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Castle Zagyg - Yggsburgh - Town Halls

Castle Zagyg - Yggsburgh - Town Halls

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100% found this document useful (6 votes)
1K views49 pages

Castle Zagyg - Yggsburgh - Town Halls

Castle Zagyg - Yggsburgh - Town Halls

Uploaded by

Gabo218
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CASTLE ZAGYGTM — YGGSBURGH: TOWN HALLS DISTRICT

BY JEFFREY P. TALANIAN
CONTENT EDITING: JON CREFFIELD
ART DIRECTION/ CARTOGRAPHY DEVELOPMENT AND COVER: PETER BRADLEY
With special thanks to:
Jeffrey Binder, Don MacVittie, and Lori MacVittie, for creative collaboration.
Robert “serleran” Doyel, for co–creating the “man–catcher” monster found in the appendix of this volume.
Jon Creffield, for making it all make sense. Gary Gygax, for direction and inspiration.

P.O. BOX 251171 LITTLE ROCK, AR 72225


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EMAIL:[email protected]
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Reserved, C&C, Castle Keeper, SIEGE Engine, Troll Lord Games, and the Castles & Crusades, SIEGE Engine, and Troll Lord Games
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Trigee Enterprised 2007. All Rights Reserved. © 2007Trigee Enterprises Company. All rights reserved.

ISBN N/A Printed In The United States of America


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dialogue, incidents, language, depictions, likenesses, concepts, world NOTICE portion of this License to include the exact text of the
Author Jeffrey Talanian
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YGGSBURGH TOWN:TOWN HALLS DISTRICT
TABLE OF CONTENTS I. OVERVIEW OF TOWNSFOLK AND STREETS
INTRODUCTION 2 Disambiguation — Knighthood: Throughout this module you will find
I. OVERVIEW OF TOWNSFOLK AND STREETS 2 “knights” that are not of the knight player character class as listed in
the Castles & Crusades PHB. “Knighthood” is a title of nobility that
II. YGGSBURGH MUNICIPAL STOREHOUSE BLOCK 5
the Lord Mayor may bestow upon any person of gentle–born status
III. OFFICIAL ENTERTAINMENT BLOCK 8 he chooses to thus honor.
IV. GOVERNMENT CENTER 20
V. THE WORKHOUSE 36 TOWNSFOLK

Tmany are simple townsfolk who are unclassed, though not without
APPENDICES 40 HERE ARE NUMEROUS PEOPLE described in this volume, and

INTRODUCTION ability. They are as follows:

Tis the government center of town, with official entertainment, mu-


HE TOWN HALLS DISTRICT of the Free Town of Yggsburgh
ACADEMICIAN, PROFESSOR (These are 0 level humans whose vital stats
are HP 4, AC 10. They are Knowledge Specialists in their respective
nicipal warehousing, and correction facilities. Among the many locations
professorships, and perhaps more. The equipment they typically use is a
of this sector are the town Hall and courts, the gaol, the workhouse, the
cowled gown of navy blue with gold trimming, a gold skullcap with colored
library, town museum, a major inn, a theater, and a menagerie.
piping and tassel that indicate school of professorship, a featherstaff*, and
The size of this sector belies its scope, for here the bold adventurer may 4d4 pieces of gold in mixed coin. Senior faculty also wear a gold shoulder
seek legends and lore of the East Mark (including those pertaining to a cape embroidered with a torch burning red.)
certain Mad Archmage), meet prominent town officials, and, should the ACADEMICIAN, STUDENT (These are 0 level humans whose vital stats are
characters find themselves on the wrong side of the law, be imprisoned. HP 3, AC 10. They are en route to becoming Knowledge Specialists in
This module offers a comprehensive view of Crime & Punishment in their respective courses of enrollment, and some may be so already. The
Yggsburgh, from accusation to arrest, from trial to sentence. Crime may equipment they typically use is a cowled gown of navy blue and a gold
result in a monetary fine, a flogging at the cart, pillory time, bondage, gaol skullcap with colored piping and tassel that indicate school of study, and
time, or (at its extreme) capital punishment. 1d4 pieces of gold in mixed coin.)

Legal officials, law enforcers, and bureaucrats abound herein, and not a few ARTISAN, (APPRENTICE, JOURNEYMAN, MASTER) (These are 0 level
of them are “on the take,” for indeed the Thieves’ Guild and the Assassins’ humans whose vital stats are HP 5, AC 10. They possess some degree
Guild hold much sway in the Free Town. Politics, intrigue, ambition, and of mastery in their respective craft or trade with appropriate Secondary
corruption — welcome to the Town Halls District of Yggsburgh! Skill indicating so [level 1 – 4, apprentice to master]. The equipment
they typically use is clothing, artisan’s tools, possibly small sword or other
NOTE ON YGGSBURGH MONETARY EXCHANGE: The Castle Keeper should hand weapon, and 1d6 cp[apprentice] , 2d6 sp [journeyman], and 1d6
note that the prices reflected in this volume overrule those presented in gp [master], respectively).
the Yggsburgh hardback. Gold was undervalued in the hardback, result- COMMONER, BUREAUCRAT (These are 0 level humans whose vital stats
ing in inflated prices. Note that the exchange rate in Yggsburgh is this: 1 are HP 4, AC 10. They possibly have some degree of Business, Esoteric
GP = 50 SP = 500 CP
Ability, Judgment, Knowledge or other appropriate Secondary Skill. The
equipment they typically use is a featherstaff*, and 4d4 pieces of gold in
The second printing of Castle Zagyg, Vol. I: Yggsburgh will present the correct
mixed coin).
prices for all shops and services, but should the CK elect to repair those prices
on his or her own, the following formula should be used: Take any gold price, COMMONER, GENTLEMAN (These are 0 level humans whose vital stats
double it, and that becomes its silver value. Here is an example: are HP 4, AC 10. The equipment they typically use is noble clothing,
featherstaff*, 4d6 pieces of gold in mixed coin.)
(from CZY #65. Hyde & Hare Tannery Goods).
COMMONER, SIMPLE (SERVANT, LABORER) (These are 0 level human
Whip, 6–foot length. Price = 5 gp. whose vital stats are HP 4, AC 10. The equipment they typically use is
clothing, dagger, and 1d20 pieces of copper.)
2 x 5 = 10. So, 10 sp is the correct value for the 6–foot whip. The same COURTESAN (These are 0 level female humans whose vital stats are HP
formula may be used to correct prices in silver prices in the Yggsburgh 3, AC 10. All have high charisma, and some Thespian Ability and Swin-
hardback: Take the listed item’s price in silver, double it, and that becomes dling Ability. The equipment they typically use is a lady’s clothing [of the
its copper piece price. To correct copper piece prices in the Yggsburgh suggestive variety], a folding, 2–inch pen knife, and 2d6 pieces of silver.)
hardback, simply reduce the price by about one–half or one–quarter.
HARLOT (These are 0 level female humans whose vital stats are HP 3,
Here is another example: AC 10. Many have high charisma and some Swindling ability. The equip-
ment they typically use is clothing [of the suggestive variety], a folding,
(from CZY #62. Elite Arms & Armor) 2–inch pen knife, and 2d6 pieces of copper.)
LADY OF QUALITY (GENTLEWOMAN) (These are 0 level female humans
Sword, long. Price = 4,200 gp.
Ability whose vital stats are HP 2, AC 10. They have some degree of
4,200 x 2 = 8,400. The sword costs 8,400 sp. To bring its price back to Judgement Ability. The equipment they typically use is fine clothing, 4d6
gold, divide the product by 50. The result is 168 gp. 168 gp is the correct pieces of gold in mixed coin and 50 gp worth of jewelry. When traveling
cost for a long sword at Elite Arms & Armor. abroad, a lady of quality may don a poniard.)

2 CASTLES & CRUSADES


NOBLE GENTLEMAN, UNCLASSED (These are 0 level humans whose D20 NPC
vital stats are HP 6–15 (d10 +5), AC 10. They have some degree of
Leadership Ability [thus equal to 2nd to 5th level fighters in combat]. The 1 FRAG IRONBEARD, the dwarfish guard of Sugio Laone (#17)
equipment they typically use is clothing, a featherstaff*, and 5d6 pieces of riding his pony.
gold in mixed coin.) 2 INMATES OF THE WORKHOUSE. A dozen men in blue pinstripe
TRADESMAN (These are 0 level humans whose vital stats are HP 5, AC 10. uniforms being led by a pair of guards to or from the Workhouse
All have some Business Ability. The equipment they typically use is clothing, (#29) to the lumberyard (#4) or plumbing supply (#1).
small sword and/or dagger, and 1d20 pieces of silver in mixed coin.) 3 BASIL “HALF–A–HAND” BASS. This boss of the Yggsburgh Mu-
URCHIN (These are 0 level immature humans whose vital stats are HP 2, nicipal Fish Exporters (#5) is leading a wagon of barreled fish
AC 10. The equipment they typically use is patchwork clothing and 1d3 to his town operated warehouse.
pieces of copper.)
4 MASTER ENGINEER, CUTHBERT WATERMAN of the Survey Depart-
VAGABOND (These are 0 level humans whose vital stats are HP 3, AC 10. ment(#7). He is out looking for bodyguards to accompany his group
The equipment they typically use is clothing, staff, and 1d10 pieces of copper. of surveyors and engineers to the Norvale or Broadview Valley.
*NEW WEAPON: THE FEATHERSTAFF. 5 KILI BIGAXE (#8). This dwarf is out to do a bit of drinking at
the Dwarf Brewmeister Tavern (CZY #56). If he sees a dwarf
The featherstaff is the favored weapon of many young bravos and gentle- in the party, he invites all to join him in revelry.
men. It is a walking stick of about 4–foot length with a metal head portion.
The wielder can at will depress a catch near the end knob and, with a firm 6 A WIZARD of Clean Chimneys & Ash Removal (#9) with his
rap of the butt of the featherstaff, release three blades that fan out from the (or her) apprentice riding a red wagon.
upper portion. These blades are slender, sharp–edged, and thinly pointed; 7 CUTHBERT ESQUIRE, an elderly wizard (#14) walks about mut-
the central one is of 18–inches in length, the two angling side blades of 5 or tering to himself.
6–inches in length, meant to catch an opponent’s weapon or deliver slash-
ing damage if a thrust with the main blade misses its mark. 8 THE WIZARD NIGEL SMITH (#9), on his way to the apothecary.
He may (50% of the time) be accompanied by his apprentice,
Dorothy Carpenter.
WEAPON COST DMG. RNG. WGT. EV
9 A CRIER of the menagerie (#13) shouting, “See the Wonder of the
Featherstaff: 50 gp 1d8 — 2 lbs. 2
World, the gargantuan ape, Killer Kang! Only at Marvin’s Marve-
This weapon is usually wielded two–handed and is designed to disarm oppo- lous Menagerie!”
nents, thus providing +3 to a disarm attempt. 10 MARVIN “THE MARVELOUS” ASHWOOD, owner of the menagerie
(#13) on horse, about to trek in the wilderness. He wears an
TRAFFIC ON THE STREETS (DAYTIME) explorer’s outfit of browns, greens, and grays.
The daytime streets of the Town Halls District are busy with activity. The 11 JUDGE PENWICK in coach or carriage, with coachman driving
following details who can be found on any given street during the daytime. and two bodyguards. He is in transit between the Penwick Inn
(#14) and the Courts (#27). 50% of the time he is accompa-
ALLEYWAYS: nied by Justice of the Peace, Ronald Glenforth (also #14).
(ROLL A D6) 12 SIR LYLE BEEKMAN, HERALD AND LORD MASTER OF ARMS OF
YGGSBURGH, riding his warhorse to or from his office at Admin-
There will always be 2–8 servant commoners (D6, 1–4) or children (D6,
istrations & Records (#21). 75% of the time he is accompanied
5) or both (D6, 6) in these alleyways.
by his younger brother Hugh, also mounted.
There is a 10% chance that there will be 1d3 carts or wagons (D6, 1–3), 13 FIRE CHIEF THEOBALD BRIMSTONE (#18) in a rush to attend to
carriages or coaches (D6, 4–5) or both (D6, 6) in any given alley making a matter of urgency; he suffers no delays.
deliveries or being cleaned.
14 A MESSENGER BOY (#9) racing tirelessly down the street, wearing a
AVENUES/THOROUGHFARE/STREET: light blue uniform embroidered with the Yggsburgh coat of arms.

(ROLL A D6 TWO TIMES, IGNORING REPEAT RESULTS) 15 STREET CLEANERS (#20) at work. They have a wheeled cart,
large broom and shovel, collecting refuse or sweeping it into a
During the day there will be (D6, 1) 1d8 children, or (D6, 2–3) 3d6 com- gutter drain.
moners (laborers, servants), or (D6, 3–4) 1d6 tradesmen or artisans, or 16 CITY ATTORNEY, HERBERT LEWIS, a handsome, stately sort rid-
(D6, 5) 1d8 mix of gentlemen and bureaucrats (each with 0–3 servants ing in coach, en route between The Ball & Mallet (#12) and
attending), or (D6, 6) 1d4 noble unclassed gentlemen (each with 0–3 Court (#27).
servants attending.
17 BAILIFF SERJEANT AND TWO DEPUTY BAILIFFS conveying a chain
There is a 70% chance that there will be 1d4 carts or wagons (D6, 1–3), gang of four convicted criminals from the Court (#27) to the
carriages or coaches (D6, 4–5) or both (D6, 6) traveling the avenues, City Gaol (#25).
streets and lane of this district.
18 ACADEMICIANS (2–5) en route to the Yggsburgh Library (#26).
RANDOM DAYTIME ENCOUNTERS 19 TOWN COUNCILOR (#27) of the Castle Keeper’s choice riding
The following list of notables may wander the daytime streets of the Town alone or in coach, en route to Town Hall (#27).
Halls District. The Castle Keeper is advised to modify this list as neces- 20 THE LORD MAYOR, DRUID LOCHINVAR BEECHWOOD and retinue
sary. Select or roll a d20 once per two hours; full descriptions found at en route to or from the Town Halls (#27).
their respective encounter areas.

CASTLE ZAGYG TOWN HALLS 3


NIGHTTIME ENCOUNTERS 91–95 GIANT SEWER RATS.
Check twice per night, d10, (4–10 encounter), followed by a d% roll. Sewer rats 4–16 emerge, and of late they are becoming more bold. They
The Castle Keeper should adjust numbers to suit difficulty of those en- inhabit basements of public buildings and Squire Sawyer’s (#10). The
counters potentially involving combat. rats will attempt to isolate small–sized creatures.

01–60 PATROL (CITY GUARD) GIANT RATS X 4–16 (These neutral animals’ vital stats are HD 1d4, HP
2, AC 13, MV 30 ft., 15 ft. climb. Their primary attributes are physical.
There will be a pair of city guards (one halberdier, one crossbowman) on
They attack with a bite for 1d2 points of damage. They have twilight vi-
patrol (D6, 1–2) that will be suspicious of anyone out at night. Otherwise
sion, and 10% will be diseased, the effects of which the Castle Keeper may
(D6, 3–6) there will be town law officers (one bailiff serjeant, one deputy
determine. XP value: 5 each)
bailiff who will likewise be suspicious.

FIRST CLASS HALBERDIERS (They are 0th level, lawful neutral, human 96–100 SPRIGGANS.
fighters whose vital stats are HD 1d10, HP 5, AC 15. Their primary Spriggans, malign little people with furry skin and long tails. In pairs or
attributes are physical. They carry chain mail, halberd, and dagger.) trios, they prowl the sewers and come out at night, purse snatching while
invisible. They may target lone individuals, using their confusion ability,
FIRST CLASS CROSSBOWMEN/ARTILLERISTS (They are 0th level, lawful
then robbing the victim blind, avoiding violence as much as possible.
neutral, human fighters whose vital stats are HD1d10, HP 5, AC 15.
Their primary attributes are physical. They carry chain mail, light cross- SPRIGGANS* X 2 (These chaotic evil fey creatures’ vital stats are HD
bow with 20 quarrels, and dagger.) 1d8, HP 7, AC 17, Move 40 ft. Their saves are physical. Their special
BAILIFFS SERJEANT (They are 3rd level, lawful neutral, human fighters abilities include confusion, invisibility, and thief skills. They carry a dagger
whose vital stats are HP 15, AC 14. Their primary attributes are physi- and two darts. XP value: 81 each)
cal. They wear chain shirts and carry short swords and clubs.)
*see Appendix B for more.
DEPUTY BAILIFFS (They are 2nd level, lawful neutral, human fighters
whose vital state are HP 10, AC 13. Their primary attributes are physi- RUMORS OF THE TOWN HALLS DISTRICT
cal. They wear studded leather and carry clubs and daggers.)
The following rumors may be heard in this district, though the Castle
61–70 LADIES & GENTLEMEN. Keeper should expand this list to suit the campaign.
A group of (3–6) gentlefolk (gentlemen & gentlewomen) riding in coach or car- D8 RUMOR
riage en route to the Charles Rush Theatre (#16), or departing after a show.
1. “Those town messenger boys are enchanted with magic spells, so I say!
GENTLEMEN (They are a combination of common gentlemen, bureau- They run all day without rest!” (True)
crats, and Noble Gentlemen, unclassed.)
2. “The Workhouse is just a form of slavery.” (False)
LADIES (GENTLEWOMEN) (They are Ladies of Quality.)
3. “Judge Penwick is on the take. He let off a murderer last year just because
71–75 BRAVOS. the man was part of the Thieves’ Guild.” (True)

Young blades (3–6) out looking for trouble. As all such aristocratic bra- 4. “Killer Kang, the Gargantuan Ape of Marvin’s Marvelous Menagerie was
vos have training in fencing, assume the following stats for each: captured in the Wychwood.” (False)
5. “The plays performed at the Charles Rush Theatre involve tales of the
BRAVOS X 3–6 (They are 5th–8th level, alignment variable, human fighters gods. The gods will strike down that place if they don’t beware!” (True
whose vital stats are HP 7 per level, AC 16. Their primary attributes are for the former, Unknown for the latter.)
physical. Their significant attribute is dexterity 18. They carry studded leather
armor, longsword, and dagger.) 6. “If you touch the dragon’s skin in the museum, you’ll suffer a dragon’s
curse.” (False)
76–80 RIVERMEN. 7. “If you get arrested and go to trial, you won’t get a fair shake unless you’re
Rough laborers and rivermen (3–8), 50% with doxies (1–2) out looking of Gentle birth.” (Often True)
for the next place to be rowdy and have fun. 8. “The sheriff keeps an iron maiden in the basement of the gaol.” (False.)
LABORERS AND RIVERMEN (They are simple commoners with some Bul- APPURTENANT STRUCTURES
lying Ability.)
DOXIES (They are harlots.) Similar structures on the map of this district are as noted using the fol-
lowing key:
81–85 PROSTITUTES.
C: Carriage house of brick with room for carriage and coach. The coach-
Prostitutes (2–5) soliciting for patrons. Roll a d6. (1–3, D6) are of the licensed man and footman live in the quarters above.
variety, of lovely countenance and full–figured, dressing in the finery of a Lady,
though as suggestive as current style and dress allows for. (They are courtesans.) P. Small animal pen, coop, hutch, or kennel for chickens, dogs, doves,
(4–6, D6) are of the unlicensed variety, not as lovely, and not nearly as well ducks, geese, pigeons, or rabbits.
dressed, and far the more crude of tongue and manners. (They are harlots.)
S: Stable of brick, housing draft and riding horses in stalls, with a feed and
86–90 GAMBLERS. equipment room; the loft having quarters for the groom, stable boy, and
possibly an apartment for rent.
A group of men (simple commoners, some with Bullying Ability) holding cages with
hoods en route to The Savage Cock (#11) to prepare for a night of cock fighting.
Curious passersby might be invited to stop by after sundown to try their luck.

4 CASTLES & CRUSADES


II. YGGSBURGH MUNICIPAL STOREHOUSE BLOCK
3. YGGSBURGH SALT STOREHOUSE II.
T
HIS BLOCK IS COMPRISED OF warehouses largely owned di-
rectly by the town, with products and resources stored being related SIGN: Yggsburgh Coat of Arms
to both town revenues and town municipalities.
This town–owned brick warehouse is managed by Maxwell Hammer, a
W: Warehouse shed. These two sheds have a clerk (a simple commoner) beefy, red–haired man. This is one of two locations (the other being Store-
to direct waggoners and carters where to pick up and drop off deliveries, house District #133) where salt, a significant town revenue, is trucked in
and a security guard. after being quarried at the town–owned salt mine of Serpent Ridge (CZY
environs #5). The salt is ground and screened by laborers, as the product
SHED GUARD (This is a 2nd level, lawful neutral, human fighter whose tends to cake during transport, forming large, hardened masses. The first
vital stats are HP 15, AC 13. His primary attributes are physical. He floor, in addition to being a dry storage area for finer grain salt, contains
carries studded leather armor, broadsword, club, and dagger.) the apartments of Hammer, his wife, and their two children.
1. YGGSBURGH MUNICIPAL PLUMBING SUPPLY MAXWELL HAMMER (He is a tradesman with Bullying Ability.)
REASON: If the characters are inmates of the Workhouse, they may be LABORERS X 6 (They are simple commoners.)
sent here to labor.
4. YGGSBURGH TOWN LUMBERYARD
SIGN: an iron wrench set under the Yggsburgh Coat of Arms
REASON: If the characters are inmates of the Workhouse, they may be
This huge, three–story building of brick and mortar stands 50 feet tall and sent here to labor.
has an open inner yard of 8,750 square feet. It is a town owned store-
SIGN: Yggsburgh Coat of Arms set over a pair of squared timbers
house for lead pipes and fittings used by the Yggsburgh Water Depart-
ment and Sewer Department. Plumber’s Pipes (Rivergate Quarter #170), This huge storehouse has an inner yard of 15,300 square feet. This is where
manufactures the lead products stored at this location. town harvested wood, an export commodity, is stored before being shipped
via barge downriver to Dunfalcon. The wood trucked in is harvested at the
A town employed master plumber runs this operation, Elmo Joyner, a heavy
Deerwood by town employed lumberjacks. Timber logs will be squared off
set man who sweats a lot. Joyner has two journeyman plumbers, Davis and
at The Sawmill (CZY #88) which is owned in fief by Sir Ebehardt Beemish
Albert. These three men keep second floor apartments with their respective
(CZY #46). Harvested woods include ash, beech, chestnut, elm, hickory,
families of five, six, and three. They oversee eight laborers who work in the
locust, maple, oak of various sorts, sycamore and walnut. Twenty laborers
yard, though inmates from the workhouse (#29) may be brought in to labor.
will work in the yard, trucking in wood, stacking, organizing, and trucking
ELMO JOYNER, MASTER PLUMBER (He is a master artisan with Construc- out, though inmates of the Workhouse (#29) may be brought in. Clarence
tion Ability, level 4.) Miller, a town employee, manages this operation. Miller is a thin man, a
self–important sort who resides here with his wife and three children.
DAVIS AND ALBERT (They are journeyman artisans with Construction
Ability, level 3.) CLARENCE MILLER (He is a tradesman.)
LABORERS X 8 (They are simple commoners.) LABORERS X 20 (They are simple commoners.)

2. BEECHWOOD MASONRY 5. YGGSBURGH MUNICIPAL FISH EXPORTERS


SIGN: the Lord Mayor’s coat of arms, a border of green with gold mistletoe SIGN: Yggsburgh Coat of Arms
leaves surrounding a gold field with a beech tree.
This ashlar block warehouse is a town owned operation for pickled and
ADVENTURE REFERENCE: CZY environs # 41. Rock Quarries and River dried, salted and preserved fish, an enterprise that generates town rev-
Wardens. enue. Managed by Basil “Half–a–hand” Bass, this is where barrels of fish
are stacked and stored. Inside there are several elevators, drawn by crank
This storehouse is the personal property of the Lord Mayor, His Lordship winches to convey 30–gallon kegs to 252–gallon tuns. Fish barreled
Lochinvar Beechwood. The mayor claimed this warehouse a year after include sturgeon, garfish, catfish, pike, bass, pickerel, various “panfish”,
assuming his noble station. He stores a growing supply of serpentine mar- such as red sunfish, platter crappie, and golden perch; also, eel, lamprey,
ble, a green stone quarried at Marblestead and Hewerton (see CZY Part III clam, and crawfish — all variable, subject to season and availability.
— Communities of Yggsburgh). The stone is trucked down Quarry Track
to a stone jetty on Bigfish Lake. From there it is barged to Yggsburgh, Town employed fishermen (called “blacklegs” by guild fishermen) use net, run
then trucked to this location. line and hook, pole and line, and baited traps. They ply the waters of the Nemo
and Urt Rivers and all respective tributaries. This operation, however, is far
The Lord Mayor has never publicly divulged exactly why he is amassing outmatched by the Fishmongers’ Guild (The Outs: Rivermen’s Town #177).
serpentine, and the Castle Keeper is free to develop his reasons. Perhaps
he wishes to redesign his mansion (CZY #29 or High Gardens #10), or Basil “Half–a–Hand” Bass, a tall heavy–set man who is missing three fin-
perhaps he intends to build a Druidic Temple. Guards are stationed here gers on his right hand, keeps a staff of twelve laborers here. Their function
by day and night. Once per week, the Lord Mayor. himself will stop by is to load and unload the trucks for shipping. Bass, a former member of
with his retinue to inspect his holdings. the Fishmongers’ Guild, is seen as a traitor to his former guildsmen.

LOCHINVAR BEECHWOOD, THE LORD MAYOR (See his stat block at #27.) BASIL “HALF–A–HAND” BASS (He is a 4th level, chaotic good, human
GUARDS X 2 (They are 4th level, lawful neutral, human fighters whose thief whose vital stats are HP 18, AC 13. His primary attributes are dex-
vital stats are HP 30, AC 16. Their primary attributes are physical. They terity, constitution, and wisdom. His Secondary Skill is Nautical Ability
carry chain hauberk armor, shield, scimitar, and dagger.) — level 4. He wears leather armor and wields a +1 dagger.)

CASTLE ZAGYG TOWN HALLS 5


LABORERS X 12 (They are simple commoners with some Nautical Ability.) Environs encounter #31). This is, of course, a complicated matter, as there
are hostile woodsman and elves of the area who value their freedom from
6. THE THREE TOWERS (TOWN EMERGENCY FOOD STORES) Yggsburgh vassalage – there is much room for adventure no matter which
SIGN: three towers set under the Yggsburgh Coat of Arms side the adventurers favor.

This lot is walled in on all sides with brick and mortar, the walls being The Head Engineer and Head Surveyor, both of whom serve the Lord
thirteen feet tall and capped with iron wrought, spiked fencing. There Mayor’s interests have offices at the ground level and family apartments
are three warehouses within, each being constructed of firebrick and on the first floor. Apprentice surveyors, map makers, and engineers work
standing fifty feet tall. Each warehouse is stocked with emergency food for these two men.
supplies should ever the town be put to siege. Note that farms outside
CUTHBERT WATERMAN, MASTER ENGINEER (He is a 6th level, neutral,
town walls will strip their land of supplies and bring them into the town
human ranger whose vital stats are HP 30, AC 15. His primary attributes
when an army nears, bolstering such provisions.
are strength, dexterity, and wisdom. His Secondary Skill is Knowledge
Each warehouse has three large winch–pulley elevators extending from Specialist — Engineering, level 4. He carries a breast plate, longsword,
each warehouse, these being 30 feet in diameter. There is a small guards’ dagger, and engineering equipment. He has a riding horse.)
shed at each gate leading into the lot, within which are stationed two LESTER STONE, MASTER SURVEYOR (He is a 4th level, neutral, human ranger
guards; additionally a patrol unit of two will walk the lot during the whose vital stats are HP 20, AC 15. His primary attributes are strength, dexter-
night. The patrolling unit will rotate duties with shed guards every thirty ity, and wisdom. His Secondary Skills are Knowledge Specialist — Surveying,
minutes. level 3, and Knowledge Specialist — Cartography, level 3. He carries scale mail,
short sword, mace, and mapping equipment. He has a riding horse.)
GUARDS X 5 (They are 0th level, lawful neutral, human fighters whose
vital stats are HD 1d8, HP 4, AC 15. Their primary attributes are physi- ENGINEERS, MAP MAKERS, AND SURVEYORS X 8 (They are student acad-
cal. They carry chain hauberk, halberd, crossbow, and dagger.) emicians with varying Secondary Skills appropriate to their respective trades.)

SERJEANT (This is a 2nd level, lawful neutral, human fighter whose vital 8. WHITE OAK DISTILLERY
stats are HP 14, AC 15. His primary attributes are physical. He carries
SIGN: Yggsburgh Coat of Arms set over a cask of oak
chain hauberk, halberd, light crossbow, and dagger.)
This three–story brick building is a town owned operation where whiskey
WAREHOUSE A. is stocked with 252–gallon barrels of grain, including
is distilled and barreled, this being an export commodity. It is managed
wheat, corn, rice, barley, sorghum, oats, rye, and millet. The volume of
by the dwarf Kili Bigaxe, a master distiller of spirits. There is a small front
grain is enough to last about two months.
office where business is conducted, while the remainder of the ground
WAREHOUSE B. is stocked with cloth sacks of flour trucked in directly floor functions as the distillery, with four platform elevators within. In the
from the town owned Grist Mill (CZY #87), dried lentils and other leg- office there is a clerk who handles shipping contracts for the export of the
umes, and barrels of dried and preserved fruits. The volume of flour is spirits distilled at this location. In the distillery, there are eight apprentice
enough to last about two months; dried lentils, other legumes, and fruits distillers who are supervised by journeyman distiller Harold Hogg. Hogg,
are of a mere two week ration. a bent–back man of brutish features, handles most of the day to day op-
eration as Kili Bigaxe rubs elbows with politicians and town notables.
WAREHOUSE C. is stocked with 180–gallon butts of cooking oil, such as
canola, corn, olive, peanut, safflower, and sunflower oil. Also stored here Kili is a black haired dwarf with a beard trimmed short. He dresses in the
are barrels of preserved meat and fish, pickled and salted. There is about finery of an Yggsburgh gentleman, and some dwarfs wonder whether he’s
one month supply of cooking oil, though only a two week ration of pre- lost his dwarfish soul. Such concerns, however are soon quelled when
served meat and fish. Kili arrives at the Dwarf Brewmeister Tavern (CZY #56) garbed in splint
mail and offering to his kinsman Sigtri “Tree” Stoutback a small cask of
7. SOVEREIGN SURVEY DEPARTMENT his specialty batch of spirits to be shared.
SIGN: Yggsburgh Coat of Arms set over a triangle, a scale, and a scope. In the distillery, the apprentice distillers grind the grains and cook them in
water to a mash. Then they add yeast, and the mixture ferments. The mash
ENCOUNTER: CZY environs #31, Brothers of Giant Regard. then is heated, giving off alcohol vapors. The apprentices then collect the
vapors and cool them, which thus liquefy as whiskey. The whiskey then
This two–story warehouse of rough–hewn stonework is the headquarters
ages in wooden barrels of white oak, export whiskey aging for usually 2 to
of the Yggsburgh Survey Department. A large planning/board room with
4 years while whiskey sent to the Citadel and select politicians such as the
offices branching off of it are located here. Town employed engineers
Lord Mayor and the Council of Eight, will age for up to 12 years.
meet here to review plans, maps, surveys, and issues related to the chal-
lenges of surveying the environs of Yggsburgh. The first floor is where barrels of whiskey are stored, while the second floor
contains the eight–room apartment of the master distiller, Mistress Bigaxe,
This warehouse is stocked with tools and supplies related to both urban
and their four children; also a two bedroom apartment for journeyman Ha-
and wilderness surveying. These include spools of rope, string, and chain,
rold Hogg, and a large common room for the eight apprentice distillers.
along with scales, a–frames, tripods, sighting instruments, plane tables
(drawing board mounted on tripod), and mapping equipment. Two KILI BIGAXE, MASTER DISTILLER (He is a 5th level, lawful neutral, dwarf
specialized wagons are stocked with engineering and survey equipment. fighter whose vital stats are HP 30, AC 10/18. His prime attributes are
Each wagon is emblazoned with the Yggsburgh Coat of Arms set over a strength and wisdom. His significant attribute is strength 16. His Secondary
triangle, a scale, and a scope. Skills is Knowledge Specialist — distiller, level 4. When arrayed for battle
he will don +1 splint mail and wield a battle axe, club, and dagger.)
The Lord Mayor frequents this location, as he is quite interested in devel-
oping a road through Broadview Valley and the Norvale, and if so this will HAROLD HOGG (He is a journeyman artisan.)
likely entail the enfoeffment of four or more knights with estates (CZY APPRENTICE DISTILLERS X 8 (They are apprentice artisans.)

