LB1 Crossroads of Chalden
LB1 Crossroads of Chalden
Crossroads of Chaldén
As your party makes its way through the wilderness at the northern edge
of civilization, it comes to a small kingdom whose heir has been taken
hostage. Can a group of strangers rescue the prince and save the realm?
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LB1 Vince Puccio, Leon Baradat, and Rene Baradat
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Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
rations, and most weapons. His stock does in- Rangorik himself carries two rare frost rubies from
clude clothing (the party may be in need of cold- the Barbarian Mines. Both are small and un-
weather gear) and rope, but he does not have worked; the first is valued at 150 gp while the
a grappling hook. All items in his stock will be second is a very small, perfect stone, which will
relatively expensive, being inflated about 30% fetch no less than 350 gp even as is. Within,
above the listed price (e.g., a week’s iron rations one can see the distinctive mark of a frost ruby:
will cost 7 gp, and a suit of local cold weather streaks of white fanning out in a semicircle from
gear costs 9 gp). Nonetheless, an encounter with the edge of the gem, which makes these stones
the merchant could prove helpful to the party if so highly sought after in the area. South of the
it’s running low on supplies. He can tell the party map their asking price varies; many jewelers will
where the south road leads, if they ask. Note that pay only 80% value for them, thinking them oddi-
Talmat is on good terms with Gailaif; if the char- ties, while those more knowledgeable may pay
acters should attack the caravan, word would up to 30% above value. The design so prominent
reach him before long, and make the party’s in the smaller stone is also present in the first ruby,
next reception frosty indeed. though it is irregular and imperfect. A gem cutter
who successfully cuts these stones will add 10-40%
to the value of each (the chances of success or
Northerners (north of Chaldén) failure will depend on the cutter’s skill, as outlined
on p. 30 of the DMG).
Merchant (AC 5, furs, includes +4 due to dexterity;
MV 15"; B3; hp 26; #AT 1; D 1d8+1 (strength); Int Aside from its own weapons and supplies (north-
Avg; AL TN; SZ M; SD climb cliffs and trees (87%), ern equivalent of 5 weeks’ iron rations in jerked
surprised only 10% of time, back protection (15%), meat), the caravan has little of value and will sell
leaping and springing, detect illusion (15%), de- the party pelts and rubies (at the above prices),
tect magic (35%), running; XPV 164) armed with nothing more.
battle ax).
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LB1 Vince Puccio, Leon Baradat, and Rene Baradat
The river poses no serious threat to man-size crea- they will manage to grab their companion and
tures, though the party can’t see that without pull him to safety, but otherwise the demi-human
attempting to cross. A search in either direction must discard non-magical metal armor, anything
will reveal that no shallower point exists nearby. in his hands or arms, and all heavy objects, in-
The water reaches three and a half feet deep cluding weapons and backpacks holding more
in the middle (approaching chest high to most than 200 gpw. Items (even metal ones) which fall
humans); no chance of drowning or injury exists in the river are swept away by the current and
for most man-sized people, but someone may lost. A ranger will be able to find one lost item
slip and drop items carried in their hands. Party per level of experience.
members must save versus strength: elves nor-
Mules and donkeys will be unwilling to enter the
mally, half-elves and half-orcs at +1, humans at
river, and may take some pushing and prodding
+2. Dwarves, gnomes, and halflings must be car-
to encourage them across. One to three turns
ried across; those carrying them cannot bring any
will probably be required to convince them to
other items and must save or slip and dump their
traverse the ford, wasting time and energy. If the
load (i.e., fellow adventurers) into the river. If so,
party is being pursued, it may have to abandon
they must roll to save again, and if they succeed,
its pack animals and the goods they carry.
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Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
C. The hill encounter in case the party goes that way. (If playing in the
World of Greyhawk, this could be High Hadleigh
After several miles’ travel through the hills, in the northern Duchy of Tenh.) The city might be
you notice that the brush and foliage have home to an antiquary, for instance, who would
been thickening. As you round a bend in the be interested in the old coins found at Area 7.
road and pass a low hill you hear a sound and the statuette found at 16. in the Ripyoff dun-
from behind. geon. If so, merchants in Chaldén might refer a
party to him if it tries to sell these items in town.
The city also has spell casters who would be inter-
The noise is caused by four outlaws from Ripyoff. ested in the spell book found at 9. in the Riypoff
They (AC 8; MV 12"; T1; hp 3, 5, 4, 2; #AT 1; D 2d4; dungeon. The DM can refer to Getting Lost in the
Int Avg; AL CE; SZ M; SA Back stab; XPV 26, 30, 28, Introduction to see whether the party accurately
24) lie in wait for some unfortunate traveler to pass guesses where it is or which fork leads toward the
their way. Each has a 2 in 6 chance of attempt- stronghold.
ing a back stab at +4, doing double damage on
a hit; the others will be off balance and miss their
chance to attack this round. Initiative will then go E. Southern river intersection
to the party. If any of the attackers are captured
and interrogated, see Bandits on the Wilderness You reach a river crossing. This one seems
Encounter Table. If one or more escape, they will fairly small and shallow, and crossing it
likely flee to Ripyoff and alert the stronghold that shouldn’t be difficult.
a strong group is headed south, making the band
more vigilant.
Here the river is but a foot and a half deep at
The bandits carry 1 sp and 2 cp per hit point each, most, and even a short gnome or halfling can
and the one with 5 hp wears a pair of bronze cross with safety. Animals will also reach the other
bracers worth 10 sp. If the party searches the side without incident.
area, it will find a small clearing with a fire pit in
the center. Near the fire pit is a large, poor qual-
ity, tent (600 gpw encumbrance, 25 gp value) F. Guardhouse
which will not stand up to strong winds but may
provide welcome shelter to a poorly equipped You see the remains of a small building which
party. Inside it are four bedrolls, each with a dirty must have been abandoned long ago. One
brown cloak on top. A store of dried fruit and corner is still partly intact, and the walls ta-
nuts in a corner of the tent will make the equiva- per down to rubble at floor level. There’s a
lent of two weeks’ iron rations, and hidden under wooden stockade just to the south. You no-
one of the bedrolls is a small sack containing tice as you enter that the remaining corner
1 gp, 15 sp, and 25 cp. On the other side of faces the stronghold and you are now just
camp from the tent is a mound of junk (leaves, out of sight of it.
sticks, bones, and so forth) which contains noth-
ing but an old leather sack in which naught can
be found but creepy-crawlies of a type particu- The building was a guardhouse of Old Chaldén
larly disliked by the character exploring the pile before the sack of the castle. It stands just 130
(or by the player). feet from the walls of Ripyoff, so anyone ap-
proaching it in daylight is likely to be spotted by
the tower guards; at twilight the chances are
D. The south fork 50/50. If the party is seen the stronghold will be
alerted for the rest of the day and the ruined
South of the hills the road, already overgrown, building carefully watched, as will further move-
splits into two fainter paths. The southeast fork ment of the party thereafter. Enough remains
leads to the shrine while the other takes travelers of the wall that the party and its chattels can
about a hundred miles to a city of some 1500 in- remain there out of sight of the fortress.
habitants who have heard of Chaldén but know
little about it. The DM may choose to fill in this city Nothing of value is to be found here, since the
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LB1 Vince Puccio, Leon Baradat, and Rene Baradat
place has been picked over many times. How- the thieves’ vigilance if the party was spotted
ever, a successful search for secret doors will re- on approach—from this distance it may look like
veal a round stone which protrudes from the floor the intruders have ridden off. That will, however,
but feels loose. If it is twisted clockwise a 2’ x 2’ deprive the party of use of the animals on the
section of floor will swing open, showering dirt return trip, and the players need to think about
and debris through a hole underneath. The party how to return to Chaldén with the outlaws in pur-
can hear the dust settle on the floor below. suit—and which supplies they’re willing to carry
on their backs, given that encumbrance will slow
The pit uncovered is about nine feet deep, with
them down.
finger and toe holds in the wall to let people
climb up or down. The door can be closed and
reopened easily enough from inside; it clicks shut G. Forest bridge
and releases with a handle on the underside.
From here runs a 4’ diameter passage which
heads toward the stronghold, although the tun- You come to a wide wooden bridge which
nel’s direction won’t be noticed unless the party rises much higher and goes further across on
asks (dwarves and gnomes will know for sure; oth- both banks than the water level can reach.
ers will merely think it’s headed that way, and 2 It seems that during rainy seasons the river
in 6 may get it wrong). This is a secret entrance to swells to great heights.
the castle, used during the time of Old Chaldén
but never discovered by the bandits. It leads
to the unexplored section of the dungeon men- The bridge, though only of wood, is built ex-
tioned hereafter (see 10. Passage to dungeon tremely strong and sturdy to withstand the force
level in Part III of the dungeon for details). of the river, which floods especially high every
few years. It’s of thick oak and is very solid un-
derfoot, no matter how much weight is carried
across.
H. Bridge
Traveling toward Flaxton:
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Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
Town of Chaldén
1. King’s Residence
2. King’s Armory
3. Barracks
4. Dining Hall
5. Kitchen
6. Servants’ Quarters
7. Stable
8. Courtyard
9. Gates
10. Watch Towers
11. Outer Courtyard
12. Bridge
13. River
14. Moat
15. The Mill
16. Smithy
17. Outside Armory
18. Trading Post
19. The Tavern
20. Outside Stables
21. Outside Barracks
The area is full of fields and farmhouses death, and the law is more rigidly enforced here
surrounding a large, irregular-shaped stone than in Flaxton. Townspeople caught in the act of
fortress rising against the flatness of the sur- stealing or other such pursuits are treated harshly,
rounding landscape. As you approach you although travelers not known to be working with
see several buildings which make up the cen- the outlaws (such as character parties) would be
ter of town. You also notice that the castle brought before the king for questioning.
wall extends across the river, supported by King Gailaif will receive suspects in his audience
low stone bridges. room, and will hear accounts from both sides be-
fore pronouncing judgement. Of course, there
will be stern penalties for crimes worse than a sim-
As mentioned elsewhere, the whole of Chaldén ple pilfering, such as attacking a townsperson.
is on alert. By royal decree all outlaws are put to If the crime was less severe, or the evidence is
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LB1 Vince Puccio, Leon Baradat, and Rene Baradat
ambiguous, Gailaif will want to give the party the the invaders before the latter can organize or
benefit of the doubt unless it shows some indica- shelter themselves.
tion of abandoning its mission to rescue Alfrëdor.
If only one or two party members were involved, The main outer wall is 20’ high, while the wall sur-
he will at least let the others go, possibly jailing rounding the mill rises to but 15 feet, partly to
the offender(s) until the party returns from its mis- entice attackers to try the mill area. The five out-
sion. If appropriate, the king may simply spare side towers are 30’ square, while the inner ones
the party, on condition that it pay a fine (say, are but 20’ in diameter. Also, the inner walls are
twice the value of any items taken) and go off in 25’ high. If the castle seems overly fortified, it is
search of his grandson immediately. because Gailaif vowed not to leave his castle vul-
nerable to attack as did the kings of Old Chaldén.
Should the party attempt to fight its way out, the To this end he has been successful, for never have
six royal guards along the walls (AC 5; MV 9"; F3; the outlaws staged an attack on the place, and
hp 14 each; #AT 1; D 1d8; Int Avg; AL NG; SZ M; it is doubtful they ever could, with any chance of
XPV 77 each) will encircle and engage, while the success.
king (AC 9, due to dexterity; MV 12"; F9; hp 45;
#AT 1; D 2d4+1; Avg Very; AL LG; SZ M; XPV 1530)
takes his Bastard Sword +1 from the wall and will Chaldén Encounter Table
join the fray next round.
