Slagheap
Slagheap
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SLAG HEAP 3
with the Red Caps and the bandits of the Barren Wood. And Miles Freland and his crew of ne’er-do-wells are spread out
it is here that they are now gathering. These two thorpes are between Gipsheim, Dreddstun, and the surrounding territories.
ostensibly overseen by Miles Freland, a notorious brigand, and Miles is concerned about harming either of the above-
his crew of malcontents. Though not initially involved in any mentioned parties, as this will bring down the wrath of one or
of Baron Dietbold’s shenanigans, he has become enmeshed in both the Red Caps and the Baron of Ludensheim. Miles also
solving the problem as bounty hunters and others have started has a claim to the Barony at Ludensheim, a claim he intends to
to make their way to his hideouts. He would rather all Baron make good on (see below).
Dietbold’s men leave and the bounty hunters be eliminated.
Rugnar the Toothless is an old-fashioned rogue (assassin).
There are several important personalities involved in this Thoroughly evil and inconveniently capable, he has been hired
rather complicated mess the Castle Keeper should be aware by Baron Dietbold to rid the woods and lands about of bounty
of: Deertrik Shelentz, Kreetkruk the Ogre, Miles Freland, and hunters, treasure seekers, and other ilk. He is currently in
Rugnar the Toothless. Gipsheim, awaiting his first target.
Deertrik Shelentz, an agent of Baron Dietbold, has come to Other than greed, iniquity, depravity, and villainy (characteristics
Gipsheim to pay off the Red Caps. He has brought several of his one can liberally sprinkle upon all the aforementioned), what
henchmen with him to ensure that the issue is resolved. If the currently propels the action in this area is none other than the
Red Caps do not accept a final payment and promise to stop the arrival of an ungern battle lord, Froithmot, to the Slag Heap.
raiding, he has been instructed to kill his contact and send the
head back with a threat of martial retaliation if the Red Caps Froithmot has been sent to the Slag Heap by the Witch Queen
do not quit raiding. in order to bring fire back to the rule of Seroneous. He has taken
to the Witch Queen’s mission with religious zeal and is trying the
Kreetkruk is Deertrik’s new contact with the Red Caps. His sow discord in the region as never before. He has managed to
previous intermediator has gone missing, and in his place is this engage the Red Caps and pays them generous sums to continue
nasty ogre with a jutting jaw and cruel disposition. With him are raiding along the Hruesen River, and is even offering aid in their
several of the more capable and sneaky Red Caps. Kreetkruk endeavors. He has also agreed to help Deertrik negotiate with
has been instructed to demand even more money from Deertrik, the Red Caps, knowing full well it will come to naught. And
and should he be refused, to kill Deertrik and send his head finally, Froithmot has cast his support behind Miles Freland’s
back to Ludensheim and threaten even more pillaging should desires to regain the throne of Ludensheim.
they not be paid.
So, this is the stage upon which the characters will make their
As both parties to this negotiation have brought conflicting appearance. Where it shall end up, none may know until all the
demands and the forces to back up their demands, both have die are cast. As the adventure begins, the situation is static with
retired from their negotiations while they plan their next move. each party gauging the other’s capabilities and their own options.
Deertrik is in Gipsheim, while Kreetkruk is in Dreddstun. The characters may be able to connect the trail of deceit and
treachery, or they may not, depending upon their want, desire
and action. Nevertheless, upon
their arrival at the Slag Heap
they should find Froithmot or
any of his various minions, and
be introduced to even more
strange and horrible monsters
as the characters first meet the
servants of the Witch Queen.
SLAG HEAP 5
Check twice during the day and once during the night for LIESL LAMPREKT (She is a chaotic neutral, human, 2nd lev-
encounters. Roll a d10 and a 1 indicates an encounter has el fighter. Her vital stats are HP 12, AC 16. Her saves are
occurred. Then roll a d20 and refer to the table below for the strength and constitution. Her significant attribute is dexterity
type of encounter. 17. Her attack bonus is +3 (battle axe, 1d1O) She carries a
chain shirt, battle axe, dagger, mace, 2pp, 14gp, 2sp, and trave-
TABLE 1: RIGGLER'S TRAIL RANDOM ENCOUNTERS ling equipment.)
D20 Encounter
DARIN GOBBLENECK is a gnomish prospector looking for his
1 2-8 Brigands, members of Miles’ band with 3rd level distant family in Havenwale.
fighter
DARIN GOBBLENECK (He is a neutral good, gnome, 2nd level
2 4-12 Goblins, members of the Red Caps with 3hd
leader monk. His vital stats are HP 17, AC 12. His saves are con-
stitution and strength. His significant attribute is dexterity 15.
3 2-6 Bounty Hunters, see below His attack bonus is +5 (+2 magic staff, 1d8+2) He carries a
4-5 3-12 Fay magical +2 staff, a light flail and 2 throwing daggers, 2gp, 15sp,
6-7 2-8 Orcs and some traveling equipment.)
8-9 1-6 Boars FARL TURKL is an escaped convict from Ludensheim seeking to
10 1 Brown Bear join Miles’ band.
11 2-4 Ogres FARL TURKL (He is a neutral evil, human, 3rd level rogue.
12 Knight and 2-4 retainers, see below His vital stats are HP 8, AC 13. His saves are dexterity and
13-15 Herd Animals wisdom. His significant attributes are dexterity 17 and charisma
15. His attack bonus is +5 (short sword 1d6 plus 1d6 sneak
16 Traveler, see below attack). He carries leather armor, 3 throwing daggers, short
17-18 Cougar sword, short bow, 35sp, and traveling equipment.)
19 Giant Owl, see below
LITHERIAM OF SOLIN FELTHIUM is an elf traveling east and
20 Escaped Captive, see below searching for his ancient birthright.
BOUNTY HUNTERS: This band consists of a mix of characters. LITHERIAM (He is a chaotic good, elf, 2nd level ranger. His vital
Minimally, there is one tracker (1st -3rd level ranger) and a stats are HP 14, AC 16. His saves are strength and dexterity.
capable fighter (1st-3rd level fighter). The Castle Keeper should His significant attributes are strength 15 and dexterity 16. His
determine the class of the others (though they should all be attack bonus is +5 (longsword 1d10) or +6 (longbow 1d8).
1st-2nd level). He carries scale mail, shield, longsword, longbow, dagger 120sp,
55gp and traveling equipment. He casts the following spells: 1st
KNIGHT AND RETAINERS: This group consists of a Paladin
level (2 slots): Cure Wounds, Hunter’s Mark.)
(4th level) and his esquires (2nd -3rd level fighters). The
knights will be mounted, but the others may not be. Half GIANT OWL: This large owl is of an ancient breed. They are
the retainers should be men-at-arms (HD 1d8, Attack intelligent and wise, knowing a dozen languages or more. The
+2, Longsword (1d8 slashing)) and the remainder stouter owl is seeking out an ancient roost. When the characters meet
warriors (1st-2nd level fighters). the owl, it has been wounded and cannot fly.
TRAVELER: The lone traveler should be one of the following: GIANT OWL (N Large Beast) HP 19 (HD 3d10+3), AC
12, Spd 5ft. fly 60ft. Str 13 (+1) Dex 15 (+2) Con 12
LARS BIRGHIT is a priest in search of a holy relic believed to be
(+1) Int 8 (-1) Wis 13 (+1) Cha 10 (0). Perception
located in the woods south of Dreddstun.
15(+5). Stealth +4. Talons +3, 1 target, 8 (2d6+1) slash-
LARS BIRGHIT (He is a lawful neutral, human, 3rd lev- ing. SA: Flyby (doesn’t provoke opportunity attacks), Keen
el cleric. His vital stats are HP 16, AC 15. His saves are senses (advantage on sight and hearing). Understands com-
strength and wisdom. His significant attributes are wisdom mon, sylvan and elf.
