Castles & Crusades The Mortality of Green
Castles & Crusades The Mortality of Green
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Tis said of that ancient brooding forest that before the world grew
accustomed to the light of day, that her stems had grown high and her For the Castle Keeper
eaves dark and contemplative. If ever those ancient trees pondered,
however, then it was in silent expectancy, brooding on a bent known to The Darkenfold
none, for never since the Days before Days have they spoke with vocal The Darkenfold forest stretches from the plains of Kayomar in
tongue. Mayhap they ponder simple things, or maybe they wonder of the east several hundred miles to the doorsteps of the unexplored
the many creatures which have come from the Outlands to slip into Rodope Mountains in the west. In the south, the Great Soup
obscurity underneath the shadowy vale of the Darkenfold. Marsh hems in the ancient trees, but the forest continues in
ceaseless growth from there to the far off Shelves of the Mist in the
HALT! WHO GOES? If Castle Keeper you be, then read on. If distant north. The Darkenfold marks the beginning of the Wild
Player, stay your hand, eyes, ears and let the Castle Keeper sing the Lands.
song!
The edges of the forest are hemmed in by long lean oaks. These
young trees’ leafy green branches hang to the ground to mingle
Using this Module with the thick tangled thorns and bushes growing in the rich black
soil. Travel here is not easy due to the thick bramble which oft
The Mortality of Green is intended for 4-8 characters of levels 3-5.
A well balanced party, though helpful, is not essential. The party, times overgrows the few existing paths. The tangled growth at the
however, should possess a ranger, a druid, or a character class with forest edge makes entry to the forest arduous and maintains the
specific forestry skills. All characters should be mid-level. Since dark, deep mysteries within.
the adventure involves the corruption of a forest, the presence of
a druid could make the adventure more meaningful for the party Beyond the tangle lies the old wood. Here, giant oaks heavy with
and for the campaign. foliage mark the heart of the forest. These peculiar trees are native
only to the Darkenfold and give it its name. The mature trees are
covered in greyish black bark that absorbs light. A campfire’s light,
Adventure Synopsis for instance, will not flicker off the tree but rather it vanishes into
The Druidic Council seeks to deliver the Darkenfold forest from the bark, as if the trees drink the light. At night the forest is dark
evil. The reclamation of the forest shall be a long and arduous beyond imagining and infra-vision is effectively halved.
task. To offer the denizens of the Darkenfold hope, the Council
has chosen Cornelius the White to carry a sapling of the Great These great trees tower above moss covered ground, their leafy
Tree to the village of Ends Meet. There he shall deliver it to the canopies blotting out the light of the sun. However, grassy knolls,
woodsmen of the Rangers Knot. The Rangers have in turn agreed open meadows and slow running brooks pocket the forest deeps
to plant the tree in a secret grove, where Cornelius shall sanctify and break the sinister visage cast by the old trees. Here, where the
the ground and use the power of the Great Tree’s sapling to heal sun shines, lilies and other wild flowers bloom. At night the light
the Darkenfold. of the moon and stars spills through, and when the evening is still,
the fay come out to dance and sing and play.
Within the forest deeps lives an ancient sentient tree named
Gristlebones. Old and corrupted, he keeps watch over a forest Two main roads cut through the forest. The larger of the two, the
he claims as his own. News of the sapling’s coming has not Old Post Road, meanders through the upper reaches, suddenly
escaped Gristlebones. He has several allies in the forest. One ally, veers north and emerges in the Broken Steppes. The Southern
Quagmire the Troll, he sends to intercept Cornelius and take the Way, a spur of the Old Post Road, is overgrown and weeded with
sapling. Gristlebones intends to plant this off shoot of the Great small trees and is slowly vanishing back into the depths of the
Tree amidst his roots, take control of it, and thus corrupt it. He Darkenfold. Both roads are vestiges of the Age of Winter’s Dark,
believes that with the sapling he can regain dominance over the when the Empire of the Horned God stretched even to these
Darkenfold. distant reaches.
