (These chaotic evil creatures’ vital stats are HD 9d8,
HP 72, AC 20. Their primary attributes are physical. They attack THICKET WALL
with two knobby slam attacks for 3d6 points of damage each. All
fire based attacks do one-half damage, one-quarter on a successful The hedge wall begins just before Bootstraps Gorge on both east
save. They are immune to spells involving sight, sound, or taste and west and is roughly 200 feet thick. It is a twisted tangle of
and have SR 3.) vegetation that consists of thorny shrubs and wickedly spiked
gooseberry bushes, vines, poison ivy, and sumac. This thicket
Treasure: There is no treasure officially kept in the outposts. grows a dozen feet tall or more. In its midst are a small host
The only treasure is that carried by the individuals or that of black, gnarled oak trees. The oaks are short with twisted,
captured from other creatures that wandered into the post’s area unyielding branches that weave into the thicket about. The whole
of operations. The Castle Keeper should roll randomly or place is an almost impassible wall.
treasure as desired, allowing a Treasure Type 6 for the collective
monsters. The giant is clearly going to have more than the orcs. There is a secret pathway into and through the thicket. It begins
on a narrow stair that winds up the cliff face 20 odd feet and then
dips back down into the thicket. All the orcs and other minions

8 CASTLES & CRUSADES


of the Green Wizard use the path. The druids of course can pass Note: The thicket wall is not a magical obstruction, but one
through the hedge without using the path. Finding the path cultivated by the Green Wizard.
requires some significant searching (CL 7) as it is well hidden. Of
course, seeing an orc use it reveals the pathway. There are assassin vines throughout the thicket on both sides of
the gorge. For every 20 feet crossed, there is a 1 in 4 chance of
If the path is used, it brings one to Hunters Trail, into the gorge encountering a vine or vines.
and leads to the Castle on the Hill and follows the course of the
river to the east. Assassin Vines (These neutral creature’s vital stats are HD 5d8,
HP 29, AC 15. Their primary attributes are physical. They attack
Failing to find the trail means they must enter the thicket or take with vines doing 1d4 damage each, with a failed strength save by
to the river. If the characters plunge into the thicket without the victim indicating constriction. Constriction means the victim
following the trail, refer to the following effects: blacks out in 3 rounds and will be strangled to death in 3 more if
not freed. Their special abilities are constricting, improved grab,
Entering the Thicket: The following occurs to anyone entering camouflage and resistance to cold and fire.)
the thicket wall.
Note: There are no assassin vines on the path.
• Movement is cut by 2/3rds
• All initiative roles are at -2 FOG
• All dexterity checks are at -4 The Green Wizard has summoned and bound a heavy fog to
• All other attributes checks are at -1 protect his castle. It covers the whole of the gorge from east to
west, entering about 40 feet into the thicket on either side of
• To hit rolls are at -1
Irwin’s Hill. It is thick and wet and clings to whoever enters it.
• Every 10 feet crossed that is not cleared inflicts 1 point of
damage Rangers and druids detect its unnatural aura on a successful
wisdom check (CL 8).

CASTLE ON THE HILL 9


Note: The orcs stay on the path that leads either to the village, it automatic initiative and 2 blankets that grant anyone who
castle or the far side of the gorge. sleeps under them for 8 hours a +1 on all attribute checks for the
following 16 hours. They also have a vat of healing salve which
Entering the Fog: The following occurs to anyone entering the they use to cure their own wounds. It has 12 applications, each
fog. healing up to 1d12 hit points.
• Visibility reduced to 5 feet.
VILLAGE AND SLAVE PENS
• Sound reduced by half
The soldiery of the Green Wizard dwell in a small village perched
• They must make a successful wisdom check or become
at the base of the Cliffs on the eastern edge of the gorge. It stands
turned around (see CKG)
on the inside edge of the thicket just beyond the reach of the fog.
There are three female fog giants that dwell at the base of the It consists of a dozen or so bunker-like, interconnected holes dug
Irwin’s Hill. They guard the approaches to the castle, however, in the ground whose entrances are hidden in the thicket. On the
upon hearing anyone blundering around in the fog they cliff side are a host of cages of varying size, stacked one atop the
immediately investigate. other, where slaves are kept.

It is possible to sneak past the giants, but any unusual sounds draw Read or paraphrase the following:
them to investigate.
A foul stench pervades the area. It is thick, to the point
Giants, Fog x 3 (These neutral evil creatures’ vital stats are HD that you can taste it. Before you, stands a small mountain
12d8, HP 54, AC 26, XP 1375+12. Their primary attributes of wooden cages, each anywhere from a few feet wide to a
are physical. They attack with 2 slam attacks for 1d10 points of score or more. They are packed with bodies, some living,
damage each. If they use a weapon it is usually one made of wood some dead. Men mostly, but children and women as well,
and/or stone. They wear only hide armor and use wooden shields. are packed in. Their condition is deplorable and you know
They are able to throw rocks up to 300 feet for 2d8 points of they are meant for the slave blocks in the east, probably
damage. They have twilight vision and dark vision and can see bound for mines or the cleaver pits in some far-off land.
in any fog or mist. The fog giant is able to transform itself into a Not far from the cages you spy an opening in the ground, a
bank of fog and back again once a day instantly. This allows them narrow ramp leading down beneath the earth. Around all
to approach opponents without being detected (surprise CL 12). this lies more of the thicket, though here and there several
When in their fog state they cannot be hit and move at 80 feet per funnels jut up from the ground, marking some type of
round. They cannot strike opponents while in their fog state.) underground structure.

