Castles & Crusades The Slag Heap
Castles & Crusades The Slag Heap
Castles & Crusades The Slag Heap
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The Slag Heap Introduction
This module is designed primarily for those adventurers and heroes A great empire once spread across the known world and enclosed
who have only recently wet their appetite for glory and fame. Should all within its grasp. These were cold and wretched times for many
any characters brave enough care to venture deep into the Barren peoples. Winters were long and thick snowy blankets lay across the
Wood, they will find many enemies to battle and some to spare. Here world like a white mantel for many months out of the year. The
they can engage in combats and battles under the eaves of an ancient skies were perennially overcast, gray and carried cold winds from the
forest and beneath the black earth of the Slag Heap where they will fortress of Aufstrag. It was an unhappy time for many and was known
face creatures of mythic evil and dire portent. In these dank and as the Winter Dark.
forbidden holes, glory and wealth lie for the taking as well as those
iron bonds of friendship that only adventurers forge. Beware though, Through much of this time, the gnomes of the world remained far from
for death lingers at every corner and beneath every tree. And should the grasping fingers of the empire’s governors, generals, ambassadors,
their time come, it is theirs to choose: die valiantly against mighty foes armies and tax men. They hid themselves far away in remote hills and
or fall, a craven coward in a vain attempt to forestall the inevitable. mountains, deep forests and trackless savannahs. The Barren Wood
was just such a place. Its expanse of ancient trees and undulating hills
This adventure is best suited as a gateway to other adventures and are dotted with hidden dales and valleys that are known only to a few.
escapades of the Castle Keeper’s making. The module’s monsters, So the Barren Wood provided a perfect place in which to escape the
characters and settings, though tied together by themes and plots, all choking hold the empire had on much the rest of the world. In these
offer an abundance of interesting asides and the potential for other woods resided many fey of varying nature but all of the same mind
adventures which are wholly unrelated to The Slag Heap. It is strongly concerning the Emperor in Aufstrag. They cared nothing for him and
recommended that the Castle Keeper develop and expand upon labored ceaselessly to prevent his finding their most sacred and holy
the encounters and associated adventures the characters may find spots.
themselves engaged with or interested in. Allow them to explore what
interests them most and greater fun will be had by all. In one such hidden dale a large family of gnomes settled. Long friends
of the fey, these gnomes were guided there and offered safety. The dale
Those picking up the adventure after exploring Assault on Blacktooth they settled in was nestled at the foot of a large hill, and their new
Ridge will find the material related in The Slag Heap both different and home they named Havenwale for it was a place of safety to them. The
familiar. The Slag Heap details a region south of the Hruesen River, fey called it Syvanwale, which is, the speech of man, Sparkling Hill.
Ludensheim and Botkinburg and the events that unfold here are only They called it thus, for all the quartz crystals that were found in the
loosely connected to those related in the previous module. Though area and, in this particular spot, the diamonds.
it is recommended it is not necessary that this module be played in
conjunction with Assault on Blacktooth Ridge. For many a long year the gnomes lived there in safety, having little
contact with the world at large. The clan grew and prospered though
The Slag Heap is presented in three parts. It begins with a brief never so much as to expand beyond the dale. Only with the passing of
description of the two small thorpes which set the stage for the trip the evil lord in Aufstrag and the return of the long summers did the
to the Slag Heap. This is followed by a similarly brief exposition on gnomes begin venturing forth again into the wide world.
the areas between the thorpes and the Slag Heap and what may be
encountered along the way. The final portion of the module details the They quickly established commercial ties with several nearby
Slag Heap and what lies in its winding tunnels. communities of men. Ludensheim was the nearest large town and
Slag Heap 3
Kreetkruk is Deetrik’s new contact with the Red Caps. His previous
intermediator has gone missing and in his place is this nasty ogre
with a jutting jaw and cruel disposition. With him are several of the
Involving the Characters
As with most adventures, only the most general of reasons can be
more capable and sneaky Red Caps. Kreetkruk has been instructed to
supplied that encourages players to stroll down a particular boulevard
demand even more money from Deertrik and should he be refused, to
of adventure. In the case of The Slag Heap, encouraging players to
kill Deertrik and send his head back to Ludensheim and threaten even
travel to dangerous places with such unattractive names as Gipsheim
more pillaging should they not be paid.
and Dreddstun can almost only be done by bounty or greed. Several
manners of bringing the characters into the action are described
As both parties to this negotiation have brought conflicting demands
below. Of special note: if continuing the adventure from Assault on
and the forces to back up their demands, both have retired from their
Blacktooth Ridge read the final entry.
negotiations while they plan their next move. Deertrik is in Gipsheim
while Kreetkruk is in Dredstun.
Hook 1. A 500gp bounty has been offered for the capture of Miles
Freland, a notorious bandit known to be in the area. This can offered
Miles Freland and his crew of ne’er-do-wells are spread out between
by either Baron Dietbold Heimer or Baron Volkmar of Botkinburg.
Gipsheim, Dredstun and the surrounding territories. Miles is
concerned about harming either of the above mentioned parties as this
Hook 2. Numerous peasant and merchant families in and around
will bring down the wrath of one or both the Red Caps and the Baron
Ludensheim have demanded that Baron Dietbold locate and free the
of Ludensheim. Miles also has a claim to the Barony at Ludensheim – a
slaves thought to be in Gipsheim and Dreddstun. The characters are
claim he intends to make good on (see below).
hired to locate the slaves and report back on their condition and who
is holding them or rescue them if possible.
Rugnar the Toothless is an old fashioned assassin. Thoroughly evil and
inconveniently capable, he has been hired by Baron Dietbold to rid
Hook 3. Rumors abound that agents of the Witch Queen are south
the woods and lands about of bounty hunters, treasure seekers and
of the Hruesen River. An order of goodly knights or river wardens
other ilk. He is currently in Gipsheim awaiting his first target.
has contracted the characters to discover if this is true. They point to
Dreddstun and Gipsheim as possible locations for these nefarious and
Other than greed, iniquity, depravity and villainy (characteristics one
evil people.
can liberally sprinkle upon all the aforementioned), what currently
propels the action in this area is none other than the arrival of an
Hook 4. It is rumored that there is a town named Diamond Dale
ungern battle lord, Froithmot, the Slag Heap.
somewhere in the Barren Wood. A long abandoned mining community
where many a sparkling bauble was found, the mines are said to be ripe
Froithmot has been sent to the Slag Heap by the Witch Queen in
for the picking as the gnomes have all but disappeared.
order to bring fire back to the rule of Seroneous. He has taken to the
Witch Queen’s mission with religious zeal and is trying the sew discord
Hook 5. If continuing this adventure from Assault on Blacktooth Ridge,
in the region as never before. He has managed to engage the Red Caps
the characters attention might turn to the Slag Heap for a number
and pays them generous sums to continue raiding along the Hruesen
of reasons. Barldus Mikenfird, if he escaped the Vargolg, will go to
River and is even offering aid in their endeavors. He has also agreed
Gipsheim and thence to Dreddstun to escape the characters should
to help Deertrik negotiate with the Red Caps, knowing full well it will
they be giving chase. As a last resort, he will make his way back to
come to naught. And finally, Froithmot has cast his support behind
Ludensheim. While in Gipsheim or Dreddstun, Barldus and Deertrik
Miles Freland’s desires to regain the throne of Ludensheim.
will work together to eliminate those who trail him.
So, this is the stage upon which the characters will make their
If Barldus is killed and the characters have cleared the Vargolg, they
appearance. Where it shall end up, none may know until all the die are
quickly find that the Red Caps are still raiding. Baron Volkmar may
cast. As the adventure begins, the situation is static with each party
have been impressed by the characters mighty prowess and ask them
gauging the other’s capabilities and their own options. The characters
to go to Gipsheim where he suspects something sinister is up as the
may be able to connect the trail of deceit and treachery or they may
Red Caps have been seen in the vicinity of the two small mining
not, depending upon their want, desire and action. Nevertheless,
communities. Further, Miles Freland has been raiding the lands about
upon their arrival at the Slag Heap they should find Froithmot or
again and he needs to be stopped.
any of his various minions, and be introduced to even more strange
and horrible monsters as the characters first meet the servants of the
Hook 6. As a final option and perhaps the most promising, the
Witch Queen.
characters hear a tale of Diamond Dale from several of the Halflings in
Botkinburg or even from an itinerant gnome at the House of Sludge.
The Castle Keeper should keep the motivations of the various actors
So impressive should this tale be, that no self-respecting adventurer
in mind when running encounters in the adventure as any activity can
would consider anything other than going to investigate.
have great or small impacts on the others in the adventure. In essence,
the Red Caps are after more gold, Froithmot simply hopes to cause
strife and war between the local barons while Miles Freland ultimately
desires a return to his birth right. As the negotiations, actions and
conflicts are in a stagnant stage, alliances can shift and plans can
In the Barren Wood
In any respect, the characters must travel to Gipsheim for the
change. The character’s actions will have much impact on this should adventure to get underway. They will likely begin their travels from
they choose to become enmeshed within the rivalries or even should either Ludensheim or Botkinburg along the River Road or, as it is
they enjoin each as enemies or allies collectively or individually. known in Ludensheim, the Ludensway. From here the characters
must travel south along Riggler’s Trail until they reach the town of
Gipsheim and thence to Dreddstun.
4 Castles & Crusades
Bounty Hunters This band consists of a mix of characters. Minimally
Riggler’s Trail there is one tracker (1st -3rd level ranger) and a capable fighter ( 1st-3rd
Riggler’s Trail is the path leading to Gipsheim and thence onto level fighter). The Castle Keeper should determine the class of the
Dreddstun. It leaves off the Hruesen River Road about midpoint others (though they should all be 1st-2nd).
between Botkinburg and Ludensheim. A mere sixty miles must be
crossed before arriving in Gipsheim. Rarely used anymore, this thickly Knight and Retainers This group consists of a knight (4th level ) and
overgrown track passes over gentle hills, through shallow dales and his esquire (2nd -3rd level fighter). The knights will be mounted but
across occasional grassy fields before finally ending in Gipsheim. the others may not be. Half the retainers should be men-at-arms (HD
1d8) and the remainder more stout warriors (1st-2nd level fighters).