When the party enters the picture, they find a dying Cornelius who Few men venture into the Darkenfold. Those who do are a
tries to extract an oath from them to retrieve the sapling from the hardy lot with stout axes and stouter wills. Some settle in the
evil Troll. Though Cornelius has no knowledge of Gristlebones, few clearings or along the old roads, and build strong wooden
it is obvious to him that the Troll has a fell purpose for the tree. houses beneath the dark trees and along the meadow tracks. ’Tis
For the safety of the forest, the sapling must be rescued. If the unknown what motivates them. Whether some crime or want of
characters accept the task they become embroiled in a rapid paced justice has driven them, or whether they desire a piece of earth far
overland adventure. away from the civilized world, they find a dangerous home in the
Darkenfold.
Where the Old Post Road and Southern Way meet lies the small
village of Ends Meet. The remnants of an old stone wall surround
the village. The wall is in ruins and in a few places rises above
three feet. A small inn and trading post, the Cockleburr Inn and
Tavern, encompass the pride and joy of the slightly suspicious,
Gristlebones’s bole has grown hollow and rotten with age. Only
Gristlebones a few of his limbs remain strong enough to throttle the life from
In the Days before Days the All Father brought trees into the those who trespass in his den. So great is Gristlebone’s pain and
world. The trees knew his mind and moved across the world, so long his suffering, he has grown malicious in every thought and
so that in time, great forests covered the land. The dwarves and sits now in the Hollow, brooding on how to deliver unto the world
goblins fought under the earth and in the high mountains and his final evil seed. In time, Gristlebones came to know Quagmire
for many thousands of years the trees ruled the world without the Troll.
Ranger (These are chaotic good, human, level 1 rangers, whose The Darkenfold swallows you in a sea of green. The tangles and
vital stats are HD 1d10, HP 7, AC 14. His/her prime attributes briars of the forest’s edge have given way to the rough roads of the
are strength, dexterity and constitution. He/she carries a longsword hinterland. Giant trees with huge boles tower above you, cloaking
that does 1d8 points of damage, a short bow & 12 arrows, studded you in a leafy mantle. The shadows cast by their broad expanse
leather armor, cloak and 1d12 sp in a belt pouch.) leave the ground beneath dark and moist. The road is rough and
little used but affords easy movement through the forest and allows
Villager (These are neutral humans whose vital stats are HD 1d4, you to keep your direction, for the trees to the left and right grow with
HP 3, AC 10. They have no primary attributes. He/she carries a marked similarity across rolling broken ground. To leave the road
club or knife that does 1d4 damage and 1d12 cp in a belt pouch.) would invite aimless travel and certain danger. You know from tales
that these woods are the haunts of the famous Quagmire, a merciless
Bandit (This is a chaotic neutral, human level 1 Rogue whose rogue troll lord who, over his long career, has left a trail of death and
vital stats are HD 1d6, HP 5, AC 12. His/her prime attributes destruction behind him.
are wisdom, constitution and dexterity. He/she carries a shortsword
that does 1d6 points of damage, a short bow and 9 arrows, leather It has been a two day journey from the eastern edge of the forest to
armor and 1d12 sp in a belt pouch.) Greenbriar. As the party approaches the village, they are greeted
by the smell of burning wood:
Wild animal chart is as follows
Rounding a bend in the road, you come to a small stone bridge
spanning the river Westerling. Your dry mouths water at the thought
1: Wild boar
of the famous Long House Tavern that lies in the little village of
2: Deer
Greenbriar. As you cross the bridge, however, you see the smoking
3: Giant weasel
remains of the village.
4: Wolf
5: Bear
The Long House and several small cottages are blackened heaps.
6: Giant snake
Clouds of smoke float lazily about, and an acrid stench hangs over the
7: Lynx
smoldering ruins of the once happy village. There are no villagers in
8: Worg
sight. What you do see captures your breath and quickens your pulse.
Six large worgs are sniffing about in the ruins. Two seem particularly
bent on getting under an overturned cart.