There are 40 cages in all, they are stacked three high. All are
FOG GIANT’S HOLE rough made of small trees and lashed together with rope. Their
At one time, the whole of Irwin’s Hill was fortified. Walls, great wooden doors are not locked, but are heavily tied. Escape is almost
and small, circled the hill. Fortified barbicans and fortified gates impossible as the orcs dwell beneath the cages. Furthermore, the
held the road and paths. Armories and barracks allowed for its inhabitants are not fed and given very little water, so they are
defense. As is noted below, much of this is in ruins now, but some weak and barely able to fight or defend themselves. Despite this
has remained intact. The fog giants have hollowed out a section there are always 4-8 who are willing and able to try to fight and
on the southwestern edge of the hill. Here they have made their move about.
home, cook their meals, rest and store their treasure.
The cages have eshcl tribesmen in them. There are between 20-
There is almost always one giant here in the Hole, unless they 80 in the cages. Refer to the Monsters & Treasure of Aihrde for
have all been slain. statistics on these wild people. They are from a variety of tribes
and only 1 in 20 speak Vulgate.
The Hole is perched some 60 feet above the floor of the gorge
and protected by a 12-foot-high wall, remnants of the old castle The orcs live in the bunkers beneath the cages. Unless they have
fortifications. The ground is very rocky and always wet and slick already been defeated and scattered, there are anywhere between
due to the fog. It requires some climbing to get up to the wall (CL 40-100 orcs in the village at any given time.
6) and even more to get over it (CL 9). The giants, of course, climb
it with ease. Rangers and anyone with a natural climb ability can Orcs, Sub-Chief (These chaotic evil creatures’ vital stats are
climb the surface, but with their climb rate halved. HD 2d8, HP varies, AC 16. Their primary attributes are physical.
They wear scale armor and carry small iron shields. They use a
The giants, if any are there, hurl rocks on any approaching. variety of weapons in battle, but prefer heavy weapons such as
long swords and battle axes that do 1d8 points of damage. Most
Treasure: The giants have a small mound of treasure set in a carry a flask with a dry tasting, stout juice in it as well as a day
massive wooden trunk: 5,000gp in assorted coin, 5,000gp in or two of hard rations. They each have 1-12gp in assorted coin.)
assorted jewelry, an arm band of silver and gold ringed in rubies
worth 1,000gp that gives the wearer a +2 AC, a golden ring (still Orcs, Warrior (These chaotic evil creatures’ vital stats are HD
on the hand of the man who wore it) that allows anyone wearing 1d8, HP varies, AC 14. Their primary attributes are physical.

10 CASTLES & CRUSADES


They wear leather armor and carry small iron or wooden shields. Bunker Occupants: 6 of the bunkers hold orcs, 2 hold hobgoblins.
They use a variety of weapons in battle, short swords, clubs, axes, Each hold about 20 occupants.
hammers and maces that do 1d6 points of damage. Most carry a
flask with a dry tasting stout juice in it as well as a day or two of Note: The hill giants do not dwell in the valley, but remain in the
hard rations. They each have 1-6gp in assorted coin.) outposts or wandering about the country in search of food and
various curiosities.
BUNKER
Each of the bunkers is roughly the same size and shape. A narrow
THE CLIMB TO THE CASTLE
ramp leads down about 10 feet underground to a broad, open The path to the castle is old, but clear to see. It is about 20 feet
room. The ramps are covered with a door made to blend with wide, though in places some of the path has fallen away. It winds
the bramble around. A successful spot check (CL 5) is required around the tower several times, passing through several stone walls
to find them. and beneath several archways. It is paved and, where necessary,
consists of stone steps; however, much of it is covered in dirt and
The room is held together by a wooden roof supported by beams plant growth. It is easy enough to follow, but movement is slow,
and has a dirt floor. Each room has a host of sleeping rolls scattered and the journey is close to a mile.
about as well as several deep cooking pits, the smoke of which is
funneled out, through the ceiling into the thicket above. Climbing the hill off path is much like climbing the Sparrowhawk
Cliffs. The rock and vegetation allows for a host of hand holds;
Weapons, shields, and helms are stacked along the walls, allowing however, its sheer size is daunting. Falling means to plunge 10-50
the orcs to arm themselves quickly and easily. It usually takes 5 feet down until the climber strikes some jagged ledge or part of the
rounds for the first orcs to exit, ready for battle. path. All checks should be every 10 feet and require a successful
dexterity check (CL 6) or end in a fall.