The trail appears to be laid out in a fairly haphazard fashion,
Traveler The lone traveler should be any one of the following
moving first one way then another. In many places the road has
characters.
been completely washed out or covered with so much bramble
as to be nearly impossible to make out. At other times, it crosses
Lars Birghit is a priest in search of a holy relic believed to be
soggy lowlands flush with tall grasses. It also crosses numerous located in the woods south of Dreddstun. (He is a lawful neutral,
small creeks which flood to impassable in the late spring and human, 3rd level cleric. His vital stats are HP 16, AC 15. His primary
early summer. These aspects combined with the usual chiggers, attributes are strength, wisdom and intelligence. His significant
ticks, spiders, ants, gnats, mosquitos, snakes and other small attributes are wisdom 14 and constitution 14. He carries a chain shirt,
pests make travel along Riggler’s Trail an altogether unpleasant shield, heavy mace, staff, spear, 10gp, and two potions of healing as
experience unless one prefers lonely abandoned byways in which well as some traveling equipment. He can cast the following number of
to spend time. spells: 0-4, 1st-3, 2nd-1.)
Several old farmsteads and abandoned shacks are also located near the Liesl Lamprekt is the daughter of a wealthy merchant who is
old trail. Of course, all that is left now are the weed shrouded husks believed to have been killed by Miles Freland and she seeks
of houses, barns and outhouses. Some have been used recently as is revenge for this act. (She is a chaotic neutral, human, 2nd level fighter.
evidenced by fire pits and refuse, but none are inhabited. Occasional Her vital stats are HP 12, AC 16. Her primary attributes are strength,
wheel ruts and horse tracks are also noted along the trail revealing constitution and dexterity. Her significant attributes is dexterity 17.
that some traffic passes this way. She carries a chain shirt, halberd, dagger, mace, 2pp, 14gp, 2sp and
traveling equipment.)
But that is not the least of it. The trail passes through a region
uncontested by any civilized baron or lord or most anyone or anything Darin Gobbleneck is a gnomish prospector looking for his
of good will. This stretch is wild and untamed by any standard, such distant family in Havenwale. (He is a neutral good, gnome, 2nd level
that roaming bands of humanoids, wild beasts and some even say monk. His vital stats are HP 17, AC 12. His primary attributes are
giants terrorize any caught moving through here. constitution and strength. His significant attribute is dexterity 13. He
carries a staff of maiming that delivers +2 damage, a light flail and 2
Of the bandits and thieves, the most notorious is Miles Freland and his throwing daggers, 2gp, 15sp and some traveling equipment.)
surly band of cut throats. These are known to be robbers and thieves
of the most nefarious kind and any encounter with them is “surely Farl Turkl is an escaped convict from Ludensheim seeking to join
to lead to death - or even worse,” the locals often say. They never Miles’ band (He is a neutral evil, human, 3rd level rogue. His vital stats
say what the “worse” might be though. The Baron of Ludensheim has are HP 8, AC 13. His primary attributes are dexterity, intelligence and
placed a 500gp bounty upon the head of Miles and a 25gp bounty upon wisdom. His significant attributes are dexterity 14 and charisma 8. He
the head of any of his followers. One is left to wonder though, if Miles carries leather armor, 3 throwing daggers, short sword, short bow, 35sp
is so evil and a wanted man. Why so many have had encounters with and traveling equipment.)
him and live to tell the tale.
Litheriam of Solin Felthium is an elf traveling east and searching
Riggler’s Trail Random Encounters for his ancient birthright (He is a chaotic good, elf, 2nd level ranger.
Check twice during the day and once during the night for encounters. His vital stats are HP 14, AC 16. His primary attributes are strength
Roll a d10 and a 1 indicates an encounter has occurred. Then roll a and dexterity. His significant attributes are strength 15 and dexterity
d20 and refer to the table below for the type of encounter. 16. He carries scale mail, shield, longsword, longbow, dagger 120sp,
1 2-8 Brigands, members of Miles’ band with 3rd level fighter 55gp and traveling equipment.)
2 4-12 Goblins, members of the Red Caps with 3hd leader
3 2-6 Bounty Hunters, see below Giant Owl This large owl is of an ancient breed. They are intelligent
4-5 3-12 Fey and wise, knowing a dozen languages or more. The owl is seeking
6-7 2-8 Orcs out an ancient roost. When the characters meet the owl, it has been
8-9 1-6 Boars wounded and can not fly.
10 1 Brown Bear
11 2-4 Ogres Giant Owl (This creature’s vital stats are HD 4d8, HP 28, AC 14.
12 Knight and 2-4 retainers, see below His primary attributes are mental. It can attack two times with its
13-15 Herd Animals claws for 1d4 points of damage each or once with its beak for 1d8
16 Traveler, see below points of damage. It possesses the bardic ability legend lore.)
17-18 Cougar
19 Giant Owl, see below Escaped Captive This fellow has escaped from Miles’ band and is
20 Escaped Captive, see below making his way back to Ludensheim – or so he hopes. He is the
Slag Heap 5
nephew of the head of the Sheepherder Guild in Ludensheim and his in a small cave some 2 dozen miles from Gipsheim’s location only
safe return will be greeted with much enthusiasm by his uncle. It is known to those named below.
also not improbable that he is being chased by none other than Miles
Freland. Miles Freland (He is a chaotic neutral, human, 7th level monk. His
vital stats are HP 51, AC 17. His primary attributes are constitution,
Arad (He is a neutral, human commoner. His vital stats are HD 1d6, dexterity and intelligence. His significant attributes are strength 13,
HP 3, AC 10. His primary attribute is intelligence. He carries only dexterity 13 and constitution 14. He carries a +2 spiked gauntlet, a
clothing.) ranseur of tripping which causes anyone hit with it to fall prone unless
a successful dexterity check is made, a +3 armband of protection, a
gem studded belt worth 500gp, fine (if not worn) clothing, 50gp and
Miles & his Malcontents traveling gear.)
Miles Freland is detailed in the following paragraphs, though he may
never be used in this adventure. Miles is provided as a bogeyman for Thads Mullingin: He is Miles’ right-hand-man. Loyal and brutal,
the adventure and for future adventures which the characters may Thads is feared by all who know him. (He is a neutral, human, 6th
undertake. He is a notorious bandit whom all the characters should level ranger. His vital stats are HP 45, AC 19. His primary attributes
fear to meet and should be used only to propel the story forward or are strength, dexterity and intelligence. His significant attributes are
scare the characters into action, such as being approached and given strength 16 and dexterity 17. He carries +4 leather armor, +1 ring
the information that “Miles is coming.” Before bringing the characters of protection, +1 flail, a longbow, 5 gems worth 10-100gp, 20gp and
into contact with Miles, the Castle Keeper should make them aware traveling gear.)
that he is of some repute and not a person to be trifled with. In fact,
Miles and his close companions are capable of quickly dispatching Abner Dirst: This priest is Miles’ spiritual advisor. Abner is a
a low level party of adventurers. The real value of this non-player secretive person and dedicated to the Miles who saved him from
character is not as a typical adversary, rather he is a potential ally and an execution many years ago. He is obsessed with Miles’ heritage
offers a whole slew of adventures unrelated to the one at hand, should and placing him back on the throne of Ludensheim (see above)
the characters chose to ally themselves with him. but is quiet about it. (He is a lawful neutral, human, 5th level cleric.
His vital stats are HP 28, AC 15. His primary attributes are wisdom,
Miles and his close companions are rarely in Gipsheim or Dreddstun. intelligence and strength. His significant attributes are wisdom 14 and
Often he is out raiding, carousing or traveling. Miles and his intelligence 17. He carries a +5 blessed cloak of protection which
companions (the ‘Malcontents’) travel the road between Ludensheim confers this armor class only to those who worship his ancient and
and Botkinburg, the South Way and the Hruesen River Road, raiding uncommon deity of the dead, a +1 mace, a flail, a holy symbol worth
and waylaying travelers. For the most part, they are careful not to kill 1,000gp, 30gp and traveling gear. He can cast the following number of
people as that would bring down the wrath of those at Ludensheim, cleric spells: 0-4, 1st-4, 2nd-2, 3rd-1.)
Botkinburg, the Guilds and others. So simple thievery is considered
the safest route to prosperity and safety. While in Gipsheim or Nelly “The Axe” Jegger: She is Miles’ significant other and one
Dreddstun though, there is little to prevent them from doing as they mean spirited agitator here for very personal reasons. (She is a
please to whomever they please and whenever they please as there neutral evil, human, 5th level assassin. Her vital stats are HP 22, AC
is no authority other than the capacities of the inhabitants. For the 14. Her primary attributes are dexterity, wisdom and intelligence. Her
most part however, they leave the inhabitants alone and occasionally significant attribute is dexterity 18. She carries padded armor, +2
offer protection to them from goblins and others. Many of his brigands dagger of paralyzation that causes anyone hit by it to be paralyzed for
however, the less reliable and capable, remain in Gipsheim and 1d12 rounds unless a successful constitution check is made, a hand
Dreddstun. These are described below. crossbow, 10pp and traveling gear.)
Should he arrive, or be used in this or following adventures, the Martzten Sludgehurn: He is Miles’ mild mannered schemer with
following knowledge will be of use. The crew is lead by Miles Freland, a bent towards self-serving stratagems. (He is a lawful evil, human,
a notorious thief and brigand. Miles has a past! His grandfather was 5th level illusionist. His vital stats are HP 16, AC 11. His primary
the lord of Ludensheim before the arrival Dietbold Heimer. Some attributes are wisdom, intelligence and charisma. His significant
three decades before the present day, Miles’ grandfather and father, attributes are intelligence 18, dexterity 7 and charisma 17. He carries
along with most of his family, were killed in a violent palace coup lead a +3 ring of protection, a +2 dagger, a vial of gaseous form, a vial of
by an upstart mercenary from the south, Dietbold Heimer. Since that invisibility, a scroll of color spray, 50gp and traveling gear. He can cast
time, Miles has sought alternately to regain what was lost to him or to the following number of illusionist spells: 0-5, 1st-5, 2nd-4, 3rd-2.)
forget it. His banditry is in part personal and at other times survival.
Often times he sees himself attempting to start a revolt, destabilize Killian Stemster: The gem in Miles’ crew is this shrewd and
Dietbold’s hold on power and regain his rightful inheritance. At other hawkish thief. Often called “The Nose” or simply “Stem,” Killian
times he views himself as nothing more than a renegade out to gather is an expert thief, burglar, pick pocket and sneak. (He is a neutral,
some gold, food or goods. In all though, he is neither an evil man human, 7th level rogue. His vital stats are HP 32, AC 15. His primary
nor a good man. Though capable of evil deeds, he is also capable of attributes are dexterity, wisdom and intelligence. His significant
profoundly good acts. He is simply a man whose time has passed or, attribute are dexterity 17 and intelligence 15. He carries +1 leather
perhaps, whose time lies somewhere in his future. armor, +1 short bow, gloves of the rogue conferring a +2 to all rogue
ability checks, a dagger, 16gp and traveling gear.)