Exotic: The Castle Keeper can choose from any number of mythical
creatures, such as unicorn, sprite or dryad. Such an encounter can Worgs (Their vital stats are HD 4d10, HP 25 x5, 29-leader, AC
be used by the Castle Keeper to guide the party back onto the trail 14. The worg’s primary attributes are physical. They attack with
if they become lost. a bite for 2d4 points of damage. Their special abilities include trip,
darkvision 60 ft. and twilight vision.)
Mortality of Green is an overland adventure. There are several
days of travel between encounter areas and the Castle Keeper The worgs are loyal to Quagmire only to a point. If their leader
should keep this in mind. The time is necessary for the characters is killed there is a 40% chance the pack will desert Quagmire
to have a chance to recover hit points and spells. To maintain altogether.
the high pace of the pursuit, however, the Castle Keeper should
not hesitate to have Quagmire’s minions, or other creatures of the Quagmire attacked Greenbriar the previous night. Cornelius was
Castle Keeper’s choosing, ambush the party. This will keep the staying at the Long House Tavern. They sacked the town and
party on its toes and help maintain the fever of the chase. scattered or killed everyone in it. Quagmire stole the sapling and
is already several hours on the trail, headed for the Flies Den.
Gilliam and the worgs have remained behind to scrounge for “left
overs.
Upon seeing the party, Gill iam takes cover as the party crosses Cornelius (He is a neutral good, human, level 3 druid whose
the bridge. The worgs are busy trying to root out the wounded vital stats are HD 3d6, HP 18, AC 15. His prime attributes are
Cornelius, who has crawled under a cart for safety. intelligence, wisdom and dexterity. His significant attributes are
strength 14, intelligence 15, wisdom 15, dexterity 17, constitution
The party has a 1 in 12 chance of spotting Gilliam and 6 in 12 15. He wears +1 enchanted leather armor and uses an oak staff in
chance of surprising the worgs. If the party surprises the worgs combat. He can cast the following druidic spells 0-4, 1-2, 2-1.)
and attacks them, the remaining worgs flee south after Quagmire
(unless the leader is killed). If the worgs are not surprised, they At this point, the party has two choices. They can take up the
attempt to drive off the party. If they become outclassed, they trail left by Quagmire and his band, or they can continue along the
will flee. The worgs that manage to escape immediately return Old Post Road to Ends Meet. If the latter is chosen, Quagmire’s
to Quagmire, and if the wolf leader is alive, it relates the party’s trail grows cold over the 4 day journey from Greenbriar to Ends
existence to him. Gilliam will not fight but will instead use his Meet. Once in Ends Meet, if the party informs the villagers of their
power to escape into the forest after the troll lord. intent to rescue the sapling, they will be offered whatever food and
The Castle Keeper should strongly encourage the Players Otto (This is a lawful good, human level 10 fighter whose vital
to immediately take up the trail and to use Ends Meet as a stats are HD 10d10, HP 78, AC 21. His primary attributes are
recuperating area only. If they pick up the trail, skip “Ends Meet” strength, dexterity and constitution. His significant attributes are
and go directly to “The Pursuit.” strength 18, intelligence 14, dexterity 17, and constitution 16. He
wears +3 splint mail and wields a +2 broadsword. Otto has a
stash of gold, ranging anywhere from 220gp to 300gp that he keeps
Ends Meet hidden in the brick facing behind the main hall’s fire place. He uses
this money to help those in need.)
It is a four day trip from Greenbriar to Ends Meet.
The scent of fresh baked bread becomes heavy in the air as you tramp Otto serves as the defacto mayor of Ends Meet.
along. The dark overhang and the gloomy forest give way to the
quiet houses of Ends Meet. Nestled in the forest, behind an old moss The tavern is mostly frequented by settlers and travelers, or
covered wall, the town seems to blend with the forest in comforting adventurers out to earn a name. Occasionally, a wood elf comes
shades of green and brown. Solid wooden cabins with high roofs, open in to sing and dance and enjoy the more mundane company of
windows and open doors promise a comfort you have not felt in days. humans. The rangers of the Knot occasionally stop by.
The village is clean and orderly. Deep green grass grows along the
road and footpaths which lead to various doorsteps. The hedges are Presently, two rangers are at the tavern, Athryn and his brother
thick and lush, and in places mingle with the overhanging branches Andace.
of oak trees. Where the forest ends and village begins is confusing.
