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Castles & Crusades The Mortality of Green

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503 views18 pages

Castles & Crusades The Mortality of Green

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victornunes948
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The Mortality of Green

Author: Stephen Chenault


Editor: Mike Stewart, Nicki Chenault
Cover Art: Jason Walton
Interior Art: Jason Walton, Mark Allen
Cartography: Mac Golden
Art Direction/Cover Design: Davis Chenault
Interior Design/Layout: Troll Lord Games

P.O. Box 251171, Little Rock,


AR 72225
email: [email protected]
Web site: www.trolllord.com or
www.castlesandcrusades.com

Interested in Castles & Crusades® the role playing game? Want to learn more? There
is a large online community of gamers who post home brewed rules, adventure discus-
sion and help incoming players digest the game and its potential. Please visit our online This module is designed for charac-
forums at trolllord.com and get involved. All are welcome!!! ters of 4th-6th level with a challenge
©2005 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a Registered Trademark pending) level of 3-5.
of Troll Lord Games. All Rights Reserved. C&C, Castle Keeper, SIEGE engine,Troll Lord Games, and
the Castles & Crusades, SIEGE engine, and Troll Lord Games logos are Trademarks of Troll Lord Games.
All Rights Reserved.

ISBN 1-931275-30-0 Printed in the United States of America

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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Registered Trademark. The use of any Product Identity in Open Game Content does
1.0a by permission of Wizards of the Coast, Inc. The Open not constitute a challenge to the ownership of that Product Identity. The owner of any
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System Reference Document v 3.0, copyright 2000 Wizards have contributed Open Game Content; (b)”Derivative Material” means copyrighted and to that Product Identity.
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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,

2 Castles & Crusades


but overall friendly villagers, who number about three hundred. competition. Their seeds were carried to distant shores, and they
Another village resides under the folds of the wood, Greenbriar. reveled in the warmth of sun and wind. As they grew old, they
Smaller than Ends Meet, sporting only a tavern, the Long House, rooted and gathered wisdom.
Greenbriar sits astride the Westerling River. The fifty or so hearty
souls who inhabit Greenbriar are a friendly, if cautious, bunch. When men and elves emerged the old trees took refuge in the deeps
The size of the village makes them far more vulnerable than their of the younger forests. In time, their revels grew less frequent, and
neighbors in Ends Meet, and thus more watchful. their kind began to die. The forests were left to less sentient trees
with roots firmly in the ground.
A small band of dedicated Rangers have taken on the onerous
task of protecting the forest and the folk who reside there. They Of these older trees, some few lived on. Bastions of the Days before
call themselves the “Rangers of the Knot” for they meet in a glade Days they settled in quiet places. Some served as gateways to the
wherein two ancient trees have wrapped their boles around each land of Faerie, and some, like the Great Tree, were venerated. But
other. Only recently has the Druidic Council recognized the others retreated into the wastes of the world. Gristlebones was one
rangers. The Council promised to deliver them a sapling offspring such tree.
of the Great Oak to heal the Darkenfold.
His years of wandering ended in the deeps of the Darkenfold.
The rest of the vast forest provides hunting ground for those There, he rooted in a foul nest at the base of a bottomless pool
creatures whose motives and concerns are little bent towards the of stagnant water. The pool lay hidden in the cleft of a bramble
good of men. Evil goblins band together and roam the forest. covered hill, called Thorny Hollow. Within the Hollow the foul
The most notorious of these foul goblins have taken up residence stench of decay hangs like morning dew. This place of ancient evil
in a thicket of bramble and trees to the south called Broken Vale. bears twisted briars upon broken ground of slate. Pools of slime
Their leader, Horntooth, is intelligently wicked and merciless. and stagnant water pollute the area and attract little life.

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.