Miles Freland and the Malcontents consist of those listed below and
others of lesser note with little or no repute who occasionally follow
him on raids. The actual wealth they gather from brigandry is hoarded
Other than those in the Ogre Inn, there are only 30 or so people and
several of Miles’ men in Dreddstun. All but Miles’ men are kept here
against their will and essentially used as slaves by the others. They
raise some pigs, a few cattle and have several vegetable gardens.
Mostly though, they just serve beer, run errands and get kicked around
and beat a little too much. There is one family of gnomes here as well,
the Guttleburs. As for Miles’ men, they do not stay in the Ogre Inn,
rather, they have moved to another house a few doors down.
Slag Heap 9
of his goblins will almost always be here or in the kitchen unless they Kreetkruk(This chaotic evil ogre’s vital stats are HD 5d10, HP 32,
are away on some business. There are large kegs of beer in the room AC 15, His primary attributes are physical. He receives a +1 to hit
and many cups piled near it. Additionally, there is always some village and damage. He carries both a ball and chain as well as a large club
inhabitant or two in the room to serve Kreetkruk. It is up to the Castle into combat. He uses the club to knock opponents down and follows
Keeper to decide upon the disposition of Kreetkruk and his goblins in up with a swing of the ball and chain for 2d8 points of damage. He
order to best serve the adventure. carries a leather jerkin, a key hangs around his neck on a chain, and
has a pouch with 45gp in it.)
Kitchen: In the back is a narrow room once used as a kitchen but
now used for sleeping and storage as it is the driest place in the whole Nordin the Vulture: He is the only human in the bunch. He has
building. It is about 20 x 40 feet in size with a door leading to the come along as a translator to aid Kreetkruk if necessary. His keen eyes
outside at its rear. Kreetkruk and his goblins all sleep in here. They combined with the moist grimace constantly etched on his face makes
rarely keep watch, stay up late drinking and gambling and get up him look like a vulture, hence his nickname.
well after the sun rises, sometimes near dusk sleeping the whole day
away. There are a dozen crates of food in here, bolts of cloth, barrels Nordin (He is a chaotic evil, human, 3rd level assassin. His vital stats
of beer, several lanterns, a large barrel of pitch, a dozen small ceramic are HP 15, AC 14. His primary attributes are dexterity, intelligence
containers with oil in them, a grappling hook, some woodworking and wisdom. His significant attributes are intelligence 17 and dexterity
tools and a plethora of cooking utensils. 16. He carries leather armor, short sword, 6 x throwing daggers, a
potion of levitation, a potion of healing, 22gp, a ring valued at 150gp
There is also a small metal trunk in a cabinet. This contains some and traveling gear.)
of the pay-off offered by Baron Dietmold to put an end to the raids.
The trunk is locked and trapped. Kreetkruk has the key on a chain Grazsh: This goblin is a spiritual leader for the band. He is a cruel
around his neck. A trap is inside the lock and impossible to locate by fighter and enjoys entering the fray. He also knows the location of the
detecting traps, until one tries to pick the lock. If the key is used, the Slag Heap and is planning on making a trip there in the near future to
trap is disabled. Once the lock is being picked, the character must roll confer with Froithmot.
a detect traps check. If successful, the character notes an odd sound
of glass clinking and can stop his action. He has detected the trap. Grazsh (This chaotic evil goblin’s vital stats are HD 3d6, AC 15. Its
At this point, the character can attempt to disable the lock but must primary attributes are intelligence and wisdom. This goblin can cast
roll a disable lock and pick lock at the same time to be able to do so. spells as a 4th level cleric. He carries a shield, chainmail hauberk, large
Both rolls must be successful in order to succeed at the task. If either mace, 3x javelins, onyx holy symbol in the shape of three javelins worth
fails, the trap is sprung. If the character elects to stop and remove his 100gp and traveling gear. He can cast the following number of cleric
tools and try to disable the lock without picking it at the same time, spells: 0-4, 1st-3, 2nd-2.)
the trap will spring also. The Castle Keeper may warn the character
that this latter might occur by indicated his tool seems to be caught on Ooglz: is cunning and sneaky even for a goblin. He attempts to
something inside the lock. escape should serious trouble occur and return to the Vargolg. He too
knows the location of the Slag Heap as he once followed Grazsh there
If the trap is sprung, a poisonous gas is emitted that covers 20 square – without Grazsh’s knowledge.
feet. It causes all within its sphere to collapse, paralyzed for 2-24 hours
and take 1d6 damage unless they make a successful save versus poison. Ooglz(This chaotic evil goblin’s vital stats are HD 3, HP 12, AC 14.
In this case, paralyzation for 1d6 hours occurs. It is a powerful toxin. Its primary attributes are strength and constitution. It receives a +2
The trunk contains 100pp and 10 gems each worth 100gp. to armor class, it is so fast. He can make back attacks and climb as
a 3rd level rogue. He carries a shortsword, leather armor, 3x throwing
Room of Worship: The other room was once a chamber for worship daggers, thieves tools, 15sp and clothing.)
but is now simply abandoned and desecrated. In the center is a large
stone basin. Once filled with holy water, it now is scribed in foul runes The Red Caps: These are Kreetkruk’s foot soldiers. They are a wily,
and filled with trash. No one enters this room anymore. tough band of goblins. They all wear the familiar red caps.
Upper Floor: The upper floor of the Ogre Inn is usually abandoned. Red Caps x 12 (These goblins’ vital stats are HD 1d6, AC 13. Their
Occasionally one of Kreetkruk’s men will come up here to sleep off a primary attributes are physical. They wield shortswords and do 1d6
drunk but other than that few ever come up here. There are six small points of damage in battle. They carry light crossbow, shortsword,
rooms sitting over the main room down below. They are separated by a studded leather armor and 1-10sp.)
hallway such that three rooms are on each side of it. Each of the rooms
is empty except for broken furniture and other debris. They are moldy
and, depending on the time of year, lice and flea infested. The Knockers
The Knockers are a dozen or so members of Miles’ crew. They have
The following are the important members of Kreetkruk’s band. Each been here for some time rarely going to Gipsheim or raiding with Miles.
wears a dark red cap. They are here at Miles’ behest as part of his effort to lay claim to the
territory – for what that is worth. In truth though, these are some of
Kreetkruk: He is a mean spirited and cruel ogre of massive the least reliable of those who claim allegiance to Miles and have been
proportions. He is also quick witted and smart – unusual for an ogre. sent here to keep them from causing trouble elsewhere. They are an
He is not in Dreddstun to start any trouble, just to kill Deertrik or get abusive lot who fight with one another more than with anyone else.
some more gold. That said, he is not unwilling to smash a few heads.
Kreetkruk speaks the common tongue of the region but in a somewhat They are currently staying in a large house on the north edge of town
broken manner. and close to the fast flowing Rizin Creek. The house is dilapidated but,
10 Castles & Crusades
unlike the rest of the town, has wooden shingles and is thereby a little even agree to leave Dreddstun with the characters and guide them to
drier during wet weather. It is a single story structure with only two Havenwale if the characters promise to free Frema and Owlin – or at
rooms. There is a large room where the Knockers gather and eat and least try.
sleep and another smaller room where they have stored their material.
In here they have some foodstuffs, clothing for winter and various and However, they do not know exactly where Havenwale is. That
sundry items taken from raids. Most of it is worthless. information is located on a map which Reglar took from them when
they were captured. Without it, they can only guess where Havenwale
The group is lead by Reglar Mud, a ruffian of the highest order and is and will most likely end up getting the party lost.
his companion in arms, a dwarf named Gratl Durhill. Reglar is aware
that there are some ungern and orcs located somewhere to the south Nurfin, Hopple and Neeble (These gnomes vital stats are HD
of Dreddstun but he does not know where and has not gone looking 1d8, AC 10. Their primary attributes are physical. They have no
for them. He cares little for anything other than what immediately equipment.)
effects him.
The two have taken as much loot as they can hide from Miles, and The Inhabitants of Dreddstun
hidden it in a small box buried beneath an old oak across the Rizin The inhabitants of Dreddstun are kept here against their will. Their
Creek. In it are 80gp, 175sp, 575cp and 22 pieces of jewelry worth fear is palpable, and they all would be happy to be freed of the place.
between 1-10gp each. There is also a box of goods in the mess in However, they fear the wilds about Dreddstun almost as much as
here that belonged to the Guttleburs. Within it are several pieces they fear staying in Dreddstun. They will request the characters lead
of cookware, some candles and other sundries. Along with this are them to Ludensheim or Botkinburg should they be freed. There are
several sheets of paper listing items which they carried with them and 35 humans here. Six are children, eight are adult women and the
a genealogical note establishing heritage to the clans at Havenwale. remainder are adult males.
This latter sheathe of paper is actually a map to Havenwale (the Slag
Heap) disguised as something else. To access the map though, a simple Many of the inhabitants have seen the comings and goings of many
word must be said over it – Havenwale. The map reveals the quickest people here. Several will mention Miles’ passing through on occasion.
and easiest route to Havenwale. However, what is interesting are the Red Caps. Recently they have
been here in large numbers and they have been having many men
Reglar Mud (He is a neutral evil, human, 4th level ranger. His vital of Ludensheim. Further, a great ungern chief comes to Dreddstun on
stats are HP 24, AC 15. His primary attributes are dexterity, strength rare occasions. This should inspire concern and fear in any hearing it.
and intelligence. His significant attributes are strength 17 and dexterity Ungern are rare south of the Hruesen River. They are the true minions
14. He carries a chain shirt, large crossbow, 10 x +2 non-magical of the Horned One, made in his image, and their loyalty resides to
bolts, a halberd, dagger, 26gp, 47sp, a 20gp and traveling gear.) him above all things. With them around, nothing good can be in the
making. Many here have also heard of Havenwale or Diamond Dale,
Gratl Durhill (He is a neutral evil, dwarf, 2nd level fighter. His though none know where it is.
vital stats are HP 24, AC 17. His prime attributes are strength and
constitution. His significant attributes are strength 15, constitution 13 Commoners (These humans’ vital stats are HD 1d4, AC 10. They
and dexterity 14. He carries a chainmail, shield, crossbow, shortsword, have no primary attributes. They also have no equipment.)
+2 throwing dagger, 16gp, 97sp and traveling gear.)