A small bridge crosses a creek which flows through the town, and as Athryn (Athryn is a chaotic good, level 5 human Ranger whose
you cross it, a few inhabitants come out and watch. On the other vital stats are HD 5d8, HP 41, AC 15. His primary attributes are
side of the creek stands a very large building, the Cockleburr Inn and strength, dexterity and charisma. His significant attributes strength
Tavern. 16, intelligence 14, wisdom 13, dexterity 14, constitution 15,
charisma 17. He wears +1 leather and wields a +2 longbow and
The small village of Ends Meet is located where the Old Post Road
a normal battleaxe. He has 14gp he keeps in a belt pouch.)
crosses the Southern Way. The village consists of several dozen
houses built close together along the road, and others nestled
Andace (He is a chaotic good, level 5 human Ranger whose vital
deeper in the forest. The remains of an old stone wall mark the
stats are HD 4d10, HP 32, AC 14. His primary attributes are
southern edge of town, but the wall is so disused that many of the
strength, intelligence and wisdom. His significant attributes are
rocks have gone into local chimneys. The houses are low, thick-
strength 15, wisdom 15, dexterity 16 and constitution 15. He
beamed structures with wooden shingle roofs. Heavy shutters and
wears leather armor and an enchanted ring of speed. He has a
doors help keep out creatures of the night. Ends Meet is a clean
+2 short sword and a horned bow, 12 arrows and a belt pouch
and simple town where the people live in relative peace with the
with 5gp.)
forest. A small creek, the Muddy Wash, crosses the road and runs
through the town. A small bridge arcs over it.
They are anxiously awaiting the arrival of Cornelius and the
sapling. Because the Druid is late, the brothers are very nervous.
Ends Meet sports a blacksmith shop owned by Benjamin and his
wife Katrina. They live and work about a half mile beyond the
southern wall. Closer to the bridge, a tanner and his family live
next door to the weaver’s clan, who brag on their oldest daughter
Harbringers of Doom
When the party arrives with news of the burning of Greenbriar,
who went away as a soldier to the wars in the east. The rest of the word spreads quickly and the folk of Ends Meet gather in the
villagers make their living from the forest. tavern. Everyone is anxious to hear about the town. When the
party speaks of the brutal attack, they are stunned.
Benjamin (He is a neutral good, human, level 8 fighter whose vital
stats are HD 8d10, HP 69, AC 19. His attributes are strength, Athryn immediately dispatches Andace to gather the other rangers
wisdom and charisma. His significant attributes are strength for an attack on the troll. He will also turn to the party for aid, and
17, wisdom 14, dexterity 15 and constitution 17. He wears +1 try to convince them to return to Greenbriar and pick up the trail.
chainmail and carries a +1 shield. In combat he wields a +1 If the party is reluctant he will drop hints of Quagmire’s treasure,
longsword. Benjamin serves as the sheriff of Ends Meet.) and if needed, offer them 100 golden crown apiece.
Ends Meet’s most famous inhabitant, known even in the plains of If the party unselfishly offers aid, the villagers of Ends Meet help
Kayomar, is Otto Wagner, owner and proprietor of the Cockleburr to the best of their ability. They will offer free room and board at
Inn and Tavern. A jolly fellow who came to Ends Meet years ago, the tavern, to repair any damaged equipment and to aid them with
or so the locals say, after quitting a mercenary troop which served
The Pursuit to the forested valley to the left and right. The open sun is warm and
bright, lifting spirits dampened by the forest’s dark. The Westerling
If the group immediately pursues Quagmire, the Castle Keeper river continues in a south westerly direction, but then forks. The
should remember that Gilliam is listening not far off. He will linger smaller fork, still 20 yards wide, flows into a gully and turns off to
in the vicinity long enough to discover the party’s intentions, then, the south-east.