The Mortality of Green 3


Quagmire Travel in the Darkenfold
Quagmire is a troll lord. As intelligent as he is large, it is speculated The roads through the Darkenfold offer easy travel. Leaving the
that Quagmire is the offspring of a giant and a magical weird, for roads, however, invites danger.
his mind is quick and agile, unlike his slow witted ilk.
Numerous animal and brigand paths criss-cross the forest. These
Quagmire accidently stumbled upon Gristlebones. After a notorious trails end suddenly or lead travelers into the deeps of the
harrowing battle with a band of elves, he escaped into the Hollow forest where they become lost.
and fell into Gristlebones’ pool. To avoid being killed he submitted
to the old tree, they made a simple alliance. Quagmire feeds and The Castle Keeper should take into account the old and young
keeps Gristlebones alive. Gristlebones guards Quagmire’s treasure, growth forest. Along the Darkenfold’s edges, where the tree
listens to the forest, and imparts the information to the Troll. line meets either the plains, the Rodope Mountains, the Shelves
of the Mist or the Soup Marsh, the forest is a mixed tangle of
Quagmire has gathered together a strong pack of ruffians and thugs undergrowth and young trees. Travel there is drastically reduced.
in hopes of one day ruling the Darkenfold. This band consists of Branches and briars inflict numerous cuts and scraps, and offer
7 ungern, 4 ogres, 18 orcs and a pack of worgs. The orcs are continuous annoyance to those heavily armored.
captained by Mrodox the Shaman, who led his ‘boys’ away from
the infamous Marauding Butchers and linked up with Quagmire Once past the forest’s edges, the old growth offers easier travel. The
for personal gain. Quagmire’s closest friend is a malicious dark large trees are spaced far apart, and have long since choked out any
faerie named Gilliam. undergrowth. Here, the ground is not affected by the sun. Moss
grows in abundance and small pools of water are common. The air
Quagmire’s band is maintained by his strength. The orcs owe is cool and fresh, the ground moist. Even so, the inexperienced can
their loyalty to their Shaman, and Gilliam to Quagmire only. The easily become lost. The shape of the forest does not change and
ungern are fiercely loyal to Quagmire and will serve him to the seems to stretch on forever with few discernable trails.
last. The ogres are indifferent, and so long as the going is not
hard, they will stick it through. The Castle Keeper should keep
these internal difficulties in mind when counteracting the players Wandering monsters
moves or planning further traps. Orc and ogre moral, always shaky, The Darkenfold is deep and wild. There are many creatures, other
should be rolled regularly. than those mentioned, that live in the forest. The Castle Keeper
should check for wandering monsters whether the characters are
Quagmire settled his troop in a broken vale outside of Thorny off trail or on the road. Only near Ends Meet are encounters
Hollow. This swampy region is a damp, inhospitable place. Thick unlikely. The Castle Keeper should be careful, however, because
bramble and old trees mingle in broken gullies with pools of sludge the pursuit of Quagmire is no easy task and the addition of too
and rancid water. Insects and reptiles abound, pestering any who many wandering monsters could seriously slow or cripple the flow
become lost there. Quagmire named the vale the Flies Den, and of the game. A 1 on a d12 signifies an encounter. Encounters
built a fortified encampment. A small cleft, hidden by vines and should be rolled six times during the day and six at night.
brush, slices into the rear cliff of the Den. There Gristlebones
resides. Encounters in the Darkenfold
1 Ungern (see page 14.)
2 Hill Giant (His vital stats are HD 9d8, HP 45, AC 17. He
Gilliam is chaotic evil. His primary attributes are physical. He attacks
Gilliam has only recently returned to Quagmire’s side. Having with 2 fists for 1d8 points of damage each or giant club for
learned of the sapling’s transportation through the forest, he seeks 2d8. He is able to throw boulders for 2d8 points of damage.)
to garner the aid of the troll lord in capturing the sapling and 3 Human (see below)
selling it to the highest bidder. Gilliam is unaware of Gristlebones’ 4 Will-O-Wisp (Its vital stats are HD 9d8, HP 50, AC 29.
designs. Quagmire, however knows Gilliam’s motives. Quagmire It is chaotic evil. Its primary attributes are mental. It has
plans a joint lordship over the Darkenfold between himself and darkvision 60 ft, immunity to magic & natural invisibility. It
Gristlebones. He will use Gilliam’s cunning to achieve it, and then attacks with a shock touch for 2d8 damage.)
will turn on Gilliam. For more details on Gilliam see Act III, The 5 Wild animal (see below)
Flies Den. 6 Spider, medium 1-4 (Their vital stats are HD 3d8, HP
18, AC 15. They are neutral. Their primary attributes are
Corrupting the Sapling physical. They attack with a bite that inflicts 1d6 points of
The sapling must grow at the feet of Gristlebones for seven damage + poison- save vs. constitution or take another 1d4
days before it will meld with the old tree. After two weeks, the points of damage + paralyzation for 2d6 hours.)
sapling will die if pulled from the ground. However, the sapling 7 Horntooth’s band (see page 10.)
must remain undisturbed for a full month before Gristlebones 8 Orcs (Their vital stats are HD 1d8, HP 6, AC 13. They
gains complete control. In order to rescue the sapling after the are chaotic evil. Their primary attributes are physical. They
melding has begun, the characters must destroy Gristlebones and attacks with scimitar or axe for 1d6+1 points of damage.
rehabilitate the Hollow. They carry leather armor, small wooden shield and 1d4 gp
and 2d12 sp.)

4 Castles & Crusades


9 Exotic (see below)
10 Dark faerie (see page 14.) ACT I
A Human encounter consists of either a Ranger, a villager, or evil
brigands. A ranger openly offers his aid as a guide. A villager
Upon the Westerling
requires a substantial reward and flees at the first sign of trouble.
Brigands are always in encountered in groups of 2-8 and judge Greenbriar Village
the relative strength of the party. They attack only if a reasonable The party arrives at the Darkenfold from the east, via the Old Post
chance of success exists. Otherwise, they run away. Road.

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.