6 CASTLES & CRUSADES


9. CLEAN CHIMNEYS & ASH REMOVAL wear similar robes, except the black silk trim is not embroidered, and
the apprentices wear robes of red velvet with no trim work. The Castle
SIGN: a painted wooden sign that depicts a fireplace with a fire, but no
Keeper should supply each with a fair amount of fire–based spells, as each
fuel or ash, it being clean.
are specialists in this field of study, though none are given to combat save
This four–story plus loft building is constructed of ocher stonework cut to in the direst of circumstances; however, Hermione Marsh secretly dreams
five–sided blocks. It is owned in partnership by four mages specializing in of using her arcane power to one day explore Castle Zagyg.
elemental fire. These wizards use their unique geourgic abilities to do as the
The Building. Each of the four floors is occupied by a mage. Each con-
name of this enterprise suggests: chimney cleaning and removing ash from
tains a foyer, two water closets, dining room, salon, great hall, library,
private and commercial properties. With their powers arcane they are able
study, laboratory/potionry (random assorted alembics, some being works
to transform soot to lumps of pure carbon, and ash to potash. This is done
in progress), and rear apartment for the respective journeyman helper.
by the use of two unique spells, both of which are well guarded.
GROUND FLOOR: Edmund Weaver. He is a tall, dark–haired fellow with a
The four mages are Fidelius Horn, Thomas Applewood, Hermione
long sloping nose and thick brow. His journeyman is Oliver Pike, a slight
Marsh, and Edmund Weaver. Each are former apprentices to the Wizard
man of cheery disposition.
Rollo Vale, originally of Dunfalcon. Rollo was an adventurous fellow who
ventured to demi–planes hostile and malign. He never returned from one FIRST FLOOR: Hermione Marsh. She is a thin woman, pale and freckled,
such jaunt nearly thirty years ago, his fate unknown. with a head of wild, red hair. Her journeyman is Gilbert Gilbertson, a
bald, portly man.
Horn, Applewood, Marsh, and Weaver arrived at Yggsburgh some twenty
years ago to practice commercial wizardry, having learned from their SECOND FLOOR: Thomas Applewood. He is a short man who wears a
erstwhile master the peril of the adventuring life. Together they bought forked beard and has deep green eyes. His journeyman is Lawrence Hart,
property and had guild masons erect the present building, the ocher a stocky man with a bulbous nose.
stones (quarried in Hewerton) being cut five–sides to represent the four
wizards and their lost master. THIRD FLOOR: Fidelius Horn. He is a tall stately man with long gray hair
and beard. His journeyman is Garth Martin, a sandy haired fellow with
The partners based their enterprise on two unique spells, both written dark skin.
by the inimitable Rollo Vale. There is much commercial value in these
spells: Rollo’s Soot and Cinders to Carbon and Rollo’s Ash to Potash. These LOFT: The eight apprentices dwell in the loft, two sharing meals with each
new spells are described in Appendix C. mage partner and his respective journeyman. Here is a foyer, common
room, study, and four double bedrooms.
Several years ago the partners began an apprentice program for graduated
students of the Yggsburgh Academy of Magic (Grand Temple & College Each of these floors are distinctly arrayed, each of varying style and furnish-
District #23). The apprenticeship is a seven year process. They have ings as reflected by the tastes of the resident, though all have pine flooring,
thusfar produced four journeymen, each of whom directly serve a master stained glass windows, and a variety of tapestries, paintings, and objects
mage. This program was engendered with the ambition to expand Clean d’art. The Castle Keeper should devise these to be unique. Each will have
Chimneys & Ash Removal to Dunfalcon and beyond. secret compartments — a nook in a fireplace, a loose floor board, a false
bottom to a drawer — where they will store 100–400gp in coin, and an as-
The four journeymen are Garth Martin, Lawrence Hart, Gilbert Gilbert- sortment of gems and jewelry valued at 100–1,000gp. This entire building
son, and Oliver Pike. Each has been instructed in the two spells unique is protected by a host of magical alarms and traps, and both Thieves’ Guild
to this enterprise. Presently, there are eight apprentice mages. Each re- operatives and freelance thieves have learned lessons the hard way here.
spective master and his journeyman thus have two apprentices serving in It should be noted, however that the four partners are foreigners with no
capacities mundane and magical alike. political ties, and that they are non–combative in nature, though capable.
Clean Chimneys & Ash Removal is run from a small office on the ground EDMUND WEAVER (He is a 9th level, neutral good, human wizard. His
floor, this office being attended by one journeyman and two apprentices. An vital stats are HP 30, AC 11. His primary attributes are intelligence, wis-
additional outbuilding has room for horses, feed, and wagons. The magic dom, charisma. His significant attributes are intelligence 17 and charisma
cleaning is done by a mage and apprentice or a journeyman and apprentice. 17. His Secondary Skill is Esoteric Ability — level 4. He carries a +1
When cleaning is finished for the day, the apprentices take the wagon around staff, +1 ring of protection, boots of levitation, and potion of fire resist-
and pick up the residual products from wherever they are left for such pur- ance. Wizard spells: 0th–5, 1st–6, 2nd–5, 3rd–3, 4th–2, 5th–1.)
pose. The small quantity of carbon and/or potash are loaded into the wagon
(each of which are painted red with the company’s sign emblazoned thereon), HERMIONE MARSH (She is a 9th level, lawful good, human wizard. Her
or carried off by an apprentice. These are salable commodities, of course. vital stats are HP 25, AC 15. Her primary attributes are intelligence,
dexterity, charisma. Her significant attributes are intelligence 17 and dex-
Service. The fee for cleaning a chimney is 12 coppers per chimney per terity 16. Her Secondary Skill is Esoteric Ability — level 4. She carries
story of chimney height, so a three story tall chimney would be 36 cop- a staff, a +3 ring of protection, and a ring of invisibility. Wizard spells:
pers to clean. Ash removal cost is 1 silver per heap of c. 8 feet diameter 0th–5, 1st–6, 2nd–5, 3rd–3, 4th–2, 5th–1.)
and 4 feet height. Ash can be from any wood fire, even coal cinders, as THOMAS APPLEWOOD (He is a 9th level, chaotic good, human wizard.
these are transmuted to carbon. As the carbon (essentially charcoal) is His vital stats are HP 28, AC 11. His primary attributes are intelligence,
less valuable than potash (used in the manufacture of soap, dyes, and wisdom, constitution. His significant attribute is intelligence 16. His Sec-
glass), the cost for coal cinder removal is 15 coppers per heap. There is, ondary Skill is Esoteric Ability — level 4. He carries a +2 dagger, +1
however, a remote chance (1%) that Rollo’s Soot and Cinders to Carbon amulet of protection, and a potion of gaseous form. Wizard spells: 0th–5,
will yield a small diamond valued at 300–600gp. 1st–6, 2nd–5, 3rd–3, 4th–2, 5th–1.)
The Wizards. Each of the four partnered mages wear red velvet robes
with black silk trim embroidered with sigils of gold thread. Among these
sigils, the arcane symbols of fire and ash are prevalent. The journeymen

CASTLE ZAGYG TOWN HALLS 7


FIDELIUS HORN (He is a 9th level, chaotic good, human wizard. His vital LAWRENCE HART (He is a 6th level, neutral good, human wizard. His
stats are HP 30, AC 10. His primary attributes are intelligence, wisdom, vital stats are HP 14, AC 10. His primary attributes are dexterity, intel-
charisma. His significant attributes are intelligence 18 and wisdom 17. ligence, and charisma. His significant attribute is intelligence 14. His
His Secondary Skill is Esoteric Ability — level 4. He carries a +1 staff, Secondary Skill is Esoteric Ability — level 2. He carries a staff. Wizard
a ring of fire resistance, and boots of spider climb. Wizard spells: 0th–5, spells: 0th–5, 1st–5, 2–4, and 3rd–2.)
1st–6, 2nd–5, 3rd–4, 4th–2, 5th–1.) GARTH MARTIN (He is a 6th level, chaotic good, human wizard. His vital
OLIVER PIKE (He is a 6th level, neutral good, human wizard. His vital stats are HP 17, AC 10. His primary attributes are dexterity, constitu-
stats are HP 13, AC 10. His primary attributes are intelligence, wisdom, tion, intelligence. His significant attribute is intelligence 15. His Second-
charisma. His significant attribute is intelligence 15. His Secondary Skill ary Skill is Esoteric Ability — level 2. He carries a staff. Wizard spells:
is Esoteric Ability — level 2. He carries a +1 dagger. Wizard spells: 0th–5, 1st–5, 2–4, and 3rd–2.)
0th–5, 1st–5, 2–4, and 3rd–2.) APPRENTICES X 8 (They are 2nd level, neutral and good, human wizards
GILBERT GILBERTSON (He is a 6th level, lawful neutral, human wizard. whose vital stats are HD 2d4, HP 5, AC 10. Their primary attributes are
His vital stats are HP 14, AC 10. His primary attributes are dexterity, mental. Their significant attribute is intelligence 15. They carry dagger or
intelligence, and wisdom. His significant attribute is intelligence 15. His staff. Wizard spells: 0–4, 1st–3.)
Secondary Skill is Esoteric Ability — level 2. He carries a staff. Wizard
spells: 0th–5, 1st–5, 2–4, and 3rd–2.)

III. OFFICIAL ENTERTAINMENT BLOCK


On that fateful day, Sir Macronald was not present, for he’d rid-
T
HIS BLOCK IS COMPRISED OF official town entertainment. den out to the front line (and died). But he’d left his plate mail in
These locations are frequented by judicial officials, law officers, the stable loft, as he’d been no longer able to bear its cumbersome
merchants, and politicians and the upper crust. weight. Sawyer, the boy, spied the trio of mercenaries wolfishly
cornering the young maidens, so, with the help of an old serving
10. SQUIRE SAWYER’S (RESTAURANT) wench, he quickly donned the knight’s armor, mounted a destrier,
REASON: to eat, dine with the upper crust, politicians, and lawyers. and charged down those foul villains before they could consummate
their sordid intentions. The boy fought with the courage of ten
SIGN: on escutcheon, a green field bordered gold and charged with a knights, vanquishing all three mercenaries. He was, unfortunately,
golden lion mortally wounded during the fray. He died having defensed the vir-
tue of those two young maidens. Such is the tale of Squire Sawyer,
This three–story brick–and–mortar building is on a walled in lot, the who was knighted by the Lord Mayor and granted a coat of arms
grounds of which are well–tended, with flowering shrubs and cobblestone charged with a lion of gold to represent his heart.
walkways flanked by magical lighting of varying hues. Centered before
this building is a large bronze statue of a young knight, seemingly too The GROUND FLOOR of Squire Sawyer’s consists of a main dining room and
small for his armor, mounted on a rearing destrier. This is a rendition of a backroom bar. There are also two private salons, with a rental fee of 3
the legendary Squire Sawyer. sp per hour, 15 sp for up to eight hours. There are 16– 25 other guests at
any time, these being common bureaucrats and gentlemen. Of these, at
The double front doors are of carved walnut, above which the restaurant least two will be patrons of import from the list below; note, however, that
sign is displayed. The restaurant is owned by Carl Oates, a soft–spoken each will likely be with their respective family, retainers, or business as-
friendly sort who caters to the needs of noblemen, knights, politicians, sociates. The Castle Keeper may choose notable NPCs from this or other
merchants, bankers, and legal officials. modules in this series, and also from Castle Zagyg, Vol I: Yggsburgh. Roll
a d20 to determine.
The ground floor main dining area has floors of knotty–pine, with scarlet piled–
wool rugs spread over non–traffic areas. The walls are paneled and wainscoted
in fruitwood, with bronze sconces of continual flame providing fluctuating hues. D20 PATRON OF IMPORT
The tables are of oak, round and surrounded by cushioned chairs. 1 a council member

The fare is of the hearty variety — fine cuts of beef, fresh fish (catch of the 2 a knight of the town
day), and salted pork. From a small central stage the restaurant harpist 3 an officer of the Town Guard
Robert Wainwright sings the legend of Squire Sawyer each evening, while 4 an academician or professor from the College
plucking most adroitly. The Castle Keeper may thus relate the following
tale, told in song and verse: 5–7 an important shop owner
8–9 one of the Lord Mayor’s officers
During the Battle of the Westfields, nearly a century ago, a des-
picable trio of mercenaries employed by Baron Redfort resolved to 10–14 a wealthy merchant
claim for their pleasure some “victory spoils” — a helpless pair of 15 a guildmaster
young maidens not yet of womanhood. 16–19 a trio of aristocratic, young bravos
As legend has it, Squire Sawyer, an urchin boy of some 14 sum- 20 a foreign dignitary or wealthy exotic traveler
mers, had been under the tutelage of an elderly knight named Sir
Macronald White who’d retired some twenty years earlier and pres- Employed here is a wait staff of five, a head waiter, a head chef, two cooks,
ently served as a simple groundsman, caring little for land or title. two scullions, two porters, two serving maids, two upstairs maids, two
In fact, few knew he was indeed a knight. After catching young valets, a janitor/handy–man, a groundskeeper, a stab master, a groom,
Sawyer stealing from his garden, he’d taken the boy into his stable and two stableboys.
loft and taught him of honor, virtue, and arms.

8 CASTLES & CRUSADES


The BASEMENT contains a kitchen (with dumbwaiters), cold storage, LICENSED PROSTITUTES X 1–4 (They are courtesans.)
buttery, and three staff apartments (these in addition to loft apartments UNLICENSED PROSTITUTES X 1–2 (They are harlots.)
above the stable and carriage house).
The Savage Cock is owned and operated by the gentleman, Herbert
The FIRST FLOOR contains the apartments of the proprietor, Carl Oates (age Ironwood, whose staff includes twelve guards, a bar tender, and three
40), his wife Susan (age 37), and their three children, Maggie (22), Albert serving wenches, Gilda, Joan, and Olivia (each moderately attractive).
(21), and Ed (16), all of whom work for the family business. The second Master Ironwood is a smallish man with hawkish features, pale skin, and
floor contains the apartments of the head chef, Neal Rush (48), his wife, sandy–blond hair.
Edith, and their two children, along with additional apartments for staff.
GROUND FLOOR. The ground floor opens to a lounge and bar room, these be-
The Oates family and all the employees of Squire Sawyer’s folks should be ing of slate tile floor and fruitwood paneling, with round tables, high–back
considered simple commoners, excepting the following notables: chairs. Patrons drink and smoke before moving to the rear of the building
where the cock–fighting pit is. The bartender is Steven Smith, a thin,
CARL OATES (He is a 4th level, chaotic good, human fighter whose vital
gray–haired man with rubbery veins protruding about his arms and neck.
stats are HP 29, AC 12 or 14. His primary attributes are strength, dexterity,
wisdom. His significant attributes are strength 16 and dexterity 16. When STEVEN SMITH (He is a simple commoner.)
prepared for battle he wears leather armor and wields a short sword.)
SERVING WENCHES X 3 (They are simple commoners.)
ROBERT WAINWRIGHT (He is a simple commoner with Artistic Capacity,
Literary Art — level 2, Thespianism — level 2.)
GOODS COST
GOODS AND SERVICES COST Ale 6 cp per pint
Ale or Beer 5 cp per pint Beer 4 cp per pint
Wine 2 sp per glass; 20 sp per bottle Liquor 4 cp –1 sp per glass
Liquor 3 sp per glass Wine 6–16 cp per glass
Brandy 2 sp per glass In the back of the ground floor there is a cashier’s room, which is caged
Coffee 2 cp per cup off in bars. This caged off area also contains the stairs to the basement,
which contains the strong.
Hot chocolate 4 cp per cup
Cider (in season) 1 sp per pint THE COCKFIGHTING PIT. The cockfighting pit is located in back of the bar
Ginger ale 4 cp per pint and lounge. It is a 20–foot diameter, raised, circular stage. It is surround-
ed by a barrier to keep the birds from falling off. The mains (matches)
Root beer 4 cp per pint consist of fights between an agreed number of pairs of birds, the majority
Buttermilk 2 cp per pint of victories deciding the main. There is also the “battle royal” in which
a set number of birds are placed in the pit and allowed to remain until all
Breakfast 2 sp
but one, the victor, are killed or disabled. Gambling occurs before and
Dinner, including pint of ale 8 sp throughout each contest. Odds against one bird or the other will often
Supper, including pint of ale 12 sp fluctuate throughout, and it is not uncommon for a substantial amount
of money to be wagered.
Stabling, per hour 4 cp
Vehicle storage, per hour 6 cp The cocks are bred to fight and are usually put to the main at one and two
years of age. Before their entrance, they are intensively trained. Before
11. THE SAVAGE COCK (COCK–FIGHTING CASINO) the match, spurs of metal or bone are slipped over the natural spurs of the
gamecocks. Some fights go to an absolute finish (i.e. death), though rules
REASON: to gamble with aristocrats, politicians, and legal officials.
of this establishment allow for the withdrawal at any time of a badly dam-
SIGN: a mounted escutcheon to the right of the entrance emblazoned with aged cock. Matches are judged by Walter Finch, whose word is absolute
Ironwood coat of arms — a field of green dovetail bordered gold with a law. Finch, age 62, is a short, humorless man with a perpetual frown.
beaked, jewlapped and armed cock in fess (middle), spurs affixed to its legs.
WALTER FINCH, COCKFIGHTING JUDGE (He is a simple commoner with
This two story with loft, firebrick building is a cock–fighting casino. It does Judgement Ability — level 2, and Swindling Ability — level 2.)
not open until the evening (after dark), and there is often a mixed crowd If anyone is caught cheating, word is sent immediately to the Sheriff,
— warehouse workers, gentlemen, politicians, and legal officials as well, all while the offender is offered a free drink that is drugged. A constitution
of whom share a love for the thrills this establishment provides. Of course, saving throw at –20 must be made or the character drinking falls uncon-
there are a number of swindlers, thieves, and doxies frequenting as well. On scious. The offending party is then removed to a private room where the
any night there are 13–20 patrons here, though the night before Freeday, this law officers will take him to gaol. A trial follows at the Court House the
number could easily be doubled. Although this place is not nearly as fashion- next day for Grand Theft (see Appendix E). The charge will be dropped
able as the Cockerel Casino (CZY #55), similar rules apply: patrons are not of the offender pays the casino twice the amount won by cheating and
permitted to wear armor or carry weapons larger than a small sword. court costs of 3 gp. Cheating usually involves affecting a gamecock in a
positive or negative fashion. Being caught cheating also results in expul-
Outside the establishment (late night) there is a 50% chance that 1–4 prosti- sion from the casino, and as there will be several aristocrats, legal officials
tutes (licensed) are soliciting, these being keen to men fat of purse and full of and other notables about, the cheater will become ostracized from all
drink. They are buxom and lovely, dressing in silk gowns and fancy wigs. In social contact. If only one person sees and accuses a character of cheat-
Fourway Alley out back, there is a 25% chance that 1–2 prostitutes (unlicensed) ing, the latter can deny the charge and ask for satisfaction in a duel. Note
will be about, these wearing cheaper clothing, wigless, and less attractive. that there are four guards patrolling in pairs.

CASTLE ZAGYG TOWN HALLS 9


GROUND FLOOR GUARDS X 4 (These are 4th level, neutral, human fighters and most bejeweled of current fashions. The Ball & Mallet is a members–
whose vital stats are HP 24, AC 12. Their primary attributes are physical. Their only club for players of croquet. This is a place of high class, and patrons are
significant attribute is strength 14. They carry leather armor and short sword.) largely of the serious sort, these being aristocrats, guild masters, legal officials,
and politicians (They are commoner bureaucrats, gentlemen, tradesmen, and
CASHIER ’S CAGE. The Savage Cock uses chips, and these must be pur-
Noble Gentlemen, unclassed). Armor is not allowed to be worn here; likewise,
chased from the cashier through a grating in the bars of the cage. Char-
weapons larger than a small sword are disallowed. Most patrons will likely
acters who attempt to subvert the process by gambling with coins and not
carry a featherstaff, the preferred weapon of gentlemen.
chips will be warned once, removed if again offending. The casino derives
its income from the purchase of chips, taking 10% in all such exchanges. During the work week, this place is open only to male members, who arrive
The cashier is Robert Long, a stony–faced man of 45 years. He has two to play a game while discussing business, politics, legal matters. Deals are
guards, both of whom stand outside the cage. often brokered while enjoying a game of croquet. On Freeday, when all such
members are enjoying their day of respite, the Ball & Mallet is open to Ladies
ROBERT LONG, CASHIER (He is a simple commoner with some Business
of Quality who come to compete in a bit of sport. As the men do, they will
Ability.)
gather in the lounge and discuss current events, including a healthy amount
CASHIER ’S GUARDS X 2 (These are 6th level, lawful neutral, human of gossip. They are largely of middle to upper–class and quite competitive on
fighters whose vital stats are HP 54, 45, AC 15. Their primary attributes the court; more so, some would argue, than the men. Master Lewis is having
are physical. Their significant attribute is strength 16. They carry chain affairs with three of these female members, cunning linguist that he is.
hauberk, long swords, clubs, and daggers.)
The main building is firebrick of three stories with a dressed stone face.
BASEMENT. The basement strong room contains over 500 gp, with a se- The front door opens to a lounge where members may socialize, drink a
cret trapdoor compartment with which holds another 1,200 gp, this latter cocktail, and conduct business. The floor is of slate tile, with walls pan-
amount being the accumulated wealth of the proprietor. The strong room eled and whitewashed. Paintings depict images of Big Fish Lake. The first
is protected by any manner of magical and mechanical traps of the Castle floor contains the apartments of Master Lewis, who lives alone with his
Keeper’s choosing, with the secret stash being protected by a poison dart pet cat. The second floor contains staff apartments, as does the basement
trap (constitution saving throw at –5 or death). The guard staff of twelve level, which is also used for storage.
have a basement office, five of whom are stationed here, in the strong room.
The Captain is also usually here, though he will patrol this entire location The staff of the Ball & Mallet consists of the bartender, Dirk Green, bald
of pate with mustachio of red. He keeps a club under the bar for security.
CAPTAIN (This is a 9th level, lawful neutral, human fighter whose vital Also there are three serving wenches, Anna, Darlene, and Violet, each
stats are HP 64, AC 14. His primary attributes are physical. His sig- quite attractive and garbed in bosom–thrusting corsets and fine laced
nificant attribute is strength 16. He carries chain hauberk, +1 bastard dresses of lavender; however, they tend to dress down on Freeday. Anna
sword, dagger, and whip.) is actually a representative of the Assassins’ Guild, and only the proprie-
STRONG ROOM GUARDS X 5 (These are 6th level, lawful neutral, human tor knows this; the other girls suspecting she is having a secret love affair
fighters whose vital stats are HP 42–54, AC 15. Their primary attributes with the owner, as they’ve been seen conversing in private.
are physical. Their significant attribute is strength 16. They carry chain
HERBERT LEWIS, CITY ATTORNEY (He is a lawful neutral Noble Gen-
hauberk, long swords, clubs, and daggers.)
tleman, unclassed whose vital stats are HP 7, AC 10. His significant
FIRST FLOOR AND LOFT. The first floor contains the palatial apartments attribute is charisma 18. He has the Secondary Skills of Judgement Ability
of the owner, Herbert Ironwood. These apartments are accessed only — level 4, Suborning Ability — level 3, and Swindling Ability — level 3.
through the cashier’s cage. Master Ironwood lives alone, served by a his He carries a +1 featherstaff.)
housekeeper and manservant, a married couple who reside in the loft DIRK GREEN (He is a 5th level, lawful neutral, human fighter whose vital
level. Master Ironwood is a former member of the Dunfalcon Thieves’ stats are HP 29, AC 10. His primary attributes are strength, dexterity,
Guild, and is wanted there for unsanctioned robbery and refusal to tithe. wisdom. His significant attribute is strength 16. He carries a club.)
It is estimated that he owes said guild an amount no less than 5,000 gp,
ANNA (She is a 5th level, lawful evil, human assassin whose vital stats are
and as a result he lives under a pseudonym (his real name being Kirby
HP 20, AC 15. Her primary attributes are dexterity, constitution, cha-
Grey, his real hair color being black) and will never register himself with
risma. Her significant attributes are dexterity 18 and charisma 17. Her
the Yggsburgh Thieves’ Guild for fear of recognition.
Secondary Skill is Detection, level 2. She carries a +1 poniard, +2 ring of
HERBERT IRONWOOD (He is 13th level, chaotic neutral, human thief. His protection, and an ounce of Hemlock stored in a false boot heel.)
vital stats are HP 43, AC 18. His primary attributes are dexterity, intel- DARLENE AND VIOLET (They are simple commoners of high charisma.)
ligence, charisma. His significant attributes are dexterity 18 and charisma
18. His Secondary Skill is Escape Ability. He carries +1 leather armor, GOODS COST
hat of disguise, +2 ring of protection, and +1 short sword.)
Wine 16 – 25 cp per glass; 1 – 2 gp per bottle
12. THE BALL & MALLET (CROQUET CLUB) Liquor 18 – 25 cp per glass
REASON: if the characters, being renowned for their good deeds and social Brandy 2 – 6 sp per glass
grace, are invited to join this august club; to play a game of croquet and
Coffee 4 cp per cup
rub elbows with aristocrats, politicians, and legal officials.
Tea 5 cp per cup
SIGN: above the entry, a mounted pair wooden mallets crossed at the handles,
Hot Chocolate 8 cp per cup
between which are four wooden balls, striped blue, black, red, and yellow.
Cider (in season) 5 cp per pint
This location, being walled on its south and east sides and fenced on its north Ginger Ale or Root Beer 3 cp per pint
and west sides, is the establishment of City Attorney, Master Herbert Lewis,
a handsome, stately sort who wears a black wig and garbs himself in the finest Buttermilk 2 cp per pint

10 CASTLES & CRUSADES


A. This smaller side building is a sales and rental shop where members A pair of double doors are set beside the ticket counter. Flanking the
may rent or purchase mallets and balls for the game of croquet. It is double doors stand two guards, dressed as the front gate guards are.
also where characters may petition for club membership. To become a
member, one must be of the Middle to Upper–class social standing, this GUARDS X 2 (These are 3rd level, neutral, human fighters whose vital
evidenced by property & deed, and title. Additionally, one may be spon- stats are HP 24, AC 10. Their primary attributes are physical. They
sored by a member in good standing. There are two clerks. carry cloth armor, rapier, and whip.)

CLERKS X 2 (They are simple commoners.) Members of the menagerie staff or custodians may be seen about during
the day, the former being garbed in pale blue, loose–fitting uniforms, the
GOODS AND SERVICES / COST latter in brown — all embroidered on the breast with a roaring ape.
Membership / 5 gp initiation fee, 1 gp per month dues STAFF X 6 (These are simple commoners with the Secondary Skill of
Knowledge Specialist — Flora and Fauna, level 3. They carry whips.)
Croquet equipment rental / 5 sp per day
JANITORS X 4 (These are simple commoners.)
B. This is the croquet course, green and well–tended.
GROUND FLOOR.
13. MARVIN’S MARVELOUS MENAGERIE
STAFF ONLY door. Behind this door there is a narrow hall with stairs
REASON: to observe an eclectic collection of beasts in captivity leading down to the basement supply area, where the staff accesses each
the exhibit areas. This is also where the proprietor resides (see BASEMENT
SIGN: a gargantuan ape pounding its chest below). There are also stairs ascending to a staff chamber adjacent to
Killer Kang’s cell (see FIRST FLOOR below).
ENCOUNTER: Killer Kang Escapes!
Menagerie. Upon presenting one’s ticket to the guards, the main doors
This lot is surrounded by 18–foot tall brick wall set with curved iron spikes
to the menagerie are held open to the great chamber, which is large and
turned inward. A 50–foot tower of granite rises from the center of the lot.
open with a 15–foot ceiling. Displayed are several preserved beasts in
Twice per year, at each equinox, from the top of this tower rises a giant cage
various (and often frightening) poses. These include a giant otter stand-
of iron within which a 20–foot tall ape is caged. This is Killer Kang, the
ing upon a plinth of marble on its hind legs, an enormous crocodile sus-
featured beast of Marvin’s Marvelous Menagerie. The streets crowd about
pended from chains with jaws gaping menacingly, and a giant polar bear,
the menagerie as citizens and foreigners stop to watch the great ape roar,
roaring at a surrounding pack of snarling grey wolves. A switchback set of
pound his chest, and shake the bars, this being met by a spirited applause.
stone stairs at the north side of this chamber lead to the first floor where
Marvin’s Marvelous Menagerie is the establishment of Marvin “The Killer Kang is sequestered.
Marvelous” Ashwood, a wizard of no little skill and adept woodsman as
The Tour. Tours commence on every hour, each tour being 45 minutes
well. Ashwood has lived a life of adventure and derring–do, and those
long, staring 9:00 AM to 5:00 PM. The tour guide is Goodwoman Mara
who know his secret, know that he has survived exploring a demi–plane
Jay, a square–built, middle–aged woman who speaks with clarity. She is
created by the Mad Archmage, Zagyg.
quite versed on the menagerie’s flora and fauna and will deliver insight-
There are two guards standing at the front gate (12–foot reinforced, ful descriptions of species, ecologies, etc. Up to 20 visitors may attend a
oaken doors). They wear red blouse and red pantaloons, black hose, and tour. Questions are discouraged during the tour and should be reserved
a cylindrical fur hat dyed black. Over the blouse is worn a tabard of em- for the end.
broidered with the image of a roaring ape. Each guard wears by his side a
Goodwoman Jay leads the tour through the gates northeast, northwest,
rapier and a coiled whip of black leather.
southeast, and southwest. Each gate opens to a caged in walkway, 18 feet
Entering the front gate, one must traverse a limestone cobbled walkway tall, the tops of which are spiked and curved–in so as to prevent any fool-
to the stone tower. The walkway is flanked by walls of brick 12 feet in ish patron from attempting to climb. In the past, this has proven quite
height, each wall inset with small iron–barred windows offering glimpses disastrous. From each these protected viewing areas a pair of exhibit areas
of the exhibits left and right (described below). An elevator platform of may be observed. The last part of the tour is the viewing of Killer Kang.
20 x 20 feet is located on this walkway, the mechanism of which is acti- The guide leads the group back to the tower, then to the switchback stairs
vated from the basement below. The platform is used to convey beasts in at the north side of the hub chamber.
and out of the menagerie during off hours.
GOODWOMAN MARA JAY (She is a simple commoner with Secondary
GUARDS X 2 (These are 3rd level, neutral, human fighters whose vital Skill of Knowledge Specialist — Flora and Fauna, level 3.)
stats are HP 24, AC 11. Their primary attributes are physical. They
Note on the Exhibits. Each of the five following exhibits have access points
carry cloth armor, rapier, and whip.)
to the basement of the menagerie tower. From the basement rises a series
Entering the menagerie tower. Carved in granite relief above the front of ramps, each one climbing to a ramped gate in the respective exhibit area.
doors of the stone tower is the form of an ape pounding its chest. These are the staff access points (double doors followed by iron gates); here
the staff will feed and tend to the individual needs of each exhibit.
FRONT OFFICE. Within is the ticket sales office, a small chamber of flag-
stone floors, piled rugs of royal blue, and wool tapestries depicting exotic X–A. In this exhibit there are flowering shrubs and a man–made water
beasts. There is a marble counter behind which a clerk sells admission hole. Here lurks a smilodon of grizzled muzzle. The beast is spotted like
tickets to the menagerie. Behind the counter there is a single door with a a leopard, and its serrated fangs are 10–inches long. “King” is quite mad
sign that reads “STAFF ONLY.” being imprisoned as such, and often paces his cage or sleeps fitfully. They
have in the past attempted to give the saber–tooth a mate, but old “King”
Admission: Tickets are 3 sp per adult, 1 sp for children. killed them each and all; it is agreed that he is quite antisocial.