The Ruffians x10 (These neutral evil humans’ vital stats are HD
1d8, AC 12 or 13. Their primary attributes are physical. They attack To the Slag Heap
by weapon. They wear leather armor with a 50% chance of having The trip to the Slag Heap from Dreddstun is long and arduous. There
a shield. They use a club, a short sword or longsword determined is a trail, but it is indistinct and so rarely used that it is virtually
randomly and 20% have short bows. All carry daggers. Each also has indistinguishable from the forest floor. Without a guide or the map,
2-20cp, 1-10sp and 16gp.) travel to the Slag Heap is nearly impossible. One other option is
to trail one or more people moving to and from Dreddstun and
Slag Heap. Froithmot and several of his orcs will eventually go to
Guttleburs Dreddstun to meet with Kreetkruk and then travel back. Grazsh and
The Guttleburs are a family of gnomes who came here in search of Ooglz know the location and may reveal it if forced to or they can be
their cousins in Havenwale. The father of the family, Nurfin, and tracked to it.
his two sons, Hopple and Neeble, are the only ones left in town.
Reglar sold (or traded as he likes to think) Nurfin’s wife, Frema, and If the characters attempt it on their own, they must make a successful
daughter, Owlin, to Froithmot the ungern in return for some gnomish tracking check every day of the trip. This tracking check begins at a
wine (which Froithmot took from a wine cellar at the Slag Heap). This -1 penalty. The penalty increases by -1 each day so that on the 5th day
arrangement also ensures that Nurfin and his sons will stay here and of travel, the tracking check is at -5. It takes 6 days to get to the Slag
acquiesce to Reglar’s requests as he promises to return his wife and Heap from Dreddstun assuming 10 miles of movement a day.
daughter as soon as possible. Reglar is of course lying.
And 10 miles of movement a day will be a challenge. This ancient
Nurfin, Hopple and Neeble care for some hogs and have a little garden forest is littered with dead fall, small mires, thick undergrowth and all
with which they supply food to Reglar and for those in the Ogre Inn. manner of obnoxious critters that bite, sting, slither, crawl, latch, buzz
They are exceedingly despondent as a result of their situation but and simply annoy. All this and the constant attention needed to keep
imagine no way out of it until Frema and Owlin are returned. They an eye on the trail makes movement very slow. Overland movement is
will be grateful for any help the characters can give them. They will halved. It is about 60 miles to the Slag Heap.
Slag Heap 11
Should the characters lose the trail, they are on their own, as is the of small colorful houses, deep comfortable barrows, dark green grass
Castle Keeper. They must find their way back to Dreddstun, Gipsheim and many a spring flower, it is now a jumble of dark and dingy huts,
or wander around until they find Havenwale. The author trusts that churned earth, muddy pits, dark unforgiving barrows. Heaps and
at this point the Castle Keeper will find method to entertain the party mounds of detritus from the diggings and tossings of the orcs and
in a most horrible and deadly fashion. ensorceled gnomes lay all about. Fires are constantly burning, day or
night, as the orcs and ungern enjoy the heat and ashen smoke the
Overland Encounters fresh wood renders. Within the vale, one can observe the movement
This chart details encounters that occur while traveling in the region. of orc and ungern alike as they make their way to and from barrows
Check for encounters twice during the day and twice at night. A roll and shacks.
of 1 on a d10 indicates an encounter. Then roll a d20 to determine
the type. Much of the Slag Heap mines are in horrible condition and many
portions have collapsed or are nearing collapse. The debris and
d20 Encounter wreckage offer a host of good and safe hiding places from watching
1-2 Bandits (2-8) / ambush, after a raid, encamped eyes.
3-4 Goblins (7-12) / spying, raiding, stealing cattle
5 Lost traveler (1-3) / villager scared, hiding, fleeing However, entering the vale can be very dangerous. Should the
6 Mountain Lion (1) / tracking party, may attack characters attempt to storm the complexes in the vale with no
7-10 Herd Animals / deer, elk, oxen, boar, or other thought to stealth, the entirety of the inhabitants will come out and
11-12 Wolves (4-12) / eating, tracking party, moving work together in its defense. Only through stealth, wit and playing
13 Giant Spiders (2-8) / nest area, with prey, moving off one group against another will the characters manage to clear this
14 Brown Bear (1) / hunting food 1 in 10 with cubs place of its filthy inhabitants. Cautious characters will soon discover
15-16 Fey (2-8) / pixies that entering local areas does not necessarily rise the ire of all the
17-18 Orcs (2-8) / raiding, scouting, lost, encamped, after fight inhabitants as there are many conflicting loyalties. For instance both
19-20 Ogre (1) / traveling, searching for home, raiding the ungern chief and drider would welcome the others death so that
one or the other could take over the entire complex. So, if either
knows that the other is in trouble, he will not respond.
The Barren Wood
This chart details encounters that occur along the region of the
There is the option for numerous other burrows and mines which can
Blacktooth Ridge. Check for encounters twice during the day and
be designed and populated as the Castle Keeper desires. Manners of
three times at night. Roll a d10 and a 1 indicates an encounter. Then
handling this are discussed at the end of this section.
roll a d20 to determine the type.
The Slag Heap, or Havenwale as it was once known, sits in a remote Area 1: The Shrine of Waters
vale deep in the Barren Wood. Steep hills, tangled forest and a mish
The Shrine of Waters is holy ground. The spring and waters are
mash of ravines, ridges and washes hide the vale from most interlopers.
magical and served as a shrine for the wood fey and gnomes. That was
However, in recent years many of the trees have been cut down to
in happier times.
feed the fires of Slag Heap, leaving a swath of destruction apparent to
all a mile or so before arriving in the vale. Once an idyllic community
12 Castles & Crusades
Years past, the princess Adel, a fey of wondrous beauty, fell into the The Pedestal and Bowl: Water flows up the pedestal and spills into
grasp of one of the Horned God’s eldritch goblins. Ezelweed was the bowl such that the pedestal’s column is damp and the bowl always
twisted and foul, his body the mirror of his soul. He forced Adel to full. The water and shrine are not actually befouled, simply occupied
consume a potion that would strike her mind dumb, so that he could and surrounded by foul creatures. The harpies have tried dumping the
force her to love him. But Adel consumed the potion reluctantly and wooden bowl over but have not been able to do so, as the magic of the
was taken with madness. She broke free of Ezelweed’s clawed grasp wood fey is too great. They have tried emptying the bowl but it fills
and fled from him. His short and stubby legs were no match for her back up almost immediately. They have tried fouling the waters but
long stride and she quickly left him behind. In rage he cursed her and within moments, it returns to its clear, crystalline nature.
flung a dart after her fleeing form. It struck true, though Ezelweed did
not know it, for she fled on, deep into the Barren Wood. The harpies content themselves by sitting on their perches, devouring
what they can and littering the landscape with the wretched remains
At last, Adel came to the end of her road and life. She lay down of their victims. The bones offer solace to the harpies and a warning
beneath the shade of an old willow tree and clutched at her dying to any interlopers.
heart. A pod of sprites found her thus and they wondered at her
end. She could not speak but they fussed over her nonetheless and Depending on the size and power of the party, the Castle Keeper
begged her life to remain. To their dismay she passed beyond them and should have either two or four of the harpies at the Shrine of the
died there beneath the willow tree. But their magic had worked an Waters. Whichever the case, the harpies hide themselves in the
enchantment upon her. canopy of the trees nearby and begin to sing a song attempting to
woo the characters in. In general, they each sing a song in turn and
In time her blood became a pool of water and flowers grew where she not together. In this manner they attempt to attract as many victims
fell. Short, wide mouthed blue bells sprung to life everywhere her form as possible to the Shrine of the Waters. Once they have them at the
had lain, except where the dart pierced her. There, a briar grew, long shrine, they attack those characters not suffering from their particular
and perilous thorns springing from its horned hide. The sprites formed charms. The harpies will also leave the area if they are being sorely
a bowl of wood into which the water could flow and there, in later pressed, as they, like many living things, would prefer not to die.
days, they gathered to frolic and dance and from it they drew much
sustenance. The arrival of the gnomes changed little and they too Harpy x 4 (These chaotic evil creatures’ vital stats are HD 3d8, AC
enjoyed the sustenance of the waters of the shrine. They then built 13. Their primary attributes are physical. They attack from the air with
a pedestal of stone upon which the wood bowl was placed and up to two claws for 1d3 points of damage each, or with darts for 1d3 points
which the water would flow. of damage. Their special ability are captivating song and captivating
chorus. Captivating chorus allows the harpies to sing a song together.
The arrival of Witch Queen’s servants ended all this. Seroneous, the For each harpy joining in the song, a -1 modifier adjusts all saves versus
drider, befouled the Shrine of Waters and had two columns of stone their song. A maximum of six harpies can join a captivating chorus for
erected by it. Between them he hung foul webs and laid many an egg a total of -6 to saving throws.)
so that his venomous offspring would forever keep the place unclean
and the waters unavailable. “Evil begets evil,” as they say. So arrived Should the characters choose to search through the bones of the
four harpy sisters. Aged enemies of the fey, the harpies delighted in the dead, they will find some items of interest amongst the rotting debris.
befoulment of the shrine and they came and lit upon the columns as if In addition to shredded armor, ripped clothing, rotted foodstuffs, bits
in victory. They feasted upon Seroneous’ hatchlings and grew fat. and pieces of weaponry and traveling materials is a set of scrolls in a
wooden case. There are three scrolls in the case, each having one 1st
The harpies have made the Shrine of Waters their home. Their nest level spell written upon it. The Castle Keeper should choose the spells
has been built in the willow tree and they often rest upon the tops to fit the party. There is a large +1/+2 kite shield which shows no
of the columns waiting easy prey – be it orc, goblin, man or gnome. signs of rust or decay. Anyone who uses the shield gains a +1 armor
Their favorite food is, of course, the fey and their kin, most especially class, in the hands of a knight it offers a +2 to armor class. There are
elves. Two of the harpies are often in the Barren Wood hunting some coins here, 55gp, 122sp and 120cp. There is a necklace with a
prey and trying to lure them back to the Shrine spot where they are jewel dangling from it valued at 210gp and a silver ring worth 30gp.
killed and devoured. For Seroneous’ part, he wants them gone and
he has continually concocted plans to rid the vale of the harpies or The water in the shrine is magical. When a drink is taken, 1d8 hit
alternately, bring them under his control. The harpies guard the shrine points of damage are instantly restored and all charisma checks and
better than he or his hatchlings ever could and are devilishly difficult charisma saving throws receive a +2 bonus for 24 hours. Its effects
to kill in any respect. only occur once per day, per person. The water must be taken directly
from the bowl. Furthermore, it only effects lawful and chaotic good
Before you are two large, ivy covered, blocky, stone columns characters, all other alignments are refreshed by the water, but gain
no other benefit.
sitting upon either side of a small stone pedestal. Upon the
pedestal is a great wooden bowl of seeming common make. The
ground is a shrine of some type. About the shrine, the ground
is churned and dug up such that nothing grows but weeds and
briars. The trees have been chewed upon and chopped at. They
are only ghostly reminders of their once great selves. An old
willow survives this ruin, but it is sorely bent and scarred. All
about are bones. Some are picked clean, glistening white in the
light of the moon, but fresher kill is patched with rotten skin and
tawny half-chewed muscle.