Gilliam (This is a chaotic evil, dark fay level 4 rogue whose


vital stats are HD 4d6, HP 21, AC 13. His prime attributes
are intelligence and dexterity. His significant attributes are are
intelligence 16, wisdom 14 and dexterity 15. His special abilities
are darkvision 60 feet, Spells & Spell Resistance 18. Gilliam wields
The Mortality of Green 5
Once you scatter the worgs and determine that the village is secure,
you are drawn to the cart by a moaning voice. A quick investigation
reveals a heavily wounded man lying underneath the overturned cart.
His white robes are torn and soiled. His hand futilely clutches a scrap
of parchment.
The man is Cornelius the White Druid, messenger of the High
Council, who they entrusted with delivering the sapling to the
Ranger’s Knot. He is grievously wounded. He pleads with the
party to listen to him:
“Time is pressing,” he explains, “a troll has stolen my charge, the
sapling, an offspring of the Great Tree. You have no doubt heard of
Quagmire! A foul beastly troll who has stalked these woods for many
a year. He is evil and powerful and commands a large following of
rogue ogres and brigands. Worse still, Quagmire leagues with that vile
and nefarious orc Shaman, Mrodox. Together, they shall unmake
us all. Their evil knows no bounds and if they plant the sapling and
raise it to their own wicked intent, then the Darkenfold, the whole of
this wondrous forest will, in time, be corrupted. They will turn it into
something altogether unspeakable. They will destroy all that is good
here.”

Coughing a little, he continues, his strength almost spent, “These are


my final breaths, and I do most earnestly plead with you to take up
the trail of the fiend, recapture the tree, and deliver it to the kind
folk of Ends Meet and the noble rangers of the Knot. Beware of
Quagmire, he is fast witted and tricky, and he will destroy you if he
a mace and poisoned dagger that does an additional 1d4 points of learns you cross him”
damage if the victim fails their saving throw.
Cornelius desperately urges the piece of parchment toward you.
Dark Fairy take many shapes and forms. Generally, they are small
winged creatures with mottled dark green skin. Frequently they take Refer to Handout 1 contained in the back of this book for the
the shape of deformed gnomes. They are outcasts from the land of contents of the letter.
Fairy and for this reason, they hate beauty of any sort. Dark fairy
have a hatred, which borders on fear, of birds. Why this is, no one The party, particularly a ranger or druid, should be encouraged to
knows. They work to undo all that is good in the world and they heed Cornelius’ plea for aid. Any good character should feel a
long for the return of Unklar and the Age of Winter’s Dark. sense of duty toward the fallen druid and for the captured sapling.
They should be made to understand the consequences of the seed
Dark fairy rarely stand and fight unless they feel that they have a of the Great Tree being turned to evil. If, however, the party seems
better than average chance of overcoming the enemy. They prefer reluctant to pursue the giant, the CK should hint that Quagmire’s
hit and run tactics that keep an enemy unbalanced, gradually band is rumored to possess a large treasure trove which includes
weakening them until chances of a successful attack improve. Dark magical items.
fairy have the ability to polymorph self twice each day as a 7th level
caster. They also have the following spell like abilities which they If the party heals Cornelius then he will join their band if asked.
can perform once per day as 4th level casters: fairy fire, obscuring Otherwise, he continues to Ends Meet and tries to rally support
mist, entangle, pass without trace, light and silent image.) from the rangers.

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

6 Castles & Crusades


supplies they will need (within reason, any attempt to overburden in the far off lands of Aachen. His beer is famous for its stout taste
the tiny community will make the inhabitants unruly and not very and flavor. “I never liked a Beer I couldn’t chew!” He welcomes
helpful). The Rangers will offer a guide, but he will only be able to any and all to his tavern, charging a fair price for room and board.
navigate the center part of the forest having no knowledge of its He has outbuildings for rent, but the tavern serves for most folk,
southern stretches. who pay three silver and curl up in front of the great fire.

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 Mortality of Green 7


guides. But, if the party demands ransom in exchange for aid, there
will be little forthcoming from the villagers. The Battle Mound
The Westerling River, widened to 30 yards, spills into a broad valley
If the party continues the adventure, the Castle Keeper should filled with bramble and a thick copse of maple trees. The river coils
proceed to Act II, The Pursuit. The only alteration being the to the south and west. The trail turns from the river bank to the
passage of the time it took to travel to Ends Meet. valley’s center. As you approach, the trees give way to a wide clearing
dominated by a hill sized mound of earth, no doubt, some long
forgotten battle mound. The tracks lead to the mound’s crest. Once
ACT II there, you see the expanse of the valley as it cuts through the forest.
A meadow of gentle grass and wild flowers stands in stark contrast

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.