14 and constitution 14. His attack bonus is +3 (heavy
ESCAPED CAPTIVE: This fellow has escaped from Miles’ band
mace, 1d8). He carries a chain shirt, shield, heavy mace,
and is making his way back to Ludensheim, or so he hopes.
staff, sling, 10gp, and two potions of healing, as well as some
He is the nephew of the head of the Sheepherders Guild in
traveling equipment. He casts the following spells: Cantrips
Ludensheim, and his safe return will be greeted with much
(at will): Guidance, Light, Resistance 1st level (4 slots), 2nd
enthusiasm by his uncle. It is also not improbable that he is
level (2 slots).)
being chased by none other than Miles Freland.
LIESL LAMPREKT is the daughter of a wealthy merchant who
ARAD (He is a neutral, human commoner. His vital stats are
is believed to have been killed by Miles Freland, and she seeks
HD 1d6, HP 3, AC 10. He carries only clothing.)
revenge for this act.
SLAG HEAP 7
KILLIAN STEMSTER: The gem in Miles’ crew is this shrewd Gipsheim is also a place of refuge for several escaped convicts,
and hawkish thief. Often called “The Nose” or simply “Stem,” petty criminals, and other nefarious individuals. Though not
Killian is an expert thief, burglar, pick pocket, and sneak. members of Miles’ crew, they still abide by his wishes while in
Gipsheim. They travel through here, taking a room at the Ram’s
KILLIAN STEMSTER (He is a neutral, human, 7th level rogue. Head or occupying any of the abandoned buildings in town.
His vital stats are HP 32, AC 15. His saves are dexterity, wis- Often they must pay Miles a fee or do some service for him for
dom, and intelligence. His significant attributes are dexterity 17 the right to remain here. Some few agents of the Witch Queen
and intelligence 15. Proficiency +3. He carries +1 leather ar- also pass through here.
mor, +1 short bow, gloves of the rogue conferring a +2 to all
rogue ability checks, a dagger, 16gp, and traveling gear.) The remainder of the inhabitants of the community are made
up of commoners. Almost all are kept here entirely against their
GIPSHEIM will, and some have been kidnapped from merchant caravans
and farms near Ludensheim. They do some farming and raise a
Before you lies a small thorpe consisting of several dozen
few cattle to feed Miles’ crew. All would enjoy being freed. The
dilapidated buildings and a score or so of small cottages
commoners can and should be used for further adventures or
in various states of disrepair. A single muddy lane
even replacement characters should any die in this adventure.
twists through the center of town, with a few houses on
These are not all humans either. There are dwarves, gnomes,
either side of it. The other buildings are spread out to
and halflings amongst their numbers.
its left and right amongst small farm plots and animal
pens. Only two structures stand out. There is a two- The farmhouses and shacks in which these people live are almost
story wooden structure with a large sign hanging above all dilapidated and rotting. The interiors are dark, dank, and moldy
its doorway. This is the Ram’s Head Tavern. The other since no one cares for them in the least. Several are abandoned
is a mill house, just visible over the brush and scrub, and can be occupied should the characters choose, though that
located on a small creek north of town. There are a few might cause some issues with those in the Mill House.
folk moving about, some working their plots and fields.
They are a mangy lot, being ill-clothed and generally COMMONERS (HD1d6 (HP 4), AC 10, Mv 30ft. Str 10 Dex
poor. However, those employed with sitting on steps or 10 Con 10 Int 10 Wis 10 Cha 10. Perception 10. SA None.
generally hanging about are armed with light weapons Treasure: None.)
and armor. They look as surly and suspicious as the Overall, Gipsheim is a potentially dangerous place. It is little
others do poor and tired. more than a den of thieves and bandits who bide themselves only
Gipsheim was once a community of miners and prospectors. because of the threat posed by Miles and his close compatriots.
That was some time ago. Most of the inhabitants have since Few bother challenging him or the status quo. Those who have
left, having given up on finding diamonds or any other precious stayed or are being forced to stay here live a precarious existence
stone in the nearby hills. Those that remain now “make a as serfs or slaves and have only a thin veil of protection from the
living” farming small plots of land and raising cattle. They thieves and brigands who also live here. The characters will be
sustain themselves and even sell or trade their extra food to treated with suspicion and wariness (it is not just anyone who
Miles’ crew. Most of these would prefer to leave the area but would walk into such a place), but little will be done to them
are simply not allowed to do so at this point. Miles has ordered unless they start any trouble with the farmers or with any of
that any caught leaving are to be brought back or executed. Miles’ crew. Then, all of Miles’ men will attack the party and
Occasionally, Miles takes prisoners and forces them to work the likely dispatch them.
fields and care for the cattle. This is the source of all the slavery
rumors in Ludensheim and elsewhere. THE RAM'S HEAD TAVERN
This is an old dilapidated, two-story building with a
Several members of the community are nothing more than
broad balcony on the front. It is a wood-frame structure
bandits and thieves from Ludensheim and elsewhere. There
with little in the way of ornamentation. A large sign
are also numerous members of Miles Freland’s band here. They
dangles below the balcony with an engraving of a ram’s
rarely leave the town and then only to go on raids where large
head drinking from a mug of brew engraved upon it.
numbers of people are needed. Those who profess loyalty to
The place was built more than fifteen years ago when
Miles usually stay at the Old Mill House.
Gipsheim had many miners and travelers passing
The thorpe is ostensibly controlled by Miles. In practice, through. Its prosperity was short lived, though, and after
however, he offers little in the way of enforcing anything other most of the town’s inhabitants left, it fell into disrepair.
than the fulfillment of his immediate desires, wishes, or needs. The ground floor has a large, single common room with several
Miles keeps his men in check for the most part, as he needs this chairs and tables in it. A large door, often propped open, leads
thorpe as a place of refuge. In general, when newcomers arrive, to the rear of the ground floor where the kitchen and living
they are not immediately accosted. Rather, they are ‘sized up’ quarters of the owners are located. The upper floor has a half-
and measured for their strength and intent. If perceived as weak a-dozen small rooms with several cots in them and one large
or working for the authorities of any local baronies, they are dormitory or common room. All the furniture in the place is
often robbed and used or sold as slaves, or simply killed. rickety and old, barely serving its purpose as furniture. Candles
SLAG HEAP 9
THE OLD MILL BRIGANDS X3-36 (These are neutral evil, human, 1st level
fighters. Their vital stats are HD 1d8, AC 12 or 13. Perception
Upon the banks of a slow moving, wide creek stands
10. They wear leather armor with a 50% chance of having a
the remnants of an old water mill. A turn wheel, still in
shield. They use a club, a short sword or longsword determined
some decent shape moves slow in wide, lazy circles as
randomly, and 20% have short bows. Attack bonus +3. All
the creek gently pushes it on. The outside of the mill is
carry daggers. Each also has 2-20cp, 1-10sp, and 16gp.)
a wreck. Weeds, tangled briars, and small scrub oak dot
the area and grow up to the long-untended building. Old BRIGAND RINGLEADERS: 1 for every five brigands (These
wagons and broken and discarded material are thrown are neutral evil, human, 3rd level fighters. Their vital stats
all around. Years of plundered goods that have been are HP 15, AC 14. Perception 12. Attack +4 (longsword
discarded litter the area. There are big fire pits, piles of 1d10+2). They carry studded leather armor, shield, crossbows,
rotted food and refuse everywhere. Big-leafed, clinging longswords, and 2-20gp in various coin.)
vines camouflage much of the building. A half-dozen
slovenly brutes lounge around outside the mill, playing
games, wrestling, slinging knives, or occasionally fishing.
DREDDSTUN
Dreddstun is located some 35 miles south and west of Gipsheim.