The path gives way to an open porch some


40 feet wide. It was, at one time, surrounded
by columns and roofed, but the roof is long
gone and the columns mostly knocked
down.

THE CASTLE ON THE HILL


Many centuries past, the Ethvold stretched
from the sea in the south to the Bleached
Hills in the north and from the Rhodope
Mountains in the west to the Bergrucken
in the east. It was a vast forest ruled by
the priest-kings of Ethrum, who worshiped
Tefnut and the Og Aust. In the south, their
borders were protected by the massive tower
and castle of Eniel-ot-Blaud, or the Tower
of the Blue River. The lords here ruled all
the lands south of what later men called the
Mistbane River. Their rule extended even to
the sea.

The tower itself housed a temple to the


goddess Tefnut, stately rooms for the priests
and priestesses, nobles, lords and ladies,
the soldiery that defended them and what
minions that served them. The town was
made of stone houses with brightly shingled
roofs and walled to protect all from the
goblins and other minions of the Red God
that hunted the people of Ethrum.

In time however, the kingdom of the Ethrum


fell into ruin and their towers passed from the
care of men to the wastes of the wilderness.
Eniel-ot-Blaud was one such. Forgotten in

CASTLE ON THE HILL 11


the deep forest of the Darkenfold, it became a haunted wreck of It is roughly 40 feet wide and marked by three very distinctive
ruin and horror as creatures crept into its abandoned halls and features, Amenut’s Stair, a set of stairs that winds around the
made it home. The outer works fell away, wasted by time and the tower’s outer wall, the buttresses, and the priest’s walk (a bridge
town itself was eventually destroyed by the floods that frequented span that extends some 60 feet out form the upper level).
the river valley. Eventually all that remained was a skeleton of the
outer works on the flanks of the hill, and the massive tower that AMENUT’S STAIR
was the heart of the fortification.
The stairs wind around the outside of the tower. They are made
of stone and braced every 10 feet. They are 4 feet wide, allowing
THE OUTER WORKS people to pass each other. The stairs are open, meaning to say
In its glory days, a 12-foot-high wall flanked the outer edge of the that there is no wall or parapet to protect the traveler form falling.
road as it wound its way up the hill. The wall was slightly smaller, 4 There is no hand rail, either. They are worn smooth from years of
feet high, on those sections that bridged a gap between two cliffs. use and erosion and have become very slippery in the rain.
This served to protect the road and the hill castle’s major wall.
They were built because certain of the priests who occupied the
Towers placed along the path punctuated the wall, making it all
higher floors of the tower, were forbidden to spend time indoors.
the more defensible, as they overlooked the road and walls below.
The stairs are sturdy and in relatively good shape, though
Stone stairs led up to catwalks on the walls which in turn led to
occasionally one has broken and fallen away. These should be
the towers. A series of barracks were built along the road as well,
relatively easy to navigate.
usually over the road, allowing travelers to pass beneath. These
allowed quick and easy access to the walls and towers and the Going up the stairs is a chore. They are steep and wind around the
defense of the castle. tower for 300 feet. Require anyone that is heavily encumbered to
make at least two constitution checks for endurance. See Castle
The vast majority of walls and towers have fallen into the gorge
Keepers Guide for complete rules on endurance.
or river below. The road, though still largely intact, is in horrible
condition. Many of the stones are split, and the road itself has Note: Anyone using the stairs while it is raining must make a
broken away, replaced by a small crevice or a pile of debris from successful dexterity check (CL 2) or slip and risk falling off the
above. None of the barracks remain and only a few of the towers. edge. Castle Keepers should determine the chance of falling off
These are hollowed out structures with little to offer but for a the ledge as this can be deadly. It is recommended that at least two
break from the wind and rain. more dexterity checks are made, one for actually falling off the
stairs (CL 3) and an another for an attempt to grab a hold (CL 3)
There are a host of defensible places along the road, in the towers,
of the stairs before they plummet to the ground below.
under bridges, buttresses or spans for small groups of men or orcs.
These range from simple overhangs, to the remnants of walls.
There are also plenty of places to hide from eyes above and below. THE PRIEST’S WALK
The span is made of wooden beams covered with a thin layer
Note: The fog giants lair is on the flanks of the hill. of flagstones. The spandrels are stone as well as the abutments.
Originally, the span extended 80 feet out from the tower, but time
The hill is home to a small flock of fiedoth, or shovel mouths.
has seen the end collapse into the river below, leaving a jagged end
These rare, but highly aggressive beasts are always on the prowl
exposed to the elements. The span is still supported by a massive
for food. Their nest is on the river-side of the hill.
abutment that is itself supported by a smaller secondary abutment.
Fiedoth (These neutral creatures’ vital stats are HD 7d8, HP 49, There are no parapets or rails. The whole is open to the sky. To
AC 17. Their primary attributes are mental. They attack with a fall off is to die.
bite for 1d10 points of damage and 4 tentacle attacks for 1d6 points
Originally the priest’s walk was designed as a sacrificial temple.
of damage. As soon as a tentacle hits successfully it does not let
Offerings were made to the Og Aust on the end of the span and
go, but begins to devour the prey, scoring an automatic 1d6 points
cast into the river far below. Now few remember this, but theorize
of damage per round. If the fiedoth successfully strikes a creature
that there was supposed to be a second tower on the north bank
with any one of its tentacles, it rises into the air, attempting to get
of the river that would join this one in a massive bridge. The north
it off the ground. It can ram prey with its head, and unless they
tower, or so the tales relate, was never built.
make a successful dexterity save they are knocked to the ground,
allowing the fiedoth to strike against a prone opponent.) The span is safe to walk upon.