Slag Heap 13
There is little of value in the hallway. Most of the doors are inaccessible,
Area 2: The Black Hole revealing only rubble and collapsed rooms. The doors that do lead to
What was once an airy, homely abode for a family of gnomes is now a rooms are marked on the map.
dreadfully dark maze of crisscrossing tunnels, chutes, holes and dens
wherein live many a grotesque aberration and unctuous malediction. Room 3: The Kitchen Here the gnomes of old cooked wondrous
This is the lair of Seroneous the drider, a one time servant of Aufstrag, meals and brewed cider for themselves and neighbors.
and now a Captain of the Witch Queen’s. Seroneous has occupied this
barrow for many years, peopling it with his minions so that the place is The room was once obviously a kitchen. Cabinets and counters
now a hive filled with them. They scurry, creep and crawl through the line the walls, a large island counter sits in the middle of the
wet, slick, ichor covered warren of tunnels hoping to avoid the ire and
room and huge fireplace dominates the back wall. Cans, barrels,
hunger of Seroneous. Mostly, they are kin to those horrid spiders that
and all manner of cooking ware lay scattered and ruined about
linger yet on the out-walls of Aufstrag.
the floor. The only thing that seems to be in tact is a huge
The complex is small, originally of gnomish make. As such, the brewing barrel, wherein, no doubt some creatures concoct their
tunnels, though well made and lined with wood panels and stone flags, foul brew.
are small. They are usually five feet wide and six feet tall. Exceptions
are noted on the map and in the description. The tunnels the spiders The room has little of value in it. A search reveals some few good pans
have made are very small, usually several feet in diameter. Room 6 The and a little bit of old, stale, bad tasting beer in the brew barrel.
Hive is wholly made by the spiders, beyond this area the spider tunnels
are easy to spot as they are rough hewn and horribly out of place. Room 4: The Living Room Once a hall for entertaining guests, it is
now a storage room for junk.
Random Encounters
There are very few areas of this barrow that are anything other than Upon entry you are greeted by mountains of junk. Five huge piles
empty rooms with destroyed furniture and rotted material in them. of stuff from wheel barrels and buckets to garden implements to
However, the complex is overrun with hatchlings of Seroneous. crockery and furniture dominate the room. There is no order, nor
Every half hour the characters are in here, the chance for a random rhyme or reason to the collection. On the far end of the room
encounter occurs. A 1 on d6 indicates an encounter. Then roll a d6 to stands an ornate mantel, crafted of brass and iron. It enshrouds a
determine the type. fireplace, before which stands a cot and a small table. A gurgled
snoring rises from the cot. The room has the strange smell of
1 1 small spider cinnamon and garlic.
2 1-2 small spiders
3 1-3 small spiders Idglu the orc lives here. He is tall and lanky, his legs being longer than
4 1-6 small spiders and 1 medium spider his torso. Idglu serves Seroneous as a runner, baring news about the
5 2-4 medium spiders Slag Heap or even beyond to the Witch Queen. He is a coward and
6 1 drider has little fight in him and no loyalty to Seroneous or his chief’s ungern
rival, Froithmot. He is presently drunk on old gnome cider, a stash of
Room 1: The Entry The entry to this complex is unguarded. A door which he keeps for himself, and filled to the gills on fried red spider.
was once here but it has long since been removed, as have all the other
doors in the complex. Idglu (He is a lawful evil creature whose vital stats are HD 2+2, HP
15, AC 14. His primary attributes are physical. He uses a long dagger
The entry tunnel is wide and about six feet in height. Within is a in combat which does 1-4 points of damage. He wears a leather shirt
small, dark room filled with cob webs and a moist air, thick with and has an earring worth 25gp.)
the stench of death and decay. Beneath the foul coat you note the
remains of paneled walls, and cobbled floors. The ruins of an old Stashed in the rubble not far from his cot are four bottles of gnome
cider and a roll of unused paper. A bucket next to his cot has four
bench lay on the floor and the stubs of broken pegs line the walls,
dead drider offspring in it and two pouches with garlic and cinnamon
no doubt for hats, coats and the like. Once, no doubt, this place
in them. He’s using a bundle of robes as a pillow. These are elaborate
was an inviting home to those who came before the servants of
ceremonial robes fashioned from spider silk that he has bound together
Aufstrag. with twine. There are six of these purple robes, two each with white,
red and black trim. These are for servants of the Witch Queen to wear
There is nothing of value here. A door on the far side of the room when entering the Jadrul Ziggurat (see forthcoming adventure module
leads to the Long Hall beyond. A few bones, with marrow sucked out The Wicked Cauldron.)
of them, lie beneath the rubble of the bench.
Room 5: Collapsed Tunnel Beyond the rubble lies a hidden chamber
Room 2: The Long Hall This was once used as a foyer by the gnomes that the Witch Queen’s servants never found.
who lived here.
Movement in this hive is slowed to half. Moving any faster may result
in the character becoming caught in a strand of webbing. Characters
over five and a half feet in height suffer an additional movement
penalty for a total of 3/4 penalty. Once caught up in the webbing, they
are stuck and must make a strength or dexterity saving throw at -4 to
get out. They can try this once a round but failure indicates that they
are even more wound up in the webbing and the next saving throw
is made at -5. This penalty increases by one after each failure. For
example, on the tenth try, the character makes a save at -14. They
must be cut free if they can not save themselves. The webbing does
burn and a torch, judiciously applied destroys the web and frees those
ensnared.
Combat in the hive is likewise difficult. For any character over five and
a half feet in height, they suffer a -2 penalty to hit. Further, lengthy,
slashing weapons cannot be used effectively in such close quarters.
Slashing weapons over 3 feet in length suffer a -1 to hit. Those over 4
feet in length suffer a -3 to hit. Slashing weapons over 5 feet in length
can only be used as thrusting weapons and only do 1d6 points of
damage and still suffer from the penalties mentioned above. Bows and As soon as the party enters, or if they hesitate, as soon as one or two
crossbows are excepted. Polearms and spears can be used as thrusting of the party members enter, a trap door is sprung and seals the room.
weapons but cannot be used once combat is closed the space inside is The trap door is made of web and blends seamlessly with the webbing
just too cramped for effective use of these weapons. These rules do not in the tunnel. It can be detected only by a dwarf and this at a -2 from
apply in those areas greater than 10 x 10 feet in size. In all cases, the their normal check.
Castle Keeper should use their best judgement.
Once the door is closed it takes 10 rounds to hack through. It cannot
Check the map for the locations of tunnels and rooms. It is very dark be burned or otherwise destroyed except by magical fire. Those within
and the characters could easily become lost in there. There are hosts the room take the full brunt of the drider’s attack. He does not kill any
of spiders in here, at least a hundred already hatched. of them if he can avoid it. But rather preserves them in his webbing to
be eaten later. He talks constantly, in combat and out of it. Most of his
Dridets (These neutral evil creature’s vital stats are HD 1d4, AC 10. conversation is devoted to the harpies, cursing them and wishing to be
Their primary attributes are physical. They attack with a vicious sting rid of them. He looks upon the interlopers as little more than dinner,
for 1 point of damage and a bite for 1 point of damage. Anyone stung driven here, no doubt by his servants.
by a dridet must make a successful constitution save or suffer a further
point of damage. Medium dridets have HD 1, AC 12 and sting for 2 Seroneous rarely leaves his pit in the bowels of this maze. When he
points of damage. There is a 10% chance that any medium dridet will does it is usually to torture some hapless slave or meet with Froithmot
be a young drider (see Monsters & Treasure and half all stats). the ungern. With him he concocts overly zealous and dastardly plans
of regional conquest; or on off days, some less than savory and feasible
Room 7: Seroneous’ Lair Once a staircase and lower pantry, this route by which to exploit the slaves in the mines. Seroneous is not an
room has become the lair of the dreaded Seroneous. altogether intelligent creature, but his cunning and seeming loyalty to
the Witch Queen have given him a prominent place in her schemes.
The doorway opens to a stairwell caked in filth. Webs cloak the
walls and a viscous slime covers the floor and oozes down the Currently, Seroneous is trying to figure out how to get the harpies at
stairs. Bones hang from the webs here and there. But the stair the Shrine of the Waters to quit that place so that he can reclaim
leads to a darker opening. The tunnel of webbing leads to a wide the magical water. Seroneous has tried all manner of traps and other
chamber filled with a stench that is palatable. You can taste the devices to capture and kill the harpies, all to no avail. Now he is
horror of it as you enter. Beyond lies a room, wide and long, attempting to enlist them as his allies with promises of loot and
treasure. The harpies are, not surprisingly, reluctant to form any
tunnels of webs flow to and from the ceilings and walls. Dried
alliance with Seroneous as they know his nature. His latest gambit
husks of corpses lie or hang about the room. One in particular
has been that of offering sacrifices to the harpies. At first these were
catches your eye. Hanging to the right, about 40 feet in, it holds
just slaves, captured humans or even the occasional gnome. This had
a dimly glowing sword in its hand. little affect on the disposition of the harpies though, so Seroneous
changed his plan and sought out fey of whatever sort to sacrifice to
the harpies.
16 Castles & Crusades
The latter idea worked well for Seroneous, who was able to gainfully
employ and distract Froithmot, as the ungern lord takes great joy in the Area 3: The Deepening Well
sport of capturing fey. He especially enjoys the prospect of capturing This is the only active mine in Havenwale. “Active” may be an
the various sprites that roam the wilderness area of the Barren Wood overstatement as only ensorceled gnomes are working it and their
as it harkens back to his youthful days as a hunter in the plains north overseers are quite lazy and know nothing of mining. For their part,
of the Hruesen River. The harpies are also somewhat pleased with the the gnomes who have been ensorceled are not quite themselves and
development as they consider the sprites, the most common of the incapable of mining to the peak of their abilities. However, despite
fey in the Barren Wood, mortal enemies. Several have already been these problems some diamonds are recovered once in a while.
sacrificed and Froithmot has a few more in his dens awaiting sacrifice.