This is an abandoned mill house. It is a large structure sitting It too sits upon the banks of the Rizin Creek, though here the
on the banks of the Rizin Creek. A large turn wheel still water moves a little faster and the creek is a little wider.
moves ponderously when the waters of the Rizin are flowing
fast. Although once used to mash grain, it is now occupied by The road leading to this little ramshackle hamlet is
Miles’ men. These men are a fairly useless lot as far as Miles little more than a muddy track. It is rarely used and
is concerned. Though ruffians, they are poorly motivated and overgrown. At times one might have difficulty even
utterly undependable. As such, they stay in Gipsheim until locating it. The road ends on top of a knobby hillock
Miles needs them. The latter case is rare and only when big cleared of all vegetation. There are several old shacks
raids are being planned. Within are always 3-36 of Miles’ men. and houses that seem to be piled atop it.
They set no guards and spend most of their time drinking, joking, During its most prosperous times, Dreddstun was a backwater
gambling, and fighting one another and whatever else it is lazy and poor community. Now, it is little more than a dozen or
criminals do. There are no guards nor lookouts in the place. If so small houses and shacks teetering and leaning askew,
confronted with a fight, many simply run away. Each common awaiting a strong wind to blow them over. At the center of
brigand here must make a successful mental saving throw or the hamlet is a broad, two-story building that was once the
run should a fight break out. The few ringleaders present are general store, tavern, trading depot, and religious center.
not required to make the check, though should over half the Now it is nothing more than a home for the most powerful
brigands run or be killed, they begin looking for a way to escape ne’er-do-wells in the vicinity. It has been renamed by its
or surrender. latest inhabitants, the Ogre Inn.
THE FIRST FLOOR: This floor is spacious but cluttered with Other than those in the Ogre Inn, there are only 30 or so people
the belongings of those staying here. In the center of the room and several of Miles’ men in Dreddstun. All but Miles’ men
is a large grindstone and the trough in which the wheat was are kept here against their will and essentially used as slaves
once ground to meal. The mechanism is broken so no longer by the others. They raise some pigs, a few cattle, and have
works. There are a half-dozen trunks, opened and emptied several vegetable gardens. Mostly though, they just serve beer,
except for common goods: piles of rope, two barrels of nails, run errands, and get kicked around and beat a little too much.
some woodworking tools, boxes of salted fish, several kegs of There is one family of gnomes here as well, the Guttleburs. As
beer, cloth, grain, rotted apples, and other goods taken from for Miles’ men, they do not stay in the Ogre Inn, rather, they
plundering over the years. The brigands do most of their cooking have moved to another house a few doors down.
here and outside by the creek. A large fire pit is near one end of
the room while piles of food scraps are littered about the floor. All newcomers to Dreddstun are treated with outright distrust
and hostility until they prove themselves to be of the mean
THE UPPER FLOOR: This floor houses the machinery for sort and capable of fighting. This does not mean that the locals
turning the grindstone on the first floor. The connection to will attack strangers immediately, but they will threaten any
the water wheel is snapped so none of the gears are turning. interlopers and test their will. It takes only a little to slight any of
Furthermore, the machinery is so old and poorly kept that it those here, and a fight to the death could be had in moments. If
would not work even if the connection were fixed. This is also any of Miles’ men or those in the Ogre Inn suspect the interlopers
the sleeping quarters. There are three dozen blankets and a few are bounty hunters or working with any “de pantylooned curs in
beds haphazardly scattered about this room. There is little loot Ludensheim,” they will dispatch them forthwith.
except what is carried by the brigands, but many common items
can be found up here such as rope, hats, shields, arrows, knives, There is much to be learned in Dreddstun and much to be
some chain, pots, tinder boxes, a few flasks of oil, and other feared. The slaves and Miles’ men are well aware of the forces
sundries. Most valuables are kept on the brigands’ persons. of evil gathering to their south in the Slag Heap. They have all
seen the ungern in Dreddstun and the Ogre Inn talking. They
SLAG HEAP 11
up here. There are six small rooms sitting over the main room THE RED CAPS: These are Kreetkruk’s foot soldiers. They are a
down below. They are separated by a hallway such that three wily, tough band of goblins. They all wear the familiar red caps.
rooms are on each side of it. Each of the rooms is empty except
for broken furniture and other debris. They are moldy and, RED CAPS X 12 (NE S humanoids): HP 7 (HD 2d6), AC
depending on the time of year, lice and flea infested. 15, Spd 30ft. Str 8 Dex 14 Con 10 Int 10 Wis 8 Cha 8. Per-
ception 9. Stealth +6. Scimitar +4 (1d6+2) or shortbow +4
The following are the important members of Kreetkruk’s band. (1d6+2). SA: disengage or hide.
Each wears a dark red cap.
THE KNOCKERS
KREETKRUK: He is a mean-spirited and cruel ogre of massive
proportions. He is also quick witted and smart, unusual for an The Knockers are a dozen or so members of Miles’ crew. They
ogre. He is not in Dreddstun to start any trouble, just to kill have been here for some time, rarely going to Gipsheim or
Deertrik or get some more gold. That said, he is not unwilling raiding with Miles. They are here at Miles’ behest as part of
his effort to lay claim to the territory for what that is worth. In
to smash a few heads. Kreetkruk speaks the common tongue of
truth, though, these are some of the least reliable of those who
the region but in a somewhat broken manner.
claim allegiance to Miles and have been sent here to keep them
KREETKRUK (CE Large Giant) HP 59 (HD 7d10+11), AC from causing trouble elsewhere. They are an abusive lot who
11, Spd 40 ft. Str 19 (+4) Dex 8 (-1) Con 16 (+3) Int 5 fight with one another more than with anyone else.
(-3) Wis 7 (-2) Cha 7 (-2). Perception 8 (-1). Greatclub +6
They are currently staying in a large house on the north edge
(2d8+4) or Javelin +6 (2d6+4 30/120ft). SA Darkvision
of town and close to the fast-flowing Rizin Creek. The house
60ft. He carries a leather jerkin, a key hangs around his neck on
is dilapidated but, unlike the rest of the town, has wooden
a chain, and has a pouch with 45gp in it.
shingles and is thereby a little drier during wet weather. It is
NORDIN THE VULTURE: He is the only human in the bunch. He a single-story structure with only two rooms. There is a large
has come along as a translator to aid Kreetkruk if necessary. His room where the Knockers gather and eat and sleep and another
keen eyes, combined with the moist grimace constantly etched on smaller room where they have stored their material. In here
his face, makes him look like a vulture, hence his nickname. they have some foodstuffs, clothing for winter, and various and
sundry items taken from raids. Most of it is worthless.
NORDIN (He is a chaotic evil, human, 3rd level rogue (assas-
sin). His vital stats are HP 15, AC 14. His saves are dexterity, The group is lead by Reglar Mud, a ruffian of the highest order,
and his companion in arms, a dwarf named Gratl Durhill.
intelligence, and wisdom. His significant attributes are intelli-
Reglar is aware that there are some ungern and orcs located
gence 17 and dexterity 16. Attack +5 (short sword 1d6+3
somewhere to the south of Dreddstun but he does not know
plus 1d6 sneak attack). He carries leather armor, short sword,
where and has not gone looking for them. He cares little for
6 x throwing daggers, a potion of levitation, a potion of healing,
anything other than what immediately affects him.
22gp, a ring valued at 150gp, and traveling gear.)