THE TOWER It is roughly 450 feet down to the river. The bridge span does not
extend over the river, missing it by 20 feet or more. Only when the
The tower itself is massive (over 180 feet high) and is supported river is in flood does the span extend far enough to reach the river.
by four large buttresses. It dominates the river basin and the gorge.
Its uppermost works stand some 60 feet above the Sparrowhawk
BUTTRESSES
Cliffs, allowing those on top to see the country to the south as well
as to the north. There are four massive buttresses that help support the tower.
These are roughly 50 feet high and connect to the tower in an

12 CASTLES & CRUSADES


inverted L shape. Doors, long gone, lead to the interior floor, It is possible to climb down the inside of the tower, using the
though it is also long gone. remnants of the floors, see above.

INSIDE THE TOWER ENTRANCE


At one time, the tower consisted of 12 separate floors, a ground As noted above the path leads to a broad, columned porch that
floor, and the roof. Each of these floors housed the lords of the leads to the tower entrance. The columns are long gone, only the
southern Darkenfold, their families, retinues, and the priests. The bases remain. The flagstones are in decent shape and lead to the
priests occupied the top floors and the roof, this allowed those entrance of the tower, which, at one time, possessed two doors.
who could not pass within, a place to stay. The nobles occupied Now, the doors are gone, and a broad open entry way leads to the
the middle floors and the soldier and servants the lower floors. tower interior.

Stairs and ladders allowed access to each of the floors, and halls Within is a huge pile of rubble.
between rooms allowed privacy for the various occupants. It was
Note: The tower is old, about 5000 years old and made by human
filled with the hustle and bustle of everyday life.
smiths with dwarven assistance and magic. Anyone skilled in
This ended many years ago. Long after it was abandoned, one of stone work, such as a dwarf or a bard’s use of legend lore, places
the middle floors, suffering from some structural defect collapsed, the work well before the Winter Dark, about approximate with
pancaking the lower floors beneath it. This weakened the upper the age of the tower itself.
floors and they followed suit. Now, all that remains are the skeletal
As you pass beneath the lintel, a huge mound of rubble
remnants of the various floors, some of the staircases and a few
greets you, heaped in the pile of the hollow tube of what
cross beams broken off. The rest lies in a great heap of masonry
once was a tower. Clearly, the floors above have collapsed,
rubble on the ground floor, 20 feet or higher. Only the roof remains
pancaking, one on top of the other, until they all crashed
intact.
to the ground in a large pile of masonry, wood and debris.
Climbing to the top: It is possible to climb the interior surface Only the roof, far above, remains intact. That and broken
of the tower wall. The walls are stone and offer plenty of hand beams and the remnants of floors clinging to the tower
holds. Once the climb has begun, the remnants of each of the 16 walls high overhead. A few sets of stairs remain as well,
floors offers the climber a place to rest and recuperate. Any climb beginning where floors once stood, and ending in similar
attempts, except for those with natural climb abilities, require a vacancies.
successful dexterity check (CL 5).
The heap is about 20 feet high, cone shaped, but hollow. The
Green Wizard has carved a cave out of the rubble, propping it up
THE ROOF
with beams and other debris. At the center of this small cavern is
The roof, despite years of exposure, has survived almost completely a trapdoor that leads to the dungeons below.
intact. The floor, covered like the priest’s walk, in thin flagstones
is in good shape, though smooth with time and erosion. Sitting The entrance is unguarded, the Green Wizard relies upon the
above the forest canopy the roof has avoided any large buildup of outposts, thicket wall, giants, and fog to keep his lair safe.
debris. Only nesting birds have left twigs and sticks upon the floor
and these are gone within a season or two, usually washed
away through the small drainage holes. What isn’t washed
away is usually blown away as the wind is forever howling on
the tower’s high top. Four-foot-high battlements surround the
whole roof, allowing one to see far and away in any direction.
Drains are set every 15 feet around the roof top. The roof is
elevated a few inches higher on the east side of the tower,
forcing water to flow down and off the tower.

All this has served to protect the floor from water damage and
kept the roof intact.

Access is gained from a hatch that leads down to a landing.


The landing itself leads to a set of stairs that wind down to the
now nonexistent 16th floor. The hatch door is long gone and
only an empty hole remains. The stone ladder and landing
remain, though the landing is greatly weakened and leads
nowhere as the 16th floor is long gone.