When the gnomes were overtaken and ensorceled by the Witch
If the party is overwhelmed, it is possible for them to make a deal Queen’s servants, this mine was the only one still producing wealth.
with Seroneous. If they gleam through his babbling that he needs the The gnomes of Havenwale had been taught some fairy magic in their
harpies destroyed, they may offer him a deal for their freedom. time here and knew a spell that could divine the general location of
diamond clusters beneath the earth. Casting this spell allowed the
Seroneous (This chaotic evil creature’s vital stats are HD 5d8, HP gnomes to dig in a fairly organized fashion and find a fair amount
36, AC 17. His primary attributes are physical. He attacks with a of diamonds. Seroneous had no idea that the gnomes were using a
large +1 mace for 1d8+1 points of damage. His special abilities spell when he took over Havenwale and ensorceled and enslaved the
include web, poison and elf traits.) gnomes.
Seroneous has a great deal of treasure stored in a hollow in the rock Since that time, the gnomes, malnourished, overworked and not a
behind his webbing. little deranged due to the effects of the ensorclement, have dug deep,
twisting tunnels into the earth. This is a near maze as the gnomes only
Treasure: (He has there 356gp, 700sp, 10 gems worth a total of guess where the gems are clustered and rather than branching the
500gp, various pieces of jewelry worth 200gp. He also has a +1 tunnels out in an organized fashion they dig randomly, first this way,
mace, a scroll case with three scrolls in it, a magical stone horse and the then that. All sense of organization and even maintenance is lost and
mirror of the witch queen (see below). Each scroll has one first level the gnomes are digging pell-mell into the ground.
spell on it. They are dancing lights, magic missile and shield.)
The Entry: Currently, the mine entry is well guarded to prevent any
Mirror of the Witch Queen: The mirror is one of 12 created in of the gnomes from leaving as well as to protect the mines against
the pits of Aufstrag by Nulak-Kiz-Din in ages past. They are oval the more nefarious occupants of the Slag Heap from getting in and
shaped, tall and narrow and framed in ornately carved cherry snatching something of value. The ungern who guard the entry are of
wood. They mimic the mirror through which the Horned One small mind, but singular in purpose. If approached by any other than
stepped as he came to Erde before the Winter Dark. Nulak made the Witch Queen, Seroneous or Froithmot, they tend to react and
them so that he could communicate with the Witch Queens, attack. They prefer not to ask questions neither beforeh and or after
those dread servants of the dark. During the Winter Dark Wars a confrontation.
they were destroyed or scattered.
The trail here opens up to a deep and wide bowl-shaped crevice
Each mirror is a communication device. It allows the users to
in the ground. There is an opening to a mine on the far side.
speak and hear as if they were in the same room. Powerful spell
But in the middle is a small encampment of tall, thick muscled
casters can cast spells through them and powerful creatures
humanoid creatures. They are well armed and seem to possess
can actually travel through them, though the last maneuver is
dangerous and can end in the user’s death. more than common discipline. They are presently gathered
around a fire pit, listening to one of their number recount some
Fresh blood must be sprinkled on the mirror to activate it. tale or command.
A minimum of 5 hit points of damage must be dealt to the
person who spills the blood. At the same time as the blood is These are the four ungern and six orc guards placed upon the mines by
being spilled, one must intone the incantation written upon the Froithmot. They are fiercely loyal to their chief and will not permit any
mirror’s frame. Once this is done, any other open mirrors can be other to pass unless it is Seroneous or the Witch Queen. If attacked
seen as if looking through a window. they form into a wedge formation, hurl their spears at the oncoming
enemy and attack with axes, crowbills and military picks. If any of
If a spellcaster is 10th level or higher and makes a successful the characters speak the tongue of Aufstrag they can overhear the
intelligence check they can cast a spell through the mirror. Any standing ungern recounting a tale of the days when the tower of the
15th level/HD creature can pass through the mirror so long as they horned god stood great in the annals of the world.
are intelligent and make a successful intelligence save. A failed
save means instant death. Ungern x 4 (Their vital stats are HD 2d8, AC 14. They are lawful
evil. Their primary attributes are physical. Ungern have twilight
vision and a spell resistance of 2. They attack with either 2 claws for
1-2 points of damage, or gore for 1-6+2 points of damage, or with
weapon. They always favor chopping or cutting weapons, i.e. axes,
bardiches, cleavers and the like. All the ungern are armed with battle
axes, crowbills or military picks. One of the ungern has maximum hit
points and is the troops leader. They are wearing bits and pieces of
chain, scale and leather armor. Each ungern has 2-12sp.)
Slag Heap 17
Orcs x 6 (These creatures’ vital stats are HD 1d8, AC 14.Their Micklewax (see The Black Hole above). If they are able to, they attack
primary attributes are physical. They wield scimitars in battle that and kill every evil gnome at the Pick & Axe.
do 1d8 points of damage. They also use heavy crossbows that shoot
for 1d10 points of damage. They carry studded leather armor, shield, Boris Micklewax (He is a chaotic good, 3rd level gnome fighter whose
scimitar, heavy crossbow, 8 bolts, dagger and 1-6sp.) vital stats are HD 3d10, HP 17, AC 12. His primary attributes are
wisdom and constitiuion. His significant attributes are strength
When the guards are overcome the characters can investigate the 17, wisdom 14, dexterity 15 and constitution 17. He has no
mine. They discover a squalid pit of interconnecting holes and weapons but what he picks up on the field.)
tunnels filled with several hundred gnomes. The gnomes are scattered
through the complex. They are not particularly friendly, but nor are Gnomes x 11 (They are chaotic good, 1st level gnome fighters whose
they hostile. Anyone who observes can determine that they are under vital stats are HD 1d10, HP 7, AC 10. Their primary attributes are
some type of spell. physical. They have no weapons but what they picks up on the field.)
The Castle Keeper does not need to bog down the game with a
lengthy exploration of these tunnels. Suffice it to say that a few hours Area 4: The Pick & Axe
exploration will convince anyone that the place is a squalid mess and This is an inn located in the vale’s center. The last standing structure
has little of apparent value. If characters persist in exploring the mines, of Havenwale, it is occupied by a group of evil gnomes who have
after about 6 hours a change of guards from the Collapsing Caves joined forces with Seroneous.
comes to relieve the ungern.
The Gnomes: The gnomes have been ensorceled by the Witch Queen The building is old and rickety with obvious fire damage. There
and currently obey the commands of Seroneous. It is as if they are in are no windows but gaps in the walls where frames of windows
a trance. This was accomplished after Havenwale was raided. All the probably once stood. A warped porch runs along the front of the
surviving gnomes were rounded up and brought before Seroneous. He building and offers a little shade to the entry. A sign, with a pick
forced each of the gnomes to look into the mirror of the witch queen. and axe on it, has been tacked to a post outside.
When the gnomes saw her, they were ensorceled through the mirror.
The Pick and Axe is occupied by miscreant gnomes. They hitched
Currently, the gnomes live to mine and eat. They do not harvest any of their wagons to Seroneous’ train years ago and it is only that which
their own food and depend upon the ungern and others to bring it to has kept them alive. The inn has little in the way of hospitality, serving
them. They live inside the mine and have not seen the light of day in as a bunkhouse for the gnomes. If they are approached in a friendly
many a long year. They are all wasting away. Time, poor nutrition, the fashion they serve the characters food and drink, assuming that they
lack of sunlight, a heavy workload and diminished mental capacities are bandits. However, at the first sign of trouble the gnomes flee,
have taken their toll. particularly if the gnomes of Deepening Wells have been freed and
are present. If any are captured they fall to the ground at the feet of
The gnomes will fight if they are attacked, but they make only a meager the character they deem the most ‘good’ and grovel, begging for their
showing before trying to run away, hide or surrender. The ungern, orcs lives. They promise to give up any secrets of the Slag Heap they may
and others have never attacked them so they are not considered the know. Some of them are aware of the trap door in Seroneous’ lair in
enemy. The gnomes were ensorceled long before their arrival. The Black Hole (above).
There are a few evil gnomes who gladly joined the Witch Queen’s forces
when they arrived. They are rarely found in the mines here, but live Area 5: The Tall Wall
alone in the only habitation not despoiled by the current inhabitants, This complex is separated from the rest of the mine area by a small
the Larder Hole. When they do come by, it is to collect the bodies of palisade. The 12 ungern and 30 orcs who live here have little to do
the dead or weigh the diamonds drawn out of the mines. with the rest of the vale or its occupants. They serve Froithmot and
act as guards for the Deepening Wells. The palisade surrounds several
Breaking the ensorcelment on the gnomes can be done in one of three buildings and a small burrow that once belonged to the chief of the
manners. The first is to locate the Witch Queen and dispatch her, gnomes of Havenwale.
thereby ending her spell and its influence. She is far to the north (see
the forthcoming adventure module Wicked Cauldron). The other is to Froithmot, their chief, is an ungern of dreadful reputation. He is clever,
locate the mirror of the witch queen in The Black Hole (see above) and cautious and a skilled tactician. He is old enough to remember Aufstrag
break it. This destroys the link between the Witch Queen and those in its waning years and to have tasted the power of his dreaded master.
ensorcelled. The final manner is to give each of the gnomes a draught He relishes a return to the old days. Froithmot maintains tight control
of liquid from the Shrine of Waters. of those under his command and does not allow them to raid or
plunder needlessly. He seeks to remain hidden from the nearby human
If the gnomes are freed, their memories return and they are aware of communities of Ludensheim and Botkinburg until such time as he
everything that has happened to them lo these many years. Most of has raised enough forces to overthrow them. He is also concerned
them, beaten and worn out, flee the mines and into the surrounding with pleasing the Witch Queen, for he has placed his hopes in her
woods. Some however, are still young and possess some strength. for a return of the “good times.” He also avoids the attention of his
They arm themselves with mining tools, or with equipment from erstwhile commander, Seroneous, who he seeks to kill.
the dead ungern and will join the party in eradicating the remaining
evil or at the very least take to the hills to fight a guerilla war against
the Seroneous and his folk. They are 12 in number and led by Boris
The gate is usually open and two orcs are supposed to be on guard 4: Bunkhouse
here at all times. Inside the guard house is a fire pit and table. There
This building is built into the ground. The roof, covered in old
is a small box with a store of biscuits and jerky here as well. Although
tile and slanted is almost level with the ground, the door lies
the orcs are supposed to be guarding the entry, as often as not, they
at the bottom of earthen steps that lead down into the ground.
are not even here and are off gambling, drinking, sleeping, arguing,
fighting or engaged in other activities which they are not supposed
There are no windows and only a small chimney from which a
be doing. There is a 50% chance the orcs will not be here when the little smoke curls up into the sky.
palisade is first approached. If the mine complex is ever attacked, the
guard house will always have at least two guards and the gates will be This building houses those ungern and orcs not on patrol, or hunting
closed and locked. or guarding the gnomes of the Deepening Wells. The place was once
a meeting hall for the gnomes. The walls were paneled in tongue-
Orcs x 2 (These creatures’ vital stats are HD 1d8, AC 14.Their in-groove pine slates, the floor cobbled and a great four-faced fire
primary attributes are physical. They wield scimitars in battle that place set in the middle of the room. The orcs use it as a bunkhouse.
do 1d8 points of damage. They also use heavy crossbows that shoot Froithmot’s troops have been living here for some time and the place
for 1d10 points of damage. They carry studded leather armor, shield, shows it. The walls are scarred and the floors damaged and fouled.
scimitar, heavy crossbow, 8 bolts, dagger and 1-6sp.) The fireplaces have all been ruined, only one working enough to cook
meals. The ungern sleep at the far end of the room, there they have
3: Smithy organized their bunks and keep the place clean. The orcs, on the other
hand, sleep nearest the door and have piled all their refuse in heaps
This is a three walled wooden structure with the open side facing with their sleeping gear.
the setting sun. Within is a large bellows and stone fire pit with
a two foot lip. Heaps of wood and coal are stacked outside of it. There are 6 ungern and 30 orcs stationed at the Collapsing Caves. Four
A fire is burning inside the pit. of the ungern and six of the orcs are always at the Deepening Wells.