An encounter check should be made every
At the same time, his court magician will begin square traveled by the party on the town map.
spellcasting. He (AC 10; MV 12"; MU6; hp 13; On a roll of 1 in 6 (2 in 6 inside the river that rings
#AT 1; D 1d6 [staff]; Int Excep; AL NG; SZ M; XPV the town), the party will meet the following.
329) has the following spells memorized: Burn-
ing Hands, Shield, Shocking Grasp, Sleep, Scare, d20 Result
Web, Gust of Wind, and Hold Person. He will try 1–2 Beggar
to immobilize the party if possible, and will do 3 Character party
everything he can to protect the king. 4–8 Farmers
9–10 Farmers’ sons
Any such disturbance in the audience room will
11 Farmer’s wife
attract the six guards from outside (AC 5; MV 9";
12 Merchant
F0; hp 6 each; #AT 1; D 1d8; Int Avg; AL LN; SZ M;
13–16 Patrol
XPV 16 each), who will be able to attack on the
17–18 Thieves
third round. Further, it will attract 1d3 separate
19–20 Tradesman
patrols (see Chaldén Encounter Table for details),
who will burst in—one every third round—and at-
tack.
Beggar
The bridges spanning the river are protected by
portcullises, so no one can enter the castle by Beggar (AC 10; MV 12"; F-2; hp 2; #AT 1; D see
swimming or floating under the walls. Anyone below; Int Low-Avg; AL TN; SZ M; XPV 7).
trying to do so will likely (85% chance) be seen by
Beggars will be poorly-clothed, and likely
castle guards, and if possible, brought before the
maimed or diseased (looking?). They will
king for questioning.
beg alms from passers-by—particularly adven-
Both the inner and outer gates have a portcullis, turers—but the king recently made an attempt
and the construction of the walls is designed to end their profession here. Although this project
to fragment and slow an invading force, while ended in failure, it is still remembered well enough
archers, javelineers, and crossbowmen above that any beggar will scuttle off if the party calls
weaken the invaders. Also, the bridge at 12. will for the guard. However, this will incur the wrath
be withdrawn if the mill area is taken, thereby of all beggars in town, possibly resulting in some
cutting the aggressors off from the main section form of minor revenge before the group’s stay is
of the castle in an almost defenseless part of the out, such as petty theft or similar mischief. One
stronghold. They will be exposed to attack from in five doubles as a pickpocket (as first-second
above while the fortress itself remains fully pro- level thief) and may attempt to steal something
tected, and the defenders will pick off many of from the party if refused alms.
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Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
Each beggar has 1d6+2 cp. As they carry no Merchant encounters will be with Kinid, the owner
weapons, their only damage is from unarmed of the trading post. He is richly dressed in reds and
combat, rocks, or whatever they can find close blues and carries a small dagger which hangs
to hand. from his belt. Upon seeing the adventurers, he
will approach and try to interest them in visiting
his store to sample his wares. Kinid carries 3 gp, 9
Character party sp, and 11 cp.
This is identical to the Character Party on the
Wilderness Encounter Table (q.v.) Patrol
Farmer’s Wife (AC 10; MV 12"; F-1; hp 2; #AT 1; D Any such attack will alert 1-2 other patrols, will
as beggar; Int Avg-Very; AL LN; SZ M; XPV 7). likely raise a general alarm, and will arouse the
hostility of Chaldén’s inhabitants, while alerted
A farmer’s wife will be out on errands, such as buy- patrols will attempt to subdue the party and bring
ing food. She will take little interest in the party it to the king for questioning.
and will avoid strangers if possible. If the party
asks her any questions she will answer quickly and
continue on her way. She will carry 10 sp and 15 Thieves
cp. Note that harassing or detaining her is likely Leader (AC 8; MV 12" T2; hp 7; #AT 1; D 2d4 or
to draw a hostile crowd of locals; also, the worst 1d4; Int Low; AL CE; SZ M; XPV 34) armed with
form of trouble will come from harming a farmer’s broad sword and dagger.
wife. Lynch mobs are an option here.
4 Thieves (AC 8; MV 12"; T1; hp 4 each; #AT 1; D
2d4 or 1d4; Int Low; AL NE; SZ M; XPV 14 each)
Merchant armed with broad sword and dagger.
Merchant (AC 10; MV 12"; F-2; hp 4; #AT 1; D These are from outside the kingdom, which has
1d4; Int Very; AL LN(g); SZ M; XPV 9) armed with no Thieves’ Guild. They come from Castle Ripy-
dagger. off in disguise, spying on the town’s activities or
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LB1 Vince Puccio, Leon Baradat, and Rene Baradat
1. King’s residence
3. Barracks
This stone building is guarded by two soldiers.
It has a pair of arrow-slit windows on the sec- The door of the building next to the stone
ond floor, giving it a facial appearance. This structure is closed but not locked. Inside you
is Gailaif’s audience chamber, as you recall. see a lot of bunks and can make out some
soldiers sitting around a table.
22
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
will ask what they are doing there. They will be re- 6. Servants’ quarters
quired to leave, even if they present King Gailaif’s
pass, for civilians are not allowed in the building Inside are numerous bunks, and in the center
and the soldiers happily enforce this rule. of the room is a large table around which sit
Hidden in each bunk are 4 sp and 9 cp. Inside several of the king’s servants.
the room are also three spears and a small shield
plus a light crossbow with a quiver of a dozen
bolts. Gailaif’s servants live in this building, which has a
total of twenty-five bunks. Inside can always be
found 2 male (AC 10; MV 12"; F0; hp 3 each; #AT
4. Dining hall
1; D see below; Int Avg; AL LN; SZ M; XPV 8 each)
and 3 female (AC 10; MV 12"; F-1; hp 2 each; #AT
There’s no one inside. Down the middle of 1; D see below; Int Avg; AL LN; SZ M; XPV 7 each)
the room is a long table with benches on servants. Their reaction to the characters will be
either side and a tall chair at either end. On similar to that at 5., although they have no food
the table are a few candlesticks, and at the here and might be puzzled at this unusual interest
far side of the room is a large door. in their living quarters. A search of the room will
turn up nothing of value but ordinary clothing.
The king and his men dine here, and until recently
Alfrëdor would eat there also; there is still a place 7. Stable
set for him, which is starting to gather a little dust.
The five candlesticks are of brass and are worth
5 sp each, though trying to sell them in Chaldén Wide double doors open to the royal stables.
or Flaxton would cause trouble as any local will Inside you see stalls aplenty, horses, and har-
recognize them as bearing the royal seal. Any ness on the walls.
loud noise generated by the party will attract the
attention of the servants in the kitchen, who will
The stable holds 30 stalls and 27 horses. Two male
come out to investigate (see 5.).
servants (AC 10; MV 12"; F0; hp 3 each; #AT 1;
D unarmed; Int Avg; AL LN; SZ M; XPV 8 each)
5. Kitchen can be found here at any time. They will try to
be helpful to the party, and can sell the follow-
On the far wall you can see a huge fire- ing, prices depending whether or not it shows the
place, and in the center of the room a stout king’s pass. Horses can be quartered here for 1
wooden table. There are some servants in- sp per night with the pass, 2 sp per night without.
side fixing a meal, and there’s a door along
Animals (available) Pass No pass
the left wall.
Can carry up to∗
Light war horse (2) 120 gp 170 gp
The three male (AC 10; MV 12"; F0; hp 3 each; #AT 3000 / 5000 gpw
1; D see below; Int Avg; AL LN; SZ M; XPV 8 each) Draft horse (22) 25 gp 40 gp
and four female (AC 10; MV 12"; F-1; hp 2 each; 4000 / 8000 gpw
#AT 1; D see below; Int Avg; AL LN; SZ M; XPV 7 Light riding horse (2) 20 gp 30 gp
each) servants are busy preparing the next meal 1000 / 2000 gpw
of the day and will not much bother the party if it Donkey (4) 7 gp 10 gp
does nothing destructive and doesn’t get in their 1500 / 2500 gpw
way. One of them may ask if he or she can be Mule (7) 18 gp 25 gp
of assistance. If the adventurers are courteous, 5000 / 7500 gpw
they will be asked if they are hungry, and if so, will
be fed a basic meal of bread and hard cheese. ∗ Animals carrying greater than the first num-
If, on the other hand, the party causes trouble or ber (e.g., over 4,000 gpw for a draft horse)
looks suspicious, the servants will likely call for the are encumbered and will travel at half
guard. Servants carry 2 sp and 3 cp each. speed.
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LB1 Vince Puccio, Leon Baradat, and Rene Baradat
Tack, harness, feed Pass No pass across the moat is lowered in the daytime, raised
Bit & bridle 10 sp 20 sp at night, and secured with a portcullis.
Harness 8 sp 16 sp
Saddle 7 gp 13 gp
Saddle bags, large 3 gp 5 gp
Saddle blanket 2 sp 4 sp
Grain for animals, 1 day 8 cp 1 sp
8. Courtyard
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Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
15. The mill party: iron hoops for barrels, tool heads, and the
like. He carries 1 gp, 5 sp, and 20 cp; his appren-
tice carries nothing.
Surrounded by the protective walls of the
castle, this stone building nestles peacefully
by the bank of the river. Its paddlewheel 17. Outside armory
turns slowly with the gentle current of the
water. Moss has grown on the wheel, giving A low wooden building sits in the fork of the
it patches of green which fade against road on this side of the river.
the deep brown of the wood of which
this object is built. The doorway is open,
revealing a twilight interior gently lit by the The armorer’s name is Rustung, and he wears
sun’s warming rays. his finest suit of chain mail, a hauberk of excel-
lent craftsmanship which includes a mail hood,
Inside you see the miller working at his grind- which he will not sell for anything less than 150 gp
stone. Sacks of grain are stacked on the wall and which will sell elsewhere for only 100 gp (his
to your right, and to the left beyond the mill- pride of workmanship has led him to overvalue
stone you see a large pile of unprocessed the item). He is also proud of the shiny suit of
grain. The miller turns as you enter and asks scale he’s fixed up (below), but unlike the chain it
what he can do for you. was always intended for sale. He (AC 5; MV 9"; F0;
hp 5; #AT 1; D 2d4; Int Avg; AL LN; SZ M; XPV 10)
wears a broad sword, and in a small belt pouch
There is nothing of value here except the grain he carries 2 gp, 8 sp, and 10 cp.