as soon as opportunity allows, move off to warn Quagmire. He
knows this part of the forest as well as the troll’s plan of flight. At the Mound, Quagmire divided his force. The main group, under
Gilliam’s knowledge and his thieving skills give him an increased his leadership, took canoes and continued down the Longspear
chance to circumvent the party and thereby warn the giant. If the Creek. Three canoes are left hidden between the forks of the two
party is actively searching the battlefield, there is a 15% chance rivers. The smaller force, consisting of ungern and any remaining
they will spot Gilliam, if not, only a 5% chance. If an elf is present worgs hid the signs of Quagmire’s exit by canoe. They then took
and searching the opportunity increases by 5%. If Gilliam is cover beneath the trees on the southern edge of the clearing.
discovered, he will attempt to escape by plying his thieving abilities
and minor magic as best he can (see below). The mound itself is actually a mass grave dug in the height of
the Winter Dark Wars. Here the Holy Defenders of the Flame
In any event, Quagmire has a half day lead on the party. From fought a troop of giants, orcs and ungern. In the battle’s aftermath
Greenbriar the trip to the Flies Den takes five days overland, or the knights buried the fallen beneath the mound. A great deal
three days by canoe on the Westerling River and Longspear Creek. of wealth was left behind. If the battle mound is searched old
Quagmire leads his troop south along the banks of the Westerling. equipment, arms and armor will be found. In addition, there is a
He makes little attempt to disguise his trail. Any one with minor 1 in 8 chance that the characters will stumble across some type of
tracking skills can follow the troll lord and his band. treasure. If this occurs, roll on the following table:
The tracks of the troll lord and his troop are plain to see. You follow
1 luck-stone pendent (+1 to saving throws)
them from the village’s southern edge to the Westerling River. Booted
2 flask: with orc skrun (revitalizes and adds 1hp when fully
heels have trampled the underbrush and left scores of footprints in
consumed)
the soft dirt. The smaller trees along the trail have suffered violence
3 a potion of healing
at the troll’s passing and in places, older trees have been hacked and
4 a pouch with 2-20 gold
scarred. The trail continues due south along the river bank. The air
5 a gold ring, worth 25 gold
is pregnant with danger, the forest dark and expectant, as if watching
6 silver dagger
your passing in sullen anger.
7 a silver sword (Castle Keeper’s Choice)
Quagmire pushes his troop hard. By midnight of the first day, he 8 a chalice worth 75 gold
reaches the Mound (see map). If Gilliam and the worgs fail to 9 +1 spear
return by early morning, Quagmire becomes suspicious. If they 10 +1 crowbill, mace, hammer or morningstar
do escape the party, they meet up with the troll at the Mound.
Whether alerted by Gilliam and the worgs or not, Quagmire A skilled ranger who actively searches the whole area hcan find
becomes nervous and lays a trap for any pursuers. the extra canoes on a successful tracking check (CL 2) and has a
chance of discovering signs of the ruse and the troll’s route on a
Once the trap is set (see ‘The Mound’ below), Quagmire turns second Tracking check (CL 7), i.e. signs of travel on the creek.
south-east and heads for Longspear Creek. There, he retrieves
canoes and sets off downstream. It is a day long journey by canoe If the party discovers Quagmire’s trail, skip the next section and go
to Mauser’s Ridge. There he rests his troop. At dawn he leads his to Act III, The Flies Den.
troop on the short half-day journey to the Flies Den. It should take
the troll three days to arrive at his lair. Upon spying the party, the hidden ungern move south along the
banks of the Westerling in an attempt to lead the party to Broken
Vale, Horntooth’s lair. They make an obvious trail to draw the
party after them. It is a two day journey to the Vale, and the
ungern will use the worgs to bait the party into following them.
This is the home of Ian the gnome, the Fisherman. Ian is old Broken Vale
beyond reckoning, he claims to have been born in the Days before The ungern are well acquainted with Horntooth, and are familiar
Days. He is mad beyond his years. He lives in the Darkenfold with the surrounding area.
beneath an oak which was once a Sentient but has long since
settled into that state of dormancy which comes to those creatures After leading the party through the forest for two days, they hide
before death. Ian has burrowed a hole beneath the tree, the a short distance from Horntooth’s lair and wait for the party’s
entrance to which lies underneath the creek. arrival. Once the party moves into sight, they rush the party in a
false attack before turning and fleeing. As they run they spread out
Ian loves fish and is even now cooking a skillet full of his day’s to make themselves difficult targets. They flee toward Horntooth
catch. There are bags of half eaten fish all around his home, with the party hot on their heels. Even if the party does not follow,
hanging in the tree, piled on the ground and otherwise thrown the ungern warn Horntooth of the danger.
haphazardly about.