CLERK (This is a simple commoner.) SABER–TOOTHED CAT (This neutral creature’s vital stats are HD 7d10,

CASTLE ZAGYG TOWN HALLS 11


HP 59, AC 14, MV 40 ft. Its primary attributes are physical. It attacks that corner, and “Hatchet” controls that corner. Normally solitary, the
with two claws for 2–5 points of damage each and a bite for 2–12 points reptiles have learned to tolerate one another, but there are more than a
of damage. If the smilodon scores two front paw hits in the same melee few battle scars among the dominant males.
round, it can then make two additional rake attacks with its two rear
claws, gaining an additional +2 “to hit” and inflicting 2–8 points of dam- This exhibit’s shallow pool is stocked with fish, so one can observe the
age each. XP value: 495) turtles unique feeding method: sitting quietly immersed with beak open,
the turtles use a worm–like appendage inside their mouth to attract prey.
X–B. This flora exhibit is set over an underground heat plate fueled by hot
water, the furnace for which is set in the basement of the menagerie proper. TURTLE, HUGE SNAPPING* X 18 (These neutral creatures’ vital stats are
Steam issues from the plate at various intervals, providing the necessary envi- HD 5d8, AC 19 shell, 12 head, limbs and tail, MV 3 ft. land, 6 ft. swim-
ronment for the garden within, which is semi–tropical. Here grow broad–leaf ming. Their primary attributes are physical. They attack with a bite for
plants, pendulous ferns, ubiquitous vines, giant violets, and brazilwood 2d4+10 points of damage. Once the huge snapping turtle has successfully
saplings. Among the many beautiful and exotic flora and fauna (tropical bitten a victim it does not have to strike again. Each round thereafter the
birds, tree frogs, voles, spiders, and tiny primates) is the exhibit feature: the turtle inflicts 2d4 points of damage per round. Also, the turtle may attempt
man–catcher. The man–catcher is a large, viny plant purported to be capable to drag creatures into the water where they may drown. To escape, the turtle
of swallowing a man whole. In truth, it is only capable of swallowing whole a must be killed or suffer the loss of 50% of its hit points, or the victim must
child, or perhaps a small demi–human or humanoid. make a successful strength save to break free. XP value: 100+5 each.)
*For more information refer to CZY: Appendix G, Monsters.
The man–catcher is a viny plant that requires a moist and warm habitat.
It grows about 12 feet long and bears a cluster of pink and white blossoms X–E. This exhibit is somewhat dry, with grasses, sedge, and shrubs. Here
at the top of its flower stalk. The blossoms rise from a tuft of oddly shaped resides an Oliphant of massive size. “Ollie” is a docile animal, and he will
leaves. The leaves consist of two lobes hinged to a central rib. The surface often walk up to the bars when visitors are about, gently reaching between
of each lobe bristles with sensitive hairs, and the edges of each lobe are the bars with his trunk. “Ollie” is an older Oliphant who has lived in cap-
fringed with sharp, woody talons. When a small, warm–blooded creature tivity his entire life. His tusks are quite long, some 10 feet in length, and
brushes one of these hairs, the two lobes clamp and trap the creature up–curving. There is a small pond kept in this exhibit, thick with reed
within. The soft parts of the entrapped animal are digested by a fluid grass. “Ollie” will often collect water in his trunk and spray himself — and
secreted by special glands inside the leaf; once digested, the bones are sometimes the visitors. A flock of ibises is also kept here, and they feed on
spat out. This entire process takes about six hours. Afterwards the maw crustaceans in the pond. Ollie ignores the birds, which sometimes perch on
re–opens, in position to capture yet another victim. his back. Ollie is bonded with Goodwoman Mara Jay.
Goodwoman Mara will point out the parched bones surrounding the OLLIE THE OLIPHANT (This neutral creature’s vital stats are HD 7d8,
plant, stripped clean. She may then demonstrate the man–catcher’s HP 35, AC 15, MV 40 ft. It attacks with 2 tusks for 2d8 points of
unique form of predation by releasing a rodent or rabbit beside the car- damage, or 2 stamps for 2d6 points of damage, or trunk for 1d6 points of
nivorous plant. Sometimes she will allow a volunteer to assist her in this damage. XP value: 515)
process, for sake of drama.
FIRST FLOOR. There are two access points to the first floor. The first is
MAN–CATCHER* (This neutral plant’s vital stats are HD 4d8, HP 25, the “STAFF ONLY” door of the front office. This leads to the control
AC 14, MV 0. Its primary attributes are physical. It attacks with a bite room. The second is the public entrance, accessed via the switchback
for 1–2 points of damage, though will only attack a small–sized creature stonework stairs at the north side of the tower’s main chamber. This leads
or less. If an attack is successful, it will attempt to swallow whole its prey to Killer Kang’s viewing chamber.
should the victim fail a dexterity save [CL 4]. Each round spent inside
the man–catcher causes 2d6 points of acid damage. If attacked, the plant Control Room: This chamber is small and of reinforced stonework. The
secretes an acidic coating that inflicts 1d4 damage to any creature touch- north wall has a sliding steel plate that opens to an iron–grated window
ing or touched by the plant. XP value: 250) looking in on Killer Kang’s cell. Food is slid under the grate twice per day,
the great beast being fed meat and fruit. There is always a member of the
*see Appendix B for more information. staff in the control room. There are three levers on the south wall of this
room. They are white, green, and red.
X–C. This exhibit is composed of short, thick grass and sedge. Large
bales of hay are interspersed throughout. This is the cage of Sir Hornsby, • WHITE LEVER. This lever, when lowered, opens the ceiling of the
a giant aurochs. The beast stands nine feet at the shoulder and weighs tower. The hinged roof portal splits open like an inverted “V” until
7,000 pounds. The bull has spreading, forward–curving horns that could both sides stand perpendicular, and then fold down horizontally.
kill any man with its deadly charge. Sir Hornsby, however, is quite docile,
having been castrated. Goodwoman Jay will hand feed him if he is near • GREEN LEVER. This lever, when lowered, initiates the mechanism
the bars, but otherwise he is too dull to respond to his name. that raises the Kang’s cage to the roof of the tower proper for all the
city to observe. This is done twice per year on the equinoxes. The
“SIR HORNSBY ” THE AUROCHS (This neutral creature’s vital stats are entire process enrages the Kang to great fury, and he will scream,
HD 6d8, HP 34, AC 14, MV 30 ft., 60 ft. charge. Its primary attributes roar, pound his chest, and shake the cage. It is an excellent public
are physical. It attacks with two hoof attacks for 1–8 points of damage display. Kang, however, gets stronger and madder with each passing
or a charge for 3–12+4 points of damage with additional 1–6 trampling season. But also more cunning. He realizes that he will soon be able
damage. XP value: 404) to bend the bars of his cage and escape.
X–D. This exhibit features a large, though shallow, pool of water within • RED LEVER. If this lever is pulled down, a sleep gas (save versus poi-
which huge snapping turtles wade. These turtles resemble alligator snap- son CL 5 or sleep for 1 turn) is released, filling Kang’s cell. This is a
ping turtles, though twice the size — 4 feet long and close to 3 feet wide, precautionary device for cases in which Kang either grabs hold of a
with massive beaks. The turtles are very territorial, and the tour guide person or otherwise seems like he is about to break free. It has also
will explain that “Willy” controls that corner, while “Smithy” controls been used in the past when Kang has behaved self–destructively.

12 CASTLES & CRUSADES


What the staff and proprietor do not know, however, is that Kang plex, contain staff meeting rooms, janitorial supplies, large and small
has become resistant to the effect. cages and pens, and a locked supply room (CL 3) where sedation toxins
are stored. Of note is a large supply of liquefied laburnum, which can
Killer Kang’s Chamber. The door that opens to Killer Kang’s chamber is induce coma if ingested by a human or demi–human. This supply, worth
of reinforced oak engraved with the image of a roaring ape. Within is a some 2,000 gp on the black market, is kept in corked alembics on shelves.
stark chamber of forty foot by twenty foot width. This is the viewing area The proprietor acquires his supply from the Assassins’ Guild.
of the massive cage where Kang is kept.
Marvin “The Marvelous” Ashwood’s quarters. The north side of the base-
Kang appears in all respects as a massive gorilla of 20–foot height. He is ment area is where the proprietor keeps his private chambers, which consist
not fully grown. He grows larger and smarter with each passing season. of a lounge, a kitchen, a dining room, a trophy room (stocked with aurochs
He hates being viewed and he hates everyone involved with the menag- horns, taxidermed bear and lion heads, etc.), a library, a laboratory, an of-
erie, including the staff, Mara the tour guide, and particularly Marvin fice, a guest room, a servant’s room, and a master bedroom (richly furnished
“The Marvelous” Ashwood. He would rend and kill them each and all. with four–poster, armoire, bureau, full–length mirror, and bearskin carpets).
He dreams of vast jungles and of female apes. Displayed in nearly every room is a portrait of Marvin.

When viewed, he will ignore visitors, unless they get too close. If they In a locked chest in the master bedroom, Marvin keeps his large, drag-
do, he may (50%) attempt to grab them by arm or leg, rip appendage off, onskin spell book. This tome is 18 x 24 inches and weighs 20 lbs. The
and eat it. Of course, the tour guide is quick to divulge the danger of ap- Castle Keeper should stock this book with a variety of useful spells. Un-
proaching too close, even when Kang is at the other side of the cage, as der his bed, Marvin keeps a loose flagstone under which is a collection of
he is capable of amazing bursts of speed. 110 assorted gemstones valued at 31–50 gp each. The loose flagstone is
enchanted with explosive runes. Marvin keeps a manservant who keeps
“KILLER KANG,” GARGANTUAN APE (This neutral creature’s vital stats his subterranean home clean, and also cooks for him.
are HD 19d8, HP 134, AC 17, MV 40 ft., 60 ft. leap. Its primary at-
tributes are physical. It attacks with two fist attacks for 1d10+10 points Marvin “The Marvelous” Ashwood has little care or interest in meeting
of damage and a bite for 3d4 points of damage, or two foot stamps for the general public, and will usually not be about the upper levels until
4d4+4 points of damage. If this creature successfully attacks with both after–hours. Ashwood is tall, blue–eyed man with tanned skin, gray–
fist attacks, it will automatically rend for an additional 1d12 points of streaked black hair, and thick, furrowed brows. His countenance is ever
damage. If it successfully overbears its opponent, the defender is knocked intense, eyes ablaze, and he is riddled with scars about his face and neck.
prone and takes 2d8 points of damage. If it successfully grapples its oppo- He garbs himself in red and forest green plaid blouse, like pantaloons, and
nent, it will either squeeze for 5d4+5 points of damage per round or hurl soft leather boots; unless he is on expedition, in which he wears an ex-
the opponent 30–feet for 6d6+6 points of damage. This creature can also plorer’s outfit of browns, greens, and grays. He is, however, not respected
uproot a tree of up to 75–feet and use it as a weapon that inflicts 3d4+4 by true huntsmen, as he uses dweomercraeft to capture beasts, which is
points of damage. This creature regenerates 1 HP per round unless it is considered “cheating.”
reduced by 50 HP or more. XP value: 9,846)
Marvin sometimes enjoys the company of those who share his adven-
BASEMENT. Accessed via the “STAFF ONLY” door behind the marble turous spirit, and will invite those like of mind on occasion to dine and
counter of the main entry chamber area above, a set of flagstone steps smoke with him. He offers bound volumes of parchment that reveal the
lead to the basement area where Marvin “The Marvelous” Ashwood tale of his Great Adventure described below, and at the dinner table he
keeps his personal quarters, where the staff meet and train, and where will stand before his guests and read aloud. On a few occasions (after
food stores are kept. The basement is extensive, running below the entire a bit too much libation) he’s admitted the truthful ending of this tale;
complex, with flagstone slabs throughout. otherwise, such knowledge may be gleaned via rumor.

This basement is exclusively utilized by menagerie staff; visitors are not This adventure was one of many such in which the great wizard–hunts-
allowed unless by invite of the proprietor alone. There are five notable man captured or quarried beasts strange and exotic. One day The
ramp ways here that lead to each of the exhibit areas above. Each ramp Marvelous One heard tale of a strange demi–plane created by the mad
climbs to a set of double oaken doors that inward open, followed by an archmage Zagyg, wherein a gargantuan ape named Uunga ruled — a
iron gate. Food stores contain oats, hay, vegetables, caged animals (sheep, beast unconquerable, so spake the legend. And thus the impetus for the
rabbits, etc.), and anything else specific to the individual exhibit. wizardly huntsman to embark upon a fantastic voyage: to capture and
subdue the beast.
Also of note is a 20–foot wide tunnel area that runs underneath the main
walkway above (the one that leads to the menagerie tower proper). The In Castle Zagyg the wizard–huntsman sought a rumored access point, a
southernmost point of this tunnel ends at a heavy elevator platform of gateway to the demi–plane where Uunga reigned, but he failed time and
20x20–foot size and drawn by thick, winch drawn chains. The platform is time again to locate it. And at each expedition his henchmen perished,
kept raised, thus serving as the floor of the walkway above. This elevator victims of those dread and eldritch machinations and monsters of the mad
platform is only used when a large animal is to be conveyed in or out of the archmage’s seemingly limitless catacombs.
menagerie (at night usually). In most such cases, the animal will be sedated.
Then Ashwood learned of an alternative method to reach the demi–plane
In the center of the basement area, directly below the center of the tower and so sought a powerful dweomercraefter who’d engendered a means of
proper above, there is a set of flagstone stairs that curl down to the sub– transportation without having to plumb the hostile depths of Castle
basement area. This is where the furnace is kept, which is heated by an Zagyg. An agreement was struck, and soon, by way of an enchanted
underground hypocaust system. There are many conduits of lead pipes metal ship, Marvelous Marvin and his henchmen set sail on a storied lake
extending from here, and these may be closed or opened via valves. The of uncertain depths.
conduits each lead to plates under each the exhibit areas, so if an exhibit
requires heat or moisture, hot water may be piped in. Days and nights passed in that curious vessel. In the foggy distance they
at length spied jagged mountains rising from a tropical island hemmed in
Otherwise the basement chambers, which extend under the entire com- by impenetrable fog. The island towered above the surrounding water,

CASTLE ZAGYG TOWN HALLS 13


with sheer cliffs rising, these being decorated with the skeleton wrecks. This is the establishment of the Honorable Charles Penwick, Judge of
Thick–bellied clouds hung over the island, and they reflected undulating Yggsburgh. The Honorable has little if nothing to do with the day–to–day
hellfire below, thus intimating volcanic activity. This, of course, was the activities of this inn but derives a substantial income from it. He resides
legendary island spoken of in fragmented tales, where cannibalistic sav- with family in the penthouse suite overlooking Middle Thoroughfare.
ages worshiped the gargantuan ape Uunga as their very god! There could
be no greater quarry for one such as Marvin “The Marvelous” Ashwood. The compound is surrounded by 12–foot walls of red brick separated by
columnar granite pillars mounted with granite torches dweomered with
His plan was simple: using a most potent sleep venom, he would surround continual flame spells that spring to life as ambient light dims. The main
the beast and pin–prick it with poisoned arrows, thus rendering it helpless. entrance is a double–gate of reinforced oak on Middle Thoroughfare,
He would then invoke further dweomercraeft so as to convey the great with a side gate also on Middle Thoroughfare where patrons or their serv-
beast to the Prime Material plane. But plans are often hampered . . . ants may check in mounts and/or vehicles.

One by one, Marvin’s henchmen were killed, victims of that most hostile A. COBBLED COURTYARD. This is a cobbled courtyard of patterned brick.
island — its savage beasts and cannibalistic tribesmen. In the end, Arrival by horse or vehicle are greeted by the stable boys and the groom
Marvin was the only one left. Then, in a most epic battle, Marvin “The of the stable. After, they are greeted by the porter, then directed to the
Marvelous” Ashwood was forced to slay the beast Uunga with his own side door of the inn, where an usher is stationed.
great powers! It was most unfortunate that this god of the savages had to
be killed, but the wizard–huntsman had no choice. Consequently, he was By day, Groom Albert is the stable manager. He is barrel–chested man
forced to capture the beast’s only male offspring, a beast of near equal with a shock of red hair, age 40. He is assisted by two stable boys, Bird and
monstrosity, which he duly named Killer Kang, for this one had killed Glen, each in their early teens.
many men as well! And so Marvin “The Marvelous” Ashwood brought
to the civilized world this most ferocious beast. GROOM ALBERT (He is a 5th level, chaotic good, human fighter whose vital
stats are HP 47, AC 12. His primary attributes are strength, constitution,
The Truth: After the island claimed the lives of Ashwood’s henchmen wisdom. His significant attributes are strength 16 and constitution 16. His
one at a time, and when at last they located Uunga, their sleep–poison Secondary Skill is Bullying. He carries leather armor, morningstar, and club.)
arrows proved ineffectual. Marvin abandoned his men to die. He then
devised a somewhat less–than–spectacular means to have his gargantuan BIRD AND GLEN (They are simple commoners.)
ape: he baited Uunga into battle with 50–foot python, and while ape and
At dark the groom is Fred, a dark–skinned man, thin and bent–back. He
serpent engaged in epic struggle, Marvin stole into a cave lair where Uun-
is assisted by the stableboy, Gavin, a young man of narrow face, age 17.
ga’s mate nursed their offspring. The wizard–huntsman subdued the hap-
These two work for the Thieves’ Guild and Assassins’ Guild, respectively,
less mate and then employed his magical net to capture the man–sized
although they are not sanctioned to steal or kill. They observe.
infant primate. Marvin later escaped Zagyg’s demi–plane with his quarry
and secretly raised the beast in his dungeon until it reached its present GROOM FRED (He is a 6th level, neutral evil, human thief. His vital stats
size. Then, in his typical vainglorious fashion, he revealed the Wonder of are HP 24, AC 12. His primary attributes are strength, dexterity, and
the World, “Killer Kang” as the main feature of his menagerie. constitution. His Secondary Skills are Detection and Escape Ability. He
carries leather armor, short sword, and dagger.)
MARVIN “THE MARVELOUS” ASHWOOD (He is a 10th/4th level, chaotic
neutral, human wizard/fighter. His vital stats are HP 41, AC 15. His pri- GAVIN (He is a 3rd level, lawful evil, human assassin whose vital stats
mary attributes are strength, intelligence, charisma. His significant attributes are HP 13, AC 13. His primary attributes are strength, dexterity, and
are dexterity 16, intelligence 18, charisma 17. His Secondary Skill is Esoteric intelligence. He carries a poniard with a small vial of powdered Hemlock
Ability, and Woodsman Ability — level 3. He wields a +2 longsword for +7 in the hollow hilt.)
“to hit” and 1d8+3 points of damage, wears a +3 ring of protection, and car-
ries a wand of hold monster with 27 charges, a net of catching*, and a shock The day porter is William, a broad–shouldered man of 30. The night
stick**. Wizard spells: 0th–6, 1st–6, 2nd–5, 3rd–4, 4th–3, 5th–2.) porter is Marmaduke, a smallish man, talkative, age 44. He recommends
The Savage Cock (#11) for gambling.
*See Appendix F of Castle Zagyg, Vol. I: Yggsburgh.
WILLIAM (He is a simple commoner with Bullying Ability.)
**See Appendix C of this volume.
MARMADUKE (He is a simple commoner with Swindling Ability.)
14. THE PENWICK INN
B. STABLES AND FEED STORAGE. This building is built into the wall of
REASON: to stay in a high–class inn; when the party is seeking a private the compound, giving it somewhat of a tunneled appearance. There are
audience or have been invited by Honorable Judge Penwick to attend one. accommodations for as many as 20 animals here, with outdoor hitching
posts accommodating an additional 20. The floor above the stables has
SIGN: above the entrance, the Penwick coat of arms, a field parted per six rooms for staff members. The Stable Master is Hubert Host, a mus-
chevron green and red, with brown owl regardant above and a gold bal- cular man with a broken nose. He is the boss of the stable manager, barn
ance below manager, grooms, and porters.
ENCOUNTERS: refer to Castle Zagyg, Vol. I: Yggsburgh — Appendix C, Table 10. HUBERT HOST, STABLE MASTER (He is a 4th level, chaotic good, human
fighter whose vital stats are HP 37, AC 12. His primary attributes are
This walled–in compound contains a four–story inn of red firebrick and
strength, intelligence, wisdom. His significant attribute is strength 16. He
smoke gray marble trim work, the fourth story being octagonal penthouse
carries leather armor and club.)
of black marble. Also, there are several auxiliary structures of similar
firebrick construction. The Penwick Inn’s patrons are usually politicians, C. COACH AND CARRIAGE BARN. This building, like the stable, is built
merchants, legal officials, foreign dignitaries, and travelers of substance, into the wall of the compound, giving it somewhat of a tunneled appear-
most of whom are coach borne. This is a place both clean and comfort- ance. There are accommodations for up to 14 vehicles within. The floor
able, with many amenities and decent fare. above the barn has six rooms for staff members.

14 CASTLES & CRUSADES


Kenneth Black, the barn manager, is a stocky man with thin mustachio, CUTHBERT ESQUIRE (He is a 6th level, chaotic neutral, human wizard.
is able to do minor repairs to vehicles. He has two hands who work for His vital stats are HP 20, AC 14. His primary attributes are dexterity,
him, Byron and Erik (both in their early teens) to wash down vehicles intelligence, and wisdom. His significant attribute is dexterity 16. His sec-
and other labor. ondary skill is Esoteric Ability, level 4 and Forgery, level 4. He wears olive
green robes and carries a +1 dagger and +2 ring of protection. Wizard
KENNETH BLACK (He is a simple commoner with some Construction spells: 0th level x5, 1st level x5, 2nd level x4, and 3rd level x2.)
Ability.)
H. VALET AND LAUNDRY. Here patrons may contract all manner of tai-
BRYON AND ERIK (They are simple commoners.)
loring, mending, pressing, cobbling, and boot blacking. There is a front
D. GOODS STORAGE. This is where one may rent storage for valuables or counter with work shop behind, which extends to a basement area with
other items. Lockers range from 1 square yard to 3 square yards. Theo- a spinning wheel and cobbler’s work bench. This establishment is run
dore “Teddy” Robins is in charge here. “Teddy” is a taciturn man, age by Wilma Pike, a stout widower of 50 years and a no–nonsense attitude.
40. He resides in a small apartment above. For security, each locker only She is aided by her twin daughters, Alice and Marla, of nineteen years
opens when Teddy uses the enchanted brass key he keeps in the sole of and quite attractive, with red curls, fair skin, and green eyes. Donald
his left boot. If there is trouble, Teddy will pull a string that tolls a bell Marsh is the cobbler/boot blacker (age 59) and is having relations with
in 14–C, thus alerting Kenneth Black to then summon inn security. The Marla, unbeknownst to Wilma who would never approve of the old letch.
storeroom closes at 10:00 P.M. and re–opens at 5:00 A.M. Wilma and her daughters reside on the first floor while Donald keeps a
straw pallet in the basement.
THEODORE “TEDDY ” ROBINS (He is a 6th level, lawful neutral, human
fighter whose vital stats are HP 48, AC 15. His primary attributes are WILMA, ALICE, AND MARLA PIKE (They are all simple commoners.)
strength, intelligence, wisdom. His significant attribute is strength 16. He DONALD MARSH (He is a simple commoner. He carries a folding, 3–inch
carries +1 chain hauberk and a +1 longsword. He also carries an en- knife.)
chanted brass key.)
I. CHAPEL. Here is where guests may pray, seek counsel, and attend serv-
The Castle Keeper will need to determine the contents of this area should
ices, which are held at dawn, noon, and dusk. Being one of two Judges
a break–in succeed, but likely there will be gold, gems, jewelry and other
of Yggsburgh, Penwick has found it most appropriate to see this chapel
valuables stored here.
dedicated to Forseti, the god of justice, though is himself a devout fol-
E. KITCHEN AND BAKERY. This is where food for the inn is prepared. To lower of Loki. Serving here is Pious Olaf, age 62, a short, tonsured man
the south of this brick building there is an herb and vegetable garden that of round belly who wears a cowled robe of powder blue. Pious Olaf is of
supplies fresh produce from spring through late autumn. Osgood Skinner, good cheer and loves his wine.
a portly red–faced man, is Head Chef. He is assisted by a cook, two assistant
The chapel is small, with seating for eight, and standing room for another
cooks, and the baker, Harold Verger, an obese man always short of breath.
twelve. A fresco portrays Forseti’s beautiful palace, Glitnir, the deital
Together this crew produces decent quality food, but ever are they out-
court of justice with its roof of silver and pillars of red gold. The altar,
matched by the quality of food produced at Squire Sawyer’s (#10).
set on a low–rising pulpit, is emblazoned with a golden oak, the deity’s
OSGOOD SKINNER, HEAD CHEF (He is a simple commoner.) holy symbol.

HAROLD VERGER, BAKER (He is a simple commoner.) Pious Olaf resides on the first floor and will assist the characters with
COOK AND ASSISTANT COOKS (They are simple commoners.) all manner of spells but expects in return a generous contribution to the
chapel. He charges a mere 10gp per spell level.
SERVICES. Each of the following four cottages contain services of the Pen-
wick Inn. Each building is nearly identical in size and make–up, built of A narrow stair on the side of the pulpit leads to the basement vestry
brick and timber, with a ground floor service area, first floor three–room where propitiation and votive summoning materials are stored, including
apartment, and a partial storage basement. bells, holy water, candles, gongs, herbs, hymnals, incense, prayer beads.

F. NOTARY. This is where legal documents may be signed and sealed by PIOUS OLAF (He is a 4th level, lawful good, human cleric of Forseti. His
the gnomish notary, Henry Small. The ground floor is open, with a large vital stats are HP 23, AC 10. His primary attributes are intelligence,
oak table surrounded by a dozen high–back chairs. Patrons will formalize wisdom, and charisma. He carries clothing and staff. Clerical spells:
deals here. The fee is 10 sp per document, but transfer deeds valued at 0–4, 1st–3, 2nd–2.) He is non–combatant.
over 100 gp cost 20 sp per document. Copies are available at the scribe
(G.) below. PENWICK INN (PROPER).
The Penwick Inn is a large and bustling location. The Castle Keeper is
HENRY SMALL (He is a gnomish simple commoner with Business Ability advised to refer to Castle Zagyg, Vol. I: Yggsburgh, Appendix C., Table 10
— level 3, Judgement Ability — level 3.) for encounters.
G. SCRIBE. This establishment handles both the recording of meetings The prices of goods and services at the Penwick Inn are listed below, after
and copying of documents. There is a front waiting room, and a back which comes a description of particular areas of this location.
workroom. The scribe is Cuthbert Esquire, an elderly wizard (age 86),
slight of frame and with forked beard of gray. He charges 10 sp per hour
for recording and 10 cp per page copied. He possesses the spell Unseen
Scribe (see CZY, Appendix F) which he uses to augment his craft. Cuthbert
resides on the first floor. He claims his wife has moved away but he in fact
murdered her two years ago for spending his fortune. He often goes on
walkabouts in town, neglecting his duties.

CASTLE ZAGYG TOWN HALLS 15


GOODS AND SERVICES COST Honorable One himself. He is accommodating to guests, if not self–im-
portant.
Ale 2–6 cp per pint
Beer 2–6 cp per pint EVERETT SALTER (He is a tradesman with Business Ability.)
Wine 4 cp – 2 sp per glass; 5 sp – 5 gp per bottle ASSISTANT MANAGER ’S OFFICE. This is the office of the Penwick Inn’s
Liquor 4–24 cp per glass assistant manager, Bradley Rivers. It is, in most respects, identical to the
manager’s office, though smaller and without a fireplace. Bradley Rivers
Brandy 8 cp – 10 sp per glass
runs the nighttime operation of the inn. He is a smallish, unassuming
Coffee 2 cp per cup man of 30 years.
Tea 4 cp per cup
BRADLEY RIVERS (He is a simple commoner.)
Hot Chocolate 5 cp per cup
Cider (in season) 4 cp per pint MAIN HALLWAY. An arched entry beside the receptionist’s desk opens
to a wide hall, of similar pine floors, and wainscoted, paneled walls of
Ginger Ale or Root Beer 2 cp per pint whitewashed walnut. Bronze wall sconces hold enchanted continual flame
Buttermilk 2 cp per pint spells. At the end of the hall are double stairs leading to the upper levels,
and beneath each of these stairwells are stairs leading to the basement
Breakfast 1–2 sp
level. There are three doors along this hall: two along the south side
Dinner 2–8 sp (supply closets), one along the north (maintenance). At the midway
Supper 2–6 sp point there are open archways: the north opens to the lounge on the right
and the dining area on the left; the south opens to the bar room on the
Dormitory, one night 8 cp right and the gaming room on the left.
Dormitory, one week 20 sp
SUPPLY CLOSETS. These closets contain brooms, dust mops, wire brushes,
Dormitory, one month 1 gp
wooden pales, jugs of floor wax, and jugs of liquefied lye.
Private Room, one night 14 sp
MAINTENANCE OFFICE. This is the office of the head handyman, Gilbert
Private Room, one week 2 gp
Plumber a square–built man who prides himself in his work.
Private Room, one month 6 gp
Stabling, one night 2 sp GILBERT PLUMBER (He is a simple commoner with some Construction Abil-
ity.)
Stabling, one week 12 sp
Stabling, one month 42 sp LOUNGE. Ordinary servants are not permitted in this room. It is pan-
eled in maple, with pinewood floors on which piled rugs dyed maroon are
Vehicle Storage, one night 2 sp spread over non–traffic areas. Paintings on the walls portray knights on
Vehicle Storage, one week 12 sp rearing chargers. Finely upholstered chairs surround a low table of oak,
seating up to 12 persons. The dining room wait staff will check here every
Vehicle Storage, one month 42 sp
half hour to see if patrons are in need of service.
Goods Storage, one night 1 sp per square yard
Goods Storage, one week 6 sp per square yard DINING ROOM. Ordinary servants are not allowed in this high–class
dining room with its marble tile floor and pine paneled walls decorated
Goods Storage, one month 20 sp per square yard with game trophy–heads such as aurochs, bear, deer, and lynx. This large
room has fireplaces at either end, and there are 15 round tables with
LOBBY ENTRANCE AND WAITING (THE PURPLE ROOM). This room is
high–backed chairs spaced within. Meals are served during breakfast,
accessed via the front double doors of iron–banded oak, or the short hall
dinner, and supper hours, each being two hour windows of the Castle
that accesses the side courtyard. The floor here is of waxed, knotty pine
Keeper’s choice, with cold food being available after 8:00 PM.
with purple–dyed rugs spread over non–traffic areas. The walls are pan-
eled with walnut. Oil paintings display government buildings such as the A wait staff of four servers is employed here, not including the head serv-
Courthouse, City Hall, and Library. There are several padded armchairs ing man, Wilfed Trout, age 45, a tall thin man, well–dressed. Likewise,
within and a large reception desk. morning service is overseen by his wife, Theresa, a plump woman of 40.
There are 4–16 guests dining in here at any given time.
There are two ushers here, well dressed and courteous, prepared to assist
guests checking in or departing. At the desk is the receptionist. By day GUESTS X 4–16 (They are a combination of commoner bureaucrats and
it is Ethel Wright, a friendly woman of 80 years, though smart as a whip. gentlemen, and Noble Gentlemen, unclassed.)
By night it is Dorothy Skinner, a shrewd woman of 75 years. Both have
worked for this inn for over twenty years. WILFRED AND THERESA TROUT (They are simple commoners.)

There are two offices stemming from this room, each closed off by oaken BAR ROOM. This place is of pinewood flooring with fishing trophies
doors. Each door is affixed with a brass plate. One reads “Manager” and mounted on the walls, including bass, crappies, and a giant pike stretch-
the other reads “Assistant Manager”. ing over the bar. There is a large stone fireplace and twelve rectangular
tables where guests drink and smoke. A maplewood bar is staffed by the
MANAGER ’S OFFICE. This is the office of the Penwick Inn’s manager, head bartender, Albus Albertson, a bear of a man with lamb chop side-
Everett Salter, age 45, a tall man of close–set eyes and droopy counte- burns. He is of 32 years and is a skilled listener. Albus comes in at 4:00
nance. His office contains a stone fireplace, large desk, family portraits, PM, spelling his fellow head bartender, Jay Smith, age 44, a lean man of
bookshelves, a chaise lounge, and high–back wooden chairs. Salter runs sharp wit and sarcasm. A morningstar is kept under the bar that either of
the day–to–day operation of the Penwick Inn, and answers only to the these men will use should trouble arise.