itself (barley, this time of year), and each sack
weighs about 600 gp. The miller (AC 10; MV 12"; Rustung’s stock consists of the following; all armor
F0; hp 3; #AT 1; D 1d6 [club]; Int Avg; AL NG; SZ is human sized:
M; XPV 8) will be happy to sell the party grain Item Cost Available
in portions equivalent to standard rations, 2 sp Padded armor 4 gp 4
per day’s worth—which will last indefinitely if kept Leather armor 6 gp 2
dry, but must be cooked (generally, made into Studded leather 20 gp 3
porridge), not eaten raw. He carries 6 sp and 18 Ring mail 30 gp 2
cp. Scale mail 50 gp 1
Shield, small 12 gp 8
Shield, wooden 2 gp 3
16. Smithy Broad sword 12 gp 5
25
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
The merchant’s stock is as follows: The innkeeper’s name is Johann. He (AC 10; MV
12"; F0; hp 4; #AT 1; D 1d6 or unarmed; Int Very; AL
Item Cost Available
CG; SZ M; XPV 9) has a great brown beard and
Sword, long 18 gp 1
wears a large apron over a roomy shirt. His belt
Sword, broad 12 gp 4
pouch holds 5 gp, 20 sp, and 25 cp and he car-
Dagger 2 gp 10
ries a platter which is usually occupied by several
Backpack 2 gp 8
mugs of beer; in case of trouble, he has a club
Rations, iron, 1 week 5 gp 20
stashed behind the bar. The tavern’s prices are
Rations, standard, 1 week 3 gp 4
as follows:
Hat 8 sp 3
Belt pouch, large 1 gp 4
Belt pouch, small 10 sp 3 Item Cost
Belt 3 sp 8 Ale 1 sp
Boots, high, hard 2 gp 8 Small beer 5 cp
Boots, high, soft 1 gp 4 Mead 5 sp
Cloak 5 sp 9 Wine (good) 10 sp
Cold weather outfit 8 gp 10 Meal (breakfast, dinner, etc.) 1 sp
Blanket, heavy 5 sp 8
Bedroll 1 sp 10 The party can easily get some rumors from the
Tent, large, 75 gp 1 innkeeper and his customers (see Rumor Table),
adequate quality either by engaging for a while in friendly conver-
Tinder box 1 gp 6 sation or by buying a round or two. They can
Lantern, hooded 8 gp 4 also spend the night here for 1sp per night each;
Oil, pint 1 gp 12 assuming the party arrived in town late in the
Torch 1 cp 21 day, it will probably be a good idea to spend the
Iron spike 1 cp 22 night here before setting out on its mission, and
Rope, 50’ 5 sp 5 if it does so it will hear at least one rumor that
Grappling hook 15 gp 2 evening and another in the morning. If the party
has animals, they will have to stay at the stables.
Standard rations are bulky and will spoil in a week
if not eaten. A grappling hook will also be bulky,
75gpw encumbrance, but (with rope) would be
very handy for scaling walls.
20. Outside stables
The characters would be well advised to equip
themselves with cold weather outfits, or at least Large double doors announce this building
cloaks and blankets. as a stable. Within you see rows of stalls on
either side along the walls. On your right a
The tent will also be helpful for sleeping outdoors,
man is working at his anvil by the fireplace.
providing shelter at night; it will sleep 4 comfort-
ably, 6 cramped and with gear left outside (or
6 and 8 small demi-humans, respectively). It will
stand up to windy weather but will collapse and Ivar the stablemaster (AC 10; MV 12"; F0; hp 3; #AT
take damage in strong winds. It is 750gpw en- 1; D 1d4+1; Int Avg; AL NG; SZ M; XPV 8) is balding,
cumbrance to carry. middle aged, and speaks with an accent. When
the party approaches he will ask what they need,
and will be glad to shoe their horses (4 sp each),
19. The tavern provide them with tack and harness (as at 7. Sta-
ble on Key to the Town of Chaldén), or put their
Sitting across from the stables, this two-story horses up for 2 sp each per night.
wooden building sports a sign: "The Barrel
Full". As you enter you see numerous ta- Tack and harness hangs on the far right wall.
bles and, along the wall to your left, several Prices and carrying capacities are as follows, and
booths, a few of which are occupied. capacity is in gold piece weight (GPW).
26
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
27
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
The Forest
1. Spider lair
2. The human
settlement
3. Elven village
4. Cramlack’s
hut
28
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
Locals call this the Old Wood. The trees, 2d10 Result
mostly pine and oak with a smattering of 2 Character party ∗
birch, shade the forest floor, leaving it in a 3 Al-mi’raj ∗
perpetual twilight. Moss and fungi can be 4 Bandits ∗
found everywhere, abundant as the grass 5 Wolves ∗
and ferns which cover much of the ground. 6 Brown bear ∗
The woodland is home to many small an- 7 Poisonous snake ∗
imals—squirrels, birds, insects, and others 8 Sprites
which you see out the corner of your eye 9 Elves
or catch fleeting glimpses of, away against 10 Cramlack the Druid
the darkness of the trees, barely within sight. 11 Wood patrol
12 Squirrels
You’ve been told that at the eastern edge 13 Large spiders
near the road is a small settlement of hu- 14 Herd animals ∗
mans. You’ve also heard of an elven com- 15 Wild boars ∗
munity somewhere north of the road. Folk of 16 Faerie dragon
the region tell of great and terrible dangers 17 Treant
and whisper dark rumors about the elves. 18 Wolverine ∗
Woe to the adventurer who strays far from 19 Gnomes
the road and is preyed upon by the dark 20 Pixies
forces of the Old Wood.
∗ These encounters are described on the
Wilderness Encounter Table (p. 10).
29
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
tures. They know, for instance, that no fortress of any hostility or breach of his trust. If the party
men is in the Wood. is friendly in return, he will tell anything it wants to
know—providing he knows it. If the characters
need something else that he is able to provide,
Elves he may take them to his home. See Cramlack’s
Hut for more information about this encounter.
10 (5d6) Elves (AC 6; MV 6"; HD 1+1; hp 10 each;
#AT 1; D 1d6; Int High; AL CG; SZ M; SA +1 with
normal bow or sword; XPV 20+2/hp) armed with Wood patrol
short sword and short bow, each wearing scale
mail and a quiver of 12 arrows. Arlond (AC 4; MV 9"; F3; hp 12; #AT 1; D 1d8;
Int High; AL CG; SZ M; SA +1 to hit with bow or
These elves are wandering through their wood- sword; XPV 71) armed with long sword and wear-
land habitat with no particular aim other than ing chain mail and shield.
enjoying the beauty of the forest. If ten or more
are encountered, it is likely (3% chance per elf) Endorin (AC 5; MV 9"; F2/MU2; hp 9; #AT 1; D
that from 1 to 4 will have attained first or sec- 1d8; Int High; AL CG; SZ M; SA +1 to hit with bow
ond level in a class (fighter, magic-user, thief, or or sword; XPV 96) armed with long sword and
combination thereof). Elves encountered will be wearing chain mail.
immediately suspicious of the party and will avoid Spells: Charm Person, Sleep
it if possible—they are disliked by men of the area,
and are unhappy about logging activities in the 2 Scouts (AC 8; MV 12"; F1/T1; hp 8, 10; #AT 1; D
southern parts of their forest. The party will have 1d8; Int High; AL CG; SZ M; SA +1 to hit with bow
to gain their trust (see elves, Wilderness Encounter or sword; XPV 36, 40) armed with long sword and
Table) in order to obtain their cooperation. How- wearing leather armor.
ever, once it does the elves may be of great help 4 Archers (AC 5; MV 9"; F1; hp 8, 6, 5, 1; #AT 1;
to the party and may even bring it to their village D 1d6 or 1d8; Int High; AL CG; SZ M; SA +1 to hit
if they have enough confidence in its intentions. with bow or sword; XPV 18, 16, 15, 11) armed with
The DM should judge this based on the party’s short bow and long sword and wearing chain
conduct as well as the solidity of its demonstra- mail.
tion of intent, taking into account how well the
players are doing so far. They should be rewarded 3 Spearmen (AC 5; MV 9"; F1; hp 7, 4, 3; #AT 1; D
for good play, left to their own devices otherwise. 1d6 or 1d8; Int High; AL CG; SZ M; SA +1 to hit with
The king’s pass won’t carry much weight with bow or sword; XPV 17, 14, 13) armed with spear
any of the elves or other creatures of the wood. and long sword and wearing chain mail.
Note, however, that while a party which includes The Wood Patrol is sent out from Nylffew to ensure
dwarves or half-orcs may gain some measure of that all is, and remains, well in the forest. It will not
trust, the elves are unlikely to bring it to the village. be encountered much further north than the vil-
Each elf has 1 gp, 4 sp, and 5 cp. lage itself, nor does it venture south of the human
settlement at 2 on the Forest Map.
Cramlack the Druid The patrol will stop and question the party if pos-
sible, or follow and track it if not. There is a 75%
Cramlack (AC 7; MV 12"; D7; hp 34; #AT 1; D 1d6; chance that its scouts will discover the party in ad-
Int High; AL TN(g); SZ M; XPV 497) armed with staff. vance of the encounter, which would preclude
He wears Bracers of Defense AC 7. surprising the elves. If possible, the patrol will ap-
Spells: Entangle, Faerie Fire, Shillelagh, Speak proach the party and ask its intentions and busi-
With Animals, Barkskin, Charm Person Or ness in the wood. If the group is hostile or looks sus-
Mammal, Cure Light Wounds, Heat Metal, picious, the patrol may try to disarm it and take
Protection From Fire, Pyrotechnics, Summon it to Nylffew for questioning by their king. Other-
Insects, Cure Serious Wounds. wise, it will allow the adventurers to pass. If the
party seems very sincere and harmless, it might
This old druid will greet the adventurers and re- convince the patrol to take it to Nylffew, though
gard them as friendly and even trustworthy, to the elves will be ever on their guard. Note that
a point. Of course, he will react strongly to the patrol will be much more easily convinced if
30
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
there are elves or druids in the party; they will rec- Levitate, Phantasmal Force, Slow, Suggestion,
ognize members of Cramlack’s profession and Fumble, Hallucinatory Terrain.
consider them almost kindred spirits.
The leader carries 5 gp, 25 sp, and 30 cp, while
the fighter/magic-user has 6 gp, 15 sp, and 10
cp. The scouts each have 1 gp, 10 sp, and 20 cp,
while the archers and spearmen will carry 10 sp
and 10 cp.
Squirrels
Large spiders
1-4 Spiders (AC 8; MV 6"*15"; HD 1+1; hp 6 each; This young adult faerie dragon (MM II, p. 57) is the
#AT 1; D 1; Int Non; AL TN; SZ S; SA Poison; XPV 77 only one of his kind in the region. He can bite for
each). 1-2 points damage, but in combat is more likely
These creatures are 50% likely to be found scut- to use his breath weapon—euphoria gas—which
tling along the forest floor, in which case they will he puts out in a 2’ diameter cloud, enough for a
run from the party rather than attack. Otherwise, single opponent. Those caught in the gas must
they will be sitting in trees overhead, waiting for save versus breath weapon or wander around
potential victims to walk by. They will jump from blissfully for 3d4 rounds, unable to attack and
their hiding places onto the backs or shoulders of adding 1 to their armor class (e.g., a 5 becomes
unlucky party members on a successful to hit roll, a 6). The victim must also save vs. intelligence
biting and injecting their poison into the wound. each round of the gas’s effects or be oblivious to
Those bitten must save vs. poison at +2 or die in surrounding events.
1d4+1 melee rounds.
However, the faerie dragon does not attack ex-
cept in self-defense; rather, he uses his magic to
Faerie dragon play pranks on passers-by. The party will not actu-
ally meet him (at least at first), but will encounter
Dragon (AC 5, 1 when invisible; MV 6"/24"; HD
the effects of his magic, as he casts some spell or
4; hp 7; #AT 1; D 1-2; Int Genius; AL CG; SZ S; SA
other at it. For instance, he might Push one party
breath weapon, magic use; SD invisibility, magic
member embarrassingly into another or drop a
resistance 35%; XPV 310).
