Castle Zagyg - Yggsburgh - Town Halls
Castle Zagyg - Yggsburgh - Town Halls
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.
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© 2007 Troll Lord Games. All Rights Reserved. Castles & Crusades ® is a Registered Trademark of Troll Lord Games. All Rights
Reserved, C&C, Castle Keeper, SIEGE Engine, Troll Lord Games, and the Castles & Crusades, SIEGE Engine, and Troll Lord Games
Logos are Trademark of Troll Lord Games. All Rights Reserved. Castle Zagyg, Castle Sagyg Logo and Yggsburgh are Trademarks of
Trigee Enterprised 2007. All Rights Reserved. © 2007Trigee Enterprises Company. All rights reserved.
Tmany are simple townsfolk who are unclassed, though not without
APPENDICES 40 HERE ARE NUMEROUS PEOPLE described in this volume, and
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.)
(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.
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.
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.)
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.)
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.
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,
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,
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.
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.
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.
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.
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
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-
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.)
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,
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).
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.)
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
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.
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.)
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.
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)
• 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:
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,
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
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:
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.
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.
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).
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.
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.
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
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.
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
***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.