16 CASTLES & CRUSADES


Three waitresses alternate shifts here, two working at a time. They are service, in nearly imperceptible degrees, he’s succumbed to corruption. In
Emma, Jane, and Helga, each quite lovely, flirtatious and in their 20’s. short, the formerly good and lawful Judge is on the take, serving both the
Thieves’ Guild and Assassins’ Guild. Trials involving prominent members of
ALBUS ALBERTSON (He is a 6th level, chaotic good, human fighter whose vi- those guilds are presided by Honorable Judge Penwick who most adroitly uses
tal stats are HP 39, AC 10. His primary attributes are strength, constitution, the law to his advantage, exonerating the accused of wrongdoing. Penwick is
wisdom. His significant attribute is strength 18. He carries a morningstar.) a devout follower of Loki, but he keeps his religion private.
JAY SMITH (He is a 2nd level, lawful good, human fighter whose vital
Justice of the Peace Ronald Glenforth also resides here. He is married to
stats are HP 14, AC 10. His primary attributes are strength, dexterity,
Penwick’s daughter, Rosemary. Glenforth, age 35, is a stern–faced man,
wisdom. He carries a morningstar.)
tall and hawkish looking. He was appointed by Judge Penwick to serve in
EMMA, JANE, AND HELGA (They are simple commoners of high charisma.) like corruption, and has performed brilliantly in exonerating lesser thieves
and assassins, thus keeping their bosses happy. Penwick never expected
Three private salons branch off the bar room, these are accessed via iron the man to become his son–in–law, and although he is not opposed to it,
key if the rental fee is paid to the head bar tender. he is not thrilled by his daughter’s selection.
PRIVATE SALONS. Each of these three small rooms has a central round The family consists of the Honorable Judge, his wife Helen, Glenforth (the JP),
table with seating for eight. They may be rented for 3 sp per hour, and no and Rosemary Glenforth, presently expecting their first child. The household
servers will interrupt unless by request of the patron (usually bureaucrats, staff consists of an usher, housekeeper, valet, lady’s maid, nurse maid, cook,
gentlemen, and tradesmen). scullion, two footmen who double as waiters, coachman, and groom. The fam-
ily staff does not work for the Penwick Inn, though they do share staff apart-
GAME ROOM. The action of the bar often spills into this adjoining room,
ments. Judge Penwick keeps two bodyguards with him at all times.
with guests enjoying games of checkers, chess, backgammon, darts, and
cards, the latter two of which are most popular. A small amount of bet- The lounge of the penthouse, which overlooks the rear garden west, con-
ting occurs here. tains a secret door. It is behind a bookcase which may be unlatched to
swing open when the third shelf from the bottom of the bookcase is tugged
FIRST FLOOR. This floor has 20 large single rooms spaced 10 per side, with linen
three inches out. Behind the bookcase is a secret passage, quite narrow, ap-
closets and two water closets. Double stairs lead to the second floor. Of note
pearing from the exterior of the inn like another of the many chimneys. It
is a room permanently occupied by the Chief Clerk of Yggsburgh (in charge of
is a false chimney, with iron rungs that descends directly to an subterranean
city administration and records), Sir Walter Alder, Knight and bachelor.
passage of the Thieves’ Guild Underground (CZY #52). Only Penwick and
SIR WALTER ALDER, CHIEF CLERK (He is a lawful good, Noble Gentle- Glenforth know of this passage, along with notable members of the guild.
man, unclassed who carries a +1 featherstaff engraved with runes of
BODYGUARDS X 2 (These are 4th level, lawful neutral, human fighters
protection from chaos.)
whose vital stats are HP 32, AC 16. Their primary attributes are physical.
SECOND FLOOR. This floor is divided into two large dormitories lined with Their significant attribute is strength 14. They wear chain mail hauberk and
cots. There are also two small rooms where four chambermaids reside, medium shields, and carry longswords, clubs, and hand crossbows.)
these tending to the first floor rooms and second floor dormitories. At the HONORABLE CHARLES PENWICK, JUDGE (He is a lawful evil, Noble
end of the hall, past the dormitories and past the maids’ chambers, there Gentleman, unclassed with Judgement Ability — level 4, Suborning
is a door at which stands a pair of guards. Behind this door are the stairs Ability — level 4, and Swindling Ability — level 4. He carries a +1
that climb to the octagonal penthouse suite of the Penwick family. featherstaff, and a potion of gaseous form.)

GUARDS X 2 (They are 5th level, lawful neutral, human fighters whose RONALD GLENFORTH, JUSTICE OF THE PEACE (He is a 5th level, lawful
vital stats are HP 38, 37, AC 14. Their primary attributes are physical. evil, human fighter whose vital stats are HP 35, AC 10. His primary
They carry chain hauberk, longswords, spears, and daggers.) attributes are strength, intelligence, wisdom. His Secondary Skills are
Judgement Ability — level 3, Suborning Ability — level 2, and Swindling
THIRD FLOOR PENTHOUSE. These are the apartments of the Penwick family, Ability — level 2. He carries a featherstaff and dagger.)
which rise 30 feet from the center of the structure like an octagonal turret
of smoke gray marble, with four sides of 40 feet in length and four sides of 15. THE STEAMING MUG
25 feet in length. Emblazoned on the east face of the structure and facing REASON: to meet one of the many bureaucrats who frequent this location,
Middle Thoroughfare is the family coat of arms (noted above). or (at night) to fraternize with college students.
The Penwick family apartments, accessed via guarded stair, consist of a SIGN: a steaming mug of coffee
foyer, lounge, dining room, salon, library, office, and two water closets. A
penthouse loft contains a master bedroom, and two additional bedrooms. This two–story with loft, timber and plank building with fieldstone foun-
The long narrow windows of the penthouse are enchanted with magical dation is over three hundred years old, having once served as a lodge for
alarms. Two doors lead to a balustraded veranda on the structure’s roof. loggers before precious resources were discovered in the region. These days
Judge Penwick will drink potables and entertain guests here. it serves bureaucrats who stop by before work or during their lunch to drink
coffee. The place is large and open, with benches of pine and a knotty–pine
Judge Charles Penwick is one of two Yggsburgh Judges, the other being hardwood floor. There is a long L–shaped bar of waxed maple where coffee
the Honorable Judge Egmont Luce (Grand Temple & College District #9). is served and pastries delivered by the apprentices of local bakers. A central
Judge Penwick, age 68, is a tall, heavy–set man with a ridged brow and a hearth is built of round stones, warming the place in the winter months.
severe countenance of many creases and folds, and black hair that curls
over his ears. Penwick has little if nothing to do with the day–to–day This is the establishment of the Madam Marlene Meeker, the wife of
running of the Penwick Inn, trusting this to his manager, Everett Salter, Honorable Magistrate, Frank Meeker. During the morning hours, law-
whom he pays handsomely to keep the operation running smoothly. yers and politicians patronize; at night there is a younger crowd — college
students socializing and playing games of chess or checkers (though no
Penwick was once a paragon of virtue but over the course of thirty years of gambling is allowed), and debating philosophies.

CASTLE ZAGYG TOWN HALLS 17


Madam Meeker, age 30, a plump woman of ample bosoms, serves the This four–story building is of ocher ashlar stonework and is fronted by pil-
morning and day crowd. She is a kind, if somewhat nosey, and overly lars of black marble. This is a large theatre with an open middle portion
flirtatious for a married woman. of 50–foot diameter. The stage thrusts from the north end 12 feet into
the open area and is viewed from tiers of seats (lower and upper tier) from
Gladys Pike, a bullish riverman’s daughter, serves the night crowd. She is the east, west and south sides, while the stage is flanked by box seats. Per-
good–natured, though far the more capable of handling troublesome col- formed here are formal plays of both religious and secular nature, these
lege students. She keeps a club under the bar for just such circumstances. announced via pamphlet or crier.

Patrons are a mix of bureaucrats, gentlemen, and tradesmen from morn- The Charles Rush Theatre has a dress code in that theatre goers are ex-
ing through evening. (From evening through night, they are student academi- pected to wear a long loose–hooded cloak. Upon exhibiting one’s ticket
cians (dressed down) and simple commoners.) to an usher, a domino (half mask worn over the eyes) is supplied. The
domino is checked blue and white, though box seat ticket holders are
TIME NUMBER OF PATRONS provided a more extravagant domino: solid blue for men, solid white for
Morning 3–12 +4 women; each fringed with colorful feathers dyed white and blue, respec-
tively. Attendees are asked to don their masks before and after perform-
Forenoon 1–6 +2 ances, then turn them in again to the ushers following the final act.
Afternoon 3–12 +4
When a play is in progress, there are some 40 persons engaged in its pro-
Evening 1–6 +2 duction and acting roles therein. This includes ticket sellers, ushers, and
Night 5–20 +4 various vendors who work the stands in between acts. As many as 700
can be accommodated in the Charles Rush Theatre, though only 500 can
Late Night* 5–20
be seated per performance, the remainder of which must stand in the rear
*There is a 10% chance that 2–5 bravos will arrive, possibly to bully or be seated before the stage.
a few college students.
The Charles Rush Theatre is held in fief by the gentleman Charles Rush
BRAVOS X 3–6 (They are 5th–8th level, alignment variable, human fight- III. Master Rush is rarely in Yggsburgh these days, being a trader of com-
ers whose vital stats are HP 7 per level, AC 16. Their primary attributes modities in Dunfalcon.
are physical. Their significant attribute is dexterity 18. They carry studded
leather armor, longsword, and dagger.) The theatre is frequented by town notables of the middle to upper–class
social caste. It is as much a place to be seen as it is a place to be enter-
GOODS AND SERVICES COST tained. Gentlemen attending without a Lady friend will discreetly be
offered the accompaniment of a courtesan.
Coffee 2 cp per cup
Coffee, spicy, 8 cp per cup GOODS AND SERVICES COST
Coffee, rare imported 1 sp per cup Floor seat 5 sp per person
Cookie (chocolate chip) 1 cp (per 2) Boxed seat (limited, special reservation
2 gp per person
Pie, fruit (apple, blueberry, cranberry) 1 cp per slice required)
Sweetbread 1 cp per slice Wine and Cheese 20 sp per person
Courtesan accompaniment 3 gp per hour (3 hour minimum)
The first floor contains the apartments of the Honorable Magistrate and
his wife, with a master bedroom suite at the loft level. The Meekers keep Plays performed here are largely of grand Tenoric Pantheon theme,
a manservant, housekeeper, coachman, a groom/groundsman. though the Castle Keeper is encouraged to add to this brief list to suit the
campaign. One of these plays may include:
Magistrate Meeker is a portly man, intellectual and well–mannered. He
leaves the coffee house business to his wife to oversee and does not wish * THE GRENDEL: The legend of a monstrous, deital water ogre, a
to be troubled with its minutia. He will sometimes drink coffee with the savage man–killer that raids the mead hall of a king, having done so
morning crowd before attending his duties at the Court House. for twelve years, carrying away the king’s warriors and devouring
them. Enter the champion, a prince just and true, come to face this
The basement contains storage of coffee beans, brewing equipment.
beast most malign! The king accepts the brave prince who offers to
There is a stable and a coach and carriage house, each built of brick in
vanquish the beast, and during the night the Grendel, as is his wont,
back of the Steaming Mug. These are attended by a stablemaster and
emerges from the moors, tears open the heavy doors of the hall, and
three stableboys. Apartments in each of these building are occupied by
devours one of the sleeping men. The champion confronts the beast,
these four and also some of the family staff.
and they grapple. The powerful grip of the champion is true, and the
FRANK MEEKER, MAGISTRATE (He is a lawful good bureaucrat with ogre cannot escape! At length the ogre wrenches itself free, tearing
Judgement Ability — level 3.) off its arm and mortally wounding itself.

MARLENE MEEKER (She is a Lady of Quality with Business Ability.) * THE STOLEN HAMMER: The tale of Thrym, the frost giant that
GLADYS PIKE (She is a simple commoner with Bullying Ability.) steals Thor’s hammer, Mjolnir. Thor, Heimdall, Loki, and Freya
must devise a way to steal the hammer back, lest the Jottens rule
16. CHARLES RUSH THEATRE Asgard! Devious Loki contrives the way, arranging a marriage
of beautiful Freya to Thrym in exchange for the weapon’s return.
REASON: to seek entertainment where bureaucrats and gentlemen fre- Thrym accepts the trade for this most precious of prize. But Freya
quent. is opposed to being made a whore to giants and petulantly refuses!
Notwithstanding, Loki brings “Freya” to the frost giant’s hall as
SIGN: a blue and white checked domino under the Yggsburgh coat of arms

18 CASTLES & CRUSADES


agreed (‘tis actually Thor in disguise, this being a most humorous moned airy–kin) after “Garsen” unloads the wagon and sends the driver
part of the performance, a muscle–bound warrior dressed as a lady on his way. Garsen works for the Master of the Manse. He is a surly man,
with wig). As Loki and “Freya” feast with the giants, Thrym is tall but not strong looking, with black hair and green clothes, seemingly
surprised by how many fish his bride–to–be is able to consume, but weather–stained and dirty, as if he works outside a lot.
Loki quickly explains that “Freya” has not eaten for eight nights, for
her heart has longed for Jottenheim. Thrym, being victim to Loki’s CLERKS EDMUND AND REGINALD (They are simple commoners.)
illusions, can wait no longer. He has the hammer, Mjolnir, brought FRAG IRONBEARD (He is a 10th level, neutral good, dwarf fighter whose
out to hallow his bride, placing it in her lap. Up jumps “Freya,” vital stats are HP 60, AC 18. His prime attributes are strength and con-
tearing off her wig and showing her true face — the thunder god, stitution. His significant attributes are strength 17 and dexterity 16. His
Thor! Thor kills Thrym and all the frost giants attending and later Secondary Skill is Bullying and Judgement. He wears splint mail and wields
returns to Asgard with Loki. a +2 battle axe, hand crossbow, 6 bolts, dagger, and two boot knives.)
Every play has a cast of fifteen to twenty–five performers, each being SUGIO LAONE (He is a tradesman with Business Ability and Knowledge
skilled thespians. Also, the Castle Keeper is encouraged to have in at- Specialist — Wine & Spirits.)
tendance any number of notable NPCs of noble, knightly, or gentle, draw-
ing from this or other modules in the series and from Castle Zagyg, Vol. I: KEG WINE COST
Yggsburgh. Even the Lord Mayor may be in attendance. Some attendees Wine, 10–gallon keg, common 30 sp
will migrate to Squire Sawyer’s (#10) after the performance.
Wine, 10–gallon keg, fine 5 gp
17. SUGIO LAONE’S (WINE MERCHANT) BOTTLED WINE COST
REASON: to seek out this vintner who has dealings with Zagyg Citadel Port (fortified) 15 sp
SIGN: a wooden sign painted with a green bottle of wine labeled Ygg’s Fairy Shee Dandelion Wine* (enchanted) 700 gp
Chardonnay Gnomish Elderberry Wine 5 gp

ENCOUNTERS: Dark Chateau; CZY: environs #30 Grand Druid’s Vermouth, white, dry 7 gp
Nemo Red (grape), dry 10 sp
This two–story brick building painted blue is the establishment of Sugio
Nemo Red (grape), dry, resinous 12 sp
Laone, a vintner of fine quality wine. Sugio, a half–elf, is a tall, spindly
man with jaundiced pallor, yellow hair, and high–arching brows. He Nemo Red (grape), sweet 10 sp
resides here with his wife, Alice, now an elderly woman whom some Sir Reillomark’s Sherry (fortified) 25 sp
mistake to be his mother.
Squire Sawyer’s Sparkling (grape), dry or sweet, 1 gp
The ground floor is of creaking pinewood floors. Here at the front sales Urt White (grape), dry 40 sp
office work the proprietor and his staff of three, including two human
Urt White (grape), dry, herbed 1 gp
clerks who double as cartmen (Edmund and Reginald), and a dwarfish
bodyguard, Frag Ironbeard. The room is stocked with bottles and casks Urt White (grape), dry, resinous 1 gp
of wine of varying vintage. Ygg’s Chardonnay, per bottle 12 gp
Sugio has a business relationship with the brownie of Mors’ Mound (Store- *see Appendix C
house District encounter #166). To the brownie once per month he will sup-
ply a case of fine quality chardonnay, and in return is provided a bushel of
enchanted dandelions that grow atop a fairy shee somewhere deep in a vale
of the Wychwood. He also maintains a connection with the gnomes of the
Lonely Valley, importing enchanted elderberries, but of late his connection
has run dry causing Sugio to mark up his remaining stock of enchanted
elderberry wine. (See CZY environs #30, Settlers and Burrows).

Sugio Laone also has the distinct privilege of providing wine to the
archmage, Zagyg, and has done so for many years. He will not speak of
this, however, unless bribed for no less than 150 gp, and even then only
admits that he still provides certain wines for the “Master of the Manse,”
though he never refers to Zagyg by name. He only reveals that the man
lives in or near the castle ruins.

Sugio supplies Zagyg with a goodly ration of three barrels of fine red wine,
several casks of dry white wine, and many cases of superb bottled wine
on a semi–annual visit to the castle, these being at Midyear and Yearend.
The rendezvous point is a mile outside of the castle on Old Castle Track,
where a quick exchange occurs. The wine is carted to the rendezvous
point by Edmund or Reginald, and the dwarfish bodyguard, Frag, this be-
ing the only instance at which the dwarf leaves his normal duties at the
wine merchant’s establishment. Frag, who has a tremendous red beard
and a bulbous red nose, is quite capable of defensing the cart, which is
also enchanted with a dweomer of protection from evil 10’ radius. At the
rendezvous, the wine is ported by invisible servants (stalkers or other sum-

CASTLE ZAGYG TOWN HALLS 19


IV. GOVERNMENT CENTER

Ethe Free Town of Yggsburgh cut into the stone above the entrance
ACH GOVERNMENT BUILDING HAS the armorial bearings of Notable of volunteer groups include:

and painted in full color: An escutcheon of gold with a blue chevron • The Loyal Militia (The Manors District encounter #34.)
separating two blue pikes (or luce, fish) above and a blue mailed fist at the
base. Above the escutcheon is a crest of a city gate in gray stone crowned • Peace–Guild (Jewel District encounter #40.)
by a coronet of gold with five acorn–topped points. To either side of the
escutcheon, supporting it, are giant lynxes standing on their hind legs with • Clarin’s Wagons and Carriages (Workmen’s Sector encounters #66–67.)
paws touching the shield. The motto below the escutcheon reads: None can
When Head Chief Brimstone addresses a fire, he will use some of the fol-
deny us independence. This motto is much japed at by those inmates of the
lowing spells: control normal fire*, cone of cold, fire shield, ice storm, and ice
gaol and workhouse.
wall. His ring of water elemental command is a last resort.
18. CENTRAL STATION (TOWN FIRE DEPARTMENT) *see Appendix C.
SIGN: Yggsburgh coat of arms over a red fire helmet and crossed ladders
THEOBALD BRIMSTONE, HEAD FIRE CHIEF OF YGGSBURGH (He is an
REASON: to alert of a fire or potential fire hazard. 11th/4th level, chaotic neutral, human wizard/fighter. His vital stats are
HP 38, AC 10. His primary attributes are strength, dexterity, intelli-
This three–story firebrick building with front bell and watch tower serves as gence. His Secondary Skills is Esoteric Ability. He carries a ring of water
the town’s central fire station, the department chief of which is the wizard, elemental command, cloak of fire resistance, and a +2 piercing axe. Wiz-
Theobald Brimstone, a specialist in elemental fire and water magics. Chief ard spells: 0th–6, 1st–5, 2nd–4, 3rd–4, 4th–3, 5th–2, 6th–1.)
Brimstone is a tall, imposing man, with long red hair. He wears a cowled black
FIREFIGHTERS X 4 (They are 3rd level, lawful good, human fighters.
robe embroidered with a gush of red flames on the breast and a climbing blue
Their vital stats are HD 3d10, HP 21, AC 14. Their primary attributes
wave, foaming water, on the back. Brimstone is moody and arrogant. He
are physical. Their significant attribute is strength 15. They have the
oversees fire brigades throughout town, paid and voluntary.
Secondary Skill of Bullying. They carry cuir bouille, and a piercing axe.)
The ground floor features two front bays to facilitate speedy vehicle exit to VOLUNTEER FIREMEN X 2–8 (They are simple commoners.)
Goodman Street. This is where four of the finest fire wagons are stored and
maintained, each one painted red and emblazoned with the armorial bearings 19. YGGSBURGH MUNICIPAL MESSENGER SERVICE
noted above. Each wagon is equipped with ladders, water tank, and hoses.
SIGN: Yggsburgh coat of arms set over a running young man in uniform.
There are four paid firefighters always on duty here, along with up to
This three–story with loft, brick building is the headquarters of the town
six volunteers. Firefighters are trained in the protocol of using local
messenger service. Bureaucrats utilize this service to convey messages
plumbing (hydrants) to combat any breakout of fire, but will also employ
within and without town. This operation is run by the wizard Nigel
a stored water wagon, pump–wagon with hose, ladder wagon, and other
Smith who, along with his apprentice, Dorothy Carpenter, casts the spell
equipment such as flame retardant leather helmets and suits, fire axes and
race* upon the messengers, these being young men of endurance. The
hooks, and canvas buckets.
dweomer allows them to run quite tirelessly.
The first floor is a common dwelling for on–duty firefighters. There is a
The ground floor is a busy place, large and open. Up to six messenger boys
lounge, wash room, dining room, and kitchen. When alerted to fire, the
jet in and out, starting at dawn. They wear soft leather shoes and a light
firefighters will slide down poles to the ground floor. Draft horse teams in
blue uniform embroidered on the breast with the Yggsburgh coat of arms.
(four per wagon) are harnessed as the bell sounds; in the case of the most
Nigel Smith is a white robed wizard with white hair and blue eyes. His
extreme fires, soldiers of Loud Bell Tower (Storehouse District encounter
apprentice, Dorothy is a brown–haired young woman of freckled counte-
#T–1) will be alerted. Once Loudbell is tolled, the entire town is alerted,
nance. Dorothy handles important messages to Dunfalcon, using her mas-
calling all volunteers to take action.
ter’s ring of invisibility and broom of flying, and making the journey herself.
The second floor contains the apartments of the head fire chief, Theobald
The first floor is a makeshift infirmary for recovering messenger boys, as when
Brimstone and his only friend, the Town Sheriff Jarvis Warren, the latter
the race* spell wears off, there comes a great fatigue. There are beds, water
of which has a family of four. There twelve rooms, the rear two of which
basins, and a tin bath tub. A nursemaid will tend to the recovering boys. The
are intended for apprentices, but Theobald is quite cruel and has never
second floor contains the apartments of the wizard, with a rear apartment for
been able to keep one for more than a year. This is viewed as a problem
his apprentice, while the loft is occupied by the messenger boys.
to the Council of Eight, as they would like to see a successor in line. Also,
the Council sees the patchiness of this department as a potential problem *see Appendix C.
and would like to see it eventually extended, but Theobald, in his arro-
gance, refuses to acknowledge any problem. NIGEL SMITH (He is a 9th level, lawful good, human wizard. His vital stats
are HP 25, AC 10. His primary attributes are intelligence, wisdom, constitu-
There are four additional firefighting stations in town: tion. His significant attribute is intelligence 18. His Secondary Skill is Esoteric
Ability — level 4. He carries a +1 dagger, staff, ring of invisibility, and broom
• Industrial Quarters Fire Station (East Corner encounter #1.) of flying. Wizard spells: 0th–5, 1st–6, 2nd–5, 3rd–4, 4th–2, 5th–1.)

• Storehouse District Fire Station (Storehouse District encounter #98.) DOROTHY SMITH (She is a 6th level, lawful good, human wizard. Her
vital stats are HP 17, AC 10. Her primary attributes are intelligence, wis-
• College Street Fire Station (Grand Temple & College District #8.) dom, charisma. Her significant attributes are intelligence 14 and charisma
17. Her Secondary Skill is Esoteric Ability — level 2. She carries a staff.
• Rivergate Fire Brigade (Rivergate Quarter #172) Wizard spells: 0th–5, 1st–5, 2–4, and 3rd–2.)
MESSENGERS X 10 (They are simple commoners of high constitution.)

20 CASTLES & CRUSADES


20. YGGSBURGH STREET DEPARTMENT (CZY #14) a young gentleman who serves as his brother’s aid and guard, is given to
haughtiness and hopes for knighthood.
SIGN: Yggsburgh coat of arms
On formal occasions the Herald rides on his warhorse. When alone, he
ENCOUNTER: The Ogre’s Garden
rides a horse or goes afoot. Hugh will be mounted or afoot as is the Hon-
This long and narrow single–story firebrick building serves the Yggsburgh orable Master and Herald.
Street Department. The office of the Keeper of Streets (in charge of street
SIR LYLE BEEKMAN, HERALD OF YGGSBURGH (He is an 8th level, lawful
cleaning and maintenance) is located here. The daytime staff is 30 persons,
good human knight. His vital stats are HP 56, AC 19. His primary stats
though casual labor is added when major repairs are required. Yggsburgh
are strength, dexterity, charisma. He carries full plate mail, shield, lance,
has plenty of tax and monopoly income to cover the repair of local roads.
longsword, battle axe, and mace. He rides a heavy warhorse whose vital stats
All town arteries are paved with cobblestones or firebrick, the latter be- are HD 4d10, HP 35, AC 19. It receives two hoof attacks for 1–4 damage or
ing used for small paths such as lanes. Sidewalks are of limestone or slate one overbearing attack. The horse is outfitted in chain mail barding.)
slabs, or else firebricks. They are raised above the artery they parallel by HUGH BEEKMAN (He is a 5th level, lawful good, human fighter whose
at least six inches. Immediately beside the walkway is a gutter depression vital stats are HP 35, AC 19. His primary attributes are strength, consti-
leading to periodically–spaced sewer drains. tution, dexterity. His significant attribute is dexterity 16. He carries splint
mail, shield, longsword, and dagger.)
Twenty–four of the 30 sanitation personnel are street sweepers who make
their rounds daily. They have a wheeled cart, large broom and shovel, OFFICE OF THE CHIEF CLERK OF YGGSBURGH, SIR WALTER ALDER, KNIGHT.
and either collect the refuse they sweep up or else push it into a gutter This room is of slate tile floor and contains a large oak desk, a bearskin rug,
drain to be carried off into the sewers. Accumulated waste is taken back and several bookshelves stacked with ledgers and bound parchments.
to the main building, loaded into horse–drawn wagons, and dumped off
the Townbridge at first light before anyone is allowed into the community. The Chief Clerk (#14, his residence) is in charge of city administration
The swift–flowing River Nemo moves this waste downstream in short and records, and has access to the names and locations of all registered
order. Elsewhere, in The Outs, the Lord Mayor requires property owners citizens. Such records are largely kept in storage (see below).
fronting the way to keep it in good repair, with the town seeing to the
main roads where they have no adjacent landowner. Away from town SIR WALTER ALDER, CHIEF CLERK (He is a lawful good, Noble Gentle-
it’s not done unless there’s a washout somewhere. In that case the Lord man, unclassed who carries a +1 featherstaff engraved with runes of
Mayor or nearest concerned noble will see that repairs are made. protection from chaos.)

NORBERT MITCHELL, KEEPER OF STREETS (He is a commoner bureau- CENTRAL HALL. Behind the reception area there is a large central hall,
crat with some Construction Ability.) some 50 by 50 feet, it being open to the light–welled roof of the building.
Colonnaded on the sides, there is a railed, open balcony running along
STREET DEPARTMENT STAFF X 30 (They are simple commoners.) the sides of this hall 15 feet above the ground and joined by opposing
stairs that funnel down to the open floor. There is a granite fountain in
21. ADMINISTRATION & RECORDS (CZY #8) the center of the great hall. Tapestries adorn the walls, embroidered with
SIGN: Yggsburgh Coat of Arms keeps, castles, towers, bastions, and knights riding chargers and bearing
pennants. Underneath the balconies are several chambers, these being
This 35–foot tall building of ashlar stone and marble edgework has a reserved for the storage of records per ten year period.
beaked overhang supported by pillars of fluted marble. The walnut
double doors are met by a splay of granite steps. At the northeast corner THE GALLERY OF HERALDRY. The central hall at length opens to the
of the lot there stands a statue of marble depicting the first Lord Mayor rear of this building, it being shaped in half–round, stretching from floor
of Yggsburgh, Lord Yggs: Lewis Garmonde. He is depicted in full plate, to ceiling and illuminated by massive bronze sconces of continual flame
sword downward pointing, gauntlets resting on the hilt. spells. Here mounted are many of the escutcheons of gentle families
of Yggsburgh, the largest of which is the town’s coat of arms, centrally
The ground floor opens to a large reception area. Here are two large oak located, under which is mounted a row of armorial bearings representing
desks, staffed by Gertrude Boatwright and Marla Meadow, secretaries each of the Lord Mayors who have served the Free Town.
(simple commoners) both in their mid–50’s. A door on the left side is to
the office of the Herald of Yggsburgh. A door on the right side is to the Notes for the Castle Keeper: There is an empty place of prominence here
office of the Chief Clerk of Yggsburgh. A central hall opens opposite the that the Lord Mayor has ordered to be held in reserve for Sir Alec of Gaxhill
entrance area and between the two large desks herein. if ever he should swear his sword to Yggsburgh. Also, for a 100 gp donation
to the town, any gentle family of Yggsburgh may have their arms displayed
OFFICE OF THE HERALD OF YGGSBURGH, LORD MASTER OF ARMS, LYLE BEEK- here. Should a gentleman be stripped of entitlement or suffer confiscation
MAN. The door to this office is emblazoned with Sir Lyle’s coat of arms, a white of estate, the rescinding of armorial bearings extends to these displays.
with red bordure fleury (fleur–de–lys projecting from both the outer and inner
edge of the inset border) with a raven’s head erased (head with appearance of FIRST FLOOR. The first floor of this building, accessed via side stairs in main
being torn off, leaving jagged ends), eyed red. The Herald’s office is of slate tile hall, contains a series of smaller offices where the daytime staff of 35 per-
floor and contains a large desk, deep purple carpets, and several bookshelves sons (including the above secretaries) will bustle in and out of all day long.
neatly stacked with large leather–bound volumes of heraldic records. Of significance here is the office of the Town Inspector, Sir Stanley Ogle
(Jewel District #33, his residence) whose office is involved with new con-
The Herald, Sir Lyle (CZY #42, his residence), is in charge of noble ge- structions, such as roads, bridges, walls, etc. He is being pressured by some
nealogy and heraldry records and the assignment of armorial bearings. of Yggsburgh’s elite to find reason to revoke (or threaten to revoke) licenses
The Herald is thus entrusted to keep up to date a complete register of from merchants who are proponents of forming a Citizen’s League.
all persons entitled to armorial bearings or a “coat of arms.” He is often
accompanied by his brother, Hugh Beekman, whose coat of arms is differ-
entiated by a red mullet (five–pointed star) above the rook’s head. Hugh,

CASTLE ZAGYG TOWN HALLS 21


TOWN INSPECTOR, SIR STANLEY OGLE (He is a 5th level, neutral good, tion in writing must be filled out. If the application is accepted (usually
human knight whose vital stats are HP 37, AC 20. His prime attributes are within 24 hours) up to four tickets may be purchased. A tour will then be
strength, dexterity, charisma. His significant attribute is strength 16. He car- scheduled, taking place within two weeks. This entire process all but ex-
ries full plate mail, shield, lance, longsword, and dagger. He owns a heavy war cludes accessibility to the general public, particularly those citizens of low
horse. HD 4d10, HP 28, AC 16, PA physical, EQ scale mail barding.) social standing. Citizens of middle class and above are quickly approved
if they have a clean criminal record. Characters noted throughout town
ADMINISTRATION STAFF X 35 (They are simple commoners with varying
for their daring exploits and good deeds will at once be afforded an op-
Business Ability.)
portunity to purchase a ticket.
22. YGGSBURGH MUSEUM (CZY #12)
The Tour. There are three tours per day: morning, afternoon, and early
REASON: if the characters are seeking to sell rarities and artifacts. evening. Up to 20 guests are accommodated, each visit limited to two
hours. The tour guide will show each exhibit in succession, but at the
SIGN: Yggsburgh Coat of Arms start of the tour, he or she will inform the guests that although they are
obviously trustworthy guests, that they should know that a wizard of no
ENCOUNTER: The Lucky Stone little power is observing. The tour guide will hush anyone who asks too
many questions. Other tourists are usually gentlepersons (Bureaucrats,
This large, firebrick building with polished granite edgework and fluted
Gentlemen and Ladies of Quality).
marble pillars is the official town museum. A limestone cobbled walkway
leads to broad stairs of granite, these ascending to bronze–banded double G–2. This is the office of the Chief Curator, Master Howard Teacher
doors of oak. The stairs are flanked by bronze statues set on round plinths (Moatgate #12, his residence), a gentleman, age 55. He keeps a large ma-
of serpentine. The statues depict twin lionids — grotesque humanoids hogany desk and several stone sculptures of gargoyles. There is a portrait
standing upright and wearing crowns stylized with multi-
faceted gems. Located at the northeast corner of the lot
there is a fountain of white marble.