Landing: If more than 400 lb. is set upon the landing there is a
chance it will fall. The landing should make a primary strength
save (CL 1 for every 100 lb. on the floor) with no bonuses.

CASTLE ON THE HILL 13


HALLS OF THE GREEN WIZARD The Castle Keeper should determine whether or not he is in the
dungeon. If he is, as soon as the hydra attacks, he is alerted to the
Beneath the tower ruins lies the Halls of the Green Wizard. He character’s presence.
allows few to enter the halls, preferring the silence for his own
experiments and studies. Room 1 The Trapdoor
The trapdoor (marked with an X on the map) opens to a corkscrew
STAIRWAYS stair case that leads down 10 feet to a landing. This landing leads
The various levels of the dungeon are connected by a series of long to a stair well that descends 40 feet down when it doubles back,
stairways. These burrow deep into the mountain, crossing back descending another 40 feet before it reaches the entry hall.
on themselves before they reach the level below. Each stairwell
is roughly 30-36 inches wide and about 6 feet high. The walls are Unless the characters catch someone in the act of passing through
made of stone work, but the ceilings have sagged in places and the trapdoor, it is closed and barred from within. There is, however,
taller people have to duck to avoid hitting their head. Despite a pull lever located in the floor of the cave, on the backside of a
the amount of moisture in the air, the stairs are relatively dry, beam, that triggers it. It can be discovered on a successful search
particularly the further down one goes. check (CL 8).

The steps are in good shape and not ruined as the tower above. Lifting the Trapdoor: It requires a successful strength check
(CL 18) to break the lock and lift the trapdoor.
THE GREEN WIZARD Destroying the Trapdoor: It takes 4-8 rounds of hacking at the
The Green Wizard spends a great deal of his time in the lower wooden trapdoor to break through the wood enough to allow one
levels of the dungeon (mostly in the Hall of Roots) contemplating entry. Unless a magical silence spell is used, the action will be very
the root ball that is the source of all his plans. He sleeps upon the noisy and alert the hydra in his cave.
floor in that room, having no bed nor furniture. When he is not in
the room, he uses the living pillars to travel throughout the forest. Magic: A knock or similar spell will open the trapdoor.

14 CASTLES & CRUSADES


The corkscrew stair case is very narrow, about 30 inches wide, Room 3 Cavern of the Hydra
and very steep. The landing below is roughly 10 x 15 feet wide.
Down a twisted cavernous tunnel, lies a large cave which the
A doorway leads to a long stair going down. As mentioned above,
pyro-hydra calls home. It is roughly 30 by 40 feet in size. The floor
the stairs double back on themselves before they get to the entry
of the cave is broken into three large shelves, that rise toward the
hall below.
back of the room. Here the hydra has dug out something of a bed,
and the rock he could not move burned so often that it became
LEVEL 1 brittle and broke away. He nests here, curled up into a ball of pent
This level contains only one large hall, meant as a room to give up rage and frustration.
the hydra, located in the cave beneath it. There is enough room
to fight multiple foes. The room is extremely hot, staying at about 95 degrees. With the
hydra in the room it is much hotter, about 120 degrees, making
Room 2 Entry Hall fighting in the confined space a nightmare. Anyone who spends
The entry hall is empty. The broad chamber has a stone floor, more than 4 rounds with the hydra in the room must make a
though, unlike the stairways, it is much scarred. Flagstones have successful constitution save (CL 12) or suffer the temporary loss
been torn out, sections of the wall damaged and several scorch of 1 each of their physical attribute points. A save must be made
marks in a blast pattern mar the walls, ceiling, and floor. each round they and the hydra are in the room.

The only distinguishable thing about the room is the large hole dug Treasure: The hydra has little treasure as the Green Wizard
into the corner of the floor and wall across from the entrance. regularly takes what the hydra has taken from his prey. However, it
has dragged several victims down into the cave and cooked them,
Long ago, the Green Wizard captured a young pyro-hydra. He turning them into hardened bone, which he chews on from time
bound it to him and set it in this room to guard the chambers to time. The wizard has avoided rooting around in this and has
below. He fed it generously, usually from the slave pits, but missed several magic items: a bag of holding and a decanter of endless
occasionally from interlopers. It quickly grew too large to leave the water, both of which lie in the pit amidst the ash and fractured
room and soon after that became a nuisance to any and all who stone.
passed through. To give it more room, the Green Wizard carved a
hollow beneath the room into a cavern, giving it a lair and a place LEVEL 2
to stay out of the way. These contain the dining quarters and the sleeping quarters for
The hydra is always in its cave, though if any smells waft down to Veritrix as well as a guest room. They are largely empty, unless
it that he does not recognize, or if there is strange noise, he crawls Veritrix happens to return.
up the cavern to look and attack if anything seems out of the Room 4 Dining Hall
ordinary. It is particularly aggressive.
This hall is barren but for a stone table in the center. It is tall,
Hydra, Pyro (These neutral creature’s vital stats are HD 8d8, made for the diner to eat at while standing up. There are four
AC 18, HP 60. Their primary attributes are physical. They attack masonry bowls stacked in the center of the table.
with 8 bite attacks for 1d10 points of damage each. They have
twilight vision. The pyro-hydra is able to breath a number of balls A water fountain built into the wall trickles water into a basin
of gas equal to its number of heads. The ball(s) of gas each deal that, in turn, drains into the wall. The basin is about 18 inches in
8 points of damage, save for half. The pyro-hydra can fire these diameter. Each of the bowls are magical bowls of plenty. See “New
balls at multiple opponents or concentrate them all on one. The Magic Items” for a full description.
pyro-hydra has dark vision up to 60 feet and is immune to fire
based attacks.)