Darkness 15’ Radius on the entire group, or per-
Spells: Dancing Lights, Enlarge, Message, haps Fumble someone carrying a lot of equip-
Push, Audible Glamer, Darkness 15’ Radius, ment.
31
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
The lair of the dragon is high in the tree in which Glindrik (AC 10; MV 9"; I2; hp 6; #AT 1; D 1d4; Int
he was perched (ten or fifteen feet above the Very; AL LG; SZ S; XPV 77) armed with dagger.
ground), in a hollow spot with a 2’ thick floor of As an illusionist, he is greatly respected by the
leaves. Inside the lair are five huge malachites gnomes of the area, including his fellow party
which have so many flaws that they are worth members.
but 5 sp each; this, however, is apparent only on
Spells: Darkness, Phantasmal Force
close examination by a dwarf, or someone with
the secondary skill of Jeweler/lapidary, and even Finta and Thindal, sister and brother respectively,
then, the exact value will not be known—only sedentary gnomes (AC 5; MV 6"; HD 1; hp 2, 3;
"less than a gold piece each" should be given as D 1d6; Int Very; AL NG; SZ S; XPV 12, 13) wearing
their worth. Also in the dragon’s lair is a red liquid, studded leather (per the MM) and carrying club
a Philter of Love, in a glass flask. and shield. Each carry 5 gp, 10 sp, and 10 cp.
The faerie dragon looks like a miniature dragon Similar to the Elves encounter described above,
with a long, monkey-like tail, wings like a butter- gnomes are simply enjoying nature. Unlike the
fly’s, and a smile like a Cheshire cat’s. As a young elves, gnomes are likely to be more of a nuisance
adult male, he is yellow in color with a silvery than a help, as they will seek out opportunities to
tinge. play a rich prank or practical joke on the party,
and in conversation are likely to poke fun at the
characters and their physical features. If, how-
Treant ever, the party proves respectful and friendly, the
gnomes’ joking will be of a more friendly nature.
Treant (AC 0; MV 12"; HD 11; hp 61; #AT 2; D
4d6/4d6; Int Very; AL CG; SZ L; SA arouse trees; SD See The Hills (p. 42) for more details on gnome
never surprised; XPV 3586). encounters.
A treant will likely go unnoticed by the party, un-
less it is doing something overtly destructive or Pixies
evil (in particular the killing of any forest animals
or plants), in which case it will arise, approach, 3 Pixies (AC 5; MV 6"/12"; HD ½; hp 3, 2, 1 #AT 1; D
and do anything in its power—including breaking 1d4, 1d4+1, or 1d3; Int Excep; AL TN; SZ S; SA +4
heads—to stop the action. It will kill any char- to hit; SD invisibility; XPV 108, 107, 106) armed with
acters who are obviously evil but will not harm swords and bows akin to those of sprites.
anyone of good alignment if it can avoid doing Pixies will be out for much the same reason as
so. If necessary, the treant can arouse 1-2 ordi- elves and gnomes—to take pleasure from the
nary trees within 6", which will have a movement natural beauty of the forest. Their arrows come in
rate of 3" and can attack as large, full-grown three types: those which cause 1d4+1 hit points
treants. damage, those which do 1d3 hit points and
Treants are highly vulnerable to fire, giving such cause a 1-6 hour comatose sleep to victims who
attacks a +4 to hit. They save versus fire-based fail a save vs. magic, and those which cause a
attacks at -4, and take 1 extra point per die of total loss of memory unless a save versus magic
damage from them. Encounters with treants in is successful. The effects of the latter do not wear
the forest will always be away from their lairs, so off and can be reversed only by an Exorcism.
no treasure will be found. Since pixies are naturally invisible, their opponents
strike at -4 to hit. They can become Visible or
Polymorph themselves at will, and can also Know
Gnomes Alignment. Once a day they can do the follow-
Stronti Strongarm (AC 4; MV 6"; F4; hp 29; #AT 1; D ing: Dispel Magic (at 8th level), Dancing Lights,
1d6; Int Very; AL NG; SZ S; XPV 176) wearing chain ESP, and Create Illusions both visual and auditory,
mail and shield and armed with short sword. which last until magically Dispelled; 1 in 10 can
also use Otto’s Irresistible Dance once daily. Pixies
Snurri Senbak (AC 8; MV 6"; T5; hp 12; #AT 1; D 1d6; can cause confusion in any creature they touch,
Int Very; AL NG; SZ S; XPV 150) wearing leather unless the victim saves vs. magic; affected vic-
armor and armed with short sword. tims can be returned to a normal state only by a
32
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
Remove Curse spell. a 17 strength can break free in two melee rounds,
one with a 14 in five rounds, etc. Even with ex-
Pixies delight in wreaking havoc and playing mis-
traordinary strength it will still take a round to get
chief upon unsuspecting creatures, particularly
free. The twelve spiders (AC 7; MV 12"*10"; HD
very serious-looking bands of adventurers. They
1+2; hp 6 each; #AT 1; D 1d2; Int Ani; AL TN; SZ S;
may harass the party using their natural invisibility,
SA poison; XPV 122 each) bite for 1 hp damage
slapping people lightly on the back of the head,
and kill their prey within 3-30 rounds unless the
pushing characters around or into one another,
victims save vs. poison at +3 on the die.
stealing minor items, and so forth. Each has 4 gp
and 5 ep. Note that webs are not really flammable.
33
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
34
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
Cloak of Protection +2. provide wooden shields, long and short swords,
short bows and arrows, and a week’s provisions
All except the magicweavers wear chain mail.
each, similar to iron rations but better tasting. He
Shields are of the small wooden variety.
can also give the party backpacks, wax candles,
These are the only soldiers of the guard, though belt pouches, ropes, sacks, and torches. The DM
many elves in the village have attained first or should ensure that the players do not overload
second level in fighting ability. A few others have themselves, as greed will offend the elves. The
reached first level in magic use. party will be welcome to stay in the village for as
long as it needs.
Whether the party came in peace or was cap-
tured, it will be brought before the king and his
counselor Avarnil. Ffyllwyn (AC 5; MV 12"; F8/MU7;
If asked about the thieves’ stronghold, the elves
hp 23; #AT 1; D 1d8+1; Int Excep; AL CG; SZ M; SA
will affirm that it is not in the forest, at least not
+1 to hit with sword or bow; XPV 1222), wears a
north of the road—they can no longer vouch for
Cloak of Elvenkind and a Long Sword +1, +2 vs.
the area to the south, though they know there
Humanoids.
was no stronghold anywhere in the woods before
Spells: Read Magic, Friends, Shield, Sleep, the loggers came, and the bandits have been
Ray of Enfeeblement, Web, Pyrotechnics, active much longer than that. They will say that
Gust of Wind, Suggestion, and Fumble Cramlack the Druid would know its location, and
can give the party directions to his hut at 4. They
Avarnil (AC 10; MV 12"; MU9; hp 21; #AT 1; D 1d6; would similarly refer the party to him for any in-
Int Genius; AL CG; SZ M; XPV 1194) carries a staff formation about what lies far to the south, and
and wears a Cloak of Displacement. might warn about spiders in the northern reaches
Spells: Read Magic, Charm Person, Burning of the forest.
Hands, Light, Invisibility, Levitate, Scare, Dis-
pel Magic, Hold Person, Slow, Confusion, Fear,
and Feeblemind
If the characters have attacked the village (or
elves in the forest), they will be brought disarmed
before the king for judgement. They will not be 4. Cramlack’s hut
harmed unnecessarily, and they might just be
pardoned if the king can be convinced that the
attack was somehow provoked or was due to a
misunderstanding. Otherwise, the party will likely The forest gives way to a small clearing with
be tied up, possibly put to Sleep, and placed a dwelling of stones and mortar, wooden
on a raft, put onto the river and allowed to drift planks, and thatch roof. Surrounding it is a
back toward Chaldén (still unarmed, though pos- large garden. The door of the hut rests upon
sessions might be placed on the raft depending thick wooden hinges and looks very sturdy
how badly the group behaved). Even if not sent even though it is not bound in metal.
downriver, a party which has angered Ffyllwyn
will be made to leave the village, and will be
shadowed for some distance to ensure that it
stays away. This is the home of Cramlack the Druid. If a druid
or ranger is with the party, he can identify the gar-
If the party came in peace, however, the
den’s contents as typical vegetables and herbs
king will welcome the adventurers as his
and the hut itself as nothing out of the ordinary ex-
guests—particularly if there are elves or druids in
cept that it seems to belong to someone deeply
the group. However, a party will never gain much
in tune with his natural surroundings. There is a
trust if it includes dwarves or—especially—half-
50% chance that Cramlack will not be at home,
orcs.
so half the time there will be no response to a
If Ffyllwyn can be convinced of the party’s knock at the door, which is unlocked. If he is
friendly intentions, he will be happy to assist it, home, however, he will open up and let the party
and will equip the party if it so desires. He can in.
35
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
36
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
37
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
Hamlet of Flaxton
1. Mayor’s home As you walk the road from Chaldén you cross
the river and see fields of oats and barley
2. The temple appear on either side of the road. A small
hamlet seems to have come up here, sur-
3. The merchant’s home rounded by open fields dotted with farm-
houses. A few buildings stand by the side of
4. The stables the road. You see little else of interest in this
hokey town, when the road suddenly ends
5. The tavern and you find yourselves, apparently, in the
village that Gailaif told you about.
6. Hill
38
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
and destroyed. The village placed itself under party. They carry their pitchforks as tools but can
the protection of Chaldén and now owes him call upon them as weapons if necessary (count
fealty, though it still governs most of its own affairs. as military forks with –2 to hit).
The King maintains a guard here for the town’s
defense.
The village has a population of about a hundred. Patrol
The 10 guards (AC 5; MV 9"; F0; hp 5 each; #AT
1; D 1d6 or 1d8; Int Avg; AL LN; SZ M; XPV 15) are Lieutenant (AC 4; MV 9"; F3; hp 15; #AT 1; D 1d8;
under the command of three lieutenants (AC 4; Int Very; AL LN; SZ M; XPV 120) armed with long
MV 9"; F3; hp 16 each; #AT 1; D 1d8; Int Very; AL sword and wearing chain mail and shield.
LN; SZ M; XPV 124), and wear chain mail. They
2 Soldiers (AC 5; MV 9"; F0; hp 5 each; #AT 1; D
are armed with long swords and spears, while
1d6 or 1d8; Int Avg; AL LN; SZ M; XPV 15 each)
the lieutenant carries a long sword and shield. In
armed with spear and long sword and wearing
time of need, thirty adult male farmers can be
chain mail.
summoned and will act as a semi-organized mili-
tia, armed with pitchforks (count as military forks 3 Peasant militia (AC 7; MV 9"; F0; hp 4 each;
with –2 to hit), and fighting at 0 level. #AT 1; D 1d6; Int Avg; AL LN; SZ M; XPV 13 each)
armed with spear and wearing studded leather.
Flaxton Encounter Table
Patrols in Flaxton are supplemented by levies from
Encounters in Flaxton occur on a roll of 1 in 6 for the local farmers, who serve in place of paying
every square traversed by the party (2 in 6 near certain taxes. If encountered, a patrol may stop
the center of town). In areas away from the cen- and question the party (see Chaldén Encounter
ter of town, the DM should ignore results above Table, Patrol for details). Each soldier has 3 sp and
17. 5 cp, while the lieutenant carries 2 gp, 11 sp, and
d20 Result 15 cp. The peasant levies carry no money.