The two have taken as much loot as they can hide from Miles,
GRAZSH: This goblin is a spiritual leader for the band. He is a
and hidden it in a small box buried beneath an old oak across the
cruel fighter and enjoys entering the fray. He also knows the
Rizin Creek. In it are 80gp, 175sp, 575cp, and 22 pieces of jewelry
location of the Slag Heap and is planning on making a trip there
worth between 1-10gp each. There is also a box of goods in the
in the near future to confer with Froithmot.
mess in here that belonged to the Guttleburs. Within it are several
GRAZSH (NE S humanoids): HP 7 (HD 2d6), AC 15, Spd 30ft. pieces of cookware, some candles, and other sundries. Along with
Str 8 Dex 14 Con 10 Int 10 Wis 8 Cha 8. Perception 9. Stealth this are several sheets of paper listing items which they carried
+6. Scimitar +4 (1d6+2) or shortbow +4 (1d6+2). SA: disen- with them and a genealogical note establishing heritage to the
gage or hide. He carries a shield, chainmail hauberk, large mace, 3x clans at Havenwale. This latter sheaf of paper is actually a map to
javelins, onyx holy symbol in the shape of three javelins worth 100gp Havenwale (the Slag Heap) disguised as something else. To access
the map though, a simple word must be said over it, Havenwale.
and traveling gear. He can cast the following number of cleric spells
The map reveals the quickest and easiest route to Havenwale.
(Save DC 10): Cantrips (at will): Guidance, Resistance, Thau-
maturgy, Sacred Flame, 1st-3 slots, 2nd-2 slots.) REGLAR MUD (He is a neutral evil, human, 4th level ranger. His
vital stats are HP 24, AC 15. His saves are strength and dexterity.
OOGLZ: is cunning and sneaky even for a goblin. He attempts to
His significant attributes are strength 17 and dexterity 14. Attack +5
escape should serious trouble occur and return to the Vargolg.
(long sword 1d10+3) and dagger (1d4+3) or crossbow +4 (1d8).
He, too, knows the location of the Slag Heap as he once followed
He carries a chain shirt, large crossbow, 10 x +2 non-magical bolts,
Grazsh there, without Grazsh’s knowledge.
a long sword, dagger, 26gp, 47sp, a 20gp, and traveling gear.)
OOGLZ (NE S humanoid): HP 7 (HD 2d6), AC 17, Spd 30ft. GRATL DURHILL (He is a neutral evil, dwarf, 2nd level fighter.
Str 8 Dex 18 Con 10 Int 10 Wis 8 Cha 8. Perception 9. Stealth His vital stats are HP 24, AC 17. His saves are strength and
+6. Scimitar +4 (1d6+2) or shortbow +4 (1d6+2). SA: constitution. His significant attributes are strength 15, constitu-
disengage or hide, sneak attack and climb as a rogue. He carries tion 13, and dexterity 14. Attack +5 (battle axe 1d8+3). He
a shortsword, leather armor, 3x throwing daggers, thieves’ tools, carries a chainmail, shield, crossbow, battle axe, +2 throwing
15sp, and clothing.) dagger, 16gp, 97sp, and traveling gear.)
SLAG HEAP 13
Once upon a time there was a little girl named Meg. Meg was born The ettercaps live in and about the meadow. They dwell in the
into a farmer’s family that dwelt upon the edge of the Barren Wood. trees mostly, living out their miserable lives in the dark cones
They lived in the comforting shade of the Baron of Botkinburg, of webbing that they themselves have spun. They are always
enjoying that Lord’s protection. But Meg was different than most hungry, extraordinarily evil, and likely to attack anything that
children, for she was mean, cruel, petty, and vicious. She loved comes into the clearing.
to tease her siblings and reveled in the torment of animals. At an
early age she displayed unusual abilities, able to cast petty spells ETTERCAPS 4 (NE medium monstrosity) HP 44 (HD
and illusions. She used these abilities to ever greater mischief so 8d8+8), AC 13, Spd 30ft, climb 30ft. Str 14 (+2) Dex 15
that by her teenage years young Meg had become a living terror (+2) Con 13 (+1) Int 7 (-2) Wis 12 (+1) Cha 8(-1). Per-
to her family, other farmers, and the farm’s animals. ception 13(+3). Stealth +4, Survival +3. Bite +4 (1d8+2
plus 1d8 poison (Con DC 11)) and claws +4 (2d4+2) or
Meg’s father, a stern man not governed by the superstitions Web +4, range 30/60, target restrained (Str DC 11 Neg/Esc),
of many folk that dwelt in Botkinburg, threatened Meg with Recharge 5-6. SA Darkvision 60ft., Spider climb, web sense
banishment if she failed to mend her ways. Many said it was (tremorsense on webbing), web walker (ignore webbing).
the fay that made Meg touched, and her mother made excuses
for her. But Meg’s father was unflappable, and he said unto her: In and about the meadow lies the accumulated treasure of Meg
“Continue this behavior and you shall live out your days in the and her sons. There are 340gp, 750sp; there is a lyre worth 250gp
dark of the Barren Wood!” in working condition, a box of mechanical dwarf toys, mostly
marching soldiers and orcs worth 150gp; lying in the ruins of the
Meg, tiring of her father’s idle threats, enchanted her father’s house is a much corroded +2 battle axe (easy enough to knock
work boots so that they gave her father boils whenever he wore the corrosion off) and a rod of wonder; in the cocoon where Meg
them. In a rage, he gathered up her few belongings, bound her, hangs, upon her finger is a magical ring of evasion.
and tossed her over the back of his best mule. For four days
and nights, he traveled into the wood, cutting no trail, but THE DREAD MIRE
meandering through glen and dale, down animal tracks and
across streams and creeks, until at last he came to a lonesome The Dread Mire is an ancient battleground that has now
meadow where a slow-moving creek wandered through. Setting become a swamp. Some millennia past, a local elfin lord
her and her satchel upon the ground, he cut her bonds and aligned himself a human kingdom to battle against the
spoke to her, saying only, “Meg. You’re an evil child and you’ll onslaught of the Horned One’s army. In the first clashing
make a worse woman. You mean nothing but harm to those of arms, the human king betrayed his ally and fell upon the
around you, so I give you to the forest where the harm you do elfin rearguard as the armies of the Horned One weighed
will pass unnoticed by the long years.” into the vanguard. The humans slaughtered all of the elves
in a horrific battle. But Andual, a warrior priest and the last
With that, he turned and left her, never looking back. of the kindred to die, laid a curse upon these men: “May
your treachery bind you to this earth! May it devour you and
For a great while Meg wept, pulled at her hair, wailed and spit you back up as a shadow of yourself. Thirst now for a
howled to the deepening dusk. Eventually, she collapsed in a life you cannot have. I curse you and bind you here until the
pitiful heap and lay thus for many long days and nights. She lay Damnun slakes your agony. Know no peace.”
that way until a young hobgoblin came across her. So wretched
was her condition that he took her for one of his own. But no The men laughed at Andual and slew him, casting his body
sooner than he fed her did he realize that she was a human aside. But soon they found the elfin curse bore teeth, for
and then thoughts of eating her overcame him. But Meg, they could not leave the ground upon which they stood, the
having recovered her strength, saw through the hobgoblin and battlefield of the elves. If they approached the edges of it a great
bewitched him, taking him as her spouse. terror overcame them, and they fell back upon themselves,
fighting for room. Eventually, the men went mad from fear and
And so, Meg dwelt in the forest with her hobgoblin husband raged against each other until they were all dead.
for many years. Both of them grew more wretched and evil
with each passing year, and they haunted the lands around, The Horned One, ever appreciative of deceit, despised the men
terrorizing any and all creatures that came into their domain. for their treachery and left them to die.
Meg bore five horrid sons to her hobgoblin husband before she The Dread Mire begins abruptly. The trees of the Barren
slew and ate him. They were not human, nor goblin, but evil Wood break onto an open, poorly drained pasture
ettercaps that followed her everywhere and did as she bid them with numerous bogs, pits of quicksand, small creeks,
to. They built her a house of horrors there in the meadow and and thick, thorny undergrowth. The bleached trunks
along the banks of the creek mostly of spider webs that they of long-dead trees dot the landscape and a wispy mist
spun themselves. Eventually, Meg died and the ettercaps bound shrouds the ground. The stench coming off the bog is
her in web and hung her from one of the trees on the edge of the horrendous and difficult to bear.
clearing where they go to pay her homage and keen over her.