CASTLE ON THE HILL 15


Room 5 Veritrix’s Quarters suffered while in battle, nor have the wounds been treated. They
are all warriors of one stripe or the other.
This room is where Veritrix lives. It is sparsely decorated. A stone
bed with a bed roll stands in the far corner and a slop jar for The keys to the cells hang on a large ring on the outside wall of
waste is at the foot of the bed. Against the wall stands a wooden Cell A in Room 7.
mannequin upon which Veritrix hangs his armor. Several sets of
clothes, a cloak, and a spare pair of boots are bound up tightly The Moss: Anyone who enters the hall must make a saving throw
in cords and stored in a clothing net that hangs from the ceiling. versus sleep (CL 10) or fall into a drowsy sleep. The moss is a
peculiar species of moss found throughout the deeper reaches of
The most unusual aspect of the room is a thick trunk-like root that the Darkenfold, called nuthatch moss. When in bloom, it releases
grows from floor to ceiling in the corner of the room opposite the tiny spores that act as sleeping agents to those who breathe them.
bed. This allows Veritrix to come and go from the room through Normally, the wind carries them far and wide or they fall to the
use of the transport via plants spell. ground without effect. In the dungeon, however, hanging above
the hall and above the cell doors the spores are constantly falling
A perfectly carved ivory idol of Kamat, the wolf god, is on the
into the corridor and into the cells.
floor next to the bed. He prays to the idol when here. It is worth
about 250gp.
Effects of Moss
Note: If Veritrix has survived and knows that someone has Round Effect
invaded the gorge or the castle, he immediately returns via this
1 Feelings of exhaustion
portal in his room.
2 A drowsy feeling with the need to sit down
Room 6 Guest Quarters 3 Drift into a sleep
This room is for guests. It has a stone berth in it and slop jar. A 4 Fall asleep
clothing net hangs from the ceiling. The slop jar does not appear
to have been used any time in the recent past. Every four rounds the sleeper is allowed to make a constitution
save (CL 8). If successful, they wake up enough to mumble, move
There is nothing of value in the room. a few feet, or take similar small actions. Every round after that
they must make a save or fall back asleep and begin the process
LEVEL 3 over again.
This level contains Anabraxius’ private kitchen, torture hall, Sleepers cannot be shaken awake. The spores are just too thick in
laboratory, and prison cells. the area. The only way to avoid the effects of the sleep are to get
out of the hallway.
Room 7 Open Hall
The stairs empty into this room. It has one doorway and one Destroying the moss is easy enough. Fire is the best remedy.
closed door.
A-F: Each of these rooms, except for room G, is identical in
A set of keys hang on a large iron ring on the wall before the open shape and have 1-4 eschl kept within them. They are not chained
doorway. The vague smell of vegetation hangs in the air. or restrained in any way as the Green Wizard is confident that
the spores from the hanging plants will keep them sedated or
There is nothing of value in the room. unconscious. Waking them or motivating them is difficult. They
must be dragged from the cells and out into the hallways at the
Room 8 Cells very least.
There are eight cells in the cell block. They are generally kept full,
with 3-4 eschl in each of them. These are the captives that the G: This room contains a chief of the Ulut tribe. The Uluts occupy
Green Wizard uses to sacrifice to the root ball or to experiment the country north of the Downs. He is managing to keep himself
on. awake, but only barely. If freed, he assists in rescuing the rest of
the eschl and guiding them to safety. He is not inclined to enter
The corridor is narrow and dank. Eight doors line the deeper into the hill in order to fight the Green Wizard, but focuses
walls, each with bars on the tiny windows. They are locked on making good his and his people’s escape. He promises his
with heavy padlocks. The vague scent of unwashed bodies rescuers safe passage in his country for his rescue.
hangs in the air, but it is suppressed by a sweet scent that
conjures images of a quiet glade on a peaceful evening. Thul-el, Eschl, War Chief (These neutral creatures’ vital
You see moss growing in hanging planters from all along stats are HD 6d8, HP 45, AC 11 (+ armor). Their primary
the center of the hallway. It is dark green with tiny flowers attributes are physical. They attack with weapons. They most
sprouting along its stalks. It is obviously here to mask the commonly use stone axes, clubs, spears, short bows, and similar
scent of something else. weapons. They have scent and twilight vision.)