1–4 Farmers’ sons
5–9 Farmer
10–14 Patrol Guards
15–16 Guards
17 Merchant 1–4 Soldiers (AC 5; MV 9"; F0; hp 5 each; #AT 1; D
18 Priest 1d8; Int Avg; AL LN; SZ M; XPV 15 each) armed
19 Orderly with long sword and wearing chain mail.
20 Major
Guards are off-duty soldiers. They are armed at
all times, by order of the king. They will take little
Farmers’ sons notice of the party, thinking it better for a patrol
to handle strangers who aren’t presently causing
1–3 Farmers’ Sons (AC 10; MV 12"; F0; hp 3 each; trouble. They may (25% chance) be tipsy on the
#AT 1; D see below; Int Avg; AL CN; SZ M; XPV 8 local ale, as there is little else to do here.
each).
Farmers’ sons will be poorly-dressed and possibly
obnoxious. They do not carry weapons, but can Merchant
pick up sticks and wield them as clubs if needed.
Merchant (AC 10; MV 12"; F-2; hp 2; #AT 1; D 1d4;
Int Very; AL LN; SZ M; XPV 7) armed with dagger.
Farmers
This is Thorsten Argentum, owner of the trading
1–4 Farmers (AC 10; MV 12"; F0; hp 4 each; #AT 1;
post. He is well-dressed and carries a small dag-
D 1d6+1; Int Avg; AL LN; SZ M; XPV 9 each) armed
ger at his belt. He will be friendly toward the
with pitchfork.
adventurers, especially if they seem well off. He
Farmers will be just adequately dressed. They will will welcome them to Flaxton, and invite them to
be moderately friendly but always wary of the his trading post at 3..
39
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
40
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
the seasonal grain (currently barley). The temple Item Cost Available
will generally be empty of worshippers, although Knife 3 gp 8
the priest can usually be found inside. Here the Meat Cleaver 1 gp 4
party can buy holy water for 25 gp per vial, and Iron Rations, 1 week 6 gp 6
also Holy Oil, a local specialty that functions as Torch 2 cp 13
either regular oil or holy water: that is, it can be Oil, flask 1 gp 7
burned in a lantern, used in combat as a flaming Tinder Box 2 gp 5
missile, or splashed on the undead. It is weaker Candle, tallow 1 cp 20
per amount than holy water, so a flask of oil is Belt Pouch, large 1 gp 3
equivalent to a vial of holy water. Undead struck Belt Pouch, small 15 sp 2
with flaming holy oil will take damage as if struck Belt 3 sp 6
by both holy water and flaming oil: 1d3+2 hp Grappling hook 17 gp 1
on a splash, 3d6+1 hp plus 1d6 hp the following Rope, 50’ 5 sp 3
round on a direct hit. Also, undead will tend to Boots, high, hard 2 sp 4
avoid anyone holding a lantern which is burning Cloak 5 sp 8
holy oil. It costs 30 gp per flask. Backpack 3 gp 2
Cold weather outfit 9 gp 4
Blanket, heavy 6 sp 5
3. The merchant’s home Bedroll 1 sp 6
41
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
42
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
occur on a 1 in 12 for every square (2 miles) trav- at the cave entrance, 1d4+1 warriors will come
eled if the party is mounted, 1 in 10 if on foot or out to investigate any loud noise from outside
camping. If an encounter is indicated, roll 2d8. (such as melee with the guards), raising an alarm
upon spotting the party.
2d8 Result
2 Character party Inside the cave are twelve adult male orcs and
3 Al-mi’raj a chieftain, ten females and twice as many
4 Herd animal young, and a tribal shaman, making a total of
5 Raven 44. From here they venture forth occasionally
6 Gnomes to raid nearby areas; unlike the bandits, how-
7 Brown bear ever, they rarely trek further north than the south-
8 Orc patrol ern edge of the Old Wood. The orcs and the
9 Wild boars thieves are aware of each other’s existence and
10 Poisonous snake greatly resent one another. However, the two
11 Squirrels groups haven’t openly confronted one another
12 Wolves because they were about equally matched until
13 Wolverine recently, and the orcs are unwilling to attack a
14 Blood hawk large fortification while the bandits do not know
15 Bandits exactly where the lair is and are not about to
16 Berserkers wander through the hills looking for it.
These are detailed in the Wilderness Encounter Ten of the orcs (AC 6(x5),7(x5); MV 6"(x5),9"(x5);
Table, except for squirrels (see Forest Encounter HD 1; hp 4 each; #AT 1; D 1d6 or 1d8; Int Avg
Table). (Low); AL NE; SZ M; XPV 14) are armed with spear
and battle ax, while five more carry heavy cross-
bows and battle axes. Those armed with spears
The Orc Lair will hurl them and then close with their axes. All
orcs of fighting age wear armor as well: scale or
studded mail with large wooden shield (except
This area of low hills stands out against the those with crossbows). Females and young will
flat plain around it. Travel through the area is not fight unless attacked, and then only without
not difficult; you find you can easily tread the weapons for 1-7 and 1-5 hit points damage, re-
lower areas between hills, and few places spectively, and no XPV. Adult male orcs carry 5
are bothersome to climb. sp and 10 cp each; females and young carry
nothing.
The only item of interest here is a large cave near At the back of the large common area is a
the center, dug into the side of a hill and guarded smaller cavern, the chieftain’s room, which
by three orcs (AC 6; MV 9"; HD 1; hp 5 each; #AT houses three females and a small locked iron
1; D 1d6 or 1d8; Int Low; AL LE; SZ M; XPV 15 each) coffer, hidden under his bedding; it holds 15 gp,
armed with spears and battle axes. If the party 50 sp, and 100 cp. The chieftain himself (AC 3;
travels through the middle of the hills, it will have MV 9"; HD 1; hp 8; #AT 1; D 2d4+2; Int Avg; AL NE;
a 50% chance of running into 1d4+2 orcs going SZ M; SA +1 to hit, due to strength; XPV 216) has
one direction or another. Due to footprints and a 17 strength and is armed with a Morning Star
paths left by the orcs, it is 50% likely to run across +1 and wooden shield; he wears splint mail and
the cave entrance, or will automatically do so if a battered silver bracelet worth ten gold pieces.
the party includes a ranger. If it does find the en- If there is a disturbance in the cave (including
trance, the DM should roll for initiative; if surprise is a raising of the alarm by the guards or an ac-
indicated, the surprised group does not spot the tual invasion of the lair) he will emerge from his
other until the two are at a very short distance room, armed and ready for action—which nor-
of one another. This may enable the party to mally means breaking up one of the frequent
ambush the orcs, or it may give the guards time quarrels between his men. Since he expects trou-
to alert those inside and get help—1d4+1 more ble when responding to a commotion, he will be
warriors, armed similarly. Note that even if the prepared for combat and cannot be surprised
characters do manage to sneak up on the orcs by the party.
43
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
The shaman is at third level of ability and has the The Shrine
following spells: Cause Light Wounds, Darkness,
and Chant. If the lair is attacked or invaded, he
may cast Darkness on the intruders in the hopes In the distance you see a building near the
of effectively blinding them while the warriors fire river which is obviously old, but still standing.
missiles into the blackness (at -4 to hit). If he is As you near it you see it’s mostly intact. Per-
attacked hand to hand, many warriors will come haps it’s inhabited; certainly the road ends
to his aid, as he is the tribe’s religious leader; they here, just short of the river.
will try to block him off from his assailant(s) if pos- This appears to be a shrine of some sort. At
sible. The shaman himself (AC 6; MV 9"; C3; hp the far end is an altar, of carved wood but
13; #AT 1; D 2d4; Int Avg; AL NE; SZ M; SA spell use; covered with years of dust. On your left is an
XPV 137) wears scale mail and is armed with a old desk and in the corner to your right is a
large club (count as morning star). He also carries small pool of still, greenish water. Algae and
a Brooch of Shielding which can still absorb 35 mosquito larvae can be seen inside. An old,
points of Magic Missile damage; it is in the form rusty iron cup is on the floor next to it. It has
of a gold brooch with an M-rune inlaid in silver on a dirt floor and the roof is intact.
the front.
44
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
The desk has a hidden drawer above where a for 5 gp each. The rings are of plain gold and
chair would go; on a successful search for secret will sell for 2 gp each on the open market. The
doors a small knob will be found. If the knob repetition of the number seven is coincidental,
is twisted, it will pop inward and the drawer will though it may seem eerie or intentional to the
open. It contains 7 sticks of crumbling incense, 7 party.
rotten quills, a necklace, 7 scrolls, a wand, 7 silver
The river is not fordable anywhere between here
coins, and 7 gold rings. The necklace is a steel
and Flaxton, nor is there any large brush that
medallion with a golden radiant sun, set upon a
could be used for crossing. The river can be
finely wrought silver chain, and is worth 50 gp. The
waded across without much difficulty just past
seven scrolls are yellow-brown with age; one is a
its southernmost point on the map if the party is
Warp Wood scroll; the other six are records kept
intent on reaching the other side. The country
by the former inhabitant, in Druidic. They identify
beyond the river will be found very empty and
him as a worshipper of Belenos and tell of his dig-
barren, and this might be a good time for the
ging a ditch from the river to carry water to the
party to encounter someone such as the charac-
pool in his abode, and to carry it back through
ter party (from the Wilderness Encounter Table)
another ditch to circulate the water. The records
to vouch that the stronghold is not on the far side
also tell of his "great accomplishment", which
of the river. (Perhaps they’re here because they
they say "makes the seventh scroll." The wand is
visited the mayor of Flaxton and took him literally
a Wand of Fire with seven charges. The coins are
when he said the bandits came from the south.)
several centuries old and will be only grudgingly
If not, encountering the road to Calbut may be
accepted as currency, but if the players think of
enough to convince the wisest member of the
it, they may be able to sell them to an antiquary
party that it has gone too far east.
45
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
Castle Ripyoff
46
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
Atop a low hill is a wooden stockade with If the party finds a hiding spot (likely the copse
guard towers at each corner. Although or guardhouse) and decides to wait and watch,
the gates are open, the place is probably there will be a 50% chance per day of a bandit
guarded on the inside. Some ways in front of patrol coming or going from the stronghold (see
it is part of a ruined building, and downriver Wilderness Encounter Table). Each 12-hour day
is a dense stand of trees. or night the DM should also roll for the chance of
a wilderness encounter—which, if it happens in
daylight, may blow the party’s cover.