8 Castles & Crusades


South of the battle mound, you spy a worg lurking in the brush, upon As you approach the fire you spy a tiny man, a gnome, crouched
seeing you it howls and barks and gnashes its teeth, but suddenly turns over the flickering flames. He is sallow with a broad face, wide
and dashes into the forest. Following the beast you find the troll’s trail deep eyes and thin lips. He is naked but for a long orange hat placed
and you head along the banks of the Westerling River once again. As haphazardly upon his head. He holds a skillet over the fire, the fish
before the troll has made little attempt at hiding his tracks. The forest within are swimming in butter and sizzle and pop, emitting a mouth
becomes thicker and more tangled as you leave the old growth and watering smell. He looks up at you, beckons you over with a wave of
journey into marshy land. Briars and bramble catch at your clothes his hand. “Come, come,” his gravely voice shouts to you, “come in to
and tangle in your equipment. Insects begin to hound you. The trail join me! Would ye be wantin some fish to eats?”
wanders into the depths of the Darkenfold. Ian welcomes the party and offers them all manner of fish, cooked,
half cooked or raw. He talks incessantly, only pausing long enough
Upon the trail, less than a mile from the Battle Mound, the party to breath. If the characters interject then he waits for a moment
comes across a crude sign nailed to a tree. It reads: and starts speaking again. Only mention of the sapling will bring
him up short. Once the tree is mentioned, however, his demeanor
changes and he becomes serious.
cowards
a bandan yu chase of us “Nie, tis not my business what ye do with your time but ye’ve taken
up a goodly quest indeed. Loss of the stripling tree would be dire. The
yu cannot have the tree frost of the Winter’s Dark would return to the forest and all would
try and yu die be frozen in time, as it was under the horned one. For ye see that the
troll has darker allies than some fool orcs. He’s bound himself to the
A ranger notices that the number of the band has changed on a service of an ancient and altogether evil tree, called in your tongue,
successful tracking check (CL 2). Gristlebones. This malevolent creature has sat in the forest deeps
for untold years brooding on the evil that was and the evil he will be.
With the sapling, he’ll be able to rule over the forest whole and maybe
The Fisherman even beyond.
The trail leads deeper into the forest. With darkness approaching
“But I say you’re headed in the wrong but right direction. The troll
the party is becoming exhausted.
lord and Gristlebones dwell to the east. Where your bound is to the
lair of Horntooth the goblin in the north. A crafty fellow this one, but
As the party moves further south the forest becomes more
he hates the troll more than all other things and would see the troll
inhospitable. The bramble grows thick and the trail hard to
killed and the Gristlebones cut to the root! So follow these fool worgs
follow. Though they rarely see them, they know the worgs dog
and their black masters to the lair of the Horntooth and see what right
their every step. They weave in and out of the brush following
you can make of this wrong!”
trails unseen and bark to one another. As evening comes, the
dark trees become darker still and the forest seems to crowd them, Ian gives little more in the ways of information. He’s grown tired
herding them along to an uncertain doom. Eerie howls echoe from and wishes to eat his fish. Besides, he is mad and cannot keep his
the gloom. Stumbling along the trail they see little that would mind focused on any one subject for very long. So he commences
serve as a suitable camp site. The bramble is too thick, the briars to babble about his fish, catching his fish, cooking his fish, and
too plentiful. Clouds of mosquitoes join them and hound them eating his fish. He offers the party use of the glade as a campsite.
mercilessly. After eating he will dive into the creek, go beneath the bank and
into his lair. He will not come out until the party leaves.
As your frustration grows you are stricken by the smell of fire and
cooking fish. A moment later you spy a small flickering light just Ian will use a vanish spell if attacked, the only magical power left
off the path. Peering into the gloom you see an ancient gnarled oak to him. He has nothing of value but for the fish in bags about his
leaning over the mouth of a small burbling creek, its bark, blackened hole.
with age, is chipped and hangs loosely upon its bole. The fire is at its
feet.

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.