Quagmire’s Last Stand Quagmire (He is a lawful evil troll lord whose vital stats are HD
8d10, HP 44, AC 18. His primary attributes are physical. His
It seems your long hunted quarry has at last grown overconfident. special abilities are bear hug for 3d6 points of damage and dark
You peer out of the brush and broken rock into a clearing of broken vision 60 feet. He carries a club that does 2-16 points of damage.
slate. Stagnant pools of cess emit a rancid odor which hangs in the air. For more information see Troll Lord on page 14-15.)
A few ramshackle huts dot the clearing and a fire pit smolders in its
center. A dozen orcs lay about indifferently, counting their treasures, Once alerted, Quagmire hefts his huge club and rushes out of the
eating, and gambling. The ungern are hanging about the far side of Hollow to join the battle. In a ferocious attack, he attempts to
the clearing against a cliff face covered by a tapestry of dried brush drive off the characters to keep his treasure and the sapling safe.
and briars. The area smells of ancient decay, and the earth seems He fights to the death. He possesses 3 magical boulders which
tired and broken, corrupted by evil memories. explode upon impact for 1d8 damage each. However, he does not
If the characters defeat Gilliam and the guards, they can move want to use them because he is saving them for Gristlebones when
unwatched into the thick copse of trees that house Quagmire’s lair. the time is right. Quagmire’s treasure is kept in Gristlebone’s lair.
Quagmire is both confident his henchmen will hold the pass, and
quite enamored with his new charge, the sapling. Gristlebones has Mrodox, the orc shaman, waits before attacking. Peering out of the
also turned himself away from the forest by bending his mind upon canopy of vines, he assesses the melee and calculates his actions. If
the little tree recently planted at his feet. the battle goes well for the troll, he throws his considerable weight
into the fight. If things fair badly, he turns and rushes along the
The Players must now decide how to tackle the lair and recover path to the Hollow to take the sapling for his own. There is a 50%
the sapling. Twelve of the orcs are within a 20 yard area, bickering chance that Gristlebones will attack him, having already grown
amongst one another. Their chieftain, Mrodox, is with Quagmire attached to the little seedling. If this happens, the Shaman flees.
just beyond the tapestry of dried brush and briars. Mrodox’s three If Gristlebones allows the digging, it will take Mrodox at least 20
personal orc guards, left behind, have returned to their huts. The minutes to extract the sapling, roots and all. Mrodox hopes to flee
whole encampment can be easily surprised. with the sapling, but he will fight if cornered. His three orc guards
will stay with him.
Rogue Traits: Dark Fey have all first level rogue abilities and act
as 5th level rogues.
Written this first day of the high year. As you know, the Darkenfold is an ancient
wood, wondrous deep, which we have long intended to bring into the safe keeping
of our order. It is with glad tiding that we announce our successful discovery of a
band of rangers who have gathered in those fell woods at the village of Ends Meet.
So, we bid you hasten down the Old Post Road, bring yourself and your charge, the
young sapling, to the village, and deliver it up to the ranger’s safekeeping.
Be wary on the road, for it is known that Quagmire the troll has settled in the
southern wood and his evil deeds are well known to all. If he were to gain the
sapling he could influence the Great Tree itself, and this would be incomprehensible
disaster.
This mission is of great importance for the forest is in desperate need of our
aid. Protect the young sprout with all your power for the loss of the sapling is
unthinkable. It is young yet and unrooted so that it would be easy for any who
possess it to turn it to their own designs. We bid you take care and have caution of
strangers on the road for we have not the strength to rescue the sapling should you
fail.
Daladon Lothian
Lord Protector of the Formidwood
The High Council