The eschl are generally in a deplorable state, unfed and with little H Enchanted Room: This room is ensorcelled. Anyone who
access to water. They have not recovered from the wounds they enters it must make a successful intelligence save (CL 15) or fall

16 CASTLES & CRUSADES


victim to a powerful illusion that makes them feel as if they have Room 10 Kitchen
stepped through a portal and into the forest beyond. Movement in
The door opens to a long, extremely hot room. Here, Anabraxius
the forest seems to be normal. There is night and day, the sounds
cooks the meat that his magical bowls cannot not. A single, long
of animals, even water; however, in reality the captive slumps into
fire pit dominates the center room. Three feet wide and 20 feet
a corner in a catatonic state. They must be forcefully removed
long., and it is filled with stones burnt black. The fire pit is always
from the cell to break the effects of the spell.
alight, fueled by a fire elemental bound to the druid’s service.
Room 9 Laboratory
An 8 foot-long table sits against the wall with a half-dozen wooden
The room is foul and smells of blood and filth. A long table in the boards and 3 long-handled meat forks stacked on it. Meat is set on
center of the room has four iron bands attached to each corner, the hot rocks, cooked, and lifted off and onto the boards (plates).
clearly a place to bind captives. The table is scored all across
its surface, a clear sign of blades chopping or slicing into it. It is The elemental that resides in the fire pit is not particularly strong,
stained a dark red. nor is it there of its own free will. It is bound in service and
wishes nothing more than to escape. If Anabraxius is near, he will
A variety of implements hang on both walls, from pliers, cutters, order the elemental to rise up and attack. If it does so, it does so
and forks to jars of various poisonous herbs, mushrooms, and tins reluctantly, pulling its punches and harboring its strength to kill
of deadly fungi. the druid if the opportunity should occur.
A fountain and small cook stove allow for both fresh water and a Freeing the Elemental: Anyone with experience fighting
place to boil or heat instruments to brand or simply burn. elementals (a spell caster or bard) has a chance of detecting the
elemental’s reluctance to fight. Upon a successful primary class
Anabraxius is an unkind man, driven by lust for power. If he ever attribute check (cleric/wisdom, wizard/intelligence and so on)
had compassion for any, it has long since been lost, eroded through (CL 6), they detect the creature’s reluctance. To break the spell
countless acts of cruelty. His end has always been the same: power requires a successful dispel magic or similar spell. Once broken, the
over others and revenge. elemental turns on Anabraxius.
The laboratory has played host to his many demented attempts Elementals, Fire (These neutral creatures’ vital stats are HD
at snaring others to his will. Here he has prepared the sacrifices, 5d8, HP 39, AC 17. Their primary attributes are physical. They
broken the will of the strong, tested drugs and elixirs on some, and attack with slam for 1d4 damage and burn 1d2 damage. They
cruelly exacted revenge on the flesh of those who crossed him. have darkvision 60 feet, can only be hit by magic weapons, have
There is little of value here to any but a would-be torturer. On immunity to fire and regenerate 2 hit points per round. Their flame
the shelves are various ointments, all for causing pain. One in is hot enough to light combustible materials.)
particular is dangerous to any who open it. Secret Door

Gas Cloud: The clear jar with a purplish gas in it is haphazardly There is a secret door in the far corner of the room. It is well
placed on one of the shelves with a host of other jars. The gas hidden, but discovered on a successful wisdom check (CL 6). It
within is noxious and created by a decaying fungus, the remains swings open, revealing a narrow, steep path that leads down. The
of which are trapped in the jar. If it is opened, the cloud expands path switches back after 50 feet and continues another 50 feet
rapidly to a 10-foot area around the jar. It causes 2d8 points of until it empties out in Anabraxius’ chamber.
damage to anyone caught in the cloud. A successful dexterity save
reduces the damage by half. A druid or ranger has a chance of LEVEL 4
detecting what the gas is on a successful wisdom save (CL 12), This is the lair of the Green Wizard. Here, he sleeps upon a patch
before the jar is opened. of dirt. Tearlag dwells here as well, though she is rarely in the room,
spending most of her time doing his bidding in the Darkenfold.
Note: If any of the druids are fighting in this room they will hurl
the jar at the characters.