The Mortality of Green 9


Horntooth is no fool and he prizes his life above everything. He Passage through Broken Vale is difficult. The undergrowth is thick
has been at odds with Quagmire on a number of occasions and and entangling. Unless a druid is able to help the party through the
hates the troll. He immediately suspects the ungern’s motives. tangle, their movement will be halved (except for elves) and the
This does not, however, remove the threat which the party poses. goblins will receive a +1 on their surprise roles.
So he will raise his band for battle. If the opportunity presents itself
Horntooth tries to make a deal with the party. The ungern do not remain to learn the outcome of the encounter.
They head to the Pig’s Trail, which leads to the Flies Den. It is a
The fleeing ungern and worgs lead you into a dense part of the forest. two day journey along the Pig’s trail to Quagmire’s lair.
The tangled underbrush slows your movement. The ground begins to
slope and the briars become even thicker. As your frustration mounts, Horntooth (He is a lawful evil, goblin whose vital stats are HD
you break into a large clearing where a warren of small inter-connected 2d8+2, HP 11, AC 15. His primary attributes are physical. His
mud and grass huts greets your astonished gaze. The ungern are plain special ability is darkvision 60 feet. He carries a +2 horn bow. If
to see, conversing with a small humanoid, carrying a short horn bow. forced to melee he fights two handed with a hand axe and a +1
His skin, as green as the leaves around him, is covered in blue tattoos. dagger. He has a familiar as well, the crow Xilb. Xilb serves as
He wears a dark red hat, a shirt of mesh chain and curled boots. A Horntooth’s eyes and ears when he is stalking prey. Horntooth’s
black crow flaps around him, cawing at your presence. Slowly, the treasure is hidden in a chest, underneath a rubbish pile of the
creature turns to you, peering at you with pale yellow eyes. Obviously central hut (10 platinum, 350 gold, five gems worth 25 gold each,
you have been led into a trap, a goblin warren! 600 silver, an enchanted +2 horn bow and a scroll with 3 magic
spells.)
Horntooth’s clan consists of 31 goblins and 5 wild boars. All 31
goblins will not be at the lair. A dozen goblins and two boars are In battle the goblins use darts, small crossbows and blowguns to
out raiding or hunting. Horntooth and his goblins will flee into harass the party. At close quarters, they use knives, axes and short
the surrounding woods to regroup. Due to their small size and swords. They will harry an enemy until they overcome them or
knowledge of the area, the brush does not impede their movement. drive them out of the Vale. At no time will the goblins stand and
Once regrouped, the goblins harass the party under the cover of suffer losses. If some become bottled up, their comrades desert
night and attempt to steal from them or overtake them. Three of them. If Horntooth is killed, the goblins scatter. They fight using
the wild boars always stay with Horntooth. hit and run tactics and prefer to catch their victims in the open.
There is nothing in the village they will die to defend.
Horntooth should be played carefully. He is intelligent and does
not want to lose his band. Horntooth can be bought off and will 31 Goblins (Their vital stats are HD 1d8, HP 3 each, AC 14.
offer his assistance against the troll. He knows about the Hollow They are lawful evil. Their primary attributes are physical. Their
where Gristlebones is rooted. He also knows a secret way into the have darkvision 60. They attack with claw for 1d4 points of
Hollow which circumvents the Flies Den. Horntooth will supply damage or by weapon for 2-5 points of damage.)
guides or give directions to the secret entrance for a substantial
reward, or for part of the troll’s treasure. Three of the boars are always with Horntooth. He and two of his
sub-chiefs can ride them if needed. Otherwise, they serve as watch
dogs and guards.

5 Wild Boars (Their vital stats are HD 2d8, HP 9, 10, 10,12,


15, AC 16. They are neutral evil. Their primary attributes are
physical. Their have twilight vision. A boar attacks with its
tusks to gore for 2d6 points of damage.)

The Pig’s Trail


Having dealt with the goblins, you pick up the trail south of the goblin
lair. Here, a narrow foot path leads you into the dense undergrowth to
which you have become accustomed. You follow the path as it winds
along the edge of a broken cliff. Trees have grown up around the
cliff, from crevices, and along the edge. Bravely you follow the easily
discernable tracks before you.
The Pig’s Trail is an east-west trail in the southern part of the
Darkenfold. The path is narrow and skirts the edge of a broken
cliff. The party must travel single file. It stretches from the
Southern Way near Ends Meet, through the Broken Vale and
the Downs, and on to the Flies Den (see map for details). In the
Vale, the Pigs Trail offers many places for an ambush because the
thick undergrowth crowds the path enough to allow even a large
creature to hide almost completely unnoticed.
10 Castles & Crusades
Once the trail winds into The Downs, the forest becomes old
growth and the underbrush almost completely disappears. Travel
Act III
is much easier and the party can spread out as they wish.
Flies Den
If still alive, the ungern take less than two days to reach the Flies The trail curves into a valley of broken cliffs and thick boled trees.
Den. They rest only a few hours during the height of day, and The foul stench of rotting meat gives you an unpleasant greeting.
they make no effort to disguise their trail. Any remaining worgs Footprints, garbage, discarded bones, and trees hewed by wickedly
lag behind and watch for signs of pursuit. Upon sighting the party, notched blades evidence obvious signs of passage. Pasty yellow light
the worgs slip back to Quagmire. To keep the party on their toes, trickles through the overhanging branches. The sunlight does little to
the CK should allow one of the party members to spot a worg as it break the gloom. The valley stretches on into the distance, noticeable
flees into the woods. Due to their speed and agility in the difficult only as a dip in the forest. Thick growth and high bluffs belie any
terrain, pursuit and capture of the worgs will be impossible. effort at finding another entrance. Everything is quiet.
Quagmire chose his den well. The valley has only two entrances,
The party, however, will take four days, three if they force march,
one in the west, where the party enters, and one in the east.
to arrive at the Flies Den. Unless forewarned, they unknowingly
The valley walls consist of steep cliffs and a thick tangle of trees
enter Quagmire’s lair. Successful tracking will reveal an increased
and brush cultivated to keep out wandering monsters. These
amount of foot traffic and refuse and should alert the party.
effectively bar the Player’s from entering outside of magical means.
A creek bubbles up in the valley’s center, giving Quagmire fresh
water. Though no traps are placed at the valley’s door, Quagmire
always keeps the entrance watched.

Being forewarned, Quagmire has increased his watch. Gilliam lies


under some rocks with 4 ogres hidden in the trees a hundred yards
behind him. The worgs, if any remain, have been placed outside
the valley, to come at the dark faerie’s call. If the party enters the
valley, Gilliam will spring upon them at the last moment. At his
call, the ogres and worgs emerge and rush into the fray. The worgs
reach Gilliam in two rounds and the ogres in three.