The building proper has two high–ceilinged floors, the second


of which has a domed ceiling with stained glass light wells.
There is a service entrance in back of the building, it having a
steel door and key–locked. The keys can only be opened by se-
curity who thus must be present when a delivery commences.

(S & C) STABLE & CARRIAGE HOUSES. These are overseen


by the stablemaster, Thorstead Fletcher, a ruddy–faced
man of great cheer and breath that ever smells of spirits.
He has four hands, all teen–aged boys who work for lodge
and tips.

THORSTEAD FLETCHER (He is a 4th level, chaotic good,


human fighter whose vital stats are HP 33, AC 12 or
15. His primary attributes are strength, dexterity, wisdom.
His significant attributes are strength 16 and dexterity 16.
When prepared for battle he wears studded leather armor
and wields a bastard sword.)
STABLE HANDS X 4 (They are urchins — Willie, Robbie,
Blake, and Arnie.)

GROUND FLOOR.
The ground floor opens to a large reception area with
three adjacent offices, including the Chief Curator
Howard Teacher, the Assistant Curator, and a security of-
fice. There are also eight museum staff members, each of
whom are educated in art and history, functioning as cura-
tors, tour guides, and general clerks (described below).

G–1. Reception Room. The reception room contains


several framed oil paintings dimly illuminated, and a large
counter of marble behind which one of the daytime staff
accepts admission tickets. The paintings depict buildings
of gothic architecture and nature scenes, each picture
donated by various collectors and artists. Should the char-
acters visit this location with the intention to sell or donate
a piece of art, they will be directed to the office of the Chief
Curator or his Assistant (G–2 and G–3, respectively)

To purchase a ticket. Tickets cost 5 sp each. If the patron


is not a recognized bureaucrat or aristocrat, an applica-

22 CASTLES & CRUSADES


of himself on the wall behind his desk. The Chief Curator and his As- ERNEST GREENVALE (He is a 6th/7th level, lawful good, human fighter/
sistant handle the day–to–day operation of the Yggsburgh museum, with wizard whose vital stats are HP 42, AC 14. His primary attributes are
the Chief serving as the public and political face of this location and his strength, intelligence, dexterity. His significant attributes are dexterity 16
assistant doing the more tedious work. If the characters are looking to and wisdom 16. He Secondary Skill is Detection. He carries boots of
sell or donate a piece of art, they will be referred to this gentleman or his teleportation, +1 cloak of protection, +2 bastard sword, wand of hold
Assistant (for more, see below). person. Wizard spells: 0th–5, 1st–4, 2nd–3, 3rd–2, 4th–1.)

HOWARD TEACHER, CHIEF CURATOR OF YGGSBURGH (He is a chaotic MS1–3. These are staff rooms used by the museum staff of eight. These
neutral bureaucrat with Secondary Skills of Esoteric Ability and Knowl- contain desks, chairs, shelves, tables, and other clerical supplies pertain-
edge Specialist — Ancient History, level 3.) ing to the museum.

G–3. This is the office of the Chief Curator’s Assistant, Walter Slater, a MUSEUM STAFF X 8 (They are academicians with Secondary Skills that may
smallish balding man who keeps a large oak desk littered with paperwork. include Artistic Capacity, Esoteric Ability, and Knowledge Specialist.)

WALTER SLATER, ASSISTANT CURATOR (He is a gentleman with Artistic Ca- MS–4. This room contains janitorial cleaning supplies: mops, brooms,
pacity, Esoteric Ability, and Knowledge Specialist — Ancient History.) wax, jugs of lye, rags, etc. Three custodians are based here.

On purchasing rarities and artifacts. There is a large monetary fund (at CUSTODIANS X 3 (They are lawful good, simple commoners.)
least 500 gp) available for the purchase of rarities and artifacts connected
to the town or region and its history. The characters may sell such items THE MUSEUM. The ground floor is of polished marble tile flooring, and
to the museum at top price, although the Chief Curator (or his Assistant) wainscoted walls of fruitwood paneling with and bronze wall scones with
will suggest a donation; if that is refused, he will bargain to get the item(s) continual flame. Piled wool carpets dyed blue and yellow are rolled out
at 25% value, then 50%, then 60%, etc. to non–traffic areas. Each of the following collection rooms (CR–1 to
CR–20), often termed cabinets of curiosities, are similarly furnished.
On donating rarities and artifacts. If the characters donate any item(s)
HUB. There is a central hub that accesses each the following floors. From here
with a value of 20 gp or more, they will be named in a Town Proclamation
there are four balustraded sets of stairs curling up to the first floor galleries.
for their community spirit and be acceptable in Upper Middle class circles.
If the donation is of value above 100 gp, they will be invited to a banquet at S–1. This bronze statue set on serpentine plinth features a horrific ren-
the Mayor’s Palace, introduced to the Councilors, and thereafter, if socially dering of the demon lord Orcus, with its bloated body, hoofed feet, and
acceptable, become temporarily popular amongst the aristocracy to invite goat–headed horrific visage. While some visitors appreciate the artistic
to their functions — hunting, banquets, balls, etc. A gift of any great rarity quality of this statue, even more are frightened to look at its foul visage,
or ancient artifact will gain them Honorary Citizenship in the town, with often citing nightmares thereafter, though no dweomer has ever been
all the foregoing lionization applying, and their favorable station will persist detected about the thing.
for several months unless they do something to discredit themselves. If
they continue to do beneficent and/or heroic deeds, they will be further S–2. This gold filigreed bronze statue features a paladin in full plate mail
honored, possibly asked to join the Lords & Gentlemen’s Club (CZY #54), armor, with bastard sword by his side and a kite shield strapped to his
awarded armorial bearings, knighted, etc. as the Castle Keeper sees fit. forearm. There is a rose painted on the breastplate of his armor, and his
shield is etched with the armorial bearings of Yggsburgh. A brass plate
G–4. This is a security office where the magic–using fighting man, Ernest Greenvale on its plinth is so inscribed: The Soldier. This sculpture is dedicated to
is boss. There is a large oak desk, a meeting table and several high–back chairs. all those brave soldiers who died defensing Yggsburgh. Their shields line
the roof of Valhalla.
Museum Security.
S–3. This white marble statue set on granite plinth features the deity
• All windows are barred.
Bragi, who is portrayed with curly hair and wearing an open robes. The
• Each collection room and gallery is dweomered with magical alarms deity’s mouth is open and his tongue hangs down 12–inches, it being
similar to the alarm spell when the museum is closed. Any move- engraved with various runes. He holds in his right hand a cup, also en-
ment will trigger a loud bell. graved with runes, and with his left hand he balances a large harp touch-
ing that rests against his legs.
• If an object is removed from its set place, a green mist billow a potent sleep
gas (challenge class 20 versus poison); this in addition to a ringing bell. S–4. This obsidian statue, set on a plinth of smoke gray marble features
a smallish man garbed in tight fitting clothes and cowl, all save his eyes,
• Chief of security, Ernest Greenvale, sends an arcane eye to follow which are set with tiger–eye stones. He is somewhat crouched and glanc-
each tour, and will use his boots of teleportation to arrive at any room ing over his shoulder. A short sword is sheathed by his side, right hand
he so desires. reaching for its hilt; his left is a raised fist, gripping the hilt of a poniard.
This piece was donated by a mysterious Dunfalcon gentleman, and is be-
Security Staff. Ten guards patrol this building, six during the day, four lieved to ward off thievery. A brass plate is inscribed with the following:
at night. They work in pairs and also patrol the outside of the building. The Black Cat — greatest of burglars is he, slippery as an eel, hindered
Note that the bronze golem at CR–13 activates at night. Heading secu- not by spell or steel.
rity is the magic–using fighting man, Ernest Greenvale, a short, somewhat
temperamental man. In a belt case he keeps a teakwood wand tipped with CABINETS OF CURIOSITIES.
a moonstone gem; a bastard sword is strapped to his back. CR–1. The Chess Cabinet. This room features chess sets of antiquity
displayed in glass. The pieces — the smallest of which are 3–inches, the
SECURITY X 10 (These are 4th level, lawful neutral/good, human fight-
largest 6–inches — are carved of walrus ivory. They portray human fig-
ers whose vital stats are HP 25, AC 16. Their primary attributes are
ures, all save the pawns, which resemble gravestones etched with runes.
physical. Their significant attribute is strength 14. They carry chain mail
The figures represent two opposed forces of ancient warriors arrayed for
hauberk, medium shields and clubs.)

CASTLE ZAGYG TOWN HALLS 23


battle, one side painted red, the other white. The knights are mounted to ceiling with the scales of a green dragon once killed by a legendary hero
on chargers and hold lances, while the rooks have the wild–eyed look of said to have several times explored the very depths of Castle Zagyg. Enter
berserkers biting their shields. Otherwise, all the figures, including the and feel the skin of a dragon with your own hands! In the center of the
bearded king and the high–crowned queen, have a rather glum, despond- chamber glows a green continual flame flickering dim and unsteady. There
ent expression. The board is of polished serpentine and inlayed with are 101 scales in here of varying size and texture. The scales are valued at
ivory. This set is valued at 2,500 gp. a total of 2,500 gp.

CR–2. The Insect Cabinet. This room contains glass cases with hundred CR–10. Cabinet of The Unknown Idol. Centered in this room is a
of different types of insects, all mounted, preserved and classified. There 16–foot tall stone idol of a primitive human–like head with pronounced
are several extinct species here, including some incredible moths, but- brow and flaring nostrils. The idol is carved of basalt and is believed to
terflies, and stirges. This set is valued at 200 gp. have once been an object of veneration to a savage people from a tropical
land far to the south. Members of the Sages’ Guild theorize that it was
CR–3. Cabinet of The Ragnarok Vase. This room contains on central ped- Zagyg who brought this idol to the East Mark, and likely misplaced it.
estal the Ragnarok Vase, a cameo of antiquity. The vase is about 1 foot high This piece is valued at 3,200 gp.
by 2 feet wide at its roundest. It is of violet–blue glass, surrounded with a
single, continuous white cameo depicting the gods in their final conflict: CR–11. The Two–Headed Stallion’s Cabinet. Centered in this room
Ragnarok, including Heimdall engaged in battle with Loki, Odin bearing is a taxidermed two–headed black stallion, the steed of some unknown
spear against the monstrous wolf Fenrir, and Thor holding open the jaws of wizard. Sages believe that the two–headed equine is the result of magical
Jormungand, the “Midgard Serpent.” This vase is valued at 5,000 gp. experimentation. This taxidermed beast is valued at 750 gp.

CR–4. The Clock Cabinet. This room is outfitted with a variety of CR–12. Cabinet of The Skeleton Giant. Pieced together and placed on
clocks, from the most ornate and modern of long case pendulums set display in this room is the fossilized, tannin–steeped skeleton of a forest
in frames of cherrywood, an ancient sun dial of stone used by the tribes giant of some 18–foot height, with bowed legs, arching back, and massive
of bygone ages, and a tremendous, 2–foot brass hourglass. There are 24 skull. The skeleton was discovered in a local bog, and has drawn the
clocks in this room, valued from 200 gp to 1,200 gp each. interest of not a few clerics diabolical. Affixed to its skeletal mitt is fos-
silized spiked club of some 8–foot length. The skeleton is assembled with
CR–5. The Pole–Arm Cabinet. This room is lined with a collection of iron rods and screws. This piece is valued at 800 gp.
the finest pole arms, including the spear, lance, pike, spetum, ranseur, par-
tisan, pole axe, halberd, bardiche, voulge, lochaber axe, fauchard, glaive, CR–13. The Statuary Cabinet. This room contains various sculptures
guisarme, bill, bill hook, military fork, lucern hammer, bec de corbin, of wood, stone, and bronze depicting knights and dames, a satyr playing
glaive–fork, fauchard–fork, glaive–guisarme, and voulge–guisarme. It a panpipe, and a nude goddess of exaggerated voluptuousness. These
is not unusual for Sir Guy Gakk (Grand Temple & College District #5) to sculptures are largely donated by the Academy of Arts (Grand Temple &
visit here, often correcting the tour guide in subjects pole–arm nomen- College District #17), though three of the busts displayed are donated by
clatural. Each of these weapons are worth twenty times standard value. master sculptor Lester Crow (Manors District #65). Among these works
there stands a sculpture of a 12–foot tall bronze knight with oversized
CR–6. The Far East Antiquity Cabinet. This room contains a collection of gauntlets. This is actually a bronze golem. By day it stands motionless
ninety–nine jade plaques from a royal palace of the Far East. These plaques, (unless alarms sound) and by night it activates and paces the museum,
each about 8x8–inches, are carved from jade and depict a variety of scenes, providing extra security. Statues in this collection are values from between
including animals, fish, humans, human–animal and human–fish transmog- 50 gp and 5,000 gp.
rifications, and several scenes of court life. In the center of the room, upon a
polished pedestal of lapis lazuli, there stands a 30–inch tall jade sculpture of a BRONZE GOLEM (This neutral construct’s vital stats are HD 10d12, HP
water dragon with a black pearl set in its jaws. Each jade plaque is worth about 90, AC 25, MV 20–ft, and Spell Resistance 15. Its primary attributes are
250 gp, while the jade dragon with black pearl is valued at 5,000 gp. physical. It attacks with two fists for 2–24 points of damage each. Special:
This golem senses both invisible and ethereal presences and bars their pas-
CR–7. The Lord Yggs Cabinet. This room contains a collection of weap- sage by enchanted force, so characters can’t get past it. If a spell meant to
ons, armor, and personal effects once owned by Franz, the first Lord Yggs. damage this automation is cast upon it, the magic rebounds and affects the
This collection includes an upholstered mahogany chair of many spindles, a one who sent it. If a weapon attack is made upon it, the golem sends forth
burgonet helm, bronze plate armor (dented and scratched), and a shattered a bolt of energy delivering the same amount of damage the attack delivered
lance. Centered in this room, on a pole–mounted dummy torso, there is a to it, plus d6 additional points, so even a miss brings 1–6 damage to the one
bejeweled suit of mithril elfin chain armor affixed with a brooch of mistletoe, attempting to harm it. If two or more attacks are made, the golem sends forth
this being a gift from a gray elf lord to the more famous Lord Yggs, Lewis a 30–foot cone of paralyzing gas that persists for five minutes of time, filling
Garmonde, shortly after Yggsburgh won its independence. The Lord Mayor the museum. Characters must save vs. paralysis each round of exposure or
wore this at banquets and ceremonies. The Lord Yggs–Franz collection is valued be immobilized for one full hour. Paralyzed individuals are later removed by
at 2,000 gp. The Lord Yggs–Lewis elfin chain is valued at 3,200 gp. the town guard and charged. XP value: 4,800)

CR–8. The Elegant Lady’s Fashion Cabinet. This room contains several CR–14. The Precious Metal Cabinet. This room contains a collection
fashions worn by Ladies of Quality of the past 100 years, these being wives gold dinnerware (plated, goblets, cutlery) and jewelry (earrings, necklaces,
of famous noblemen. The collection consists of wigs, cosmetic cases, hats bracelets, arm bands) of various design and antiquity, some of the jewelry
of varying fashion (velvet, cotton, silk, beaded and bejeweled), silk–lined inset with rubies, tiger–eyes, and garnet. This collection contains a sub-
cloaks (velvet, wool with gold throat chains and clasps), gold–embroidered stantial donation from master goldsmith, Master Clifford White (High Gar-
dresses (cotton, linen, wool), evening gowns (silk, satin, velvet), and slip- dens District # 22), whose handcrafted pieces are unparalleled. Also here is
pers. Jewelry includes earrings, necklaces, chokers, bracelets, all of gold and a donated collection from the Golden Earring (Jewel District #45). Many of
bejeweled with diamonds, rubies, emeralds, sapphires, amethyst, and pearls. the items in this collection, including a gem encrusted gold crown, are sto-
There are 18 pieces in this collection with values from 50 gp to 250 gp. len property, museum curators being ignorant to this. This entire collection is
valued at 12,000 gp, with individual pieces valued from 250 gp to 1,500 gp.
CR–9. The Dragon’s Den Cabinet. This room is tiled from floor to walls

24 CASTLES & CRUSADES


CR–15. The Sawyer Collection. This room contains a collection of
silver vases, platters, bowls, and goblets uniquely engraved and gold fili-
greed, this being the handiwork of retired silversmith Frederick Sawyer
(Jewel District #26). This collection is valued at 600 gp.

CR–16. The Precious Stone Cabinet. This room contains a collection of


gems and stones encased behind a wall of force and magically lit from be-
hind to create a myriad of colors slanting within the room. The stones are
in part donated by master jeweler, Cecil Dove (High Gardens District #27)
and include stones such as agate, amethyst, aquamarine, bloodstone, dia-
mond, emerald, garnet, jade, jasper, lapis lazuli, moonstone, opal, ruby,
sapphire, and topaz. The gems are of course quite valuable, but of equal
interest here is the precision cuts (brilliants, ovals, pears, cabochon, etc.)
made by the donating collectors and gemners. The moonstone in this col-
lection is actually a rare form of luckstone. On full moon nights, extending
12 hours before and 12 hours after peak, its bonus increases to +3. This
item is valued at 50,000 gp (8,300 EXP), while the rest of the collection is
valued at 8,000 gp, with individual pieces ranging from 50 to 1,000 gp.

CR–17. The Cabinet of Shrunken Heads. The walls of this room are lined
with shelves holding 78 shrunken heads. These heads were stolen from
the pyramid temple of a jungle tribe of head–hunters of the Far South. The
shrunken heads are less than half the size of normal heads, and their facial
features are distorted and strange. The collection was taken from Triple
Dagger Goblin tribe of Little Hillwood. Sages believe it was once owned by
Zagyg. Each head in this collection is valued at 300–500 gp.

CR–18. The Cabinet of Shells. This room features sea shells collected
from lands near and far, featuring strangely colored conches, and coral
specimens. Featured here is a giant, 12–foot wide, clam, shells parted and
within which is set a beautiful pearl. The shells are valued at 1,000 gp and CR–19. The Pottery Cabinet. This room features ancient clay pottery
the pearl at 5,000 gp. and assembled fragments thereof collected about the East Mark. The
pieces are over a thousand years old, some showing traces of the aborigi-
nal art employed by the Cnobrii tribe that once ruled this region. This
collection is valued at 3,500 gp.

CR–20. The Aviary Cabinet. This room features over 250 small birds
(cardinals, jays, finches, sparrows, thrushes, canaries, nuthatches, orioles,
cuckoos, titmice, etc.) all taxidermed and displayed in glass cases. These
birds, many of which are of brilliant plumage, have been collected both
locally and also from tropical jungles far to the south. Some that have
been appropriated from the Bald Hills, despite warnings from the no-
madic elves residing therein. This collection is valued at 600 gp.

FIRST FLOOR. The central domed area of the first floor features a display
of gargantuan skeletons, including a mastodon, triceratops, giant car-
nivorous ape, killer whale, giant pike, and massive sea turtle, the latter
three of which are suspended by chains from the domed ceiling. Painted
in fresco along the walls is a sprawling scene of battle depicting a bloody
battle waged between opposing barbaric tribes who ruled the region cen-
turies before it was civilized.

The Galleries. The surrounding four galleries feature the paintings of


local and distant, past and present artists. Some paintings have been
donated by local collectors, while others have been donated by the artists
themselves. Each gallery features gray, slate tile flooring, wainscoted walls
paneled with whitewashed fruitwood, and bronze wall sconces molded to
gargoyles. Each sconce is lit by a white continual flame spell.

GL–1. This gallery features a collection of paintings donated by Edwin Jay


(Manors District #72) and Master Jasper Gatbees (Grand Temple & College
District #6). The collection features a splendid collection of portraits (knights,
dames, lords, ladies, etc) and also some lovely paintings of hawks in flight. This
collection is valued at 1,500 gp with individual pieces valued between 25 and 200 gp.

GL–2. This gallery features a collection of paintings donated by Bennett

CASTLE ZAGYG TOWN HALLS 25


Cornwainer, Honorable Chancellor of Yggsburgh (CZY #41, or Manors SEWER DEPARTMENT STAFF X 20 (They are simple commoners.)
District #29). The paintings are of impressive architectural structures PHILLIP WELLER, KEEPER OF COMMUNITY WATER (He is a lawful neu-
of both recent innovation and great antiquity — temples, keeps, castles, tral, common gentleman whose vital stats are HP 4, AC 10. His Second-
towers, etc. This collection is valued at 1,500 gp with individual pieces valued ary Skill is Esoteric.)
between 50 gp and 200 gp.
24. SEWER DEPARTMENT (CZY #15)
GL–3. This gallery features the art of the esteemed Academy of Arts
governor, Professor Albus Birch (Grand Temple & College District #17). SIGN: Yggsburgh Coat of Arms
Paintings featured include portraits of seven of the eight Lord Mayors
from The Free Town’s short history, including Sir Frederick Arleigh, This small, two–story redbrick building serves the Sewer Department, which
Supernal Harold Strong, Raymond Wright, Sir Hugh Burdock, Brandon has a daytime staff of 20 persons. The office of the Keeper of Sanitation, Mas-
Proctor, Sir Maxwell Green, and Druid Lochinvar Beechwood. Birch ter Thomas Crapper is located here (his residence, Storehouse District #109).
painted the first of these some 68 years ago. Other paintings feature He is in charge of waste plumbing, sewer cleaning and maintenance.
the Nemo River. This collection is valued at 2,000 gp with individual pieces
valued between 50 gp and 200 gp. There is an extensive underground sewer system running from west to
east and emptying into the River Nemo at the southeast corner, near the
GL–4. This gallery features a collection of paintings donated by Oswald tower there. Most of the buildings in the town are connected to the sewer
and Blythe Somerset (High Gardens District #9), a proud family, as Os- lines, and only a few of the “East End” blocks where the lowest tier of the low-
wald’s great–grandfather fought alongside Lord Yggs during the famous est class dwellings rely outhouses and cesspools for waste storage. Very little
siege. Patrons of the arts, the Somersets have donated an eclectic collec- human waste is dumped into the gutter to be flushed down into the sewers by
tion of paintings featuring epic battles, knights on chargers bearing lance released water or rain. Waste from outhouses is collected from them by hired
and flail, and various heroes of myth and legend. This collection is valued at waste removal contractors called Honey Dippers or Tom Turd Men.
1,500 gp with individual pieces valued between 50 gp and 200 gp.
SEWER DEPARTMENT STAFF X 20 (They are simple commoners.)
BASEMENT. The basement is where the staff does a large amount of their MASTER THOMAS CRAPPER (He is a lawful good tradesman with Con-
work, with appropriate offices and curator workrooms contained therein. struction Ability — level 4, and Judgment Ability — level 2.)
This is where donated or otherwise appropriated collections are cleaned,
categorized, and evaluated. Collections are stacked on large and small 25. CITY GAOL (CZY #10)
tables and shelves, inspected for authenticity and studiously dissected
REASON: Should the characters be thrown in jail or looking to have some-
and researched, and portrait frames are constructed here to best compli-
one released, this is the place to go.
ment the art. Curtained areas are used by curators desiring a more sterile
environment or privacy while working with a collection. The curtains are SIGN: Yggsburgh Coat of Arms
of a heavy wool, depending from brass poles affixed to the ceiling.
The city gaol is located on a lot surrounded by a 12–foot, cemented stone
Collections are in various states of preparation, these being the purview of block wall topped by inward turning spikes laced with barbs. The front
the Castle Keeper, who should alter the cabinets of curiosities and galleries gates to the lot, with two law officers stationed, are iron spiked. The gaol
of the ground and first floors, revolving in new collections should this en- proper is a building of rough–hewn stone fronted by two 32–foot square
counter be visited with any regularity. Should the characters donate a col- towers, crenellated and machicolated; also, the roofline of the building is
lection of note, they may eventually observe it in the museum on display! flat and battlemented being 7–feet below the towers. The entrance is an
iron portcullis which must be raised from within by a chain draw.
23. WATER DEPARTMENT (CZY #16)
SIGN: Yggsburgh Coat of Arms The city gaol has a basement and three floors. There are no windows at the
ground level, but there are barred windows at the first and second floors.
This small, single–story redbrick building serves the Water Department,
which has a daytime staff of 20 persons. Office of the Keeper of Commu- Average population is 20 staff (14 guards) and 30 prisoners. The offices
nity Water, Phillip Weller, is located here (his residence being Gray Friars of the Sheriff of Yggsburgh (law enforcement in town and surrounding
#15). He is in charge of water plumbing, wells, and fountains. lands) and other law enforcement officers of the town are located here.
There are 42 law officers in this command, counting Sheriff Jarvis War-
The town has an artesian well springing from its western end. This water ren (he resides at #18). City Gaoler Dunstan “Chief Turnkey” Fish is a
is piped into an underground reservoir there, the latter supplying water permanent resident of the City Gaol, and enjoys a rank equal to that of
mains laid under the streets. All the buildings owned by those well–off are a deputy sheriff.
connected to a water main, so there is running water in most buildings.
Those buildings not supplied with plumbing for indoor water and sewer OFFICERS OF THE LAW
must rely on rooftop or basement cisterns and city fountains in the two
CITY GAOL — DAYTIME OFFICERS AND GUARDS.
plazas (Market Plaza and Citadel Square) and gates (Bridgegate, Moat-
gate, Rivergate) or park–sited wells. The 14 law officers and guards serving here in the daytime are:

There are hydrants connected to the water mains on the corners of about TOWN SHERIFF JARVIS WARREN (He is a 7th level, lawful neutral, hu-
every–other of the town’s blocks. Once a week these are opened for a man fighter whose vital stats are HP 35, AC 18. His primary attributes
short period of time to flush the gutters clean. are strength, dexterity, and intelligence. His significant attribute is strength
17. He carries plate mail, shield, longsword, and dagger.)
A cistern of vast size is located beneath The Citadel, Yggsburgh’s mighty
DEPUTY SHERIFF ROBERT DRAKMONT (He is a 5th level, lawful neu-
fortress. Odd reports concerning this repository of water have reached
tral, human fighter whose vital stats are HP 28, AC 18. His primary
Phillip’s department of late and he may wish to dispatch trusted adven-
attributes are strength, dexterity, intelligence. He carries plate mail, shield,
turers to investigate (see Yggsburgh Town: Citadel End).
longsword, and club.)

26 CASTLES & CRUSADES


BAILIFF SERJEANTS X 2 (They are 3rd level, lawful neutral, human fight- DEPUTY BAILIFFS X 2 (They are 2nd level, lawful neutral, human fighters
ers whose vital stats are HP 15, AC 14. Their primary attributes are whose vital state are HP 10, AC 13. Their primary attributes are physi-
physical. They carry chain shirts, short swords, and clubs.) cal. They carry studded leather and carry longswords, hand crossbows,
and daggers.)
DEPUTY BAILIFFS X 10 (They are 2nd level, lawful neutral, human fight-
ers whose vital state are HP 10, AC 13. Their primary attributes are The 12 law officers on NIGHTTIME street patrol, serving in pairs (one ser-
physical. They carry studded leather, clubs, and daggers.) jeant, one deputy), are:
City Gaol — nighttime officers and guards.
BAILIFF SERJEANTS X 6 (They are 3rd level, lawful neutral, human fighters
The 10 law officers and guards serving here at night are: whose vital stats are HP 15, AC 14. Their primary attributes are physical.
DEPUTY SHERIFF DAVIS PROCTOR (He is a 5th level, lawful neutral, hu- They carry chain shirts, short swords, hand crossbows, and daggers.)
man fighter whose vital stats are HP 38, AC 18. His primary attributes DEPUTY BAILIFFS X 6 (They are 2nd level, lawful neutral, human fighters
are strength, dexterity, and intelligence. He carries plate mail, shield, long whose vital state are HP 10, AC 13. Their primary attributes are physi-
sword, and club.) cal. They carry studded leather, hand crossbows, and daggers.)
BAILIFF SERJEANTS X 2 (They are 3rd level, lawful neutral, human fight-
ers whose vital stats are HP 15, AC 14. Their primary attributes are OTHER LAW ENFORCEMENT. Each of the blocks of the town where com-
physical. They carry chain shirts, short swords, and clubs.) moners dwell (lower and middle class, but not those of the schools or
upper class) has dwelling thereon a BEADLE, a resident law officer of lowest
DEPUTY BAILIFFS X 7 (They are 2nd level, lawful neutral, human fighters rank — a sub–deputy bailiff, if you will. There are 34 beadles in total.
whose vital stats are HP 10, AC 13. Their primary attributes are physi-
cal. They carry studded leather, clubs, and daggers.) BEADLES X 34 (These are 1st level, lawful neutral, human fighters, HP
6, AC 13, primary attributes physical. They carry studded leather, hand
OFFICERS AND GUARDS OF THE TOWN MINT. crossbows, clubs, and daggers.)
The City Gaol is the headquarters for the Sheriff and all his men. This in-
cludes those officers and guards stationed at the Town Mint. There are a
total of eight on duty at the Town Mint & Revenue Office building (CZY Law Officer Uniforms. All law officers wear indigo (navy blue)
#13) during the day, four at night. These men will report here before and surcoats and yellow stockings, indigo cloaks in colder weather. The
after duty. They are: Sheriff has a badge with a gold mace, his deputy a silver one. Bailiff
serjeants have three silver staves in upright position, the deputy
TOWN MINT — DAYTIME. bailiffs a pair of them. Beadles have a single staff.
DEPUTY SHERIFF WILBER GREGSON (He is a 5th level, lawful neutral,
human fighter whose vital stats are HP 30, AC 18. His primary attributes CRIME AND PUNISHMENT.
are strength, constitution, dexterity. His significant attribute is strength 16. Gaol time. There are many ways an unfortunate soul may find him or
He carries plate mail, shield, longsword, and dagger.) herself imprisoned in the city gaol; thus, the Castle Keeper is encouraged
BAILIFF SERJEANTS X 2 (They are 3rd level, lawful neutral, human fight- to thoroughly review the list of offenses as found in Appendix E. of this
ers whose vital stats are HP 15, AC 14. Their primary attributes are volume. Be particular, Castle Keeper, and take into account the socio–eco-
physical. They carry chain shirts, short swords, and clubs.) nomic standing of the accused, for those of noble or gentle birth are entitled
to trial by judge — with or without a jury of his peers at the option of the
DEPUTY BAILIFFS X 5 (They are 2nd level, lawful neutral, human fighters
accused; likewise, there are several crimes of which a person of gentle birth
whose vital stats are HP 10, AC 13. Their primary attributes are physi-
can not be charged unless the accuser is of like status or an officer of the town
cal. They carry studded leather, clubs, and daggers.)
above the common ranks, such as deputy sheriff and below.
TOWN MINT — NIGHTTIME. GROUND FLOOR. Prisoners are checked in, stripped of their possessions and
DEPUTY SHERIFF ALOYSIUS DUFFY (He is a 6th level, lawful neutral, issued a loose–fitting, dun colored uniform. Guards will perform this proc-
human fighter whose vital stats are HP 32, AC 18. His primary at- ess, overseen by the Chief Turnkey, Dunstan Fish. Fish is a noted member
tributes are strength, dexterity, and constitution. His significant attribute of the Thieves’ Guild also with Assassins’ Guild connections. It is an un-
is strength 15. He carries plate mail, shield, longsword, and dagger.) derstatement to say the city gaol is not a safe place for one who is seeking
sanctuary from either of these guilds; it is more akin to entering the belly
BAILIFF SERJEANTS X 2 (They are 3rd level, lawful neutral, human fight-
of the beast. Dunstan is a wiry man with shaggy black hair and a crooked
ers whose vital stats are HP 15, AC 14. Their primary attributes are
nose. He is a half–elf, but his elfish lineage is scarcely recognizable.
physical. They wear chain shirts, short swords, and clubs.)
DEPUTY BAILIFFS X 2 (They are 2nd level, lawful neutral, human fighters DUNSTAN “CHIEF TURNKEY” FISH (He is a 4th/4th level, chaotic neutral,
whose vital state are HP 10, AC 13. Their primary attributes are physi- half–elf thief/fighter whose vital stats are HP 29, AC 16. His primary at-
cal. They carry studded leather, clubs, and daggers.) tributes are strength and dexterity. His significant attributes are strength 16
and dexterity 16. His Secondary Skills are Bullying, Suborning, and Swindling.
STREET PATROL. He carries +2 leather armor, +1 short sword, and a dagger of venom.)
Another four guards will be out patrolling the streets in the daytime, HOLDING CELLS. There are several holding cells at the ground floor level,
twelve at night. two of which are large common cells that hold up to 30 prisoners apiece;
this is where the recently arrested and accused are brought in before trial.
The 4 law officers on DAYTIME street patrol are:
Another 50 small cells are double occupancy, each iron–barred and fac-
BAILIFF SERJEANTS X 2 (They are 3rd level, lawful neutral, human fighters ing a common hall, stone–blocked (cement sealed) on the three remain-
whose vital stats are HP 15, AC 14. Their primary attributes are physical. ing sides; there are no windows. Each cell contains bunked straw cots
They carry chain shirts, short swords, hand crossbows, and daggers.) (often lice–infested), wool blankets, and a wooden pale for voiding.