Since those days, two of the ettercaps have left, but three still Anyone who enters the bog must make a successful constitution
remain in the house of their mother. save (DC 15) or begins retching uncontrollably. The retching is
ZOMBIES (NE Medium Undead) HP 22 (HD 3d8+9), AC This table details encounters that occur along the region of
8, Spd 20. Str 13 Dex 6 Con 16 Int 3 Wis 6 Cha 5. Perception the Blacktooth Ridge. Check for encounters twice during the
8(-2). Slam +3 (1d6+1). SA Immune to poison, Darkvision day and three times at night. Roll a d10 and a 1 indicates an
60ft, Relentless Fortitude. encounter. Then roll a d20 to determine the type.
GHOULS (CE M undead): HP 22 (HD 5d8), AC 12, Spd
30ft. Str 13 Dex 15 Con 10 Int 7 Wis 10 Cha 6. Perception TABLE 3: THE BARREN WOOD
10. 2 claws +4 (2d4 plus paralysis/1 minute. DC 10 Con neg.) D20 Encounter
and bite +2 (2d6+2). SA: Immune to poison, charm, exhaus- 1-2 Goblins (7-18) / spying, raiding, stealing cattle
tion; darkvision 60ft.
3-5 Orcs (3-12) / raiding, scouting, lost, encamped
GHASTS (CE M undead): HP 36 (HD 8d8), AC 13, Spd
6 Bandits (3-12) / ambush, after a raid, encamped
30ft. Str 16 Dex 17 Con 10 Int 11 Wis 10 Cha 8. Perception
10. 2 claws +5 (2d6+3 plus paralysis/1 minute. DC 10 Con 7 Hyenas (4-16) / hunting, around carcass, sunning
neg.) or bite +3 (2d8+3). SA: Immune to poison, charm, ex- 8-9 Wild Boar (2-6) / rooting around, relaxing at mud
haustion; advantage on saves vs. turning; stench (victims in 5 ft. hole
poisoned for 1 turn (DC10 Con neg.); darkvision 60ft.
10-12 Stirges (1-3) / hunting, with prey, flying overhead
There is no manner of clearing this land of the undead unless 13-14 Ogre (1-2) / hunting, traveling, looking for a home
the curse is lifted. To do so one has to fetch water from the 15 Wolves (3-18) / eating, tracking party, moving
Damnun River and pour it into the swamp.
16 Bear, large (1) / aggressive male or female with cub
17-20 Herd Animals / deer, elk, oxen, boar, or other
SLAG HEAP 15
THE SLAG HEAP day or night, as the orcs and ungern enjoy the heat and ashen
smoke the fresh wood renders. Within the vale, one can observe
Slag Heap sprawls over a wide area and consists of loosely the movement of orc and ungern alike as they make their way to
linked encounter areas. These are made up of small mines and and from barrows and shacks.
barrows, a haunted wood/shrine, and a host of tangled, winding
tracks. There is little left of the gnomish community. Most Much of the Slag Heap mines are in horrible condition, and
of it has been uprooted or buried. What is left is occupied by many portions have collapsed or are nearing collapse. The
servants of the Witch Queen. The Shrine of Waters, once a debris and wreckage offer a host of good and safe hiding places
holy place, has been befouled by harpies. The Deepening Well from watching eyes.
is an active mine filled with gnome slaves. Black Hole is the pit
within which Seroneous dwells. The Collapsing Caverns serve However, entering the vale can be very dangerous. Should the
as a compound for the orcs and ungern, and the Maze serves as characters attempt to storm the complexes in the vale with no
a house for prisoners. thought to stealth, the entirety of the inhabitants will come out
and work together in its defense. Only through stealth, wit, and
The Slag Heap, or Havenwale as it was once known, sits in a playing off one group against another will the characters manage
remote vale deep in the Barren Wood. Steep hills, tangled forest, to clear this place of its filthy inhabitants. Cautious characters
and a mishmash of ravines, ridges, and washes hide the vale will soon discover that entering local areas does not necessarily
from most interlopers. However, in recent years many of the raise the ire of all the inhabitants, as there are many conflicting
trees have been cut down to feed the fires of Slag Heap, leaving loyalties. For instance, both the ungern chief and drider would
a swath of destruction apparent to all a mile or so before arriving welcome the other’s death, so that one or the other could take
in the vale. Once an idyllic community of small, colorful houses, over the entire complex. So, if either knows that the other is in
deep, comfortable barrows, dark green grass and many a spring trouble, he will not respond.
flower, it is now a jumble of dark and dingy huts, churned earth,
muddy pits, and dark, unforgiving barrows. Heaps and mounds There is the option for numerous other burrows and mines which
of detritus from the diggings and tossings of the orcs and can be designed and populated as the Castle Keeper desires.
ensorceled gnomes lay all about. Fires are constantly burning, Manners of handling this are discussed at the end of this section.
SLAG HEAP 17
turn and not together. In this manner they attempt to attract There are very few areas of this barrow that are anything other
as many victims as possible to the Shrine of the Waters. Once than empty rooms with destroyed furniture and rotted material
they have them at the shrine, they attack those characters not in them. However, the complex is overrun with hatchlings
suffering from their particular charms. The harpies will also of Seroneous. Every half hour the characters are in here, the
leave the area if they are being sorely pressed, as they, like many chance for a random encounter occurs. A 1 on d6 indicates an
living things, would prefer not to die. encounter. Then roll a d6 to determine the type.
ROOM 4: THE LIVING ROOM Once a hall for entertaining guests, Stashed in the rubble not far from his cot are four bottles of
it is now a storage room for junk. gnome cider and a roll of unused paper. A bucket next to his cot
has four dead drider offspring in it and two pouches with garlic
Upon entry you are greeted by mountains of junk. Five and cinnamon in them. He’s using a bundle of robes as a pillow.
huge piles of stuff from wheelbarrows and buckets to These are elaborate ceremonial robes fashioned from spider silk
garden implements to crockery and furniture dominate that he has bound together with twine. There are six of these
the room. There is no order, nor rhyme or reason to purple robes, two each with white, red, and black trim. These
the collection. On the far end of the room stands an are for servants of the Witch Queen to wear when entering the
ornate mantel crafted of brass and iron. It enshrouds a Loklu-Mal Ziggurat (see The Wicked Cauldron.)
fireplace, before which stands a cot and a small table.
A gurgled snoring rises from the cot. The room has the ROOM 5: COLLAPSED TUNNEL Beyond the rubble lies a hidden
strange smell of cinnamon and garlic. chamber that the Witch Queen’s servants never found.
Idglu the orc lives here. He is tall and lanky, his legs being longer The Long Hall ends in a door which leads into an
than his torso. Idglu serves Seroneous as a runner, bearing news antechamber. The far end of this antechamber is
about the Slag Heap or even beyond to the Witch Queen. He is collapsed.
a coward and has little fight in him and no loyalty to Seroneous
or his chief ungern rival, Froithmot. He is presently drunk on Anyone entering the small entryway should make a wisdom
old gnome cider, a stash of which he keeps for himself, and filled check. If they succeed, they notice that the there is a pattern
to the gills on fried red spider. to the roof’s rubble. All the beams seem to be lined up in an
almost orderly fashion. Any miner, dwarf or gnome, makes this
IDGLU (CE Medium Humanoid) HP 15 (HD 2d8+6), AC check at a +4. Removing the rubble reveals an empty wall. The
13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha 10. Per- empty wall has a secret door of course. If this is discovered, it
ception 10. Intimidation +2. Scimitar +5 (1d8+2) or Heavy opens into a room.