The fort was built about fifty years ago by the
A frontal assault should appear foolhardy (and
bandits upon the ruins of the old fief of Chaldén.
would be, since the bandits are expecting one),
Because of its raised position it will be visible from
and gaining entrance by disguise would be prob-
about a square’s distance on the area map,
lematic, as the thieves mostly know one another.
at least in good weather. Underground there
While the characters would certainly be seen ap-
still remains the old dungeon, part of which the
proaching during the day, they could creep up
outlaws are now using. When they came, they
on the fort after dark: if the party is careful there
cleaned out much of what had moved in over
is a good chance it could reach the walls with-
the years—spiders, rats, and so on—in the acces-
out being seen. First, the DM should roll a d4 to
sible parts. There was also an area which had
determine the phase of the moon:
been blocked off by boulders, though whether
by natural cave-in or deliberate action no one d4 Result
remains to tell. The bandits never bothered to 1 New moon
dig these out, since they had no need for more 2 Half moon, waxing
dungeon space. 3 Full moon
4 Half moon, waning
The stronghold is the headquarters of the brig-
ands, and at any time there will be 29 inside. The
The party has a base chance of 90% to reach the
makeup of this gang is as follows: 17 first and 8
walls without being spotted, modified as follows:
second level thieves, 3 lieutenants (2 third and 1
fourth level), and the Master Burglar, a sixth level Description Modifier
thief. First level thieves carry 10 sp and 10 cp, New moon +20%
while those of second level each have 1 gp, 10 Full moon -20%
sp, and 15 cp. The officers are described in their Raining or snowing +10%
rooms below. Per party member (except thief -5%
characters)
Two years ago, the leader of the bandits was as-
Per party member who is encum- -5%
sassinated by his lieutenant, the current Master
bered
Burglar, who then took command of the place.
Per party member in bulky armor -10%
This incident became known in Chaldén about a
(see below)
year later, when a captured outlaw mentioned it
Party was spotted from a distance, -10%
under interrogation.
e.g. at the guardhouse, or a bandit
Approaching the castle would be tricky, as there escaped from C. The Hill Encounter
is no good cover nearby. If the party has steeds Party was spotted earlier attempt- -10%
or pack animals, it must decide what to do with ing to approach (cumulative with
them. There is a dense copse not too far from the being spotted from a distance)
castle, along the river to the southwest, where an-
imals could be left attended or tied up, though For purposes of stealth at the castle, bulky armor
there would be a 30% chance of them being will refer to the bulkier, noisier metal armors: scale,
spotted over the course of a day. Anyone ap- splint, banded, and plate (also shields). Padded,
proaching the copse is likely to be spotted from leather, studded, ring, and chain do not count
the castle, unless they swing wide to the west as bulky armor for this purpose, but anyone in
and approach it from the far side so as to avoid chain will subtract 5% from the chances of suc-
being seen; if they are spotted, the thieves will cess. Alternative armors will have to be at the
watch the area, much like with the guardhouse DM’s discretion: brigandine, for instance, should
at F (p. 17). probably not count as bulky here since its plates
47
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
48
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
fortress in bulky armor (as defined above) will cer- gate from inside (leaving backpack and any-
tainly alert the castle; even armoring up in such thing heavy behind, of course). Once over the
gear after hauling it over will make enough noise wall, they must remove the bolt locking the gate
to attract attention. shut; a successful roll to Open Locks will do so
without being heard and will allow the party to
Once on top, the only way inside is to climb
get inside before attracting attention. (It’s simple
down again—intruders would be noticed strug-
to open but the bolt is heavy, so the roll should
gling along the top of the wall toward the guard
be made at +2 per point of strength, so if Str 15
towers. Note: did the party bring a second rope
the roll will be at +30%.) If they fail that roll, they
for the climb down, or did they think to tie it in
will be noticed and have to try to talk their way
the middle so the rope would reach the ground
out of the situation. If the thief is female this may
on either side? (A grappling hook can simply be
not be an option, since all the bandits are men.
readjusted.) Jumping or dropping from the top
will do 1d8+2 damage and have a 20% chance Consider this an opportunity for role-playing; a
of raising the alarm. clever player may be able to convince the tower
guards he was doing something innocent like
If there is a rope for the party to climb down, it
having a look outside, which would get him out
can be assumed that everyone will descend suc-
of immediate trouble but earn him a harsh re-
cessfully (though the DM should try to make this
buke and an order to get inside and stay away
sound dramatic, even perilous).
from the gate. It might also get the party spotted,
If the sound of a fall doesn’t raise the alarm, party especially if his excuse was that he heard a noise
members still atop the wall will have a chance outside. Either way he won’t be able to try again
of being seen: for each person still up there the without being seen. Once out of immediate view,
chances are 5% at new moon, 10% at half moon, the thief can scale the walls back out, but with a
or 15% at full moon. chance of being seen: 5% at new moon, 10% at
half moon, 15% at full moon, or 35% if he falls.
Pounding spikes between the posts that make
up the wall would make climbing much easier, If the Open Locks roll was successful, the party
but pounding them in would immediately draw can slip inside but will then be noticed and the
attention. alarm raised—the clanking and squeaking of
metal armor inside the walls will be unmistakable.
Should the party consider returning to Chaldén
This will be a time for quick action: the party may
or Flaxton for rope or a grappling hook, the DM
choose to find a defensive position behind the
should take note of how many days have passed
buildings, try to hide inside them, or maybe run
and how long it would take to get back to town
into the courtyard and make a break for the dun-
and return, and compare to the 27 days the
geon entrance. There will be 2d4 thieves in the
party has to find Alfrëdor. The players should be
courtyard once the alarm is up. The party might
apprised of this, since presumably the deadline
be able to sneak in the front gates without being
would be weighing heavily on the characters’
spotted, if it leaves its bulky armor outside, includ-
minds, though the players themselves may have
ing shields and helms. The chance of entering
forgotten it.
that way undetected would be 80% minus 5% for
An attempt to shoot the tower guards during the each member of the party (except the one who
day will be at -4 as the towers provide about 50% opened the gate), minus 10% at full moon, plus
cover. On a night of the full moon it will still be at 10% at new moon.
-4, as it’s assumed the party will wait for a chance
Once the alarm has been raised, any bandits
to see the guard silhouetted clearly. At half-moon
encountered thereafter will be alert and ready
the shot will be at -6, and at new moon -8. A
for action. Further, the officers will be about, co-
missed shot will almost certainly raise the alarm,
ordinating the effort—so their rooms will be un-
and a nonlethal hit may do so as well—but if the
occupied. Although the bandits prefer to avoid
party is able to take out the guard after dark, it
direct confrontation, they are quite capable of
could scale the tower (as above) and then simply
fighting when necessary, and while they look out
climb down the ladders into the stronghold.
mainly for themselves, they do have a sense of
The party might prefer to avoid ascending the community and security at the castle and will de-
walls by having its thief climb over and open the fend it to the best of their abilities, and they will
49
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
not betray their leader or the band in general. This chance will increase if the alarm has been
raised. Except where otherwise noted, the ban-
If the castle is frontally assaulted, the alarm will
dits are all of average strength and constitution
go up and the inhabitants will be prepared to de-
(no bonuses) some have a higher dexterity that
fend it. The gates, if open, will be shut and heavily
improves their armorclass.
barred, and the guard towers will be reinforced,
at least in the direction of the attack. Note that if
the party finds its way inside and the bandits are
hard-pressed, they may retreat into the dungeon, Alarm has not been raised: The chance of an
which could complicate the rescue. encounter is 1 in 6, and 1d3 thieves will be en-
countered. An officer will not be encountered
If the players try to thin the defenders by drawing outside of his quarters. Roll d12 to determine who
out small groups of them (say, by feigning retreat is encountered.
after being spotted) and are clever about how
they do it, they might manage to draw out a
small sortie, but this won’t work a second time. Alarm has been raised: The chance of an en-
The walls of the castle are about 1’ thick and counter increases to 2 in 6, and 1d6 thieves will
15’ high, while each of the guard towers is 20’ be encountered. Roll d20 to determine who is
high. The walls are made of vertical logs with encountered, rerolling results above 17 or for any-
pointed tips, held together about 2’ from the top one already eliminated.
by logs sliced in half lengthwise. Although there is
no parapet along the wall, it is possible to perch
there (precariously and visibly) with one’s feet on Officers
the half logs. The guard towers are also made of d4 Officer
vertical logs and have rough plank roofs. Each 1 Gantri, Master Burglar
tower has the capacity to hold up to four people Dex 17 AC4 HP 24
and contains a pile of fifteen large rocks and ef- Broad Sword +2 and dagger
fectively unlimited sling stones. Anyone atop the 2 Arval, 4th level lieutenant
wall or in a tower who takes a look inside the com- Dex 16 AC5 HP 14
pound is likely to notice the dungeon entrance long sword (+1 damage) and dagger
at 12. Ruins. 3 Ragosh, 3rd level lieutenant
If captured, the characters will be questioned Dex 13 AC7 HP 14
and then thrown into the cells at 4 in the dun- broad sword and dagger
geon, without weapons, armor, or equipment. 4 Jalon, 3rd level lieutenant
The bandits will demand another 250 gp ransom Dex 14 AC8 HP 9
per party member, which Gailaif will not pay. If broad sword and dagger
the party has played well and is deserving of a
second chance, the DM should allow it an oppor-
tunity to escape (perhaps the group’s thief kept Bandits positioned on map
a backup lock pick where its captors didn’t think
to look). Otherwise, it will soon become another Location Bandits
casualty of Chaldén’s war against the outlaws. Kitchen T1, Dex 14, AC 8, HP 3
Once the remainder of the month has elapsed, T1, Dex 11, AC 8, HP 4
Gailaif will know his grandson is dead and will T1, Dex 13, AC 8, HP 1
find and storm the castle, wiping out the bandits. T1, Dex 9, AC 8, HP 2
Unfortunately, by then it will be too late to save Dungeon room 2 T1, Dex 12, AC 8, HP 3
either Alfrëdor or the party. Main Guardroom T2, Dex 15, AC 7, HP 8
(dungeon room 5) T1, Dex 11, AC 8, HP 3
T1, Dex 9, AC 8, HP 4
Castle Ripyoff Encounter Table Guard Towers NW: T1, Dex 11, AC 8, HP 5
There is a likelihood that the party will encounter NE: T1, Dex 11, AC 8, HP 4
random thieves in the outdoor sections of the SW: T1, Dex 10, AC 8, HP 2
castle, generally whenever they turn a corner. SE: T1, Dex 10, AC 8, HP 3
50
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
51
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
two can make a stand and which will attract at- 4. The great hall
tention, as outlined in 1. The chest under his bed
contains 6 gp, 4 ep, 20 sp, and 60 cp. A long table with twenty chairs or so per side
dominates the room. A couple dozen places
He carries a long sword whose hilt is inlaid are set with plates, cups, glasses, knives, and
with silver and whose pommel is decorated a few goblets. There’s a set of double doors
with banded agate. Though not magical, the off to your right.
weapon is of exceptional quality (per the DSG, p.
26) and does +1 damage, so it will fetch 100 gp
on the open market. In his pouch are 10 sp and This is the dining hall where the outlaws take their
25 cp. meals. If the players decide to count the place
settings, they will find 54. (This means there are
25 empty settings; a few are for those out on er-
rands or patrol, but most are the result of Gailaif’s
3b. Third Level Lieutenant attacks prior to the kidnapping.) The 29 plates
and 13 cups are practically worthless, but the 29
This room contains a bed, table, and chair, knives can be sold for a copper piece each, the
as well as an ugly man who snarls and comes 12 glasses for two coppers apiece, and the four
at you. copper goblets for 3 sp each. The goblets are
used by the Master Burglar and his lieutenants.
52
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
On the walls are two long swords, eight broad An attack upon the guards at 10. (unless resolved
swords, fifteen daggers, three suits of leather ar- quickly and quietly while no one is in the court-
mor, and a dusty but usable suit of ring mail, all yard) is sure to be noticed by guards up here,
human size. There are 8 hooded and 1 bullseye who will give a hue and cry, raising the alarm.
lantern on the floor, and the cask contains oil for Each tower is accessed by ladders at ground
them. Next to its spigot is a bucket with a narrow level, but since the ladders creak, they are 75%
spout for refilling the lamps in the dungeon. likely to alert those above that someone’s com-
ing up. Those on guard won’t hesitate to hurl
7. Thieves’ quarters rocks at intruders climbing the ladders, or even
push them over if need be.