Any orcs encountered at the palisade, guard house, or smithy should
The ungern ordered the smithy built outside, underneath the sun. be subtracted from those at the Bunkhouse. Furthermore, 2 ungern
Although orcs find the glare of the sun uncomfortable, the ungern do are always guarding Froithmot and will be with him in the Barrows or
not and the ungern smith, Thucklus, prefers to work in the full light wherever he is presently located. If they are caught unawares in the
of day to better see what he is doing. Its upkeep is the responsibility daytime they will most certainly be sleeping. A few may be up and
of the gnome slave, Stoin Brittlewood, who is chained to a large rock. about, going to the latrine or eating. In battle, the ungern let the orcs
Numerous benches and buckets of iron ore ingots are arranged against soften the enemy before they attack. The orcs will scatter or surrender
the far wall. The smithing tools are scattered amongst the benches if a third of their number has been slain. The ungern fight to the death
and near the forge. Stoin is chained to a large post and ensorceled. unless ordered to halt by Froithmot. Every 4th ungern has maximum
The chain only allows him access to the wood and the bellows but not hit points and is that squard’s leader.
near the tools.
Ungern x 6 (Their vital stats are HD 2d8, AC 14. They are lawful
Most days the smith is usually at the forge making some type of evil. Their primary attributes are physical. Ungern have twilight
weapon, trap or interesting device for torture. He is often assisted by vision and a spell resistance of 2. They attack with either 2 claws for
two orcs. There is a 25% chance that the smith is here. If he is not, 1-2 points of damage, or gore for 1-6+2 points of damage, or with
he is either in his room in the barrow, with Froithmot or eating in the
Slag Heap 19
weapon. They always favor chopping or cutting weapons, i.e. axes, Much of it collapsed or was pulled down, leaving the whole place in
bardiches, cleavers and the like. All the ungern are armed with battle ruins. They piled all the gnome dead in one room, desecrating them
axes, crowbills or military picks. Each ungern has 2-12sp.) and eating what they could. But their violations did not last long for
3 of the gnomes rose from the dead and fell upon the orcs. Ghastly
Orcs x 24 (These creatures’ vital stats are HD 1d8, AC 14.Their creatures, these ghouls were mad for revenge. They slew several orcs
primary attributes are physical. They wield scimitars in battle that before the rest fled the Barrow, sealing the door behind them.
do 1d8 points of damage. They also use heavy crossbows that shoot
for 1d10 points of damage. They carry studded leather armor, shield, Ghouls X 3 (These chaotic evil, creature’s vital stats are 2d8, 14
scimitar, heavy crossbow, 8 bolts, dagger and 1-6sp.) AC. Their primary attributes are physical. They attack with two claw
attacks for 1d3 points of damage or 1 bite for 1d6 points of damage.
5: Latrine Their special abilities include undead traits and paralysis. They possess
A foul wretched smell rises from this small cleft, the sides of a small treasure scattered in the mountain of bones located in the great
hall’s center. 44pp, 200gp and 400gp is jewelry. There is a +1 short
which are stained with blackish crud and a host of crumpled
sword, 4 +2 bolts and a helm of comprehend languages and read
leaves. A few wretchedly hanging bushes dot the area around
magic.)
the cleft.
This is the compound’s latrine. The orcs and ungern use it frequently
and it stinks to high heaven. They make the gnome, Stoin (see The
Area 7: The Burrows
The Burrows were the center of Havenwale. The gnome chief made
Smithy above) climb down and slop it out once in awhile, more to his home here as did other prominent members of the clan. Here
torture him than to actually clean the latrine. However, he has the too were the town’s large brewery, storage for the militia and other
last laugh for he has stolen a number of items from the ungern and administrative offices. When Seroneous arrived his folk plundered the
hidden them down in a small crevice in the latrine. He has 4gp, 21sp, Burrows and slew everyone inside. They set about making the place
3 10gp gems, a sapphire ring worth 25gp, a Knight’s Ring and, his most their headquarters. However, they found the quarters too cramped.
prized possession, a philosopher’s stone. This last he took from Thucklus To open them up they dug up the floors, making the halls and rooms
after that ungern took it from one of the gnome chiefs. Thucklus did deeper. They used rough cut logs to hold up the walls and ceilings.
not know of its power. Stoin is patient, knowing that if he can escape This rebuilding is readily apparent to anyone who takes a moment to
alive, he can take the Knight’s Ring south to Ascalon and there use look. However, a skilled miner, dwarf or gnome will note that several
the stone to make himself fabulously rich. of the walls have collapsed due to all the digging and many more are
on the verge of collapse.
Finding Stoin’s treasure will require the searcher to completely dig out
the latrine as he has hidden it in a box, in a crevice under great heaps Seroneous has of course left the Burrows and made his new home in
of orc and ungern dung. It cannot be found casually. The Black Hole (see above). But he left the bulk of his troops behind
to live in the Burrows. These comprise 45 orcs. Some are in residence,
Knight’s Ring: These rings are given by the Empress in Ascalon to but at least half are always on patrol or keeping watch in the woods.
those Knights who have done great service to the throne. They are not The rest are within. Froithmot has recently moved into the thrown
altogether rare, but are given only to those who command her respect room of the Burrows. He has done this with the specific intention
and attention. Possessing one grants the possessor immediate entry of undermining Seroneous’ command by billeting with the drider’s
into many levels of the Imperial government and almost all high brow troops. He is meeting with a great deal of success.
social events in Ascalon. They cannot be sold in the open market, but
on the black market can bring up to 500gp. If returned to the court There are presently 22 orcs in the burrows. Unless a general alarm has
the one responsible is granted 25 acres of land in truage and granted been raised in the Vale, they will be caught unawares. If they meet any
citizenship. party members they will initially suspect that they are part of Mile’s
men and are here on business. For this reason they will be slow to raise
the alarm and bring out the whole compound. If any battle occurs that
Area 6: The Barrow Mound is prolonged or orcs are allowed to escape then they will raise the alarm
This small ridge, located at the far northern end of the vale is and all the orcs in the compound try to assemble in Room 2.
punctuated with one large hill located in its center, this hill has a
doorway in it, leading down beneath the ridge. Trees and shrubs 1: Entry to the Burrows
once decorated the slope and a creek tumbled down its face to The entry to the burrows has been dug out and widened. Piles of
pool at the vale’s center. But all that is gone, the trees burned debris are heaped around the entry and a mountain of detritus
out, the shrubs stomped to earth, the creek scarred and the pool and trash lies scattered down the slope of the ridge. There
is now little more than a mire. are broken plates, chairs, tables, strips of cloth, rugs, broken
weapons, glassware, empty bottles and shattered kegs and other
The small “hill” in the ridge’s center was actually the burial mound for such debris. All in all, the entry is a messy place and the stench
the gnomes of Havenwale. Called simply “The Barrow” by the gnomes is overwhelming. The door to the burrow sits in a steep sided but
it was the last place they defended when Seroneous entered the vale. small hill. It is large and square made of hard oak, and recently
It consisted of a number of rooms and tunnels, dug out, paneled and bound with metal straps. A large iron ring serves as its handle.
floored by the gnomes. Rooms were used for individuals or whole The door opens outward.
families depending upon their burial arrangements.
This is the entry room to the burrow. It is some 40 feet in diameter
The orcs of Seroneous cared little for the dead. They slew the last of with a dome shaped ceiling. It is paneled in oak and has a flagstone
the gnomes and fey who held the vale and ransacked the whole place.
20 Castles & Crusades
Slag Heap 21
floor. The ceiling is supported by large wooden beams placed at 10 A narrow table sits in the middle of the room with three large
foot intervals around the room. In the center of the room is an open
chairs around it. The table has several mugs, plates and flatware
hatchway with stone steps leading down. It is fairly dark inside the
on it. There is a trunk in the room, a candelabra hanging from
room as the wood is old and darkly stained. As well, only a few
the ceiling, a barrel of beer and a large roasted boar hanging on
lanterns, hanging from the beams are lit. This is the only area where
the orcs have not done reconstruction of the barrow as the roof is high a spit. Chunks have been removed from the boar as if something
enough to allow them freedom of movement. has cut them off. There are two exits from the room.
Two large dogs are chained up on the far side of the room. These are The trunk is locked, though not trapped. Within are inks and quills,
surly, half starved beasts and unless enticed with food or magic they paper and some correspondence. The language used on the letters is
start barking ferociously whenever anyone enters. the Imperial Script of Aufstrag and unless a character specifically has
knowledge of it, cannot read it. A character well versed in languages
Dogs x 2 (Their vital stats are HD 2, AC 18. Their primary attributes may recognize it as such but still not be able to read it as the language
are physical. They attack with a bite for 1d4 points of damage.) is no longer taught in any civilized environment.
2: Lower Hall A wide set of stairs lead down to a lower hall that was If the characters manage to decipher the letters, they learn that the
used as a gathering point for the gnomes. letters are from the Baron of Ludensheim’s one time agent, Barldus
Mikenfird (see above page 8), to the goblin leader of the Red Caps
Grallkrug, who are presently raiding along the Blacktooth Ridge.