CASTLE ON THE HILL 17


The Pillared Room The Root Ball: The root ball is roughly 2 feet tall and about
12 inches wide, it has taken on the vague form of a woman with
The pillared room is bowl shaped, the east and west corners being
exaggerated body features. She is round with a round head and
some 40 feet higher than the center. The secret passage empties
large, round breasts. Her thighs and arms are thick and round.
out into the center of the room between two large pillars of wood.
Tendrils of roots grow off the figure’s limbs. This is both the iconic
Read or paraphrase the following:
form that the goblin queen, Ogoltay, assumes as well as one similar
You enter a dirt-floored cavern. The walls are stone, but to the earth goddess, Hroth. It is half buried in the ground but easy
broken, with many fissures and crevices. Tall root-like enough to extract. The root ball emanates a vague evil, though it
trees adorn the walls, evenly spaced every 30 or 40 feet. is weak and any detect spell may recognize it as indifference or a
They are like pillars, but it quickly becomes apparent that sullen anger. Paladins and clerics may determine the dual nature
they do not support the cavern above, but rather grow, of the root ball with a successful wisdom check (CL 8). A druid
through their main trunk and thousands of tiny roots, too can detect this on a successful wisdom check (CL 4).
into the dirt of the cavern floor and the rock of the cavern
ceiling. The room itself is bowl-shaped and climbs up into THE ROOT BALL
the darkness to the left and right. The cool air is fresh, and Taking the root ball to ground hallowed in the name of Hroth will
smells of dry earth. allow it to transform into a powerful, living idol of that deity. Hroth
will eventually bless it, allowing the earth around it to become
Anabraxius sleeps in the upper east portion of the chamber. A
magical. Eventually, once the root has burrowed into the ground,
small concave section is noticeable in the dirt. Beneath this is
the temple will become a site of healing. Anyone entering the area
where he has buried his treasure.
of the idol and who makes an appropriate sacrifice is healed as
In all likelihood, he is in the room. He will fight to the death to with a heal spell. Druids or priests of Hroth will pay a great deal of
defend the root ball. money for the idol, upwards to 10,000gp.

The Pillars: These are the trunks of trees that Anabraxius has If left alone to grow in the blood-stained soil of the earth, or tossed
cultivated for years. He planted them here and has nurtured aside, its latent evil will eventually dominate the idol and it will
them, giving them sustenance from his magic. Each trunk/pillar is grow into a ball of tangled evil where goblins and other such foul
12-14 feet high and about 2 feet in diameter, however, they grow creatures find a refuge. It will serve to heal them and instill in them
into the wall behind them, making it impossible to circle or get a power like no other, doubling all hit dice of the idols worshipers.
behind. They have no foliage to speak of, but each has hundreds
Anabraxius, Druid, The Green Wizard (This 18th level
of small roots growing off them and into the ground around
neutral human’s vital stats are HD 10d10+24, HP 96, AC 19.
them. They allow him rapid transport around the Darkenfold,
His primary attributes are wisdom, dexterity and intelligence. His
via the spell transport via plants. He can also use these to defend
significant attributes are strength 15, intelligence 17, wisdom 19,
himself and the room via the spell command plants.
dexterity 18, and constitution 17. He carries a feather edge scythe
Sacrificial Altar: The root ball is half buried in the ground on in battle. He also has a +2 curved tulwar. He fights two handed.
the upper western end of the room. Chains adorn the wall before He has resist elements +2. He has woodland stride. He also has
it. Victims are chained to the wall, killed and bled. Their blood adopted the mountain lion, python, and a bat as hit totem shapes.
spilling down into the earth and feeding the root ball. He can change into any totem shape and back again once per day.
HHis spells known are 7/7/7/5/5/5/4/4/3/2. He wears +4 leather
armor beneath his cloaks. He has a ring of evasion.)

18 CASTLES & CRUSADES


Treasure: Anabraxius has buried a trunk in the dirt beneath Candle of Understanding: This candle appears identical
his sleeping area (marked with an S on the map). It is roughly 3 to a candle of invocation, however its powers only manifest
feet wide and 2 feet long. Within are 1200gp, 500pp, a bag of 30 themselves in the hands of a cleric. When lit by a cleric, the
diamonds (each worth 100gp) as well as a manual of bodily health, candle grants the cleric a +1 bonus to his wisdom score and
a +1 scepter of charisma (see below), 4 arrows of the alkonoth (see wisdom checks. Regardless of who lights it, the candle will
Monsters & Treasure of Aihrde), the golden quill (see Monsters continue burning indefinitely.
& Treasure of Aihrde), and a potion of longevity.
Scepter of the Ethrum: This magical scepter was granted to
Lords of the Ethrum to help them command their people. It grants
NEW MAGIC ITEMS the wielder a +1 on all charisma checks, or conversely increase the
Bowls of Plenty: When held in both hands the bowl of plenty CL by 1 on anyone making a charisma save against the scepter’s
conjures food or drink imagined by the user. The food must be wielder. They were usually accompanied by a similar crown and
natural, such as fruit or raw vegetables, honey, water, or the like. arm bands. When used in conjunction with the arm bands and
Each of the bowls is worth 200gp. They can conjure two meals a crown, it increases the bonus of all three items by 1.
day. The bowls are relatively fragile, and break if struck very hard.
If they are chipped or cracked, they lose their magic.

CASTLE ON THE HILL 19


OGL

This book is published under the Open Game License version 1.0a by permission of Wizards the exact terms of this License to Use, the Open Game Content.
of the Coast, Inc. The Open Game Content appearing in this book is derived from the System 5. Representation of Authority to Contribute: If You are contributing original material as
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OPEN GAME LICENSE Version 1.0a 15 COPYRIGHT NOTICE
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet,
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Chenault and Mac Golden.
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means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise Castles & Crusades: Players Handbook, 3rd printing, Copyright 2007, Troll Lord Games; Authors
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