8. Stables
11. Courtyard
The double doors of this room give it away as One to four bandits will be here at any time dur-
a stable; there are several horses here plus ing the day, 1d3-1 at night, or 2d4 day or night if
tack and harness. the alarm has been raised. Intruders who enter
this area wearing bulky armor will be noticed and
cause the alarm to be raised. Intruders not wear-
Ten draft horses occupy the sixteen stalls here. ing bulky armor might cross the area undetected:
Twelve bits and bridles, 11 harnesses, 10 saddles, if there are bandits in the courtyard, the party
8 small saddle bags, and 14 saddle blankets can would be 90% likely to be noticed during the day,
be found in its tack room. The outlaws do not or 70% at night. If no one is in the courtyard, dur-
enjoy looking after the horses, so they avoid this ing the day a party not in bulky armor would be
place and will not be encountered here unless 20% likely to be noticed by those up in the guard
the alarm has been raised. towers; at night it would be only 10% likely to be
spotted from the towers.
Watch towers
53
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
Ripyoff Dungeon
54
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
Part I: Accessible and Inhabited (Rooms 1–7) You come into an empty square room with
passages going off to the north, west, and
Check in every hall or unoccupied room entered east as far as can be seen. A lamp on the
by the party: 1 in 6 if the alarm has not been wall gives the room some light, and the pas-
raised, 2 in 6 if it has. Encounters will be as de- sage east is also lit by lamps; the other two
scribed in the Wandering Bandits Table. Camping are dark. There are stairs going up to the
to rest up anywhere in Part I is 90% likely to get south.
the party spotted.
55
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
56
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
57
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
This cave is home to thirty bats (AC 4; MV 24"; 13. Entryway to part III
HD 1 hp each; #AT Special; D Special; Int Ani;
AL TN; SZ S; XPV 1 each), which fly out at night
to feed. Rather than the secret entrance, they A long table stands in the middle of this large
leave through a smaller passage which goes al- rectangular room, ringed by a few broken
most straight up to the outside. That way is in- chairs. Five doors lead out, including the
accessible, however, as it is narrow and mostly one you came through.
vertical, and is well-hidden by rocks and bushes
some 60 to 70 feet from the walls of Ripyoff, so it
Most articles of value have been taken from
also doesn’t let in any appreciable light, even at
the room, but two brass candlesticks (value 8
midday.
sp each) and three pewter mugs (value 10 sp
Unless the party has extinguished all light sources each) remain on the table. On the walls are nu-
before entering, it will disturb the bats and cause merous torch holders, most empty, although two
them to swarm about the cave, putting out hold unused torches.
58
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
14. Room of the king’s sage vs. poison at +4 or suffer Enfeeblement (as the
spell, 25%) for 1d4 days, starting 1d6 turns after
the bite.
About all that’s here is a desk, and even that
seems mostly empty. A door flanks it on the Unless some form of gauntlet is specifically be-
wall to your right. ing worn (unlikely), assume the following. Some-
one in plate will normally have plate gauntlets:
leather gloves with plates on the back of the
The items here are indeed of little value. On the hand and fingers, giving AC 4 (one point worse
desk are a wax candle in a brass candleholder than plate mail as the palm is protected only by
(value 10 sp) and a dry inkwell (value 1 sp). In the leather). Characters wearing scale, chain, splint,
desk drawer are a few sheets of old parchment or banded are assumed to have chainmail mit-
and several rotten quills. tens (AC 5), and anyone in another form of armor
would have hardened leather gloves (AC 8). Of
course, magical protection will still provide de-
15. King’s office
fense—so the hands of a thief in leather armor
wearing a Ring +1 would be AC 7, and those of
Two chairs stand in front of a large desk a fighter in Plate Mail +1 would be AC3 (giving +1
backed by another chair of greater size. A to those plate gauntlets). If the players decide to
closet stands in the corner behind it. shuffle the debris with a pole, dagger, etc., they
will uncover both the brooch and the centipedes.
They should have to think up a way to remove
On the desk are two silver candlesticks (value 10 the ornament safely, such as picking it up with a
sp each), each holding a half-used, yellowed pair of sticks, which can be found here. In the
wax candle. Also on the desk are a rotten quill, closet is a rack for a suit of armor and holders
two brittle sheets of parchment, and a dry sil- for a sword and shield, now empty. Three silver
ver inkwell (value 1 gp). Inside a half-opened pieces can be found in a corner of the cabinet.
desk drawer, under a quantity of dust, husks, and
other junk is a silver brooch with an S-rune inlaid
in gold on the front (value 40 gp). However, sim-
16. King’s personal storeroom
ply reaching into the pile without precaution will
arouse three giant centipedes (AC 9; MV 15"; HD
1/4; hp 2, 2, 1; #AT 1; D Nil; Int Non; AL TN; SZ S; The small chamber you’ve just entered
SA Poison; XPV 32, 32, 31) which have made this seems to be a storeroom. A large closet
their lair, and will attack the hand of whoever stands in the corner; racks for clothes,
searches around. Although the centipedes’ bite weapons, and so forth are attached to the
itself does no damage, those bitten must save walls.
59
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
The closet and racks are empty. A small stone crushed beneath the debris carrying 10 gp and
statuette lies in the southwest corner of the room 20 sp; it has since fallen out of his disintegrated
but will not be found unless the party decides to pouch into the mess beneath his body, and the
actively search the place. It can be sold to a party is unlikely to find it all.
merchant as a curiosity for five silver pieces, but
if taken to an antiquary will fetch twenty gold
19. Cleric’s quarters
pieces as this is a relic of very old (though today
obscure) local legend.
Steps lead down into a square room. A bed
lies along the far right wall, stripped of linen.
17. Weapons storage room
A bookcase stands across from you behind
The door to this room is locked, and though the a small bare desk. The bookcase is emptied,
lock has grown rusty, it will still have to be picked and little of interest seems to be here.
or forced.
As in the other chambers, all of the furnishings are
Inside are racks for weapons, only partially crumbling, and little of value remains from the
filled, while a chest on the north wall stands dungeon’s abandonment. In the desk drawer is
empty. There seems to be little of value here. a partially rusted iron holy symbol, which will take
a gold piece on the open market.
Inside are weapons left behind when the fief was
abandoned. A rack on the south wall, only a 20. Prayer room
quarter full, holds two long swords and four broad
swords, while another rack, on the east wall, sup-
A square stone altar is at the far end of
ports three battle axes and a hand ax. Several
the room. On the wall to your right is
racks along other walls stand vacant, while a
an iron coffer—probably for religious arti-
chest to the north lies open, also emptied of its
facts—standing open. On the wall above
contents. A dusty pile in the corner, if investi-
the altar is a large holy carving with a bright
gated, will turn out to be a suit of chain mail
gem at each of its four corners.
(human size).
60
Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
61
LB1 Vince Puccio, Leon Baradat, and Rene Baradat
nightfall, it will be spotted by the tower guards truders, figuring they will sooner or later run out
and pursued. This will happen even if it takes of provisions and have to come out. If the party
the secret passage, for the guardhouse is in plain manages to hide out for a day or so in Part III, the
sight of the fort. If the players decide to lay low brigands will start to relax their guard and thin out
in Part III of the dungeon, the bandits are unlikely the number waiting at each station—life has to
to follow, given their already limited manpower. resume, people will need to eat and sleep, and
More likely they will wait for them to come out. If so forth, so by the end of the second day they will
the bandits have also found the secret entrance, be down to half numbers, where they will stay.
this may leave the party bottled up.
The DM should keep track of how many outlaws
If the group is hiding underground and has ani- have been killed or disabled, and cross them off
mals at the guardhouse, the latter will be seen the Castle Ripyoff Encounter Table. When the
and taken once the alarm goes up, and the ban- alarm is raised, if the party has been spotted, a
dits will find the trap door. If someone was left skeleton crew may stay at the castle: probably 3-
behind to watch the animals, the bandits will at- 6 depending how many are left. Ten bandits will
tempt to capture them—they’ll question them mount the horses in the stable and go off in two
and try to work out a prisoner exchange. They groups of five, one led by the Master Burglar and
will negotiate in good faith, as they have little use the other by a lieutenant. If the thieves spotted
for another prisoner and just want Alfrëdor back. and captured the party’s animals, they will use
They will insist, however, that the party leave and them to form a third mounted unit. Any others will
not return—thereby abandoning its mission—and head out on foot in groups of five or so. Second
will be more alert and will guard Alfrëdor more level thieves will stand in for any officers that have
heavily from then on. Further attempts to ap- been eliminated.
proach the castle at nighttime will incur an extra
20% penalty and confrontations inside the fort will If the alarm has been raised but the party hasn’t
be with larger, angrier groups (doing +1 damage been spotted, the bandits will focus on search-
per hit), generally at the high end of the range ing the castle and dungeon for 7-12 (d6+6) turns,
given (so, instead of 1d4 bandits in the courtyard after which they will scramble off in pursuit, as
during the day, there will likely be 4, and so on). above. If unsure which way the party went, they’ll
spread out on this side of the river but will focus
Should the party be spotted in the courtyard and on the west/northwest, as they’ll assume the in-
seen descending the stairs, the alarm will go up truders came by way of the south road at some
and the bandits will attempt to root the group point. In the meantime, the party could clamber
out. If it’s not found after an initial search, and this out of the guardhouse and make a break for it.
can’t all be easily dismissed as a false alarm, they This will offer a bit of a head start, but will give
will probably split into more or less equal groups away its position.
