C 7 Castleonthehill
C 7 Castleonthehill
By Stephen Chenault
Editor: Steve Ege, Libbie Ann
Front Cover: Jason Walton Interior Art: Zoe Devos, Peter Bradley
Cartography: peter bradley
©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
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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.
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
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.
The dragon can fly or swim and does not hesitate to attack any
water craft on the river.
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.
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.
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
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.
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
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.
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.
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.
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.)
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
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.
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.)
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Designation of Product Identity: Product identity is not Open Game Content. The following portions of the work that you are distributing are Open Game Content.
is designated as product identity pursuant to OGL v1.0a(1)(e) and (7): (A) product and product 9. Updating the License: Wizards or its designated Agents may publish updated
line names and other names, including Castles & Crusades, C&C, Castle Keeper (CK), Castles & versions of this License. You may use any authorized version of this License to copy,
Crusades: Player’s Handbook, Castles & Crusades: Monsters and Treasures, Castles & Crusades: modify and distribute any Open Game Content originally distributed under any version
Castle Keeper’s Guide, Into the Unknown: Vakhund (B) logos, identifying marks, and trade dress; of this License.
(C) all artwork, logos, symbols, graphic designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual representations; (D) logos and trademarks, 10 Copy of this License: You MUST include a copy of this License with every copy of
including Castles & Crusades, Castle Keeper, SIEGE engine, and Troll Lord Games, any and all the Open Game Content You Distribute.
Trigee Enterprises Company logos, identifying marks and trade dress, or any other trademark or 11. Use of Contributor Credits: You may not market or advertise the Open Game
registered trademark clearly identified as product identity by the owner of the product identity, and Content using the name of any Contributor unless You have written permission from the
which specifically excludes the open game content; (E) the story, storylines, plots, thematic elements, Contributor to do so.
dialogue, incidents, language, depictions, likenesses, concepts, world and campaign descriptions, 12 Inability to Comply: If it is impossible for You to comply with any of the terms of
proper names of the characters, creatures, groups, spells, enchantments, personalities, teams, this License with respect to some or all of the Open Game Content due to statute, judicial
personas, likenesses, skills, items, deities, and special abilities other than those designated as open order, or governmental regulation then You may not Use any Open Game Material so
game content above, as well as places, locations, settings, and environments and their descriptions affected.
and other accompanying text, though not their stat blocks.
13 Termination: This License will terminate automatically if You fail to comply with
All text, artwork, and maps appearing in this book is property of and copyright 2007 Troll all terms herein and fail to cure such breach within 30 days of becoming aware of the
Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, Troll Lord breach. All sublicenses shall survive the termination of this License.
Games, and the Castles & Crusades and Troll Lord Games logos, and products published
14 Reformation: If any provision of this License is held to be unenforceable, such
by Troll Lord Games are Trademarks of Troll Lord Games. All Rights Reserved.
provision shall be reformed only to the extent necessary to make it enforceable.
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,
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
have contributed Open Game Content; (b)”Derivative Material” means copyrighted material Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis
Chenault and Mac Golden.
including derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or Castles & Crusades: Players Handbook, 2nd printing, Copyright 2006, Troll Lord Games; Authors
other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” Davis Chenault and Mac Golden.
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
distribute; (d)”Open Game Content” means the game mechanic and includes the methods, Davis Chenault and Mac Golden.
procedures, processes and routines to the extent such content does not embody the Product
Castles & Crusades: Players Handbook, 4th printing, Copyright 2009, Troll Lord Games; Authors
Identity and is an enhancement over the prior art and any additional content clearly identified as Davis Chenault and Mac Golden.
Open Game Content by the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically excludes Product Identity. Castles & Crusades: Players Handbook, 5th printing, Copyright 2011, Troll Lord Games; Authors
Davis Chenault and Mac Golden.
(e) “Product Identity” means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, Castles & Crusades: Players Handbook, 6th printing, Copyright 2014, Troll Lord Games; Authors
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, Davis Chenault and Mac Golden.
concepts, themes and graphic, photographic and other visual or audio representations; names Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert
and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and Doyel and Stephen Chenault.
special abilities; places, locations, environments, creatures, equipment, magical or supernatural
Castles & Crusades: Monsters & Treasure, 2nd printing, Copyright 2007, Troll Lord Games; Authors
abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered Robert Doyel and Stephen Chenault.
trademark clearly identified as Product identity by the owner of the Product Identity, and which
specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, Castles & Crusades: Monsters & Treasure, 3rd printing, Copyright 2009, Troll Lord Games; Authors
Robert Doyel and Stephen Chenault.
sign, motto, designs that are used by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” Castles & Crusades: Monsters & Treasure, 4th printing, Copyright 2009, Troll Lord Games; Authors
means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Robert Doyel and Stephen Chenault.
Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this Castles & Crusades Castle Keepers Guide, Copyright 2010, Troll Lord Games; Author Davis
agreement. Chenault. & Stephen Chenault.
2. The License: This License applies to any Open Game Content that contains a Castles & Crusades Castle Keepers Guide, 2nd Printing, Copyright 2015, Troll Lord Games; Author
notice indicating that the Open Game Content may only be Used under and in terms of Davis Chenault. & Stephen Chenault.
this License. You must affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the License Castles & Crusades Castle on the Hill Copyright 2018, Troll Lord Games; Author Stephen Chenault.
itself. No other terms or conditions may be applied to any Open Game Content distributed
using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with