The room is very large, being nearly a spear toss in all directions The letters outline payments and terms of payment from Baldrus to
from the center. The floor has some flagstones on it but it has Grallkrug. It is clear from these letters that someone wealthy and
obviously been excavated and dug deeper. The support beams powerful is paying Grallkrug to raid Botkinburg and that these raids
have been replaced and are fairly new. There are four large were supposed to stop only when Baldrus said that it was time.
central pillars holding up an arched wood ceiling stained with
smoke and grease from ages of use. There are six exits from this 5: The Chief’s Quarters This luscious two room area used to be a
room. Though each had a door at one time, currently only two home for a gnome merchant, it has become a room for the orc captain
have doors. and his lieutenants.
The orcs and ungern use the room for weapons and arms storage, The heavy wooden door gives way to a room in considerable
repair and occasionally have pit fights here. The center of the room is disarray. The floor and roofs have been heavily worked on and a
dominated by a wide circular space that has no flagstones but only dirt large fire pit sits in the middle of the room. The roof is blackened
and sand. The floor in this area is dark in color and stained with blood.
with soot and refuse from the pit and the room stinks of sewage
Close inspection will reveal a few fingers, flakes of blood bone and bits
and rotten meat. A large orc in an iron jacket is sitting on a
of metal from those killed in the pit fights.
hollowed out stool relieving himself. He’s reading a tangled bit
The north wall has crates of arrows. There are about 400 in all. There of a tapestry.
are also 15 short composite bows and a large table scattered with tools
where the arrows are assembled. The east wall has a series of racks with The orc chief is caught totally unawares. He looks up and tells the
polearms piled on it. Beside this is a stack of 20 light crossbows. And a party, in the common tongue, “Get out! I’m busy. Cursed Fried Red
barrel with 200 bolts in it. The west wall has some benches and several Dridets! Go bother Froithmot with your needs! Get out Dogs!”
tables clustered along the wall. These are pulled up during fights so
that orcs and ungern can sit around and watch the contestants. A If the party leaves, he goes on about his business. If the party attacks
huge barrel of bitter beer sits near the exit leading to area 3. This beer he reacts quickly, calling for his lieutenant while leaping to his feet and
is watered down and not tasty, though safe to drink. hurling the fouled stool, with all its contents, at the party. He has a
huge battle axe at hand. He picks it up and uses it two handed.
There is a 50% chance that while the characters are exploring this
room that a troop of four orcs enter. The orcs are getting armed for a Orc, Chief (This creature’s vital stats are HD 3d8, AC 16. His
patrol. Anyone who is paying attention can hear them approaching primary attributes are physical. He wields a two handed battle axe
from Room 3. that does1d12 points of damage. He has a heavy iron jacket on, shield,
dagger and a pouch with 12gp, 32sp. He wears an earring worth
Orcs x 4 (These creatures’ vital stats are HD 1d8, AC 14. Their 35gp.)
primary attributes are physical. They wield scimitars in battle that
do 1d8 points of damage. They carry studded leather armor, shield, Orc, Lieutenant (This creatures’ vital stats are HD 2d8, AC 15. His
scimitar, dagger and 1-6sp.) primary attributes are physical. He wield a morning star in battle that
does 2d4 points of damage. He carries studded leather armor, shield,
3: Upper Hall This tunnel is narrow and cramped as it was not scimitar, heavy crossbow, 8 bolts, dagger, 3gp and 20sp.)
widened after the orcs took over. It is only four feet wide and use of
any weapons over 5 feet in length cannot be used effectively, those The lieutenant is in a side chamber, resting on his bunk. He is armored
from 3-5 feet in length suffers a -5 to hit, and those from 2-3 feet suffer as he has recently come from a patrol. He will call for aid with a small
a -3 to hit. horn if given time. The Castle Keeper should allow for at least 4
rounds to pass as the orc will have to look in on his chief and see what
4: The Scriptorium This was once a study, but the orcs use it as their the commotion is and then fetch his horn.
headquarters.
Note: Lark and Ent are notorious orcs, well known throughout the Dridets (These neutral evil creature’s vital stats are HD 1d4, AC 10.
lands of the Blacktooth Ridge and the Barren Wood. They are mean, Their primary attributes are physical. They attack with a vicious sting
foul, cuss constantly and are always fighting with each other. They will for 1 point of damage and a bite for 1 point of damage. Anyone stung
not stay and fight if they think they are going to be killed. Rather, they by a dridet must make a successful constitution save or suffer a further
will use the smaller orcs as shields and throw them on the party and point of damage.)
make good their escape. Ent has a potion of invisibility which he will
share with Lark in order to allow them to escape. They both have 2d8 9: Treasury This room is hidden very well. The door to the treasury is
HD, Lark with 15 HP and Ent with 14. concealed in the closet of Froithmot’s room. To open this door, one has
to find it as well as find and trip the lock (see below), and then push
Orcs x 12 (These creatures’ vital stats are HD 1d8, AC 14.Their on the door itself. When checking for secret doors, in the closet the
primary attributes are physical. They wield short swords in battle that check is made at -3 so well was it made.
do 1d6 points of damage. They also use light crossbows that shoot for
1d4 points of damage. They carry studded leather armor, shield, short If they find the door, there is no way of opening it without triggering
sword, light crossbow, 8 bolts, dagger and 1-6sp.) the lock. To get to the lock, one must move aside the shelf in
Froithmot’s quarters and then find the lose brick in the wall. Finding
7: Brewery The gnomes had set up a very fine brewery in here. The the brick requires a successful search check (CL 11). Removing the
orcs have managed to keep it working though the quality of the brew brick reveals a small space. This space is about six inches deep. At
is not quite so tasty. the end of it is a small handle that must be turned to release a catch
that keeps the secret door locked. Releasing this catch unlocks the
door in the closet. The door does not swing open nor is it made more
The room is large and well used, smelling of brew. There are
apparent. Once the lock is triggered, the door requires only a push to
three large wooden vats for beer in the center of the room and a
open it.
vast set of spoons and ladles used for tasting and stirring. Each
vat is covered and has a spigot at the bottom. There is a large Froithmot discovered the room purely by accident, of course, but
stove along the south wall, a dozen barrels filled with barley and that mattered little as he came upon the stored wealth of the gnome
grains and several crates of apples. There are also ten 5 gallon community. The room is well made and solidly constructed. It has
clay pots full of honey. not been altered by the orcs so it is only ten feet square and 6 feet
tall. Broad shelves run the entire length of the walls. Most are empty
The orcs do not know the refinements of brewing and have removed now. But there are six scroll cases (all with beer recipes), half a dozen
everything that hinders their simpler technique. All the pipes have books, a silver chalice, small music box and three vials with a different
been removed and placed to the side. Should any brew master be colored liquids in each. Underneath and on the floor are three old
available, putting the whole thing back together again will take some wooden trunks. Each is bound in metal straps and locked with a thick
time, but is possible. metal padlock.
Within are six orcs. At any given time, 2-3 will be inebriated while the
others are tasting or prepping the hops. They are not armed nor are
Slag Heap 23
Froithmot’s Treasure Trunk 1: 1500sp, Trunk 2: 1000gp, Trunk 3: would sit in council with the clan leaders. Froithmot currently uses
contains a velvet lined platform with a beautifully worked gold and this room as his own personal residence, being fond of its large size.
platinum holy symbol of the horned gods, a crescent moon on short
staff. It is unsullied. The books contain histories of the Winter Dark The hall is long and deep. The paneled walls here were high
Wars (refer to the Codex of Erde). The chalice is worth 50gp. The
enough to allow the orcs to move in without destroying the place.
small music box is worth 100gp and when opened plays a dirge of The
Four columns hold up the vaulted ceiling and cobbles cover the
Lay of Mourilee, a popular tune of Kayomar. Any Knight of Kayomar
floors. At the far end of the hall sits a large pile of debris, shaped
will give 1000gp for the music box.
loosely into a chair. A huge, wickedly horned ungern chief sits
3 potions (The potions are potion of tongues, protection from arrows upon the makeshift throne and standing around him are four
and sanctuary.) armored ungern warriors. In his rough, gravely voice he speaks:
“Enter, friends. Welcome to my pit. I’ll have your names before
10: Prison Area These were once the rooms for the various family I have to do with you.”
members of the clan. They have since been turned into cells for those
captured by Froithmot. They are all empty at present. A search reveals Froithmot will talk with the party if they talk with him. But he has
the signs of many victims of many races, but little of any value. no intention of doing anything but killing them. He’ll make offers or
pretend to listen to them while he sizes the party up. If an all out brawl
11: Storage Room This room has always been and is still a storage is called for he will attack the strongest party member. If there is a
room. It is filled with all manner of tools: shovels, pick axes, wedges, paladin or knight in the party he will challenge them to a duel. In all
hammers, wheel barrows, etc. The room is often used, but in quite a concerns it is a fight to the death.
bit of disarray.
Froithmot (His vital stats are HD 4d8, HP 30, AC 18. He is lawful
12: Well Room This room was once used for drawing water to meet evil. His primary attributes are physical. He attacks with either 2 claws
the needs of the gnome clan. for 1-2 points of damage, or gore for 1-6+2 points of damage, or with
weapon. Froithmot is armed with a shield and longsword. He is able to
fight multiple opponents at once and is an accomplished sword fighter.
The small chamber is walled and floored in stone. A wide circular
All ungern have twilight vision and a spell resistance of 2. He carries
opening sits in the middle of the room. It is deep and from down into
chainmail, large +1 iron shield, +2 longsword, curved tulwar. He has
its darkness you hear the gentle tapping of water falling. A bucket
a pouch with 5gp and a banded iron and a gold ring forged in Aufstrag
and long thin, chain sit next to it.
worth 500gp.)
The well is still working, though the crank and frame are long gone. The
Ungern x 4 (Their vital stats are HD 2d8, HP 15 apiece, AC 14.
well is about 70 feet deep and touches into an underground waterway,
They are lawful evil. Their primary attributes are physical. They
that if explored goes far underneath the Barren Wood with openings in
attack with either 2 claws for 1-2 points of damage, or gore for 1-
many places. Escape from the Slag Heap is possible through here but
6+2 points of damage, or with weapon. They always favor chopping
would require several days of deep caving and splunking.
or cutting weapons, i.e. axes, bardiches, cleavers and the like. All the
ungern are armed with battle axes, crowbills or military picks. Ungern
13: Throne Room Calling this a throne room would be a stretch.
have twilight vision and a spell resistance of 2. Each ungern has 2-
When the gnomes ruled the vale, this was the room in which the chief
12sp.)