SLAG HEAP 19
You see a small room before you. It is paneled in gorgeous free if they cannot save themselves. The webbing does burn,
wood relief, with stone cobbles on the floor. There are and a torch, judiciously applied, destroys the web and frees
several trunks and cabinets within. A large tapestry those ensnared.
hangs on the far wall and two velvet chairs sit beneath
it. Sitting in one is the skeleton of a small humanoid Combat in the hive is likewise difficult. Any character over
creature. The remnants of a dress cover its bones and a five and a half feet in height suffers a -2 penalty to hit. Further,
crossbow, unfired, sits in its lap. lengthy, slashing weapons cannot be used effectively in such
close quarters. Slashing weapons over 3 feet in length suffer a
The gnomes who held this place against the Witch Queen’s -1 to hit. Those over 4 feet in length suffer a -3 to hit. Slashing
minions fought them off for some time. The matron of this weapons over 5 feet in length can only be used as thrusting
barrow fled into this inner chamber and pulled the lever that weapons and only do 1d6 points of damage and still suffer
collapsed the ceiling beyond. She died here, with the gathered from the penalties mentioned above. Bows and crossbows are
wealth of her family. excepted. Polearms and spears can be used as thrusting weapons,
but cannot be used once combat is closed; the space inside is
The trunks are filled with clothes, cloaks, boots, and the like. just too cramped for effective use of these weapons. These rules
The cabinets are filled with crockery, fine plates, silver dinner do not apply in those areas greater than 10 x 10 feet in size. In
ware, and candelabra. There is a strongbox under one of the all cases, the Castle Keeper should use his best judgement.
cabinets that has 42pp and a diamond necklace worth 100gp.
There are also papers here, which, when examined, reveal the Check the map for the locations of tunnels and rooms. It is very
names of the gnomes who lived here. There are four small dark, and the characters could easily become lost in here. There
glass balls within which burn small fires. The silverware is are hosts of spiders in here, at least a hundred already hatched.
worth 100gp and the tapestry 500gp. If the items are returned
to the Micklewax family, the remnants of which now live in DRIDETS, INFANT (CE Small monstrosity) HP 5 (HD 1d6+1),
Ludensheim, they will give the party 1000gp in reward. AC 10, Spd 30ft . Str 10 Dex 13 Con 11 Int 12 Wis 13 Cha
10. Perception 13 (+3) . Stealth +5. Sting +2 (1 point plus 1d4
TRUE FIRE BALLS: (When hurled or tossed, these glass balls poison (DC 10 Con neg.) and bite +2 (1d4). SA Advantage vs.
explode on contact, engulfing the victim in an oily flame. Each Charm, Immune to sleep, Innate spellcasting (Save DC 11. at
ball does 2-12 points of damage, save for half.) will; dancing lights, 1/day; darkness), spider climb, disadvantage
in bright light, web walker. Challenge 1/2 (100 XP)
ROOM 6: THE HIVE
DRIDETS, YOUNG (CE Medium monstrosity) HP 50 (HD
All the tunnels, passageways, and chutes throughout 10d8+50), AC 12, Spd 40ft . Str 12 Dex 14 Con 12 Int 12
this area of the complex are covered in a wet, slimy, and Wis 14 Cha 10. Perception 14 (+4) . Stealth +6. Sting +3
viscous material. These are spider trails and rotted webs. (1d4 plus 1d4 poison (DC 10 Con neg.) and bite +3 (1d6).
In many areas, webbing dangles from the ceilings and SA Advantage vs. Charm, Immune to sleep, Innate spellcasting
walls, covering any remaining furniture and occasionally (Save DC 12. At will; dancing lights, 1/day; darkness, faerie
presenting obstacles for passage. Fighting and moving fire), spider climb, disadvantage in bright light, web walker.
through these tunnels is difficult and dangerous. The Challenge 3 (700 XP).
tunnels are narrow, slick, and cramped and the webs can
ROOM 7: SERONEOUS' LAIR Once a staircase and lower pantry,
snag anyone moving through them.
this room has become the lair of the dreaded Seroneous.
Here reside the host of Seroneous’ children. They are small, red,
thin-legged spiders with human-like faces. They are constantly The doorway opens to a stairwell caked in filth. Webs
hungry. They attack anything that comes their way, including cloak the walls, and a viscous slime covers the floor and
Seroneous himself. Generally, however, they stay in the hive oozes down the stairs. Bones hang from the webs here
area, for they are eaten by most everything. The orcs find and there. But the stair leads to a darker opening. The
them a wonderful delicacy, grilling the drider’s offspring, and tunnel of webbing leads to a wide chamber filled with a
smothering them with garlic and cinnamon. Seroneous himself stench that is unpalatable. You can taste the horror of it
eats his children when he finds them. as you enter. Beyond lies a room, wide and long, tunnels
of webs flow to and from the ceilings and walls. Dried
Movement in this hive is slowed to half. Moving any faster may husks of corpses lie or hang about the room. One in
result in the character becoming caught in a strand of webbing. particular catches your eye. Hanging to the right, about
Characters over five and a half feet in height suffer an additional 40 feet in, it holds a dimly glowing sword in its hand.
movement penalty for a total of 3/4 penalty. Once caught up
in the webbing, they are stuck and must make a strength or As soon as the party enters, or if they hesitate, as soon as one or
dexterity saving throw at -4 to get out. They can try this once a two of the party members enter, a trapdoor is sprung and seals
round, but failure indicates that they are even more wound up the room. The trapdoor is made of web and blends seamlessly
in the webbing, and the next saving throw is made at -5. This with the webbing in the tunnel. It can be detected only by a
penalty increases by one after each failure. For example, on the dwarf and this at a -2 from their normal check.
tenth try, the character makes a save at -14. They must be cut Once the door is closed, it takes 10 rounds to hack through.
SLAG HEAP 21
Innate spellcasting (at will; dancing lights, 1/day; darkness), Since that time, the gnomes, malnourished, overworked, and
spider climb, disadvantage in bright light, web walker. not a little deranged due to the effects of the ensorcelment, have
dug deep, twisting tunnels into the earth. This is a near maze as
Seroneous has a great deal of treasure stored in a hollow in the the gnomes only guess where the gems are clustered, and rather
rock behind his webbing. than branching the tunnels out in an organized fashion, they dig
randomly, first this way, then that. All sense of organization and
TREASURE: (He has there 356gp, 700sp, 10 gems worth a total
even maintenance is lost, and the gnomes are digging pell-mell
of 500gp, and various pieces of jewelry worth 200gp. He also
into the ground.
has a +1 mace, a scroll case with three scrolls in it, a magical
stone horse, and the mirror of the Witch Queen (see below). Each THE ENTRY: Currently, the mine entry is well guarded to
scroll has one first level spell on it. They are dancing lights, magic prevent any of the gnomes from leaving as well as to protect the
missile, and shield.) mines against the more nefarious occupants of the Slag Heap
from getting in and snatching something of value. The ungern
MIRROR OF THE WITCH QUEEN: The mirror is one of 12
who guard the entry are of small mind, but singular in purpose.
created in the pits of Aufstrag by Nulak-Kiz-Din in ages past.
If approached by any other than the Witch Queen, Seroneous,
They are oval shaped, tall, and narrow and framed in ornately
or Froithmot, they tend to react and attack. They prefer not to
carved cherry wood. They mimic the mirror through which the
ask questions before or after a confrontation.
Horned One stepped as he came to Aihrde before the Winter
Dark. Nulak made them so that he could communicate with The trail here opens up to a deep and wide bowl-shaped
the Witch Queens, those dread servants of the Dark. During crevice in the ground. There is an opening to a mine on
the Winter Dark Wars, the mirrors were destroyed or scattered. the far side. But in the middle is a small encampment
of tall, thick muscled humanoid creatures. They are
Each mirror is a communication device. It allows the users
well armed and seem to possess more than common
to speak and hear as if they were in the same room. Powerful
discipline. They are presently gathered around a fire pit,
spellcasters can cast spells through them, and powerful creatures
listening to one of their number recount some tale or
can actually travel through them, though the last maneuver is
command.
dangerous and can end in the user’s death.