CASTLE ZAGYG TOWN HALLS 27


FIRST FLOOR. This floor contains closets where prisoners’ possessions INSTRUMENTS OF TORTURE INCLUDE:
are locked and stored, a common room for law officers of lesser status, a
meeting room where the Sheriff will brief his officers and beadles, and a • THE GARROTE — a device used to strangle condemned persons.
general dining area where working officers may relax and dine. It consists of an iron collar attached to a post. The victim’s neck
is placed in the collar, and the collar is slowly tightened by a screw
At the rear of this level there are also eight large cells, quite posh as com- until asphyxiation occurs.
pared to the common cells of the ground level: wool–stuffed mattress and
pillow, cotton sheet wool blanket, table and chair, and a barred window. • THE STRAPPADO — a machine that hoists the victim’s weighted body
These cells are where convicted (or those awaiting trial) gentlemen are by a rope tied to his hands, which are fastened behind his back. A
sequestered. One of these cells is “owned” in cooperation by the Thieves’ series of constitution saves should commence with a –2 penalty to
Guild and Assassins’ Guilds (more on this below). each subsequent check per 24 hour period.

Deputy Sheriff Robert Drakmont (by day) and Deputy Sheriff Davis • THE RACK — an instrument that stretches the limbs and body. The
Proctor (by night) are quite open to bribes by upper–crust prisoners, and victim is bound on an oblong wooden frame with a roller at each end.
both these officers will personally see to their comfort, including requested If the victim refuses to answer questions to satisfaction, the rollers are
meals, lengthy walk–abouts, courtesan visitations, and whatever else form turned until the victim’s joints are pulled out of their sockets.
of favoritism the Castle Keeper can dream up. The Deputies do this in
concert with Dunstan “Chief Turnkey” Fish, making certain to mention • THUMBSCREW — a metal–studded vice in which a suspect’s thumbs
that such hospitality is financed by the Thieves’ Guild. Notable members are compressed.
of the Thieves’ Guild are also well accommodated, receiving similar posh
• GRIDDLE — a large flat metal table used for interrogation.
treatment. Lesser guild–thieves are expected to pay an initial
sum to the gaoler, plus a cut of the “swag”
25–A. CITY GAOL WATCH
for any “jobs” done on the inside or the
outside, the gaol serving as a perfect
TOWER
alibi in the latter circumstances. If Sheriff This round stonework tower is 30–feet
Warren is aware of this arrangement, he looks tall, with a battlemented, machicolated
the other way, for the Thieves’ Guild of Yggsburgh roof. The tower is accessed via a covered stone
exceeds a population of 1,000! wall in back of the gaol, the tower’s door being
of oak and iron–banded with key–lock; another
One of the eight cells on this floor is actually “owned” by the iron–banded door opens to the pillory yard (#25–B).
Thieves’ Guild. This cell has a secret door which opens to a false Sheriffs and Deputies hold the keys.
wall containing a 2.5–feet wide, steep stairwell that descends
to an access point of the Thieves’ Guild Underground (CZY The ground floor has a table and chairs and a storage locker with
#52). This allows the “prisoner” to come and go with complete rope, leather thongs, cord, and eight sets of shackles. There is a
freedom, for a fee of no less than 5 gp per day, paid to Dunstan water keg, and a cask of salted herring. The first floor contains
Fish. a pair of straw cots, a barrel of oil, a stack of faggots, a few wool
blankets, and a half a bolt of cloth. An enchanted elven rope is
SECOND FLOOR. This level provides access to the roof top for stored here, this being used to lower victims into the oubliette (see
routine patrols and also contains personal offices/quarters below). Eighty spare crossbow bolts are kept in a storage chest.
for Sheriff Warren, Deputy Sheriff Drakmont, Deputy The battlemented tower roof is stationed with two guards.
Sheriff Proctor, Deputy Sheriff Gregson, and Deputy
Sheriff Duffy. The accommodations are quite spartan, 25–B. CITY GAOL PILLORY YARD
with bed, wash basin, desk and chair, and book shelf.
To one side of the city gaol are the pillories and stocks for those
While these law officers may slumber here, each
offenders committing misdemeanors. One may be flogged at the
has homes elsewhere. The only person who keeps a
cart here, too. This makes the alley a popular sightseeing place
permanent residence here is the City Gaoler Dunstan
for lower–class citizens and youngsters of all sorts. There are
“Chief Turnkey” Fish.
twenty–three such devices here, though additional frames
BASEMENT. Prisoners to be branded will be escorted to can be quickly assembled if need be. Also centered
the basement level. They will be shackled to a table on this lot is square stone verge of three feet upon
and offered a bit of leather to bite down on so as to which an iron grate is fastened, this being locked
prevent them from biting off their own tongue. and accessed only by the sheriff. This is an oubliette
Each brand signifies the crime, forever making (see below).
the convict as “Arsonist,” “Horse Thief,” or
The pillory yard is observed by the gaol tower (#25–
“Rapist.” Several instruments of torture are used
A), and there is at least one guard patrolling, always
against prisoners arrested for high crimes such as treason.
with a deaf ear to the begging and complaining of victims.
Torture is a useful means of extracting information.
PILLORIES AND STOCKS. The pillory is a wooden framework with holes
cut in it for the arms and head of the prisoner. Stocks are wooden
EXOTIC PUNISHMENT. Incarceration of magic–using persons (clerical
frameworks with holes for the legs of the victim, and sometimes also
or wizardly) receive special attention. They are clamped with antim-
for the arms. Prisoners placed in pillory or stocks suffer both because
agic bands*, of which the city gaol has twelve sets. The chief turnkey
of their uncomfortable position and because passers–by will jeer and
holds the master key to each these sets.
often throw stones and rotten eggs at them. Additionally, the pris-
*see Appendix C. oners’ heads are often shaved to add to their shame.

FLOGGING AT THE CART. This is a beating administered with whip, rod,


28 CASTLES & CRUSADES
strap, thong of rawhide, or cat–o’–nine tails — usually on the vic- An enormous librarian’s desk is attended by one or more of the staff who
tim’s back. Flogging is executed with great brutality! The backs of assist patrons. The total daytime staff consists of eight persons, all of whom
the condemned are often lacerated as a result, and if the administer rotate in their duties from front desk, to ground floor, to first floor. At the rear
so chooses, salt is poured into the wounds. of the room there is a white marble statue stylized to portray Odin, gaunt and
nude, greedily drinking the mead of poetry. Statue valued at 400 gp.
OUBLIETTE. Accessed via an iron trapdoor set upon a stone verge of 3–foot
height, this is a type of dungeon that is used for those rare prisoners To each side of the statue, there is a door. One leads to the office of the
of an often indeterminate fate. Occasionally (usually for reasons Chief Archivist, who is in charge of the library, Martin Cattin (Moatgate
political) it is not prudent to hang or behead an individual noted for #18, his residence), while the other door leads to a general staff room,
their popularity, good deeds, or accomplishments about town; not- where meetings are held and breaks are taken.
withstanding, if such individuals have wronged a nobleman, Town
Councilor, or the Lord Mayor himself, he may well find himself being Martin, age 51, is an eclectic gentleman who knows all that there is to
lowered into the oubliette to suffer death and/or madness. know about Yggsburgh’s history. He has studied all of the documents that
are kept in the archives and a few that are not. Martin can be used as a
The trap door opens to a 6x6–foot shaft cased in rough stone that de- sage. Should the party ask him about cults, he will have the answers. His
scends 75 feet to a circular cell of 15–foot diameter. The floor is of heavy office has a large oak desk, shelves crammed with books, and a table piles
slabs of flagstone, so dweomered to neutralize most magical affects (ex- with parchments and scrolls (mundane).
cepting artifacts and deital magic) within 25–feet. The stone walls rise
vertically six feet and then funnel up to the central shaft, which enters CHIEF ARCHIVIST, MARTIN CATTIN (He is a lawful neutral bureaucrat
the cell 15–feet above the floor, thus giving the cell the semblance of a with Secondary Skills of Knowledge Specialist — Local History, level 4;
bell–shape. Bones and skulls litter the floor, along with various articles of Regional History, level 3; World History, level 2; Cults, level 4.)
clothing and leather in varying stages of decay.
ON THE STAFF. The staff develops collections, improve materials, pre-
A prisoner thus sentenced will be stripped down to simple clothing and con- serve materials, organize and classify new collections.
veyed to the cell below by means of an enchanted elven rope bound to his or
her chest, wrists, and ankles. One tug of the magic rope, and the thing snaps ON PATRONS AND LIBRARY ETIQUETTE. There are 5–20 patrons in the library
up the shaft back to the surface, leaving the prisoner in the dark. at any given time. These will likely be students and professors (they are acad-
emicians), alchemists, authors, bards, poets, sages, wizards, and the like. Pa-
The prisoner is informed of this: You will be provided a gourd of water trons are expected to be silent, and if they must speak it should be in hushed
and a bundle of bread and root vegetables once per three days by means whispers. Violators will be warned once, asked to leave the second time.
of a basket lowered from above. If the food and water is not removed from
the basket for more than one feeding, you will be presumed dead. If you ACCESS TO THE FIRST FLOOR. Although open to the public, a decent
attempt any means of escape or otherwise attempt to molest the feeding amount of scrutiny is involved. First, one must apply via writing (thus
process, you will not be fed again. eliminating all illiterate persons) for a two–hour access pass. It may take
48–hours for permission to be granted or declined, with the understand-
The prisoner enjoys minimal light at high noon, but is otherwise in com- ing that the library is not obligated to explain why one is accepted or
plete darkness, save on those sunniest of days when a grated square of declined. If one has a criminal record, they will likely be declined access
blue sky will be glimpsed. The stone walls within the cell are scratched to the first floor. Characters renowned for their good deeds about town
with the names of past prisoners, along with other scratchings on stone will be granted permission by the Chief Archivist.
— tic marks indicating the length of imprisonment for those once that
kept track. Apparently, one fellow lasted for nearly two years, should one There is a guard who works here by day, the 7–foot mute, Bjorn, who is
count the scratches. pale of skin and has long, yellow–curled hair tied behind his head. He
frowns at patrons who are loud.
26. YGGSBURGH LIBRARY (CZY #11)
BJORN (He is a 7th level, lawful neutral, human fighter whose vital stats are
REASON: Should the characters be conducting research on the region, HP 49, AC 11. His primary attributes are strength, dexterity, constitution.
this is a good place to begin. His significant attribute is strength 18. He carries padded armor and club.)

SIGN: Yggsburgh Coat of Arms FIRST FLOOR. Materials here tend to be older and of greater value; thus,
a great many of volumes are chained to shelves and lecterns. Here a stall
This moderate–sized building of firebrick with white marble trim is fronted system (fixed book cases perpendicular to exterior walls pierced by closely
by large columns of white marble stylized in Roman–Tuscan style. The steps spaced windows) is the arrangement. The ceiling is vaulted, ribbed and
that lead to the two sets of double walnut doors engraved with the Yggsburgh painted in fresco of sages and scholars watched by deities in the clouds.
armorial bearings. The stairs are flanked by a pair of white marble statues
portraying crouched giant lynxes. The Yggsburgh Library is a tall building, This is where those leather–bound volumes of greatest antiquity are
some 50 feet with a high vaulted ceiling. It has a basement and two high– stored, with thick parchment pages, sometimes leather. There are old
ceilinged floors. The windows are long, narrow and arched at their peaks. It tomes, codices, and librams of eldritch knowledge.
is open five days per week, from morning to early evening.
ON MATERIALS. While it is impossible for the author of this work to list
GROUND FLOOR. The Ground floor is large and open, with a ceiling of 18 every volume contained in the city library, some general guidelines as per-
feet. The floor is of slate tile with piled wool rugs in non–traffic areas. The tains subject matter may be followed by the enterprising Castle Keeper:
walls are lined with towering book shelves, separated only by those spaces
where the arched windows exist. There are two long rows of open tables, • Arcana (magical lore and theory)
and one row of carrels (tables partitioned for individual study), and these
are set perpendicular to the shelves and windows so as to allow maximize • Architecture (civilian and military)
lighting.
• Art (paint, sculpture, art history)

CASTLE ZAGYG TOWN HALLS 29


• Engineering Dark Chateau. Long before the Archmage Zagyg moved into the deeps of
the great castle that came to bear his name, he took up his dwelling in a
• Law & Government house north of the fledgling town of Yggsburgh. The house there he built
of stone, and around it a great fence. Here he hid himself away, nestled in
• Legends, Myths & Tales (folklore, heroes, dragons) the deeps of the Little Hillwood.
• Linguistics (common, elvish, dwarfish, gnomish, goblinoid, etc.) The Fountain of Youth. In the center of the school playground is a large
fountain. The statue in its midst is that of a beautiful woman holding a
• Mathematics and Geometry
large chalice in one hand and the other outstretched, palm upward, ap-
• Natural History (human, demi–human, and humanoid) pearing as though she is beckoning onlookers to come closer. The Foun-
tain is reputed to be the culmination of the Archmage Zagyg’s senior
• Philosophy project and legend claims it has the power to restore one’s youth.

• Poetry and Literature (erotic, heroic, physical, skaldic) The Mors’ Mound. Beside Yggsburgh’s Outland Temple (CZY #20) on
Neargate Lane there is a grassy mound surmounted by a wizened oak,
• Religion (Tenoric and foreign pantheons) three ash trees, and thickets of hawthorn. The mound is said to be bless-
ed by a deity of the Daneen, a pantheon worshiped by Faerie folk of the
• Science (astronomy, biology, cartography, geology, geography, herbal- Wychwood, which perhaps extended to the area of Yggsburgh in days of
ism, etc.) yore when magic filled the air. A small, round door is set in the side of the
hill. Behind it is an earthen chamber that glows blue, the result of phos-
The city library does not “rent” books as modern ones do; books and phorescent moss. Sages hypothesize this place to be a dimensional nexus
other materials are viewed on–site, and should any volume be removed accessed by Amadan Mor, or “The Mors,” a trickster deity who appears
from the building, it is a crime of theft against the city. However, with the as a great, overgrown Leprechaun. “The Mors” is most mischievous, and
technology of the printing press gathering steam, it is foreseeable that in rather enjoys playing diabolical tricks on solitary visitors, though he is just
the near future a rental program will be initiated. as likely to offer a treat, so the old wives’ tales speak.
On adventure clue research. Clues about various places or names can be Shrine of Ygg. At the intersection of College Street and West Way, in a seclud-
found here with requisite research. If a character spends a day research- ed, fenced–in corner of shrubs and vines, there is an ancient shrine dedicated
ing a particular topic, an intelligence attribute check should be made to to Ygg, the dreaded Great Deital Serpent and Lord of Snakes. The shrine
determine if they were successful in finding it. This check can only be contains a ten–foot statue carved of obsidian. Chipped and weatherworn, it
made once per day per topic researched. depicts a broad–shouldered warrior, bare of chest and gripping a heavy spear.
The head, however, is that of some great eldritch python, forked tongue a’
The challenge class (CC) is modified depending on the topic heading be-
flicker, eyes narrow and reptilian. This shrine was present long before settlers
ing researched. The challenge class may be reduced if a librarian is bribed;
arrived in the East Mark. Centuries later, as the Town of Yggsburgh formed,
bribes over 10gp may reduce the challenge class by –1 difficulty.
the shrine was avoided; those foolish enough to trifle with it were found dead,
their flesh bloated and blue, tongues lolling thick, mouths frothing, and eyes
SUBJECT CC MODIFIER ADVENTURE LOCATION bulging. Holy men decreed it a shrine of Ygg, an Avatar of Odin. These
CZA1 Dark Chateau by Rob days, druids leave offerings here, and should one swear an oath to the Deital
Dark Chateau +4
Kuntz (see below). Serpent, it is said a special spell may be granted.
Yggsburgh Town: Jewel Dis- For the Castle Keeper: The above topics may also be researched at the Col-
Fountain of Youth +5
trict #18–F (see below). lege Library (Grand Temple & College District #24), though possibly with
Glittering Knobs: some conflicts and/or additional knowledge. Also, the Castle Keeper may
+3 CZY Environs Encounter #13.
The Cursed Mine insert other legends and lore here as suits the campaign.
Hiddendale:
The Unholy Ringstones
+5 CZY Environs Encounter #35. 27. TOWN HALL & COURTS (CZY #9)
Lonely Valley: REASON: Should the characters be pressing suit or accused of crimes, they
+4 CZY Environs Encounter #30. will find themselves here; also, should the characters seek a Town Coun-
The Gnome Burrows
cilor or the Lord Mayor.
Menhir Hills:
+4 CZY Environs Encounter #38.
Castle Zagyg Ruins*, SIGN: Over each its three entrances, the armorial bearings of the Free
Mound Isle: Town of Yggsburgh
+2 CZY Environs Encounter #4.
The River King’s Tomb
ENCOUNTER: Sacred Ceremony
Yggsburgh: Yggsburgh Town: Storehouse
+4
The Mors’ Mound District #169 (see below). This large, triangular–shaped, two–story building has a bartizaned front
Yggsburgh Town: Grand tower (with prominent clock), a central atrium, and a two–story pent-
Yggsburgh: house suite. It is constructed of marble brickwork, white and sparkling,
+5 Temple & College District
Shrine of Ygg and the trim of black granite.
#16 (see below)

*For more on Castle Zagyg, the crux of this entire series, please refer to the In addition to the Lord Mayor’s Office, the Council Chamber, and eight
forthcoming modules by Troll Lord Games. offices for the Councilors, there are the offices of the Justiciar, two Judges,
two Magistrates, and one (rotating Justice of the Peace). The High Court
It is assumed that the Castle Keeper has the Yggsburgh hardback and so has two rooms for hearings and trials, along with two Magistrates Court-
is able to reference the above topics noted as “CZY”. Topics derived from rooms, and a common courtroom for use by the Justices of the Peace.
works outside of this are described below:

30 CASTLES & CRUSADES


The daytime staff is 35 persons, these largely being secretaries, scribes, RECEPTION AREA. This is where secretaries and general staff (clerks, cou-
notaries, couriers, and accountants. Also among these are five menial riers, etc.) will direct visitors, schedule appointments, and advise on dates
servants to clean, make general repairs, and serve meals. and times in which hearings take place. The reception area is where one
should begin if they wish to schedule an appointment with a Councilor.
DAYTIME STAFF X 35 (These are simple commoners, some of whom have In most such cases, appointments will be denied unless the person is a
Business Ability.) bureaucrat or gentleman. Unscheduled visitations with a Councilor are
nearly unheard of, though exceptions may be made (refer to the office
There are three entrances to the Town Halls & Courts, and above each encounter areas of each respective Councilor for specifics).
are the armorial bearings of Yggsburgh. A marble statue of Forseti stands
at the sidewalk point directly south of the front gate. The statue depicts SECURITY OFFICE. This office is located directly under the clock tower at
this great God of Justice and Conciliation swathed in robes and wearing the ground floor. This is where guards will change shifts and meet regard-
an amulet emblazoned with a golden oak. His arms are outstretched, and ing various issues. A spiral stair ascends to the clock tower (see above).
in his hands he weighs a scale of balance. A security staff of fifteen is based here, with pairs manning the three en-
trances (noted above), a pair manning the grounds(noted above), a pair
THE GROUNDS. Large, well–cultivated hedges ensconce this important pub- manning the tower (noted above), and two pairs that patrolling building
lic building, and the grounds are noted for eight wizened cherry trees that (noted below). The Captain is located here.
flower pink blossoms each spring. The most notable feature is the limestone
cobbled courtyard, this being centered by a white marble fountain. CAPTAIN OF THE TOWN HALLS GUARDS, PHILLIP FARRIER (He is a 5th
level, lawful neutral, human fighter whose vital stats are HP 37, AC 18.
(S/C) STABLE AND CARRIAGE HOUSE. There is a large stable/coach and His primary attributes are strength, dexterity, and intelligence. He wears
carriage house of firebrick, staffed by the finest of groomers, as the steeds plate mail and shield, and carries a long sword, club, and dagger.)
of the Free Town’s most notable bureaucrats are stabled here. A substan-
tial feed storage is also within. The stable manager is Owen Hewer, a PATROL GUARDS X 4 (They are 2nd level, lawful good, human fighters,
stout man of no–nonsense nature. He is assisted by six boys, all of whom HP 15, AC 13. Their primary attributes are physical. They carry studded
double as porters when not brushing or feeding the beasts. leather armor, broadsword, and a dagger.)

OWEN HEWER (He is a 3rd level, lawful neutral, human fighter whose CITY ATTORNEY ’S OFFICE. This is the office of Herbert Lewis, City At-
vital stats are HP 18, AC 10. His primary attributes are strength, dexter- torney (#12, his residence) who is perhaps the most bribed gentleman in
ity, wisdom. He carries a club and dagger.) all of Yggsburgh. His function is to represent and advise the Free Town of
Yggsburgh in all legal matters. Master Lewis is on the take from both the
STABLE BOYS X 6 (They are simple commoners.) Thieves’ Guild and the Assassin’s Guild. His staunch support of Thievery
Law (see Appendix E.) enables the Thieves’ Guild to maintain prosperity
CLOCK TOWER. This battlemented, machicolated tower of twin bartizans is and also bolsters the local economy; otherwise, Lewis would be fired or
noted for the clock on its south face, which strikes on every hour and chimes likely assassinated.
on every quarter hour. The clock is remarkable for its precise calibration,
the mechanism being the invention of dwarfish engineer, Thekk Radsvidson, HERBERT LEWIS, CITY ATTORNEY (He is a lawful neutral Noble Gen-
rumored to now reside in Dunfalcon. The tower contains a spiral stair that tleman, unclassed. His significant attributes are intelligence 18, charisma
starts at the ground floor security office and also accesses the first floor hall. 18. He has the Secondary Skills of Judgement Ability — level 4, Suborn-
A pair of security guards will man the tower, though for a greater view, one or ing Ability — level 3, and Swindling Ability — level 3. He carries a +1
both may climb an iron–wrung ladder to the bartizan lookouts. featherstaff and dust of disappearance.)

TOWER GUARDS X2 (They are lawful good, 2nd level, human fighters, COURTS OF LAW.
HP 15, AC 13. Their primary attributes are physical. They carry stud-
There are three courts meting out justice in the Free Town of Yggsburgh.
ded leather armor, broadsword, and dagger.)
They deliberate over infractions as detailed in Appendix E of this volume.
GROUND FLOOR. The flooring throughout is of tiled marble, the walls paneled in The courts are located on the ground floor and are as follows:
whitewashed fruitwood. Bronze wall sconces are lit with continual flame spells,
HIGH COURT. High Court hearings and trials are held for defendants of
and thick wool rugs dyed red are patterned with the town armorial bearings.
gentle birth or elevation, nobles, and knights. Such palatine cases are pre-
Entering this from the East or West. Each of these two entrances are guard- sided by a Judge of Yggsburgh, either the Honorable Egmont Luce or the
ed. The political offices of the first floor are accessed here via a splayed, Honorable Charles Penwick. Judge Penwick acquits all notable members
balustrade, marble staircase facing each entrance. The general public of the Thieves’ Guild or Assassins’ Guild. While some cases in the High
cannot access the building from these entrances without official docu- Court may simply be determined by the Judge presiding, an accused aris-
mentation reflecting a scheduled appointment; otherwise, recognized tocrat may demand a trial before a judge with a jury of peers. High Court
aristocrats and bureaucrats are allowed to pass after a brief word. meets four times per year, and remains in session until all such cases are
resolved.
WEST AND EAST GUARDS X 2 (at each entrance) (They are 4th level, hu-
man fighters, HP 24, AC 13. Their primary attributes are physical. They MIDDLE COURT. The two Magistrate Courts are presided by Honorable
carry studded leather armor, broadsword, and a dagger.) Frank Meeker and Honorable Carl Goodman. These are the middle–
level courts that handle High Crimes and other felony charges or civil
The South Entrance (General Public). The south entrance is used by the suits against all citizens not of the aristocratic (noble or knightly status)
general public, and this opens to a large reception area. Two guards are class. The magistrate might determine the outcome of a trial, or judg-
stationed here. ment might be given by a jury of peers of the accused. These courts meet
monthly for as many days as need to resolve the cases presented.
SOUTH GUARDS X 2 (They are 4th level, human fighters, HP 24, AC 13.
Their primary attributes are physical. They carry studded leather armor, COMMON COURT. This large courtroom is where Justices of the Peace
broadsword, and a dagger.) preside over a plethora of grievances — minor crimes and infractions,

CASTLE ZAGYG TOWN HALLS 31


petty larceny, misdemeanors, and otherwise inconsequential civil suit be turned away, unless they are renowned in the town for their daring
matters. These courts meet weekly, also for as many days as needed to exploits and good deeds, or have actual and truly important business per-
resolve the cases presented. Justices of the Peace rotate duties here and taining to the town or the Masons’ Guild (Storehouse District #153).
will also ride out to the suburbs to mete low justice.
SYLVESTER WILD (He is a 7th level, chaotic good, human ranger whose vital
NOTARIES AND SCRIBES CHAMBER. To the east of the central atrium is an office stats are HP 55, AC 13. His primary attributes are strength, constitution,
where notary/scribes work (they are bureaucrats). There are four such indi- dexterity. He carries studded leather armor, longbow, longsword, and knife.)
viduals ever working quill and ink. These individuals are often called upon to GIB ALLWORTH (He is a 5th level, neutral good, human fighter whose
record the proceedings of court cases tried in the Middle and High Courts. vital stats are HP 40, AC 15/19. His primary attributes are strength,
constitution, charisma. His significant attribute is strength 18. His sec-
LAWYERS’ CHAMBER. To the west of the central atrium is a room where
ondary skill is construction, level 3. He carries chain shirt or full plate
members of the legal profession — attorneys, barristers, solicitors, etc,
mail, shield, lance, longsword, battle axe, mace, +3 heavy warhammer,
— will meet to discuss cases. There are very few lawyers in Yggsburgh.
and dagger. He rides a heavy warhorse with vital stats are HD 4d10, HP
Lawyer Robert Usher (Grand Temple & College District #11) is infamous
35, AC 19. It receives two hoof attacks for 1–4 damage or one overbear-
for acquitting the wealthy.
ing attack. The horse is outfitted in chain mail barding.)
ATRIUM. This open area contains a trio of stone benches, short–trimmed
OFFICE OF THE RIGHT HONORABLE COUNCILOR OF YGGSBURGH, WIZARD
grass, and a lime tree.
STANTON ALDWARK. His escutcheon is a field parted per fess, gold above
FIRST FLOOR. The first floor has hardwood floors, fruitwood paneled with a red griffon (rearing up, facing left), and below are four gyrons of
walls, and silver wall sconces enchanted with continual flame spells. The black and white. The wizard (CZY Encounter #35, his residence) goes
walls are hung with gold tasseled tapestries embroidered with the town’s alone on foot or horseback.
armorial bearings. At the north end of this hall there is a guarded stair
Unless characters calling here are accompanied by a magic–user of not
that ascends to the penthouse of the Lord Mayor.
less than 8th level, a visit without invitation or scheduled appointment is
THE COUNCIL OF EIGHT AND THEIR OFFICES. Each Councilor is provided frowned upon. They will be turned away if they are not widely renowned
his own office. The door to each office is engraved in floral design and in Yggsburgh for their daring exploits and good deeds — or bearing with
emblazoned with their respective armorial bearings. Each office is of them as a gift some unusual magical object.
hardwood floors with fur rugs thrown, wainscoted, maple paneled walls
STANTON ALDWARK (He is a 16th level, lawful neutral, human wizard. His
hung with exotic tapestries, and framed paintings. Each office has book
vital stats are HP 38, AC 21. His primary attributes are dexterity, intelligence,
shelves, cabinets, high–back chairs, a round table, desk of oak, and other
and wisdom. His significant attribute is dexterity 17. He carries a +3 magical
personal effects of the Castle Keeper’s device.
robe of protection, a +5 ring of protection, wizard’s staff, and dagger. Wizard
OFFICE OF THE RIGHT HONORABLE COUNCILOR OF YGGSBURGH, HORACE LIN- spells: 0th–7, 1st–6, 2nd–5, 3rd–5, 4th–4, 5th–4, 6th–3, 7th–3, 8th–2.)
NFIELD, GUILD MASTER OF THE MERCHANTS’ GUILD: His escutcheon is a purple
OFFICE OF THE RIGHT HONORABLE COUNCILOR OF YGGSBURGH, SIR
field, a gold balance, a chief green with three grain sheaves of gold. The Guild
CHARLES THORNLY, KNIGHT OF THE CITADEL. His escutcheon is a field
Master (CZY #37, his residence) is usually attended by his two bodyguards.
of blue and gold parted per bend with a mullet (five pointed star) in fess
Characters calling here without invitation or scheduled appointment will countercharged (gold on the blue part of the shield, blue on the gold part).
be turned away, unless they are renowned in town for their daring exploits He resides about half the year at the knight’s town house (CZY #34). Oth-
and good deeds, or have actual and truly important business pertaining to erwise, he and his family dwell in their castle in the Westfields, where he
the town, Merchants’ Guild, or criminal activities. owns twelve manors and three villages (CZY Part III, Environs of Yggsburgh:
Villages of the Westfields). Sir Charles is usually accompanied by his scutifer.
BODYGUARD #1 (He is a 4th level, lawful neutral, human fighter whose
vital stats are HP 28, AC 17. His primary attributes are strength, consti- Unless one or more of the characters calling here without invitation or
tution, and dexterity. His significant attributes are strength 14, dexterity scheduled appointment are Knights of the Citadel, they will be turned
15. He carries chain mail, shield, broad sword, and dagger.) away, unless they are renowned in the town for their daring exploits and
good deeds or bear news of events in the Westfields that are important to
BODYGUARD #2 (He is a 6th level, lawful evil, human thief whose vital the knight (see CZY Environs Encounter #29: The Drumbeats of War).
stats are HP 21, AC 15. His primary attributes are dexterity, constitu-
tion, intelligence. His significant attribute is dexterity 18. He carries SCUTIFER (He is a 2nd level, neutral good, human fighter whose vital stats
leather armor, longsword, and dagger.) are HP 12, AC 15. His primary attributes are strength, dexterity, and
HORACE LINNFIELD, MASTER OF THE MERCHANTS’ GUILD (TOWN constitution. He carries scale mail, shield, broad sword, and dagger.)
COUNCIL MEMBER) (He is a 9th level, neutral, human thief. His vital SIR CHARLES THORNLY, COUNCILOR OF YGGSBURGH, KNIGHT OF THE
stats are HP 36, AC 17. His primary attributes are dexterity, intelligence, CITADEL (He is a 9th level, neutral good, human knight. His vital stats
and wisdom. His significant attribute is dexterity 18. He carries a +4 ring are HP 51, AC 19. His primary attributes are strength, dexterity, cha-
of protection, +2 long sword, and a +1 dagger of venom that delivers risma. He carries full plate mail, shield, lance, longsword, battle axe, and
4–24 points of poison damage halved with a successful save.) mace. He rides a heavy warhorse with vital stats of HD 4d10, HP 35,
AC 19. It receives two hoof attacks for 1–4 damage or one overbearing
OFFICE OF THE RIGHT HONORABLE COUNCILOR OF YGGSBURGH, GIB attack. The horse is outfitted in chain mail barding.)
ALLWORTH, GUILD MASTER OF THE MASONS’ GUILD. His escutcheon is
a field checked black and white with a canton of red and a gold mason’s OFFICE OF THE RIGHT HONORABLE COUNCILOR OF YGGSBURGH, SIR
hammer therein. The Guild Master (CZY #36, his residence) usually rides DONALD KARK, KNIGHT OF THE CITADEL. His escutcheon is a field of
alone, though may be accompanied by the loyal guardian of the family, seven silver (white) and blue pales. He resides about half the year at the
the groom/groundsman and retired ranger, Sylvester Wild. knight’s mansion (CZY #33). Otherwise, he and his family dwell in their
castle in the Westfields, where he owns twelve manors and three villages
Characters calling here without invitation or scheduled appointment will

32 CASTLES & CRUSADES


(CZY Part III, Environs of Yggsburgh: Villages of the Westfields). Sir Donald’s HECTOR MARKLE, COLLEGE PRESIDENT, SECRETARY OF THE COUNCIL (He is a
armiger generally travels with him but does, on occasion, remain at the lawful neutral, human academician whose vital stats are HD 1d6, HP 5, AC 10.
town residence while the knight travels to his estate in the Westfields. His primary attributes are intelligence, wisdom, charisma. His secondary skills are
The scutifer likewise occasionally travels with Sir Donald, but never ac- Esoteric Ability, Judgement Ability, Leadership Ability, and Suborning.)
companies him to the estate in the Westfields. GUARDS X 2 (They are 4th level, human fighters, HP 24, AC 13. Their
primary attributes are physical. They carry studded leather armor, broad-
Unless one or more of the characters calling here without invitation or
sword, and a dagger.)
scheduled appointment are Knights of the Citadel, they will be turned
away, unless they are renowned in the town for their daring exploits and THE RIGHT HONORABLE PRESIDENT OF THE COUNCIL OF YGGSBURGH, HIS
good deeds or bear news of events in the Westfields (see CZY Environs SUPERNAL DEVOTION, VICTOR OLDHAM, HIGH PRIEST OF THE GRAND
Encounter #29: The Drumbeats of War). TEMPLE. His escutcheon is a white field with blue pile charged with a gold
lightning bolt. The prelate (CZY #30, his residence) is accompanied by
ARMIGER (He is a 3rd level, neutral good, fighter. His vital stats are HP
two guards when away from his residence.
21, AC 17, with primary attributes strength, dexterity, constitution. He
carries splint mail, shield, longsword, mace, and dagger.) Characters calling here without invitation or scheduled appointment will
SCUTIFER (He is a 3rd level, neutral good, fighter. His vital stats are HP be turned away unless they are renowned in the town for their daring ex-
18, AC 15, with primary attributes strength, dexterity, intelligence. He ploits and good deeds or have with them a Good cleric of at least 6th level
carries chain shirt, shield, broadsword, and dagger.) and have important business relating to town or clerical concerns.
SIR DONALD KARK, COUNCILOR OF YGGSBURGH, KNIGHT OF THE CIT- THE SUPERNAL VICTOR OLDHAM, HIGH PRIEST OF THE GRAND TEM-
ADEL (He is a 9th level, neutral good, human knight whose vital stats are
PLE (He is a lawful good, human, 16th level cleric. His vital stats are
HP 48, AC 19. His primary attributes are strength, dexterity, charisma. HP 59, AC 13/22. His primary attributes are strength, wisdom, and
His significant attribute is strength 15. He carries full plate mail, shield, charisma. He carries a +3 pectoral of protection, full plate mail, a shield,
+3 lance, +1 bastard sword, longsword, battle axe, and mace. He rides staff of striking*, mace, and a key**. Cleric spells: 0th–6, 1st–6, 2nd–5,
a heavy warhorse with vital stats of HD 4d10, HP 35, AC 19. It receives 3rd–5, 4th–4, 5th–4, 6th–3, 7th–3, 8th–2. He rides a heavy warhorse
two hoof attacks for 1–4 damage or one overbearing attack. The horse is with vital stats of HD 4d10, HP 35, AC 19. It receives two hoof attacks
outfitted with chain mail barding.) for 1d6+3 points of damage and a bite for 1d4+2 points of damage. The
horse is outfitted with chain mail barding.)
THE RIGHT HONORABLE COUNCILOR OF YGGSBURGH, OSWALD STRIKER,
TREASURER OF THE COUNCIL. His escutcheon is a green field nine bez- *see Appendix C for details.
ants (gold circles in four rows of 3, 3, 2, and 1). Striker (CZY #32, his
residence) may or may not call his guards to accompany him, these being ** to the chapterhouse of the Grand Temple (encounter #31–D of the
two Serjeants and two First Class Crossbowmen. Grand Temple & College District).