The Mortality of Green 11


Gilliam is a foul looking faerie, gnome-like in appearance. A If the party makes a determined show of force or uses an area
plague scarred his already ugly face when he was a child. He covers of affect spell, the orcs, leaderless for the moment, scramble for
his unkept armor in a mangy, once white, goatskin vest, the dirt the cliffs, trying to climb out. If left alone, they will eventually
and smell of which match the dirt and smell of Gilliam himself. His scramble out; if not, they turn and fight until they are overcome.
orange colored hair hangs about him in greasy curls and his beard is The three orc guards rush for their master in the Hollow. They will
spiked into two forks. For Gilliams stats see Page 5-6. only return to the fight if Mrodox leads them (see below). As soon
as Mrodox returns, any orcs remaining in the hollow rally around
He is a rogue, but very skilled in combat. His great speed allows him. They fight until he is killed or a third of their number falls, at
him to use two weapons without penalty. He wields a mace and which time they flee.
poisoned dagger.
The remaining ungern rush the party and call for Quagmire. If any
Gilliam, next to the ungern, is Quagmire’s most loyal follower. orc guards happen in the way, the ungern set upon them until they
He serves the troll lord without question and unless he is in run or perish. The ungern will not give ground nor flee until told
some manner ensorcelled, he cannot be convinced to turn on the to do so by Quagmire.
troll. Gilliam possesses a general knowledge of the forest, and
an intimate knowledge of the Flies Den and Quagmire’s band. 7 Ungern (Their vital stats are HD 2d8, HP 8, 9, 9, 10, 12,
He has no love for Mrodox or the orcs, and little compassion for 13, 15, AC 14. They are lawful evil. Their primary attributes
the ogres. He respects the ungern only for the sake of Quagmire. are physical. Ungern have twilight vision and a spell resistance of
He cares little what happens to the sapling. Gilliam will attack 2. They attack with either 2 claws for 1-2 points of damage, or
elves, gnomes, and halflings first because, like all dark faeries, he gore for 1-6+2 points of damage, or with weapon. They always
possesses a passionate hatred of these races. favor chopping or cutting weapons, i.e. axes, bardiches, cleavers
and the like. All the ungern are armed with battle axes and maces.
Gilliam fights to the death out of loyalty to Quagmire. The ogres The leader fights two handed wielding a broken glaive and an axe
and worgs, however, will break and run if the fight goes against in combat. They are wearing bits and pieces of chain, scale and
them. leather armor. Collectively the ungern have 7 platinum, 45 gold
and 200 silver, the leader has a jeweled ear ring worth 25 gold.)
4 Ogres (Their vital stats are HD 4d8, HP 12, 14, 17, 21, AC
16. They are chaotic evil. Their primary attributes are physical. 18 Orcs (Their vital stats are HD 1d8, HP 4 each, AC 13 They
They have darkvision 60 feet and twilight vision. They attack with are chaotic evil. Their primary attributes are physical. Orcs have
fists for 1d10 or hurl boulders up to 100 feet for 1d8 damage. They darkvision 60 feet and light sensitivity. They attack with either claw
are carrying pouches and animal skin sacks. Collectively the ogres for 1d4 points of damage or scimitar for 1d6 points of damage.
carry 15 pp, 120 gp, 300 silver and a necklace worth 150 gp.) They generally use cleaving weapons in combat. Collectively the
orcs have 36 gold and 129 silver.)

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.

12 Castles & Crusades


Mrodox (He is a chaotic evil level 3 orc shaman/cleric whose Pushing aside the thorny curtain exposes a wide cleft in the
vital stats are HD 3d8, HP 14, AC 14. His primary attributes rocks. Beyond you see the sapling, its tiny stem thrusting up
are physical. His special abilities are dark vision 60 feet and light toward the light which shines into the canyon. The sapling
sensitivity. He wields a +2 crowbill (hammer) in combat and stands about two feet high, its budding green leaves sprouting
wears scale mail armor. He carries a holy symbol of the god Unklar from small branches. It nestles at the foot of an old, leafless
on a leather thong, hanging off his wrist. He has this same symbol tree which twists above you, thirty feet high. Long vines
tattooed on his forearms. His cleric spells are 0-3, 1-2, 2-1; 0-Detect hang limp from its high canopy. A great split at its summit
Good, Detect Magic, Light; 1st-Curse, Command, Protection from looks sinister and emits a small cloud of steam. The valley’s
Good; 2nd-Darkness. He also has the orc band’s treasure in a chest ancient decay originates here.
in his hut: 25 platinum, 300 gold, and 400 silver.)
Gristlebones is not a strong Sentient. He will be easy to catch
- The Mortality of Green unaware, 5 in 6 chance, for his attention is on the little sapling.
His fighting abilities are greatly reduced due to extreme age. He
will fight to keep the sapling. If he feels that he cannot win alone,
he emits a loud shrill shriek as if calling for aid. None will be
The Hollow forthcoming because the Quagmire was the last of his allies.
Once the party has overcome Quagmire and Mrodox, they easily
locate the path which leads to Thorny Hollow from the many
Though Sentients can normally move, Gristlebones is so old and
tracks leading under the canopy of hanging brush and briars. The
decrepit that he cannot. He would have fallen over, doomed to a
path cuts through a thin valley of broken slate and rock for about
life of slow rot, had Quagmire not saved him. He has sat in Thorny
a mile. Horntooth’s secret trail leads into this path (see map). It
Hollow for so long that his shallow roots have dug into the muck
ends in an enclosed box canyon filled with refuse. Gristlebones will
beneath the small pool of stagnant water.
be inattentive at first, so his cloud of gas will not be expelled prior
to the party seeing him.