These are four ungern and six orc guards placed upon the mines
Fresh blood must be sprinkled on the mirror to activate it. A
by Froithmot. They are fiercely loyal to their chief and will not
minimum of 5 hit points of damage must be dealt to the person
permit any other to pass unless it is Seroneous or the Witch
who spills the blood. At the same time as the blood is being
Queen. If attacked, they form into a wedge formation, hurl their
spilled, one must intone the incantation written upon the
spears at the oncoming enemy, and attack with axes, crowbills,
mirror’s frame. Once this is done, any other open mirrors can
and military picks. If any of the characters speak the tongue of
be seen as if looking through a window.
Aufstrag, they can overhear the standing ungern recounting a
If a spellcaster is 10th level or higher and makes a successful tale of the days when the tower of the Horned God stood great
intelligence check, they can cast a spell through the mirror. Any in the annals of the world.
15th level/HD creatures can pass through the mirror so long as
UNGERN X 4 (LE Medium Outsiders) HP 10 (HD 2d8),
they are intelligent and make a successful intelligence save. A
AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha
failed save means instant death.
9. Perception 12 (+2). Stealth +8, Claws +6 (1d4), Gore
+6 (1d8+4), scimitar +6 (1d6+4). SA Multiattack (claws,
AREA 3: THE DEEPENING WELL sword, gore); darkvision 60ft, Spell resistance, camouflage (+8
This is the only active mine in Havenwale. “Active” may be Stealth), Immune to cold. Challenge 1 (200 XP).
an overstatement, as only ensorceled gnomes are working it
Ungern are the spawn of the Horned God and as such, they
and their overseers are quite lazy and know nothing of mining.
resemble their sire. They have dark brown to red skin, and are
For their part, the gnomes who have been ensorceled are not
bestial humanoids, hairless but for a mane that runs down their
quite themselves and incapable of mining to the peak of their
back, with tri-jointed legs, cloven hooves, clawed hands and a
abilities. However, despite these problems, some diamonds are
lupine head with large, curved horns.
recovered once in a while.
ORCS X 6 (CE Medium Humanoid) HP 15 (HD 2d8+6),
When the gnomes were overtaken and ensorceled by the Witch
AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha
Queen’s servants, this mine was the only one still producing
10. Perception 10. Intimidation +2. Scimitar +5 (1d8+2) or
wealth. The gnomes of Havenwale had been taught some fairy
Heavy crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft;
magic in their time here and knew a spell that could divine the
Double move. They carry studded leather armor, shield, scimi-
general location of diamond clusters beneath the earth. Casting
tar, heavy crossbow, 8 bolts, dagger, and 6sp.
this spell allowed the gnomes to dig in a fairly organized fashion
and find a fair amount of diamonds. Seroneous had no idea that When the guards are overcome, the characters can investigate
the gnomes were using a spell when he took over Havenwale the mine. They discover a squalid pit of interconnecting holes
and ensorceled and enslaved the gnomes. and tunnels filled with several hundred gnomes. The gnomes
Breaking the ensorcelment on the gnomes can be done in one AREA 5: THE TALL WALL
of three manners. The first is to locate the Witch Queen and This complex is separated from the rest of the mine area by a
dispatch her, thereby ending her spell and its influence. She is small palisade. The 12 ungern and 30 orcs who live here have
far to the north (see Wicked Cauldron). The other is to locate little to do with the rest of the vale or its occupants. They serve
the mirror of the Witch Queen in The Black Hole (see above) Froithmot and act as guards for the Deepening Wells. The
and break it. This destroys the link between the Witch Queen palisade surrounds several buildings and a small burrow that
and those ensorcelled. The final manner is to give each of the once belonged to the chief of the gnomes of Havenwale.
gnomes a draught of liquid from the Shrine of Waters.
Froithmot, their chief, is an ungern of dreadful reputation. He
If the gnomes are freed, their memories return, and they are is clever, cautious, and a skilled tactician. He is old enough to
aware of everything that has happened to them lo these many remember Aufstrag in its waning years and to have tasted the
years. Most of them, beaten and worn out, flee the mines and power of his dreaded master. He relishes a return to the old days.
into the surrounding woods. Some, however, are still young and Froithmot maintains tight control of those under his command
possess some strength. They arm themselves with mining tools, and does not allow them to raid or plunder needlessly. He
or with equipment from the dead ungern, and will join the party seeks to remain hidden from the nearby human communities
in eradicating the remaining evil, or at the very least, take to the of Ludensheim and Botkinburg until such time as he has raised
hills to fight a guerilla war against Seroneous and his folk. They enough forces to overthrow them. He is also concerned with
are 12 in number and led by Boris Micklewax (see The Black pleasing the Witch Queen, for he has placed his hopes in her for
Hole above). If they are able to, they attack and kill every evil a return of the “good times.” He also avoids the attention of his
gnome at the Pick & Axe. erstwhile commander, Seroneous, whom he seeks to kill.
SLAG HEAP 23
1: THE PALISADE gambling, drinking, sleeping, arguing, fighting, or engaged in
This is an 8 foot tall wall made of logs sharpened at the other activities which they are not supposed be doing. There
tops. There is a small berm built up around the outside is a 50% chance the orcs will not be here when the palisade
of the wall. is first approached. If the mine complex is ever attacked, the
guardhouse will always have at least two guards and the gates
The inside wall of the palisade has four stands to allow archers will be closed and locked.
or others to defend the walls. Only one gate allows entry or
ORCS X 2 (CE Medium Humanoid) HP 15 (HD 2d8+6),
egress inside the palisade. If the complex is ever attacked, the
palisade will be manned by at least eight orcs with crossbows. AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha
There are always two orcs on guard here, standing in one of the 10. Perception 10. Intimidation +2. Scimitar +5 (1d8+2) or
stands. They are supposed to keep an eye on the vale, but there Heavy crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft;
is an 80% chance that they are in the guardhouse (see below). Double move. They carry studded leather armor, shield, scimi-
tar, heavy crossbow, 8 bolts, dagger, and 1-6sp.)
ORCS X 2 (CE Medium Humanoid) HP 15 (HD 2d8+6),
AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha 3: SMITHY
10. Perception 10. Intimidation +2. Scimitar +5 (1d8+2) or This is a three-walled wooden structure with the open
Heavy crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft; side facing the setting sun. Within is a large bellows and
Double move. They carry studded leather armor, shield, scimi- stone fire pit with a two-foot lip. Heaps of wood and coal
tar, heavy crossbow, 8 bolts, dagger, and 1-6sp.) are stacked outside of it. A fire is burning inside the pit.