Characters calling here without invitation or scheduled appointment, CROSSBOWMAN (This is a 3rd level, lawful good, human fighter whose
will be turned away unless they are renowned in the town for their daring vital stats are HP 18, AC 15. His primary attributes are physical. He
exploits and good deeds, or have important financial dealings, the relative carries scale mail, a crossbow, and a belt axe.)
importance being quickly evident to Striker because of his skill. GUARD (This is a 3rd level, lawful good, human fighter whose vital stats
are HP 18, AC 16. His primary attributes are physical. He carries scale
SERJEANTS X 2 (They are 2nd level, human fighters, HP 14, AC 16. mail, shield, broadsword, and dagger.)
Their primary attributes are physical. They carry chain mail shirt, shield,
longsword, and dagger.) STAFF OFFICES. These two rooms, being adjacent to the atrium, are
FIRST CLASS CROSSBOWMEN X 2 (They are 1st level, human fighters, staffed by secretaries, couriers, and accountants. Each office is filled with
HP 7, AC 14. Their primary attributes are physical. They carry chain book cases, shelving units, desks and high back chairs. There are many
mail shirt, crossbow, hammer.) tomes, ledgers, rolled parchments and the like stored here.
OSWALD STRIKER, COUNCILOR OF YGGSBURGH, TREASURER OF THE STAIRS TO THE PENTHOUSE SUITE. To the east and west of the Hall of Honors are
COUNCIL (He is a lawful neutral, human. His vital stats are HD 1d6, broad, flagstone stairs that rise to the penthouse suites of the Lord Mayor. The
HP 4, AC 10. His primary attribute is intelligence. His Secondary Skill east stair leads to the Lord Mayor’s personal chambers, while the west stair leads
is Business Ability. He wears a nobleman’s clothing.) to a small meeting hall where he will entertain official guests. Each is stationed
with a pair of guards, bolstered when the Lord Mayor is present with his retinue.
THE RIGHT HONORABLE COUNCILOR OF YGGSBURGH, HECTOR MARKLE,
SECRETARY OF THE COUNCIL, PRESIDENT OF THE YGGSBURGH COLLEGE. His GUARDS X 2 (These are a 3rd level, lawful neutral, human fighters whose
escutcheon is a black field semy of ancient gold lamps burning with orange vital stats are HP 22, AC 16. Their primary attributes are physical. They
flames, an open book proper (white pages with tan leather binding visible) carry scale mail, shield, longsword, and dagger.)
with the inscription thereon reading, “Mark words of wisdom.” The academi-
cian (CZY Encounter #31, his residence) is always accompanied by at least one COUNCIL CHAMBER, OR “THE HALL OF HONORS.” This chamber, be-
of his two guards when away from his mansion and off college grounds. ing north of the atrium and stretching the north side of this building,
is accessed by a pair of large iron doors. The doors, permanently dwe-
Characters calling here without invitation or scheduled appointment will omered with silence, open to a room in scope and proportion like the nave
be turned away, unless they are renowned in the town for their daring ex- of a cathedral. A thick, dark red carpet of 15–foot width and tasseled
ploits and good deeds, or have something important as regards the affairs gold runs down the center of the slate tiled floor from the entrance to a
of the college or the town. The actual importance will soon be evident to sovereign throne.
Markle because of his skills.
Flanking the carpet range eight massive chairs of mahogany, upholstered
on the seat with red velvet, the high backs being engraved and limned in

CASTLE ZAGYG TOWN HALLS 33


escutcheon with the armorial bearings (described at office locations above) Lord Beechwood (age 50) is of average height, hale and hearty, thinning
of each member of the Council of Eight. Depending from the slate walls hair, with the strong and weathered look of one who has spent most of his
of this chamber are banners, also exhibiting the armorial bearings of those life surviving out of doors. He has deep brown eyes, ruddy cheeks, salt and
noble families. Bronze wall sconces of continual flames light the hall. pepper hair and a close–trimmed beard. He is originally from the Ashwood
and is considered somewhat of an outsider due to his affiliations outside the
The sovereign throne is carved of aged beechwood, the arms gnarled and city walls. He also remains somewhat disentangled from the family maneu-
twisting to claws, the high back being engraved and limned with the Lord verings and politics of the Yggsburgh upper classes. He keeps up with cur-
Mayor’s coat of arms: a border of green with gold mistletoe leaves on it, rent Yggsburgh fashion and challenges the image many city folk have of a
surrounding a gold field with a beech tree proper. The legs of the throne leader of the Old Faith. He has reputation as being calm and collected in
splay like old, gnarly roots clawing the tiled floor, perfectly balancing the the face of danger, and a balanced voice concerning the needs of the city
throne, yet producing a grotesque appearance. and its populace. He stays on cordial terms even with his outright enemies
among the council and Yggsburgh elite – quite a disarming trait for most.
Behind the throne depends a dark red gonfalon, embroidered with the
Yggsburgh coat of arms: An escutcheon of gold with a blue chevron sepa- Lord Beechwood balances two roles: one as Lord Mayor of Yggsburgh; the
rating two blue pikes (or luce, fish) above and a blue mailed fist at the other as the highest ranking Druid of the region. Deep in the Menhir Hills,
base. Above the escutcheon is a crest of a city gate in gray stone crowned hidden among the ancient and massive trees of the forest lies a bowl–shaped
by a coronet of gold with five acorn–topped points. To either side of the valley. Four times a year, Beechwood, the highest ranking Druid in the re-
escutcheon, supporting it, are giant lynxes standing on their hind legs gion, holds sacred ceremonies of that faith for the worshipers of the region.
with paws touching the shield. The motto below the escutcheon, embroi- The Old Oaks Grove is the center of the Druidical faith (for more, see CZY
dered in gold thread, reads: None can deny us independence. environs #28). Perhaps an aspiring druid of the player character party will
be invited, if he or she be noted for their good deeds about town.
A split in the gonfalon allows entrance to a small retiring chamber, with a pair
of silk–curtained windows overlooking the grounds. This chamber is filled Characters calling here without an invitation or scheduled appointment
with all manner of ceremonial oddments: alabaster bowls, a chest of mahog- will be turned away unless they are renowned in the town for their daring
any, gold filigree silver urns, candelabras of brass, a silver sickle, and a dozen exploits and good deeds, or have with them a druid of at least 5th level
small statuettes of ivory. These may be gifts from past visiting noblemen seek- and have important business relating to town druidic concerns.
ing the Lord Mayor’s favor. There are seven upholstered chairs here, and the
smell of pipe smoke is redolent. Dealings of compromise, treachery, bribery There is a 50% chance that, should the characters call on the Lochinvar at
and the like have been many times struck here over the years. his office, he will be entertaining, administrating, or involved in some dealings
important to the city. Roll or choose from the following list as necessary:
THE PENTHOUSE SUITE. This irregular shaped extension rises above the
building proper, being overlooked only by the front tower and its bartizans. ROLL
VISITORS
(2D12)
EAST ENTRANCE. Ascending the east stair leads to the private quarters of
the Lord Mayor, though scarcely does he spend the night here. One of the Lord Mayor’s appointed officers reporting to
2–10 him, bringing him news, apprising him of a problem, or
QUARTERS OF THE LORD MAYOR. The Lord Mayor will at times entertain being chastised by him for some failed duty.
guests, though this is rare as he considers this to be a place of sanctuary. There
Elfin delegation consisting of a 7th level wizard, a 2nd/
is a large potted fig tree here, which bears a special druidic blessing that allows
11 3rd level wizard/druid, and 2d4 second level fighters or
it to substitute for any species of tree for purposes of a transport via plants spell
1st/1st level fighter/wizards with servants.
and also doubling the range of that spell when traveling to or from this locale.
Otherwise, the furnishings are quite spartan, with a few family portraits hung Dwarf delegation consisting of a 7th level fighter, a
and a few objects d’art of a curious sort, most of these beings gifts. 12 2nd/3rd level fighter/cleric, and 2d4 second level fight-
ers with servants.
WEST ENTRANCE. Ascending the west stair leads to the Lord Mayor’s / Gnomish delegation consisting of a 2nd /5th level
lounge and office. 13 fighter/illusionist, a 2nd/3rd level illusionist/cleric, and
2d4 first level fighters with servants.
LOUNGE. Here the Lord Mayor will invite his most staunch of supporters
to speak more frankly about events within and without the city. There Halfling shirefolk delegation consisting of a 2nd/5th
are three sofas and the chaise lounges. A wine closet contains a variety 14 level fighter/thief, a 5th level druid, and 2d4 1st/1st
of sweet and dry varieties, along with brandy and cigars. There is a book level fighter/thieves.
case and a round table, over which hangs a crystal chandelier. Alderman, cleric, shaman, wise woman, witch, elder or vil-
15 lage leader of an outlying community begging for assistance,
OFFICE OF HIS LORDSHIP DRUID LOCHINVAR BEECHWOOD, LORD MAYOR OF
imparting information or warning, or issuing a grievance.
YGGSBURGH. The oak door of this office is engraved with the Lord Mayor’s
coat of arms, a border green with gold mistletoe leaves surrounding a gold A spy or informant (5th level thief or assassin) impart-
field with a beech tree. The inside is none too spectacular, furnished with 16 ing or offering to sell information regarding one of Yggs-
desk of oak, maple shelves, upholstered chaise lounge, and bearskin rug. A burgh’s neighbors.
few books are on the shelves, these being of historical and horticultural sort. 1d4 adventurers of 5th–8th level returning with a ‘tro-
17 phy’ for the Lord Mayor; the trophy being the head or
The druid is in his fifth year of office. As Lord Mayor, he has the power pelt of some humanoid chief or horrific monster.
make any knight or noble a member of the Knights of the Order of the
Citadel, and to grant ordinary knighthood to any gentleman. He is also 1d3 1st–8th level rangers with news or warning regard-
18
able to elevate a commoner to the rank of gentleman, but this act must ing the lands around Yggsburgh or its neighbors.
be approved by a majority of the Council. Besides his normal duties, the
Lord Mayor appoints and/or oversees the activities of all other town offic-
ers as listed in Castle Zagyg Vol. I, Yggsburgh.
34 CASTLES & CRUSADES
1d4 5th–10th level druids (associates, servants, aspir- SORCERY. The manipulation of evil spirits, awakening the dead, and other
ants, or otherwise) on official business, seeking counsel, vile acts of necromancy also results in beheading.
19
requesting assistance, imparting information or warn-
WITCHCRAFT. Communication, summoning, and other control of de-
ing, or a similar event.
mons and devils results in drowning. In a small pool in this park the
Disguised dragon of any age, benevolent or malevolent executioner will hold the bound criminal’s head in the water until they
(depending on the type of dragon) appearing as a demi– cease to move.
20
human or humanoid representative issuing a warning,
greeting, threat, task, thanks, plea or similar event. ARMED/HIGHWAY ROBBERY. This crime results in hanging, in which a
stage is assembled. The criminal is suspended from a gallows (or cross-
Herald of Count Easmoor, Baron Redfort, or Lord Uvoll
beam) noose until death by asphyxiation or snapped neck.
21 bearing news, threats, pleas, greetings, or offers of nego-
tiation with the Lord Mayor and his Council. SHIPWRECKING. Intentionally causing ruin to a ship demands death by
Representative/Herald of Lord Gaxmoor or some other exposure in a cage. The cage is suspended from the gallows. It may take
22
independent noble doing business with the Lord Mayor. several days before the criminal dies; passersby and urchins may throw
A strange dignitary from some fantastic realm, be it deep stones at the caged victim.
underground, from the sea, or an extraplanar seeking
CK’s Note: for more on CRIME & PUNISHMENT, refer to Appendix E.
23–24 audience with Lochinvar to negotiate, deliver a message,
command a task, pronounce a dire warning, request as-
sistance, plea for help or similar dramatic event.

HIS LORDSHIP LOCHINVAR BEACHWOOD, THE DRUID (He is a 12th level,


neutral, human druid whose vital statistics are 48 HP, AC 19. His primary
attributes are constitution, wisdom, charisma. His significant attributes are
dexterity 17, wisdom 18, charisma 16. His secondary skills are: business,
suborning — level 3, judgment — level 3. He carries a +3 leather armor,
+2 ring of protection, serpent staff, +1 scimitar of swiftness (allows two
attacks per round), and +3 dagger. His totem forms are grizzly bear, hawk,
eel. Druid spells: 0–6, 1st–6, 2nd–5, 3rd–5, 4th–3, 5th–3, 6th–2)

The Lord Mayor is accompanied at all times by 8 City Guards:

LIEUTENANT (This is a 4th level, neutral fighter, HP 28, AC 16. Their


primary attributes are physical. They are armed with splint mail,
longsword and dagger.)
SERJEANTS X 2 (They are 2nd level, neutral fighters, HP 14, AC 16.
Their primary attributes are physical. They are armed with breastplate
and shield, broadsword and dagger.)
FIRST CLASS HALBERDIERS X 3 (They are 1st level, neutral fighters, HP
7, AC 15. Their primary attributes are physical. They are armed with
breastplate, halberds and short sword.)
FIRST CLASS CROSSBOWMEN X 2 (They are 1st level, neutral fighters,
HP 7, AC 15. Their primary attributes are physical. They are armed
with breastplate, heavy crossbows and hammer.)

28. HANGMAN’S POINT


REASON: to behold a public execution.

ENCOUNTER: Hang ‘em High!

This grassy park is where public executions are held. These events are
announced by town criers in the parks and plazas of the town, and are
highly attended by citizens of every class, for who does not wish to bear
witness to capital punishment? Notable capital crimes:

TREASON. The worst of crimes, and so demands drawing & quartering.


First the criminal is drawn (tied to a horse and dragged to the gallows),
then hung (usually not to the death), then disemboweled. The entrails
are burned, followed by beheading and quartering. This last step is ac-
complished by tying each of the four limbs to a different horse and spur-
ring them in different directions.

MURDER. This crime results in beheading, another popular event for spec-
tators. The executioner will use either axe or sword, the latter being con-
sidered a more honorable instrument of death, reserved for gentlemen.
CASTLE ZAGYG TOWN HALLS 35
V. WORKHOUSE
29. THE WORKHOUSE (CZY #17) Staff. The serving staff of sixteen attends to the aged, infirm, and young-
sters under seven years of age. They tend to the stable and see to the con-
REASON: Should the characters suffer indigence or are otherwise sen-
veyance of materials trucked in and out of this location. They also oversee
tenced to serve for debts accrued, this is the place they will be sent.
the kitchen, larders, and bakehouse, among other duties. Some of the staff
SIGN: Under the Yggsburgh coat of arms, an inscription reads, “For the reside in loft apartments above the stable house just outside the workhouse
Instruction of Youth, The Encouragement of Industry, The Relief of Want, The proper. The serving staff are paid though must pay for their own food and
Support of Old Age, and The Comfort of Infirmity and Pain.” accommodation space, so they net about a copper a day.

ENCOUNTER: Released from the Workhouse. SERVING STAFF X 16 (These are simple commoners.)

The Workhouse is a large building complex of 120–foot frontage, with basement Law Officer Uniforms. The uniforms of the Law Officers working here
and four floors above it. It has a staff of 14 guards and 16 servants. The aver- are indigo (navy blue), yellow–striped surcoats and stockings, like cloaks
age inmate population is around 170 persons, though up to 250 inmates can be in colder weather. All surcoats and cloaks have a red badge on them. The
accommodated. The Office of the Warden of Debtors is located here. He is in Warden has one with a gold mace, his Captain a silver one. Serjeants have
charge of the Work House and income paid down on the debt by inmates. three silver staves in upright position, the guards have a pair of them.

This structure is built of rough–hewn, ashlar stonework, a walled in Inmates Uniforms:


cruciform design with supervisory octagonal hub. The square–walled
• MEN. Men are provided shirts of a pattern of broad, vertical stripes
perimeter is a 12–foot single–story structure containing workshops and
of washed out blue on an off–white background, with ill–fitting
utility blocks that enclose the inmates’ exercise yards.
trousers tied with cord below the knee. In cold weather, they may be
Guards. There are 14 guards serving here. In charge is the Warden of afforded a coarse jacket while working in the yard.
Debtors, Master Brandon Beasley, a square–jawed man with beady eyes • WOMEN. The women wear a shapeless, ankle length dress of similar
and broad shoulders. He is assisted by Captain of Guards, Basil Holdar, a pattern. Beneath these exterior garments underdrawers are worn, a
tall man of grizzled countenance and gray–streaked hair. Neither involve shift and long stockings, with a poke bonnet on their heads.
themselves in combat save in the direst of circumstances, such as if the
• BOYS. Boys are provided a uniform like that of men, though these
town is at war. They supervise four Serjeants of the Guard and eight
are often improperly sewn and too long, so as to provide for growth
guards, together maintaining order in the Workhouse.
but impeding movement nonetheless.
WARDEN OF DEBTORS, MASTER BRANDON BEASLEY (He is a 5th level, • GIRLS. Girls are provided a dress of stout woolen material, good for
lawful neutral, human fighter whose vital stats are HP 25, AC 12/18. winter, but generally worn all the year round.
His primary attributes are strength, constitution, and dexterity. His sig-
nificant attributes are strength 13, dexterity 16. He carries a longsword, WORKHOUSE LIFE
club, and dagger. When arrayed for battle he wears chain mail hauberk
The Workhouse employs paupers and the indigent at profitable work,
and also carries a medium shield)
whether they be needy or criminal, young or old, infirm, healthy, or in-
CAPTAIN OF GUARDS, BASIL HOLDAR (He is a 6th level, lawful neutral, sane. It is difficult to distinguish this place from a house of correction,
human fighter whose vital stats are HP 30, AC 12/17. His primary at- and this is the intent. Conditions are deliberately harsh and degrading in
tributes are strength, constitution, dexterity. His significant attributes are order to discourage the poor from relying on relief.
strength 16, dexterity 16. He carries a bastard sword, club, and dagger.
When arrayed for battle he wears a chain hauberk.) Admission. A pauper requesting relief or a debtor so sentenced to serve
must sit in the waiting room prior to being interviewed. They are searched,
SERJEANTS OF THE GUARD X 4 (They are 3rd level, lawful neutral, hu-
then conveyed to the appropriate receiving ward — men, women, boys,
man fighters, HP 15, AC 14. Their primary attributes are physical. They
and girls; families are thus split up at this point. At the receiving ward the
carry scale mail, shortsword, and club.)
inmate is stripped (former clothes being cleaned and stored), washed, and
GUARDS X 8 (They are 2nd level, lawful neutral, human fighters, HP issued a uniform. Here they remain until examined by the attending cleric
10, AC 13. Their primary attributes are physical. They carry studded (Pious White), who will treat them (if necessary) and determine to which
leather, club, and dagger.) classification (see below) they belong. The inmate is then conveyed to
the appropriate ward.
Priest. There is one cleric serving the Workhouse. He is in charge of
examining admitted inmates (casting cure disease as necessary), holding Inmate Classification.
chapel services, and instructing youths. Pious White is a rotund man,
tonsured, with heavy jowls, ruddy cheeks, pointy nose, and close–set eyes. • Children (boys and girls) under 7 years of age.
He is a priest of Berchta, the major goddess of cleanliness and industry. • Boys ages 7 to 12.
He wears a black cassock (long, close–fitting garment), sandals, leather
phylactery, and a helmet–shaped cloth hat colored magenta. Pious White • Able–bodied men, and young men of age 13+.
is entrusted with the religious education of boys and girls, three hours per • Aged and/or infirm men
day, six days per week. He is unsparing of the rod with naughty boys.
• Girls ages 7 to 14.
PIOUS WHITE (He is a 7th level, lawful neutral, human cleric of Berchta • Able–bodied women, and young women of age 15+.
whose vital stats are HP 27, AC 10. His primary attributes are intelli-
• Aged and/or infirm women.
gence, wisdom, charisma. He carries a staff and 4 potions of cure disease.
Clerical spells: 0–5, 1st–4, 2nd–3, 3rd–2, 4th–1.) He is not given to
combat save in direst of circumstances.

36 CASTLES & CRUSADES


Rules and Regulations. Discipline. Discipline is strict, and unruly inmates are dealt with harshly.
Refusal to work or attend a chapel service can result in a bread and water
1. All inmates (except the sick, aged and infirm, and young children) diet and/or confinement, as will impertinent language used against a guard.
shall rise, be set to work, leave off work, and go to bed as dictated. Indecent language or profanity can result in hard labor for three weeks.
They shall be allowed intervals for their meals as notified by the ring- Fleeing the workhouse with an inmate uniform will result in a flogging at
ing of a bell. During such times of meals, silence, order and decorum the whipping post; fleeing debtors sentenced here may be branded and sent
shall be maintained. to the gaol. Naughty boys will be flogged at the whipping post, and this
happens nearly every day, as all boys are naughty — it’s axiomatic!
2. Boys and girls shall for at least three of the working hours every day
be instructed in the principles of the Tenoric Faith, and other such
instruction so calculated to train young people in the habits of use-
fulness, industry, and virtue.

3. Diet of the inmates shall be so regulated as in no case to exceed in


quantity and quality of food so prescribed, with the ordinary diet of
the able–bodied laborers be greater than that of the aged and infirm.

4. Any inmate residing in the workhouse of his or her own free will
(and not sentenced to serve by judge or law enforcer) may quit the
workhouse at any time. The Warden must be provided three hours
previous notice; however, no able–bodied inmate having a family may
so quit without taking the whole of such family with him or her, unless
the Warden otherwise directs. Nor shall any inmate, after so quitting
the house, be again received into the house without a court order.

5. Any inmate who neglects to observe the rules as are applicable to


him or her; who shall make any noise when silence is ordered; use
obscene or profane language; by word or deed insult or revile any
other inmate in the workhouse; who shall not duly cleanse his or
her person; neglect or refuse to work; or pretend sickness; and/or
disobey any of the legal orders of the Warden or other superintend-
ent, will be deemed disorderly and shall be placed in apartments
provided for such offenders or shall otherwise be distinguished in
dress and placed upon such diet as the Warden shall prescribe.

The Daily Routine. The workhouse day begins when the rising bell rings
out at dawn. After prayers, breakfast follows. Inmates then work (see
below) from 7:00am until noon. After an hour for lunch, work resumes
until supper from 6 to 7pm. This is followed by evening prayers, then bed
by 8pm at the latest:

• breaking stones to be sold for road making (this done in the exercise
yard)

• oakum picking — teasing out the fibers from old hemp ropes to be GROUND FLOOR.
sold to the shipwrights. Waiting Hall. Where inmates wait to be processed.
• corn grinding using mill stones to make flour Searching Room. Where inmates are stripped, searched, and cleaned be-
fore being sent to a receiving room.
• crushing gypsum (used in plaster manufacture)
Porter’s Room. Where staff will store inmates clothes and possessions;
• chopping wood (this done in the exercise yard)
where inmates uniforms are stored.
• laundry — cleaning uniforms.
Boys and Girls School. Where boys (up to age 12) and girls (up to age 14)
• sack making (cloth and burlap) are instructed in virtues of the Tenoric Faith by Pious White, includ-
ing lectures on being industrious and responsible citizens.
• kitchen duty — cooking or serving food to other inmates, stocking
the stores and larder. Bread Room. Where bread from the Bakehouse is crated and stored.

• piggery duty — cleaning the piggery, feeding the pigs, slaughtering Bakehouse. Where dough is rolled on a large table and bread is baked in
the pigs. a large brick oven.

• shoveling coal, carting coal Flour and Mill room. Where four is ground and stored in cloth sacks.

• Inmates can also be hired out as cheap labor to other locations as Coals. Where coal (brought up from the basement) is stored for the cen-
dictated by the Warden per need of the town, such as the Municipal tral hub furnaces, kitchen, and bakehouse.
Plumbing Supply (#1) or Town Lumberyard (#4).

CASTLE ZAGYG TOWN HALLS 37


Work Rooms. There are five work rooms. One for women, girls, and boys, Dining Hall. Where meals are served in shifts to men, women, and children.
respectively, and two for men. (Refer to “The Daily Routine” above.)
Captain’s Quarters. These are the private quarters of Captain Basil
Receiving Rooms. There are four such wards where admitted inmates Holdar who resides here alone, with no external family to speak of.
spend two days being treated and interviewed. Washing rooms are He is provided a water closet and storage closet. Holdar has a good
adjacent to these. eye for talent. He will summon select inmates whom he believes can
be of other use — the young and clever orphan with a knack for
Laundry. Where female inmates launder. thespianism, for example. Such persons are conveyed to the Beg-
garmaster, “Alf” Drumly (CZY encounter #51) for training. A young
Refractory Ward. Where rule–breakers can be confined. man or woman who declines the “offer” is threatened with pillory
time at the gaol. A secret tunnel is located in the coal storage wing
Dead House. Where the dead are place until cremation at a local temple.
of the basement, and this is where the conveyance takes place. The
Piggery and Slaughterhouse. Where pigs are raised and butchered. Warden is unaware of this operation. (See BASEMENT for more.)

Kitchen, Larder, Scullery. Where inmate nourishment is produced. SECOND FLOOR.


Board Room. Where the staff is assembled by the Warden of Debtors to
Day Rooms. Of variable use. Where the old and inform sit during the day, discuss issues and policies. Clerk’s office is used by staff who scribe
and also children under 7. When inmate population is high, these paperwork, with adjacent records storage and supply closet.
rooms can be converted to bedrooms.
Boys’ Bedroom. Eight double beds here in which up to 25 boys (ages 7–12)
Yards. The yards are used for both work and after lunch break time/exercise. can sleep.
The men’s yard has a well.
Men’s Bedrooms. Two rooms, each with 10 single beds.
Serjeants’ Station. Where the four Serjeants of the Guard keep office and
station, with water closet within. Women’s Bedrooms. Two rooms, each with 10 single beds.

Chapel. Devoted to Berchta, the major goddess of cleanliness and industry.


In the northwest and southwest corners are holy water basins. Oak
pews line the center of the nave, with side aisles for standing. In
fresco running between the windows north and south walls is a pasto-
ral scene of laborers threshing a field of corn. They are all handsome,
smiling people, seemingly joyful to be at work. The pulpit has a beech-
wood altar, and behind the altar are stained glass windows. Two staff
members assist Pious White in services; he also has choir boys sing at
the dawn service. When holding a service or ceremony, the priest will
don a surplice (white gown with wide sleeves) over his cassock and
a fiddleback chasuble (sleeveless, hooded vest) over all. The vest is
magenta, embroidered with runes of the Tenoric faith and a depiction
of Berchta — an old woman with beady eyes and a long nose.

Priest’s Quarters. This is where Pious White resides alone. He has a vestry
closet (also with propitiate materials) and a water closet.

FIRST FLOOR.
Guard Station. Where the entire guard staff of 14 meet to break shifts,
discuss duties and issues, etc. Adjoining here are a Captain’s office,
strong room (with 500–1,500 gold in mixed coin), and closet.

Girls’ Bedroom. Eight double beds here in which up to 25 girls (ages 7–14)
can sleep.

Men’s Bedrooms. Two rooms, each with 10 single beds. These two bedroom
usually reserved for the aged and infirm, as less stairs are involved.

Women’s Bedrooms. Two rooms, each with 10 single beds. These two bedroom
usually reserved for the aged and infirm, as less stairs are involved.