The Mortality of Green 13


His age has also affected his defense. His normally thick bark has
rotted away and only a pulpy shell remains. APPENDIX
Gristlebones (He is a chaotic evil sentient tree whose vital stats
are HD 12d8, HP 58, AC 13. Its primary attributes are both
physical and mental. Despite his age, Gristlebones is still very
powerful. Four of his branches remain strong enough and limber DARK FAERIE
enough for attacking. The branches can take up to 2d8 hit points NO. APPEARING: 1, 6-12,
of damage, this is separate from the trees overall hit points. They 20-100
each have an armor class of 13. The sentient has a tremendous SIZE: Medium
magic resistance due to his age, SR 12. Elemental attacks, however, HD: 3d8
(such as lightning) do double damage; extreme cold shocks the tree MOVE: 20 ft., 30 ft. (fly)
into a state of dormancy until it is thawed. Due to his vile nature, AC: 15
Gristlebones is particularly vulnerable to purification spells. A ATTACKS: Weapon (weapon)
purify water spell cast in the pool where Gristlebones is rooted will SPECIAL: Darkvision 60 ft.,
cause the old tree to lapse into a dormant state unable to defend Twilight Vision, Spell-Like
himself or the sapling.) Abilities, Hide, Rogue traits
SAVES: M, P
INT: High
Conclusion ALIGNMENT: Chaotic Evil
TYPE: Fey
You have proven yourselves foresters of great skill and have bested the
TREASURE: 3
greatest of the Darkenfold’s evil inhabitants. The rescued sapling can at
XP: 90+3
last be delivered to the rangers at Ends Meet or, at the very least, allowed
to grow here in the Hollow. And if that is not reward enough, amidst the
Dark Faerie are outcasts from the land of Faerie and for this reason,
tangled webs of the old tree’s roots, you find Quagmire’s horde.
they hate beauty of any sort. Dark Faerie take many shapes and
forms. Their natural form is that of a small winged, humanoid
Quagmire’s horde rests in heavy sacks stuffed beneath the tree’s
creature, mottled dark green in color. They have long faces, with
roots (In all he has the following: 6,000 gold, 12,000 silver +2long
deep set eyes and usually horrible teeth. Occasionaly, they take
sword, +1 spear, +3 chain mail, everburning candle (gives clerics a +1
on the shape of deformed gnomes. They are found in most climes
to wisdom), boots of stealth, and a spell-slingers book; Rachel’s Mystic
and almost any terrain, however, the much prefer deep, temperate
Tome: four 1st level spells, one 2nd level spell and one 3rd level spell.)
forests where they live in dens or warrens dug beneath the roots
of very old trees. Dark fey are violent creatures and do not work
The Castle Keeper should take note of the amount of time which
well with one another. When encountered in large groups there are
has passed as mentioned in “Corrupting the Sapling” in the
always several factions that frequently fight one another.
Synopsis.
Dark fey work to undo all that is good in the world and they long
for the return of Unklar and the Age of Winter’s Dark. They tend
Continuing the Adventure to seek out powerful, evil creatures and aid them against other
After the defeat of Quagmire and the rescue of the sapling, the lesser folk. They love to steal and rob human establishments and
party may wish to further explore the Darkenfold. The forest offers are frequently responsible for kidnaping the young.
many opportunities for adventure. These include: delivering the
sapling to the rangers and assisting them in planting it, complicated Dark Faerie have an inexplicable hatred, which borders on fear, of
by the machinations of Mrodox (if he escaped); tracking down and birds.
driving Horntooth’s band out of the forest; and an exploration of Combat: Dark Faerie rarely stand and fight unless they feel that
the Broken Steppes region. they have a better than average chance of overcoming the enemy.
The prefer hit and run tactics that keep an enemy unbalanced,
gradually weakening them until chances of a successful attack
improve.

Polymorph: Dark Faerie have the ability to Polymorph Self twice


each day as a 7th level caster.

Spell-like Abilities: They can cast, as a 6th level wizard, the


following spells once per day – obscuring mist, entangle, pass without
trace, light and silence image.

Rogue Traits: Dark Fey have all first level rogue abilities and act
as 5th level rogues.