(one being the guards in room 5.), each led by
an officer. (The bandits in other rooms, espe- If there isn’t a horse for every member of the party
cially those in the kitchen, will join these groups.) (especially if it didn’t bring one for Alfrëdor), it will
Chances are, one group will stay in the courtyard, have to share steeds. Only two persons can share
one will stand guard in room 1., and (if the party a steed (though three gnomes or halflings could
was seen approaching the guardhouse) another share a full-size horse). Sharing mounts will limit
will check that out and seize the party’s animals the party to a speed halfway between mounted
if they’re there. The officer going to room 5. will and on foot.
apprise the guards of the situation and help safe-
The river next to the castle is too deep to ford, so
guard the prisoner. He will likely be accompanied
the party can’t cross it without magical means
by a few other bandits if no one is sent out to the
or prior planning. Before taking on the castle, a
guardhouse.
clever party might try building a raft, which will
If the party is seen going through the blockage take half a day; this could be done at the copse.
at 21. or goes through unseen but doesn’t block A raft cannot be brought near the castle without
it up, the group at 1. will watch down that pas- alerting those inside—except at night, though
sage with the bullseye lantern (from 6. upstairs), it would take half the night to get it there and
which will prevent creeping up on them by nor- the raft would be spotted in the morning. Also,
mal means. They will intend to wait out the in- there may be little to gain by using a raft, as the
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Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
river flows toward the lake rather than northeast but the DM should add an extra +15% (+25% if
toward Flaxton. sharing steeds) to the chance of being caught
by mounted thieves after the first day, since their
If the party flees right away, the chance of evad- horses will be tired.
ing each particular group of pursuers will be 40%,
modified as follows: If the party manages to evade pursuit, the
mounted ruffians will head north and search
Situation Modifier
around Chaldén, making it likely to have a run-in
Party mounted, thieves ±0%
with some of them there. Also, if the party wipes
mounted
out a group of mounted thieves, one of the un-
Party mounted, thieves on +10%
mounted groups may capture the horses and
foot
pursue as a mounted unit (at -5% due to delay in
Sharing steeds, thieves -10%
rounding up the steeds).
mounted
Sharing steeds, thieves on +5% If the party does not flee right away, but instead
foot hides out in Part III of the dungeon till morning to
Party on foot, thieves -20% let all search parties clear the area, its chances
mounted of success will be a little different. It will have no
Party on foot, thieves on ±0% steeds, as the bandits will have captured any
foot animals left tied up, and any sent off to fend for
Party escapes before the +5%/turn before themselves will be long gone—yet it will success-
alarm is raised fully evade the first flush of pursuit. This may be
Party escapes at night, at +25% an ideal option if the party had no animals to be-
new moon gin with. The chance of evading each particular
Party escapes at night, at +15% group will be 70%, modified as follows:
half moon
Situation Modifier
Party escapes at night, at +5%
Thieves mounted -20%
full moon
Thieves on foot ±0%
Party not seen leaving, but -10%
Party heads northwest -20%
was spotted earlier
Each combat with a pursuing group -5%
Party has been spotted -20%
or monster
and/or heads northwest
Party isn’t spotted until after +5%
However, once the party reaches the hills or the
leaving the castle
Chaldén-Flaxton road, or anywhere north of the
Anyone in the party is en- -20%
hills and west of the forest, it will face an addi-
cumbered
tional check per square (1 in 10) to see whether it
Each combat with a mon- -5%
is confronted by a group of pursuers, who will ex-
ster or pursuing group
pect it to head that way. Also, any Bandit results
on the Wilderness Encounter Table will be with a
Of course, a mounted party will not be overtaken
group of pursuers. If it takes the road through the
by thieves on foot unless it dawdles, doubles
hills, it will certainly be attacked by a group of pur-
back, changes course dramatically, or is badly
suers lying in wait at C. The hill encounter, added
delayed. Rolls can be changed to make more
to those already there if they weren’t wiped out
sense: in a flat-out pursuit, for instance, if the dice
earlier.
indicate an encounter with a group of thieves on
foot but not with one of the mounted groups, the If the party has trouble crossing a river it may have
DM should probably reverse that. He/she should to leave its animals (and the gear they carry) be-
also exercise judgement based on circumstances hind. Alfrëdor will truthfully volunteer that the king
and how clever the players are about evading will compensate for the loss of anything left be-
pursuit. If they lead the bandits through the small hind.
hills to the north, for instance, they might success-
fully entangle them with their orc rivals. Should the party head for Flaxton, once there
it will encounter a local patrol (see Flaxton
If the players choose to ride hard for the first day, Encounter Table) who will happily escort it to
they will probably avoid their pursuers for the day, Chaldén. If the party decides to visit the mayor
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LB1 Vince Puccio, Leon Baradat, and Rene Baradat
before heading east, he will arrange two patrols its value to 75 gp. The gemstones include the
for an escort, and will accompany them in per- following:
son, as a gesture of loyalty to the king.
Gem type Value
The bandits will not give up easily, for Alfrëdor’s es- 2 azurite 5 gp each
cape means disaster for all of them. Where plau- 3 lapis lazuli 5 gp each
sible, two or more groups of pursuers may attack 2 hematite 10 gp each
the party in concert. During the chase, ordinary 3 malachite 10 gp each
Wilderness Encounter checks should be made. 1 moss agate 10 gp
Note that some—notably the elves or character 1 banded agate 15 gp
party—may come directly to the aid of the play- 1 jasper 25 gp
ers, while other encounters may add to its peril. 1 zircon 25 gp
Any who do help out substantially (except the 1 citrine 50 gp
elves) will claim a share of the reward, roughly
proportional to the amount of help given. The Inside are also two frost rubies from the north.
elves will be mostly interested in demonstrating The first is small and worth 175 gp, the second
their goodwill toward Chaldén, to establish that medium size and valued at a worthy 410 gp. The
their community is not an enemy of the realm. distinctive feature of the frost ruby is detailed in
the northern merchant caravan on the Wilder-
ness Encounter Table. The design on these rubies
is near perfect. If someone in the party previously
Afterward thought to sketch or map the bandit stronghold,
the party will be given an additional citrine of 50
If the party returns without Alfrëdor it will receive gp value.
nothing (except supplies and repairs), even if it
has wiped out a great many outlaws—for Gailaif Gailaif plans to assault the bandit stronghold
plans to do that anyway, and the loss of his heir once Alfrëdor is no longer a prisoner. Since the
will be a terrible blow to him and his kingdom. If, brigands know this, if their numbers are signifi-
on the other hand, the adventurers return with cantly reduced, they will abandon the fort. Either
his grandson safe, they will be greeted as heroes, way, once he has taken the place the king will
and Gailaif will speak: garrison it as an extension of his realm. His next
challenge will be to consolidate his holdings; he
will need to clear the area of remaining bandits
"You’ve been of great service to our king- and must find some way of dealing with the orcs
dom and stand to be rewarded. Bring it at 5. He may also come in contact with nation(s)
forth!" Two soldiers go behind the throne and to the south (the Duchy of Tenh perhaps, if played
carry out a small coffer. They set it in front of in Greyhawk) now that he has extended his sway
you and throw back the lid. Inside are coins here.
of several varieties, topped by some gem-
stones and a pendant. As you sift through For thieves wearing something other than leather
the treasure, you uncover more precious armor (such as Ragosh), this module uses the fol-
stones, and a bracelet. lowing table, adapted from the Effects of Armor
on Thief Functions table from the UA errata pub-
lished in Dragon Magazine #103. This version is
This small coffer holds 200 gp, 100 ep, and 300 sp. meant to make some alternate forms of armor
The bracelet is bronze, worked with silver, and will reasonable tradeoffs of AC vs. skills, whereas the
sell for 50 gp. The pendant is of copper but inlaid UA errata table seems intended to make the loss
with silver and set upon a silver chain, bringing of skills prohibitive for everything but elfin chain.
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Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
General Note: No dexterity bonuses apply to thief functions (though penalties do) when wearing armor
other than simple leather.
∗ This category applies when wearing bracers of defense and/or a cloak, but no actual armor.
† Assumes that armor worn is covered by another garment. Elfin chain mail is light and thin, and can
be worn under normal clothing. All other types of armor except simple leather are stiff and/or bulky,
and can only be covered by a full body cloak.
This chart can be used to keep track of the passage of time, and how much longer the party has before
the outlaws kill their prisoner. Day 6 is boldfaced as a reminder that that night will be midsummer’s eve.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
16 17 18 19 20 21 22 23 24 25 26 27 Too Late
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LB1 Vince Puccio, Leon Baradat, and Rene Baradat
Appendix A: Maps
Area map
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Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
Town of Chaldén
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The Forest
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Hamlet of Flaxton
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The Shrine
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Castle Ripyoff
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Ripyoff Dungeon
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Ripyoff guardhouse
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Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
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Vince Puccio, Leon Baradat, and Rene Baradat Crossroads of Chaldén
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LB1 Vince Puccio, Leon Baradat, and Rene Baradat
Appendix C: About the writing of little kingdom to crop up. It would also make the local
people likely a Flan/Suel mix.
this module
The shrine druid being a worshipper of Belenos was
Back in 1985/6, my brother Rene and I and a friend a nod to the Asterix & Obelix series. The DM may
decided to write a module and submitted it to TSR want to use a different god; for instance if the mod-
for publication. The company never responded to ule is run in Greyhawk it might be changed to Obad-
our submission, or to the several follow-up letters I sent, hai. The church in Flaxton was inspired somewhat by
so it remains under our ownership. Given what I’ve the church in my family’s old village in Aubin, France
read about what went down at TSR at the time, it’s no (see here). The candleholders shaped like human
surprise we were greeted with a stony silence. arms were taken from something I saw in the Riga
Ethnographic Open Air Museum in 1986: in one of the
Its working (joke) title was "Thief on the Borderlands", churches, the pulpit had a candleholder shaped like
but we eventually settled on "Tragedy in Chaldén". an arm sticking straight out from the wall (see here,
Revising it in 2014, Rene and I renamed it "Crossroads on the far left). The centipedes’ weakened venom is
of Chaldén", since there’s really no tragedy involved borrowed from U1 The Sinister Secret of Saltmarsh.
unless the party fails in its mission. Instead, we chose
a name to reflect that the kingdom is at a crossroads The head villain is not of course technically a Burglar
and its fate depends on the actions of the players. at all, but a Filcher, since he’s 6th level. But we thought
“Master Burglar” made a more impressive self-styled
Vince Puccio was the creative genius; he came up title for a Boss who was one step above Burglar.
with the idea to write a module, and he sketched out
its plot and basic layout. I did the typing and editing Because we wrote this thing back in high school, lots
work, and fleshed out a lot of the details—in particular of the writing was pretty juvenile. I’ve revised it sub-
the town of Chaldén itself. Rene was responsible for stantially (once in 2004 and then more thoroughly in
many of the smaller details here and there; he thought 2014–15), but bits of the old adolescent humor remain,
up a lot of ideas which others built upon (e.g., the frost such as the name of the bandit castle. Rene helped
ruby), and he contributed the town of Flaxton. Other somewhat with the 2014–15 revision, pointing out some
things, like the thief castle and its dungeon level, we specific issues: in particular, that the scale of the Forest
worked out together. The Outdoors Map is by Vincent; Map didn’t match its size on the Outdoors Map, and
the others are by me, though some are based on that Chaldén is hardly big enough to be called a city,
earlier, rougher maps of his. so it’s now referred to as a town.
Vince was our primary DM, and some of the vividness Also, the original manuscript was filled with vitriol to-
of his descriptive style comes through in places such as ward thieves. This was entirely Vincent’s influence; his
the boxed text for the forest and spider lair. The forest personal beliefs were strongly Lawful, and about the
itself clearly shows echoes of Mirkwood; I’ve always time we wrote this, both his house and his parents’
assumed that was Vincent’s inspiration for it. We even business had been broken into. So he seemed to be
considered including the Giant Black Squirrels from the using this as an opportunity to vent about it all. I’ve
Monster Manual II (p. 114) but decided against it since toned all that down and, I think, much improved it in
it’s not an old, dark forest possessed by evil. the process.
We tried to use saves vs. ability scores rather than class- Feel free to email me with any questions or comments.
based saving throws, as we felt ability scores tend to be Feedback is always welcome.
neglected in 1st edition, outside of extreme numbers Leon Baradat
that give special bonuses or penalties. We also wanted
to make use of the talents of druids and rangers, since lordpeyre@yahoo.com
their special skills are often little used—most adventures
focusing on the action underground. I’m especially
pleased that we included a druidic scroll—you don’t
see those much.
Several times we tried to work out where to place this
in the world outside. We happened to play in the
world of Greyhawk (the original, 576 CY), so our best
stab at a location was somewhere south of the various
Barbarians–possibly in Ratik, maybe northern Tenh. We
leaned toward the latter, and I explicitly placed it in
Tenh in my campaign. Logically that would position
this on the border of Tenh and Stonefist, perhaps a
wild region beyond either land’s control, allowing a
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