38 CASTLES & CRUSADES


THIRD FLOOR. East Wing. Where food stores are kept, such as kegs of beer, barreled
wheels of cheese, and sacks of lentils and grain.
Children’s Bedroom. One large bedroom with 15 double beds in which up
to 50 children (boys and girls under 7 years of age) are placed. West Wing. Where coal and chopped wood is stored for the furnace. Coal
is trucked to the ground floor coals room, then conveyed to this
Women’s Bedroom. One large bedroom with 23 single beds.
location, for lack of a basement service entrance.
Men’s Bedroom. One large bedroom with 23 single beds.
There is a secret door here that leads to the Thieves’ Guild Underground
Warden of Debtors Office. Where the Warden of the Workhouse will hold (CZY encounter #52). When the Captain of the Guards Basil Holdar so
private meetings with select individuals, such as politicians, judicial arranges, young inmates of potential are sent here to shovel coal. From
officials, and noblemen. here they are conveyed to the Beggars’ Brotherhood (CZY encounter #51)
via secret passage by a pair of spriggans — malign little people with furry
Warden’s Lounge/Dining Hall. Where the Warden’s family gather. Master bodies, large luminous eyes, and long tails. The potential “beggars” are
Beasley has a wife, Mistress Constance, and two young children. brought directly to the Beggarmaster by recommendation of the Captain,
Dining table, bronze wall sconces, brass chandelier, imported rug who receives supplemental income from this endeavor. The Warden of
from the Far East (worth 500 gp), ivory chess set (worth 250 gp), Debtors is quite unaware of his main man’s duplicity, this potentially
cushioned chaise lounge, and family portraits. resulting in conflict between the two should the Castle Keeper wish to
further develop this hook.
Warden’s Master Bedroom. Where the Warden and his wife rest; four–
poster, oak armoire, oak bureau, and bookshelves. One drawer in SPRIGGANS* X 2 (These chaotic evil fey creatures’ vital stats are HD
the bureau has a false bottom under which 750 gp worth in assorted 1d8, HP 7, AC 17, Move 40 ft. Their saves are physical. Their special
gems are stashed. abilities include confusion, invisibility, and thief skills. They carry a dagger
and two darts. XP value: 81 each)
Guest Bedrooms. One for the children, the other kept vacant for guests.
Each with two beds, bureau, and armoire. *see Appendix B for more.

The spriggans will always arrive invisible before the scheduled meeting
time so as to assess the situation. If they feel the situation is dangerous or
otherwise threatens the secrecy of the Underground, they will hide and
then flee to inform their leader. When attacking they will do so while
invisible, one attempting a touch attack to confuse the opponent while the
other attacks with a weapon.

BASEMENT.
The basement of the Workhouse is a low–ceiling (5–foot) flagstone slab
floor with surrounding foundation of stone block and mortar. It is of cru-
ciform shape, like the building above, the central hub being noted for its
large furnace where inmates will shovel coal.

Hub. The furnace pipes heat to the entire central hub, lead flues running
in the walls.

North Wing. Emergency Ward. Kept with several pallets and straw mattresses
in the instance that the Workhouse becomes overpopulated. Up to 50
additional inmates can be placed here in dire circumstances.

South Wing. Storage area for surplus tools (many in need of repair) and
materials used in the work rooms.

CASTLE ZAGYG TOWN HALLS 39


APPENDICES
APPENDIX A, ENCOUNTERS AND EVENTS hollowed out to a chamber of 15x18–ft., where Hornseed keeps a straw
HANG ‘EM HIGH! A hanging is to occur, a bandit leader and his three cronies, pallet and a collection of 12 marble busts (valued at 50 gp each) and 23 as-
all convicted of highway robbery against a gentleman of Yggsburgh, will be sorted gemstones (valued at 16–25gp each), these taken from thieves he’s
hung. The hanging is announced by town criers at Citadel Square (CZY killed. The ogre–mage is in his lair 80% of the time; sometimes he walks
#60) and Market Plaza (CZY #61). On the next Freeday (when the work- the street polymorphed as a human. The man–catcher will attempt to trap
force is off work) the bandit will be hung from the gallows for all to see. any small mammal, ignoring anything medium–sized or larger, though
defending itself via secretion if necessary.
KILLER KANG ESCAPES! Every seven years Killer Kang (#13), the gar-
gantuan ape of the menagerie is overcome with a terrible lust and will HORNSEED, THE OGRE MAGE (This lawful evil humanoid’s stats are HD
attempt escape to find a mate. This year he will not be denied! At the 5d8+5, HP 39, AC 18, MV 30–ft., fly 40–ft. Its primary attributes are
next equinox, when his cage is lifted to the roof for his most humiliating mental and physical. It attacks with a great scimitar, or a slam attack
display — he escapes! He tears the bars open and makes a mighty leap for 1d12 points of damage, though it will use spells first. Its special abili-
into the street! Screams and frantic shouts erupt! Horses are frightened, ties include darkvision 60’, twilight vision, regeneration, fly, invisibility,
children weeping as Kang throws the people out of his way, causing seri- darkness, polymorph self, charm person, sleep, gaseous form, and blast of
ous injuries. Before the menagerie staff are able to take action the beast rime — a cone of cold 20 ft. long and 5 ft. wide at the base, dealing 8d8
escapes through Moatgate (CZY #3) and out of town. damage; dexterity save for half. It carries a great scimitar and a ring of
feather falling. XP value: 495)
After a few weeks the wizard–huntsman, Marvin “The Marvelous” MAN–CATCHER* (These neutral plants’ vital stats are HD 4d8, HP 20,
posts a 500 gp reward for Kang’s capture. If the party is renowned, AC 14, MV 0. Its primary attributes are physical. It attacks with a bite
the wizard–huntsman will offer his specially created Marvin’s Marvelous for 1–2 points of damage, though will only attack a small–sized creature
Shock Stick, along with giant adamantite shackles. The shock stick* has or less. If an attack is successful, it will attempt to swallow whole its prey
12 charges. Kang has gone to the Deerwood where he’s picked up the should the victim fail a dexterity save (CL 4). Each round spent inside
scent of Carnivorous Gorillas (CZY environs #8). There, if he manages the man–catcher causes 2d6 points of acid damage. If attacked, the plant
to evade capture over several months, he will attempt to rule as his father secretes an acidic coating that inflicts 1d4 damage to any creature touch-
Uunga once did (and does?) in Zagyg’s demi–plane. ing or touched by the plant. XP value: 230)
*See Appendix C for details. *see Appendix B for more information.
THE LUCKY STONE. If there is a registered thief in the party of at least the RELEASED FROM THE WORKHOUSE. What follows is a hook that “brings the
6th level. The thieves’ guild wants an item contained in the Yggsburgh party together” at the first level when running an Yggsburgh campaign
Museum (#22). It is in the Precious Stone Cabinet (CR–16). The thief — the way they come to know one another, as it were, at The Workhouse
(and a comrade or two) is summoned to “Value Second Hand Market” (#29). The characters are of lowly beginning, having fallen on hard
(CZY #52). There he or she will meet Percival “Ruffles” Battercliff who times and consequently convicted of indigence, either for debts accrued,
explains the following: “We want the moonstone of the Precious Stone or possibly having checked themselves in for lack of any other alterna-
Cabinet. If you accept this dangerous mission, you will be provided mu- tive. Having been stripped of their clothes and washed, issued uniforms
seum tickets for a tour and scope of the place. Examine their security. and set to work, they are of the more capable sort as compared to the
Know that the security head is a magic–using fighting man, who likely very young or the old and infirm. They’ve been shoveling coal, breaking
has scrying capability. The moonstone is to later be purloined — and stone, chopping wood, crushing gypsum, etc.; they attend services at the
nothing else — so as not to waste time. The reward is 600 gp and ad- Chapel, and they sleep in rooms as appropriate to gender. Perhaps a few
ditional jobs to follow, along with a measure of fame in the guild for you of the characters have gotten to know one another.
and any comrades. Of course, if you are caught and arrested, you are
to take the fall. It is not impossible for the guild to see you exonerated of One morning, the Warden of Debtors summons them to his office. By guard
wrongdoing, but don’t expect further work for such failure!” the characters are conveyed to his third floor office where they are served
brandy, wine, salted fatback, and cheese — the finest grub they’ve eaten in
THE OGRE’S GARDEN: A story on the street is getting around: “A halfling weeks! The Warden informs them that he’s had his eye on them each and all,
street cleaner was minding his business, sweeping refuse into the sewer, having been apprised of their capabilities by Pious White. He knows that they
when he was violently dragged through a grate by an alligator!” The are each capable of much more than the Workhouse. He has an offer . . .
party learns that the Keeper of Streets, Norbert Mitchell (#20) is looking
for help. After explaining what his department handles (as described at The offer is the purview of the Castle Keeper, who may use this hook as
that encounter) he then explains, “The halfling, Tom Hairytoes, was my a segue to other adventures either in this series. Perhaps the Warden
only demi–human employee — and a hard worker at that! The crew offers them preset equipment, armor, weapons, and transportation; alter-
was spread out handling Crossgates Avenue and Central Street, and old natively, he may offer them a sum of gold to be split and so used to pur-
Tom was alone. People say he was pulled in by an alligator. Can you chase equipment. Either way, the Warden should have a reason for this
investigate this? I can’t offer much of a reward, maybe 50gp each, but I sponsorship: an item he desires, a percent of the future coinage won, or
will inform the Lord Mayor of your duty!” perhaps political recognition by his peers should the characters perform
some good deed in his name.
It was a man–catcher that ate the halfling. An ogre–mage named Horn-
seed has grown a deadly garden in the sewer, where the light slants in SACRED CEREMONY. If there is a druid in the party, he or she is invited to
just perfectly. He uses fire to heat a copper vat of water and thus steam attend a sacred ceremony held by Druid Lochinvar Beechwood (#27) deep
the carnivorous plant for several hours per day. Hornseed raises the in the Menhir Hills. At least a dozen other druids will arrive for prayer, sac-
man–catcher to keep the rats and spriggans away. His lair consists of a rifice, and sacred rites (see CZY environs #28). If the character impresses,
5–foot wide sewer pipe, bricked in walls that funnel up to a 6–foot apex. the Lord Mayor may one day call upon him or her for a service . . .
The viny man–catcher (with five snapping leafs) obstructs a broken wall,

40 CASTLES & CRUSADES


APPENDIX B, MONSTERS ALIGNMENT: NEUTRAL
TYPE: PLANT
APE, GARGANTUAN TREASURE: 2
NO. ENCOUNTERED: SOLITARY, FAMILY OF 3–12 XP VALUE: 150 + 4
SIZE: LARGE
HD: 19D8 The man–catcher is a deadly plant that derives its sustenance from the
MOVE: 40 FT., 40 FT. (CLIMB), 60 FT. (LEAP UPWARDS OR ACROSS) flesh of warm–blooded creatures such as birds and small mammals. This
AC: 17 viny, tropical plant grows about 12 feet long, often wrapping around the
ATTACK: 2 FISTS (1D10+10) AND BITE 3D4; OR 2 STAMPS FOR 4D4+4 trunks of trees or climbing along rock outcrops.
POINTS OF DAMAGE EACH
The man–catcher is noted for bearing a cluster of pink and white blos-
SPECIAL: REND, OVERBEAR, STAMP, GRASP, UPROOT TREE, REGENERA-
soms at the top of its flower stalk. The blossoms rise from a tuft of oddly
TION
shaped, red pigmented leaf blades. These leaf blades consist of a pair
SAVES: P
of 4–foot lobes hinged by a central rib. The upper surface of each lobe
INT: LOW
bristles with sensitive hairs, and the upper edges are fringed with sharp,
ALIGNMENT: NEUTRAL
woody talons. A mature man–catcher will have four to seven such paired
TYPE: ANIMAL
lobes, open, toothy maws awaiting prey.
TREASURE: NIL
XP VALUE: 7,300 + 19 Man–catchers commonly grow in sporadic clusters under the shadowed
canopy of rainforests, though it is not unusual for exotic plant collectors
Gargantuan apes appear as huge gorillas of 24–foot height, with males poten-
to seek them for their rare beauty; less scrupulous folks enjoy the unsa-
tially reaching up to 30 feet. These simian megafauna originate from tropical
vory nature of the plant’s diet, keeping these carnivorous plants as curi-
jungles of distant lands. They are omnivorous and long lived. The apes
osities. The name “man–catcher” is actually somewhat of a misnomer, as
travel upright or on all fours, according to their desire, and live in communi-
the plant will not attempt to devour anything larger than small–sized; the
ties with both a patriarch and a matriarch, though it is not unusual for males
sensitive hairs can distinguish the size and weight of potential prey.
to live solitary lives as a result of expulsion or a proclivity for wanderlust.
COMBAT: When a small, warm–blooded creature (bird or mammal) brushes
COMBAT: Gargantuan apes are fearsome combatants, though they will
one of the sensitive hairs, the lobes snap down and attempt to trap the crea-
generally seek to avoid conflict if possible. But if the group is threatened,
ture within. The soft parts of the entrapped animal are then digested by a
the patriarch will lead all other bulls to attack, while females defend the
caustic, flesh–dissolving fluid secreted by special glands within. The acid is
young. Gargantuan apes, much like their smaller simian cousins, are in-
potent enough to dissolve anything weaker than stone, bone, or metal; any
telligent enough to flee combat if it is not going well.
such materials are rejected after six hours time. Afterwards, the closed maw
REND: If both clubbing fists of a gargantuan ape strike their prey, the simian re–opens, and the plant is in position to capture yet another victim.
will then rend the opponent for an additional 1d12 hit points of damage.
SWALLOW WHOLE: A man–catcher is able to swallow whole any creature
OVERBEAR: If the monster leaps or charges at its opponent, it may at- of small size or less. To do so, it must successfully attack, and the oppo-
tempt to overbear (see Castles & Crusades Players Handbook) the target. nent must fail a dexterity save (CL 4). If the victim is not touching the
If the hit is successful, the defender is knocked prone. In addition, the ground or cannot use leverage (such as being fed to the man–catcher),
defender takes an addition 2d8 points of damage. no save is allowed. Each round spent inside the man–catcher causes 2d6
points of acid damage. A trapped victim may attempt to break out using
STAMP: When facing opponents of medium size or smaller, the monster a strength save (CL 4) with an accumulating penalty of –2 per additional
can opt to make two stamping attacks for 4d4+4 points of damage in attempt. The victim may also attempt to cut itself out of the man–catcher
place of its standard attack form. using a light slashing weapon and dealing a total of 10 points of damage.

GRASP: If the gargantuan ape opts to grapple with its opponent, and succeeds, ACIDIC: Attacks against a man–catcher result in the secretion of an acidic
it will then either squeeze its opponent to death, inflicting 5d4+5 HP of dam- coating which inflicts 1d4 damage to any creature touching or touched
age per round, or hurl its opponent 30 feet for 6d6+6 points of damage. by the man–catcher.

UPROOT TREE: When in combat in the vicinity of trees, gargantuan apes SPRIGGAN
can uproot trees of up to 75–foot height, 6–foot diameter or less, and use
NO. ENCOUNTERED: 2–5
these as clubs that inflict 3d4+4 points of damage.
SIZE: SMALL (OR LARGE)
REGENERATION: Due to their thick fur, thick hide, and outstanding con- HD: 1(D8) +3 (OR 4D8+5)
stitution, gargantuan apes regenerate 1 hit point per round until serious MOVE: 40–FT
damage (50 HP total) has been inflicted. AC: 17 (15)
ATTACK: BY WEAPON TYPE (DAGGER, DARTS)
MAN–CATCHER SPECIAL: SPELLS AND THIEF SKILLS
SAVES: PHYSICAL
NO. ENCOUNTERED: 1–2 OR 1 INT: AVERAGE
SIZE: LARGE ALIGNMENT: CHAOTIC EVIL
HD: 4 (D8) TYPE: FEY
MOVE: — TREASURE: 1
AC: 14 XP VALUE: 60+3, 120+4 (RARE SPECIES)
ATTACK: BITE (1–2)
SPECIAL: SWALLOW WHOLE, ACIDIC Spiggans are ugly, malign little (2–foot tall) people with furry skin, long
SAVES: PHYSICAL tails, and luminous eyes. They are found on the fringes of society — sew-
INT: NOT RATABLE

CASTLE ZAGYG TOWN HALLS 41


ers, abandoned buildings, vacant areas, etc. In their natural state they are RACE Level 1 wizard
sometimes mistaken for cats. They revel in causing mischief of the most
sadistic species, and are noted for being proficient thieves. CT: 1 R: touch D: 5–8 hours
SAVE: n/a SR: n/a COMP: V, S, M
COMBAT: Spriggans often work in tandem, using their confusion and invisi-
bility powers to rob their victims and escape before violence. Rare spriggans This spell enables the recipient to run at full speed (2x normal movement)
may also use a special form of alter size in which they transform to 10–foot for 5–8 hours without tiring. However, after so running the individual must
height. In giant form, they become 4d8 (+5) HD creatures, AC 15. spend a like number of hours resting, as well as drinking plenty of liquids
and eating heartily. For every 2 levels of experience of the spell caster,
SPELL–LIKE ABILITIES: confusion, invisibility (1/day), as if by a 5th level another individual can be affected, i.e. at 4th level, 2 individuals can be
caster. 1 per 10 spriggans can use a variant of alter size (giant) at will. touched and empowered to race, etc. Only humans and demi–humans in
their natural forms are affected by this spell. The material component of
THIEF ABILITIES: Spriggans have all the abilities of a 5th level thief with this spell is an elixir made from the juice of dried apples boiled in river water
19 dexterity. with a drop of cooking oil (grain, olive, sunflower, etc.).

APPENDIX C: MAGIC ITEMS AND SPELLS ROLLO’S ASH TO POTASH level 2 wizard
MAGIC ITEMS.
CT: 1 R: 20–ft. D: permanent
Antimagic Bands. These seemingly innocuous iron bands come in sets SAVE: n/a SR: n/a COMP: V, S, M
of two. Each 3–inches wide with a small key hole. The bands may
This spell causes a volume of ash equal to 1–cubic foot per level of caster
be clamped around the ankles or wrists of the victim. A small iron
to transmute to potash, a salty material. The ash can be from any wood
key is attuned to these bands. The key must be inserted and wound,
fire. The transmuted material has value, as it can be used in the manufac-
thus tightening the bands snug. Once the two bands are so clamped
ture of soap, dyes, and glass. When this spell is used in conjunction with
and tightened, their dweomer takes effect, suffuses the subject with
Rollo’s Soot and Cinders to Carbon, the remains of a campfire can be made
antimagic. This energy, visible as a violet hue, nullifies most magical
completely untraceable. The material component of this spell is a pinch
effects, including spells, spell–like abilities, and supernatural abilities.
of salt rubbed in the palms of the caster.
Artifacts and creatures of demigod or higher status are unaffected.
ROLLO’S SOOT AND CINDERS TO CARBON level 2 wizard
Fairy Shee Dandelion Wine. This enchanted wine is fermented with dandeli-
ons that grow atop fairy shees — hills or mounds under which fairies live. CT: 1 R: 20–ft. D: permanent
The wine takes 7 years to mature to its enchanted state. If one drinks the SAVE: n/a SR: n/a COMP: V, S, M
entire contents of a bottle, besides being intoxicated, two spells take ef-
fect: invisibility and ventriloquist, both as if cast by a 5th level illusionist. This spell causes a volume of soot and cinders (wood or coal) equal to 1–cu-
bic foot per level of caster to transmute to carbon (essentially, lumpy rocks of
Marvin’s Marvelous Shock Stick. This 8–inch, petrified ashwood stick charcoal). When this spell is used in conjunction with Rollo’s Ash to Potash,
has faceted sapphire tip. The stick must touch the victim for the the remains of a campfire can be made completely untraceable. There is a 1%
dweomer to release, delivering 1d8+12 points of damage. The chance that the casting of this spell will yield lump of pure carbon in the form
shock is a violent burst requiring a constitution save, or the victim of a small diamond valued at 300–600gp. The material component of this
is stunned for 1d4 rounds. A new shock stick can hold 25 charges. spell is a pinch of red brick dust rubbed in the palms of the caster.
This item cannot be recharged, and turns to ashes once expended.
APPENDIX D, SECONDARY SKILLS
Staff of Striking. This yew staff is the equivalent of a +3 magic weapon.
It causes 1d6+3 points of damage, expending 1 charge. If 2 charges The following optional Secondary Skills are an expansion to those listed
are expended, the bonus damage is doubles (1d6+6) and if 3 charges in Castle Zagyg Vol. 1: Yggsburgh, Appendix H.
are expended, the bonus damage is tripled (1d6+9). No more than
3 charges can be expended. A newly created staff has 50 charges. ARTISTIC CAPACITY (DEXTERITY AND WISDOM — GENERAL)
This item can be recharged. This ability references a character’s skill in one of the following areas:
SPELLS – Visual art (painting, line–drawing, sculpture, jewelry making)
AFFECT NORMAL FLAMES Level 3 wizard – Musical art (composition and arrangement, instrument performance
and singing)
CT: 1 R: 10 ft. per level D: 1 round per level – Literary art (prose and poetry authorship and recital).
SAVE: n/a SR: n/a COMP: V, S, M
This ability also assumes a scholastic artistic knowledge in the chosen
This spell enables the wizard to cause normal (non–magical) flames to field, including identification and history. Skill checks for creating art
reduce or increase in size per level of the caster to a maximum diameter (dexterity) or identifying art (wisdom) are at a +2 bonus per level of skill,
of 5–feet per level of the caster. For example, a 5th level caster can ef- should the Castle Keeper require a check.
fect a maximum area of 25–foot diameter. Thus, the caster can decrease
a 25–foot diameter blaze to as small as a candle’s flame; conversely, the DETECTION (INTELLIGENCE — GENERAL)
caster can alter a candle’s flame to increase to a 25–foot diameter blaze.
Reducing the size of a blaze reduces its proportionate fuel consumption; The capacity to mentally note facts, including the power of observation
likewise, increasing flames increases proportionate fuel consumption pro- and ratiocination, all having to do with detecting, examining, investi-
portionately. There must be fuel (wood, dry grass, combustible materials, gation, observing, searching, and watching, as well as researching and
etc.) for this spell to function, as the affected flames are normal and not tracking down information. This is an ability similar to that possessed by
magical. The material component for this spell is a pebble of sulfur. sleuths of private and public sort.

42 CASTLES & CRUSADES


KNOWLEDGE SPECIALIST (INTELLIGENCE — PRIME / INTELLIGENCE) Armed/Highway Robbery, Accessory 20 years of penal servitude
The Knowledge Specialist has delved deeply into one topic and knows a Sedition Tongue removal, branding, & exile
lot about that topic through either study and/or experience. Knowledge
Specialists can be used as sages or professors in the topic that they special- Branding & 10 years of penal
Sedition, Accessory
ize in. When researching a question concerning their area of specialty, a servitude
Knowledge Specialist may make an intelligence check to know the an- Branding & 15 years penal
Kidnapping
swer to a question or know where to look for the answer. servitude
Kidnapping, Accessory 10 of years penal servitude
Some areas of specialization that a Castle Keeper can use to enhance his
campaign include: Branding & 15 years of penal
Necromancy
servitude
– Architecture (and construction)
Branding & 15 years of penal
Rape
– Engineering (all forms) servitude
– Fauna (including biology) Rape, Accessory 10 years of penal servitude
– Flora (including botany) Branding & 10 years of penal
Lese Majesty
servitude
– History (local, regional, world, cultural & social)
Desecration of a Holy Place 5 years of penal servitude
– History (intelligent races, human & non–human)
Branding & 10 years of penal
– Literature Counterfeiting
servitude
– Theology
Counterfeiting, Accessory 5 years of penal servitude
It is up to the Castle Keeper to allow more specific knowledge for more focused Coin Shaving 5 years of bond or penal servitude
fields — a Knowledge Specialist in Taxidermy will know a little bit about mam- Prison–breaking 5 years of added time
mals (as well as most other animals), but a Knowledge Specialist in Mammals
will know a lot about them and very little about preserving their hides. Smuggling 5 years of bond or penal servitude
Destruction/Theft of Government
APPENDIX E, CRIME & PUNISHMENT 5 years of bond or penal servitude
Property
There are three classifications of crimes in Yggsburgh, these being han- 10 – 50 gp and/or 1 to 5 years
dled distinctly and respective of one another. The Castle Keeper should Bribery of an Official
penal servitude
review this list and become familiarized with the high crimes, other felo-
Branding & 1 to 5 years of
nies, and misdemeanors presented below. Poaching on Royal Land
penal servitude
HIGH CRIMES. Most high crimes will result in either execution or a lengthy
penal servitude. Penal servitude may result in being sent to a mine or OTHER FELONIES (magistrate tries unless PUNISHMENT
other town enterprise under the supervision of guards. High crimes the accused is of gentle birth)*
are the purview of a magistrate unless the accused is of gentle or noble
birth, in which case the gentleman is entitled a trial by judge. Branding & 10 years of penal
Arson
servitude
FELONIES. Other felonies. Punishments for a variety of felonies are also Arson, Accessory 5 years of penal servitude
listed, many of which require penal service or bond service (servitude
without pay), these punishments at the discretion of the magistrate, Branding & 10 years of penal
Horse Theft
excepting those of noble birth of whom are entitled to trial by judge. servitude
Horse Theft, Accessory 5 years of penal servitude
MISDEMEANORS. Most of these crimes will be tried by a Justice of the Peace, and
Branding & 10 years of penal
if the accused is convicted, a limited gaol time and/or a variety of corporal Maiming of an Innocent
servitude
punishments including branding, pillorying, and/or flogging at the cart.
Branding & 10 years of penal
Mutilation of an Innocent
HIGH CRIMES servitude
PUNISHMENT
(JUDGE OR MAGISTRATE TRIES)* Branding & 10 years of penal
Torture of an Innocent
Hanging, then drawing & servitude
Treason
quartering 10 years of bond or penal
Manslaughter
Treason, Accessory Beheading servitude

Murder Execution (usually beheading) Rustling 10 years of penal servitude

Shipwrecking Death by exposure in a cage Grave Robbing 5 years of penal servitude

Sorcery Execution (usually beheading) Gaol–breaking, accessory 5 years of bond or penal servitude

Witchcraft Execution (usually drowning) Harboring a Felon 5 years of bond or penal servitude

Murder, Accessory 20 years penal servitude Forgery 5 years of bond or penal servitude

Shipwrecking, Accessory 20 years of penal servitude Racketeering/Protection 5 years of bond or penal servitude

Armed/Highway Robbery Death by hanging Perjury 5 years of bond or penal servitude

CASTLE ZAGYG TOWN HALLS 43


Assault with a Deadly Weapon** 5 years of bond or penal servitude 25 sp – 2 gp and/or 1 to 2
Robbery 5 years of bond or penal servitude Passing Off of Shoddy Goods months of gaol time, plus pos-
sible pillorying
Extortion 5 years of bond or penal servitude
25 sp – 2 gp and/or 1 to 2
Burglary 3–5 years of bond or penal servitude Poaching on Private Land
months of gaol time
Swindling/Confidence Games 3–5 years of bond or penal servitude 2 gp and/or 1 month of gaol time,
Gaming (gambling) without License
Poaching on Noble Land 1–5 years of bond or penal servitude plus possible flogging at the cart
Theft, grand 1–5 years of bond or penal servitude 2 gp and/or 1 month of gaol time,
Resisting Arrest***
plus possible flogging at the cart
6 months to 2 years of bond
Riot 10–25 sp and/or up to 1 month of
or penal servitude Use of False Weights
gaol time, plus possible pillorying
3 months to 1 year of bond or
Inciting a Riot Restitution and 10 sp and/or 1
penal servitude
week gaol time; quadruple goal
Tax Evasion 3 years of bond servitude Theft, Petty (10 sp or less)
time without restitution, plus
Sentence converted to penal possible flogging at the cart
Flight from/to Avoid Bond Servitude servitude, one year of time added
10 sp – 2 gp and/or 1 week gaol
to time to be served Battery/Slander
time, plus possible pillorying
Branding with owners mark
Leaving area of Villeinage Criminal Trespass 10–50 sp and/or 1 week gaol time
and return to owner
Impersonation, Petty 10–50 sp and/or 1 week gaol time
Return to owner for such
Leaving area of Villeinage, branded punishment as that one deems 10 sp and/or 1 week gaol time,
Drunk & Disorderly Conduct***
appropriate, including death plus possible pillorying
1 month in the work house or 10 sp and/or 1 week gaol time,
Disorderly Conduct***
Debt in bond servitude for each 1 gp plus possible pillorying
or fraction thereof of debt owed 10 sp and/or 1 week gaol time,
Disturbing the Peace
Sale of Stolen Goods*** 3 years of bond servitude plus possible pillorying
Receiving Stolen Goods*** 2 years of bond servitude 10 sp and/or 1 week gaol time,
Lewd Conduct***
plus possible pillorying
Embezzlement*** 1 to 5 years of bond servitude
Littering the Street 10 sp per item discarded thus
Impersonation 1 to 5 years of bond servitude
1 gp and/or 2 weeks gaol time,
Destruction of Private Property*** 1 to 5 years of bond servitude Littering the Street, garbage or worse
plus possible pillorying
Purse Cutting/Snatching 1 year penal servitude
Begging without License 10 sp and/or 1 week gaol time
10–100 gp and/or up to 12
Mental control/domination by magic Prostitution without License 10 sp and/or 1 week gaol time
months of gaol time
Soliciting for Prostitution without
10–100 gp and/or up to 12 10 sp and/or 1 week gaol time
Endangering life by careless use of magic License
months of gaol time
Vagrancy 10 sp and/or 1 week gaol time
10–100 gp and/or up to 6
Endangering property 1 month of added time, plus
months of gaol time Gaol–breaking
possible flogging at the cart
4–50 gp and/or 1 to 6 months
Adulterating food or drink Half the punishment meted
of gaol time Accessory, not otherwise shown
out to the offender
2–20 gp and/or 1 to 6 months
Coercion Half the punishment meted
of gaol time Accessory after the fact
out to the offender
2–20 gp and/or 1 to 6 months
Assault** Hanging if branded, branding
of gaol time Third non–capital offense, felonious
otherwise

MISDEMEANORS Flogging at the cart if branded,


PUNISHMENT Third non–capital offense, petty pillorying for 6 to 24 hours time
(justice of the peace tries)*
otherwise
1–5 gp and/or 1 to 4 months
Disrespect to a Noble or Ecclesiastic of gaol time, plus possible *Persons of noble birth, nobles, knights, and gentlemen are entitled to
flogging at the cart demand trial before a judge, with or without a jury of his peers at the op-
tion of the accused.
–3 gp and/or 1 to 3 months of
Shop Lifting/Stealing gaol time, plus possible flogging **Assault of any officer of the law with or without a weapon by a com-
at the cart moner is punished as indicated with maximum penalty likely given if the
25 sp – 2 gp and/or 1 to 2 accused is found guilty and not a person of substance in the community.
Breaking & Entering months of gaol time, plus pos- A noble is seldom accused of such act by any peace officer not of like
sible flogging at the cart status in the town. If the one accused of the assault is a noble or of gentle

44 CASTLES & CRUSADES


birth he is entitled to be tried by a judge, with or without a jury of his However, if stolen goods are discovered, they are seized by authorities and
peers at the option of the accused. If insult to the honor of the accused returned to their rightful owner if he pays a recovery fee of 25% of their value.
was given by the one assaulted, the accused may demand trial by combat Failure to pay this sum results in the auctioning of the recovered goods, with
to settle the matter. Gentle persons not of martial sort may appoint a 25% of the sum received going to the town treasury, 25% to the auction serv-
champion to represent them in the trial by combat. ice, and the balance to the former owner of the goods sold thus.

***Any person of gentle birth can not be charged with such crime by one Of course the Thieves’ Guild does its best to hide all purloined items
not of like status, or an officer of the town above the common ranks such from the law, and a brisk business in return of goods lost by their theft at
as deputy sheriff and below. a “finder’s fee” of 20% is carried on in Yggsburgh. Otherwise, much of
the stolen goods trade is carried on by means of downriver “export,” the
THIEVERY IN YGGSBURGH goods smuggled out of town and sent west to Dunfalcon, often in trade
Thieves caught in the act are arrested and punished as criminals so as for like goods sent back upriver from the Thieves’ Guild there. Jewelry
to placate the honest populace of the town. However, if they manage to and like items brought in from elsewhere are sold to local gemners and
enact their nefarious activities without being apprehended, no punishable jewelers at 50% of retail value. The same is true for most other new
offense has occurred. The perpetrators are not wanted criminals and are goods received thus, they being “wholesaled” to various town merchants
free to roam about at will. This leaves cheats, frauds, and swindlers com- and shops. The thievery thus returns some fair proportion to the local
pletely in the clear if they aren’t caught red–handed. economy. The Thieves’ Guild also assists in smuggling slaves from town
to other destinations where slavery is not illegal.

CASTLE ZAGYG TOWN HALLS 45


46 CASTLES & CRUSADES
CASTLE ZAGYG TOWN HALLS 47
48 CASTLES & CRUSADES

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