14 Castles & Crusades


TROLL LORD UNGERN
NO. APPEARING: 1-4 NO. APPEARING: 1-8, 10-100
SIZE: Large SIZE: Medium
HD: 9d10 HD: 2d8
MOVE: 30 ft. MOVE: 30 ft.
AC: 18 AC: 14
ATTACKS: 2 fists (1-4), Bite 2d6, Weapon (weapon) ATTACKS: 2 claw (1-2), or gore (1-
SPECIAL: Rend, Darkvision 60 ft., Twilight Vision, 6+2), or by Weapon (weapon)
Regeneration 2 SPECIAL: Twilight Vision, Spell
SAVES: P Resistance 2, Hide
INT: Average SAVES: P
ALIGNMENT: Evil INT: Average
TYPE: Giant ALIGNMENT: Lawful Evil
TREASURE: 9 TYPE: Humanoid
XP: 1700+9 TREASURE: 1
XP: 30+2/chief 120+4/battle lord
Troll Lords are rare, solitary creatures, never traveling in groups 200+5
larger than four. They are massive, averaging about 12 feet tall,
their huge bellies only matched by their large hands and feet. In the black days of the Winter Dark when the Horned God,
They take pride in the great tusks that sprout from the tops and Unklar, ruled the land, the ungern issued forth from the fortress of
bottoms of their jaws, often decorating them with bands of gold, Aufstrag. They served Unklar as soldiers and captains, and spread
iron, silver or other precious metals. They prefer little clothing, his evil throughout the lands. Some say that they were born of a
usually restricting themselves to loose pants, loin clothes and the union between the dark fay and wild evil men enslaved in Unklar’s
like. They hang their battle trophies from chains or ropes they loop service, but this is not true, for the ungern are the children of the
about their arms, legs, chests or shoulders. horned god. They were created from his own malice and caste in
his image. In those far off days Unklar bore with him a great despite
Troll lords inhabit wilderness regions where they are not likely to of power from the Void and with it he fashioned the ungern. He
be disturbed. Occasionally they raid farming communities for their caste their molds and breathed life into them. So they are still
favorite food, billy goats. They much prefer raw meat to cooked, born, in the deep pits of Aufstrag by the Witch Queens and other
but on occasion make large stews of rotten vegetables, meats and servants of his that remain in the world.
spices. Troll lords are evil with a mean disposition. They keep to
themselves and avoid contact with others. They are of average Whatever their origin, they are always the same, possessing an evil
intelligence, but can see in the dark as easily as they can in the day and an undying lust for destruction. The ungern are devil like in
and have keen senses of smell. appearance. Their shape mimics the guise of their maker, Unklar.
They stand about 6 feet on average and are generally humanoid
Troll lords are immortal. Though they can be slain by mortal in shape. They have dark brown or red skin. Their hands are
means, they do not die. Rather, as they age they become weighted clawed, their feet cloven hooves. They have wolf like heads with
down with their life’s accumulated evil so that eventually they long tooth-filled snouts. Long black horns adorn their brows.
cannot move. In time they root the weight of their life’s work
becomes so great that they are unable to move. They become still Ungern travel in organized units ranging from 10-100. For every
as trees, waking only long enough to visit some evil on whatever 10 encountered there is at least one sub-chief with maximum hit
unfortunate creature happens to sit upon their rooted feet. points and an AC of 15. If two or more of these sub-chiefs are
encountered there is always a chief with 4d8 hit points (minimum
Combat: In combat they use small trees for clubs or crude stone 18 hit points) and an AC of 16. If 100 are encountered there is an
axes. They also use their huge fists to pummel an opponent ungern battle lord with 56 hit points, AC 18 whose weapon does
senseless or squeeze them like fruit. 2-12 points of damage. Battle lords are extremely intelligent with a
superior intelligence and are skilled tacticians.
Rend: If the troll lord scores two successful hits with his fists, he
can grab an opponent an opponent in a bear hug or pummel him Combat: In battle, they are always dress in armor, helms and
(CK’s choice) for an extra 3d6 points of damage. shields. They wield axes and other heavy cleaving weapons such
as bardiches or halberds. Their archers are famed for using great
Regeneration: Three rounds after a troll lord suffers damage, horned bows, and though they can only fire one arrow a round the
its body begins to repair itself. Trolls regenerate at a rate of two damage they do, 2-16, more than makes up for it. If there are more
hit points per round. Trolls cannot heal damage caused by fire or than one they always fight as a unit, speaking their own guttural
acid. Unlike other trolls if a troll lord is killed, dropping to below language to communicate actions. They do not surrender unless
negative 10, regardless of the method of being killed he does not ordered to by one of their captains and will always fight to the
regenerate. Meaning to say that it is not necessary to burn troll death. They hate dwarves above all creatures and spare them little
lords to destroy them. mercy. Ungern are not prone to unnecessary cruelty, nor do they
torture their enemy. Rather, the slay them out of hand.

The Mortality of Green 15


Unto Cornelius the White,

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

16 Castles & Crusades

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