2: GUARDHOUSE The ungern ordered the smithy built outside, underneath the
The entry to the palisade consists of a stout wooden gate sun. Although orcs find the glare of the sun uncomfortable, the
with a small wooden structure to the door’s right. The ungern do not, and the ungern smith, Thucklus, prefers to work
rough hewn logs denote the place as relatively new and in the full light of day to better see what he is doing. Its upkeep
within the compound it is unusually clean and tidy. is the responsibility of the gnome slave, Stoin Brittlewood, who is
chained to a large rock. Numerous benches and buckets of iron
The gate is usually open and two orcs are supposed to be on ore ingots are arranged against the far wall. The smithing tools
guard here at all times. Inside the guardhouse is a fire pit and are scattered amongst the benches and near the forge. Stoin is
table. There is a small box with a store of biscuits and jerky chained to a large post and ensorceled. The chain only allows him
here as well. Although the orcs are supposed to be guarding access to the wood and the bellows but not near the tools.
the entry, as often as not, they are not even here and are off
SLAG HEAP 25
AREA 6: THE BARROW MOUND recently moved into the throne room of the Burrows. He has
done this with the specific intention of undermining Seroneous’
This small ridge, located at the far northern end of
command by billeting with the drider’s troops. He is meeting
the vale, is punctuated with one large hill located in
with a great deal of success.
its center; this hill has a doorway in it, leading down
beneath the ridge. Trees and shrubs once decorated the There are presently 22 orcs in the Burrows. Unless a general
slope and a creek tumbled down its face to pool at the alarm has been raised in the Vale, they will be caught unawares.
vale’s center. But all that is gone; the trees burned out, If they meet any party members, they will initially suspect that
the shrubs stomped to earth, the creek scarred, and the they are part of Mile’s men and are here on business. For this
pool is now little more than a mire. reason they will be slow to raise the alarm and bring out the
whole compound. If any battle occurs that is prolonged or orcs
The small “hill” in the ridge’s center was actually the burial
are allowed to escape then they will raise the alarm, and all the
mound for the gnomes of Havenwale. Called simply “The
orcs in the compound try to assemble in Room 2.
Barrow” by the gnomes it was the last place they defended when
Seroneous entered the vale. It consisted of a number of rooms
ROOM 1: ENTRY TO THE BURROWS
and tunnels, dug out, paneled, and floored by the gnomes.
Rooms were used for individuals or whole families depending The entry to the Burrows has been dug out and
upon their burial arrangements. widened. Piles of debris are heaped around the entry
and a mountain of detritus and trash lies scattered down
The orcs of Seroneous cared little for the dead. They slew the the slope of the ridge. There are broken plates, chairs,
last of the gnomes and fay who held the vale and ransacked the tables, strips of cloth, rugs, broken weapons, glassware,
whole place. Much of it collapsed or was pulled down, leaving empty bottles and shattered kegs and other such debris.
the whole place in ruins. They piled all the gnome dead in one All in all, the entry is a messy place, and the stench is
room, desecrating them and eating what they could. But their overwhelming. The door to the burrow sits in a steep
violations did not last long, for three of the gnomes rose from sided but small hill. It is large and square, made of hard
the dead and fell upon the orcs. Ghastly creatures, these ghouls oak, and recently bound with metal straps. A large iron
were mad for revenge. They slew several orcs before the rest fled ring serves as its handle. The door opens outward.
the Barrow, sealing the door behind them.
This is the entry room to the Burrow. It is some 40 feet in
GHOULS X 3 (CE M undead): HP 22 (HD 5d8), AC 12, diameter, with a dome shaped ceiling. It is paneled in oak and
Spd 30ft. Str 13 Dex 15 Con 10 Int 7 Wis 10 Cha 6. Per- has a flagstone floor. The ceiling is supported by large wooden
ception 10. 2 claws +4 (2d4 plus paralysis / 1 minute. DC beams placed at 10-foot intervals around the room. In the
10 Con neg.) and bite +2 (2d6+2). SA: Immune to poi- center of the room is an open hatchway with stone steps leading
son, charm, exhaustion; darkvision 60ft. They possess a small down. It is fairly dark inside the room as the wood is old and
treasure scattered in the mountain of bones located in the great darkly stained. As well, only a few lanterns, hanging from the
hall’s center. 44pp, 200gp, and 400gp is jewelry. There is a beams, are lit. This is the only area where the orcs have not
+1 short sword, 4 +2 bolts, and a helm of comprehend lan- done reconstruction of the barrow, as the roof is high enough to
guages and read magic. allow them freedom of movement.
AREA 7: THE BURROWS Two large dogs are chained up on the far side of the room. These
are surly, half-starved beasts, and unless enticed with food or
The Burrows were the center of Havenwale. The gnome chief magic, they start barking ferociously whenever anyone enters.
made his home here, as did other prominent members of the
clan. Here too were the town’s large brewery, storage for the DOGS X 2 (unaligned M beasts): HD 2d8+2, HP 11, AC
militia, and other administrative offices. When Seroneous 13. Str 12, Dex 15, Con 12, Int 3, Wis 12, Cha 6. Perception
arrived, his folk plundered the Burrows and slew everyone is 13 (+3). Survival +2, Stealth +2. Bite +4 (2d4+2 plus
inside. They set about making the place their headquarters. Trip. DC 11 Str. neg.); SA Advantage avoid surprise, hearing
However, they found the quarters too cramped. To open them and smell. CL 1/4. XP 50.
up, they dug up the floors, making the halls and rooms deeper.
They used rough-cut logs to hold up the walls and ceilings. This ROOM 2: LOWER HALL
rebuilding is readily apparent to anyone who takes a moment to
A wide set of stairs lead down to a lower hall that was used as a
look. However, a skilled miner, dwarf, or gnome will note that
gathering point for the gnomes.
several of the walls have collapsed due to all the digging, and
many more are on the verge of collapse. The room is very large, being nearly a spear toss in all
directions from the center. The floor has some flagstones
Seroneous has, of course, left the Burrows and made his new
on it but it has obviously been excavated and dug deeper.
home in The Black Hole (see above). But he left the bulk of his
The support beams have been replaced and are fairly
troops behind to live in the Burrows. These comprise 45 orcs.
new. There are four large central pillars holding up an
Some are in residence, but at least half are always on patrol or
arched wood ceiling stained with smoke and grease from
keeping watch in the woods. The rest are within. Froithmot has
ages of use. There are six exits from this room. Though
The orcs and ungern use the room for weapons and arms storage Within are six orcs. At any given time, 2-3 will be inebriated
and repair, and occasionally have pit fights here. The center while the others are tasting or prepping the hops. They are not
of the room is dominated by a wide circular space that has no armed nor are they wearing armor, but do have weapons nearby
flagstones but only dirt and sand. The floor in this area is dark should a fight occur. Inebriated orcs are subject to the Poisoned
in color and stained with blood. Close inspection will reveal a condition, suffering disadvantage on attacks and checks.
few fingers, flakes of blood, bone, and bits of metal from those
killed in the pit fights. ORCS X 6 (CE Medium Humanoid) HP 15 (HD 2d8+6),
AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha 10.
The north wall has crates of arrows. There are about 400 arrows Perception 10. Intimidation +2. Scimitar +5 (1d8+2). SA
in all. There are also 15 short composite bows and a large table Darkvision 60ft; Double move.
scattered with tools where the arrows are assembled. The east
wall has a series of racks with polearms piled on it. Beside this ROOM 5: WELL ROOM
is a stack of 20 light crossbows, and a barrel with 200 bolts in
This room was once used for drawing water to meet the needs
it. The west wall has some benches and several tables clustered
of the gnome clan.
along the wall. These are pulled up during fights so that orcs
and ungern can sit around and watch the contestants. A huge The small chamber is walled and floored in stone. A
barrel of bitter beer sits near the exit leading to Area 3. This wide, circular opening sits in the middle of the room. It
beer is watered down and not tasty, though safe to drink. is deep, and from down into its darkness, you hear the
gentle tapping of water falling. A bucket and long, thin
There is a 50% chance that while the characters are exploring
chain sit next to it.
this room that a troop of four orcs enter. The orcs are getting
armed for a patrol. Anyone who is paying attention can hear The well is still working, though the crank and frame are
them approaching from Room 3. long gone. The well is about 70 feet deep and touches into an
underground waterway that, if explored, goes far underneath
ORCS X 4 (CE Medium Humanoid) HP 15 (HD 2d8+6), the Barren Wood, with openings in many places. Escape from
AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha the Slag Heap is possible through here, but would require
10. Perception 10. Intimidation +2. Scimitar +5 (1d8+2) or several days of deep caving and spelunking.
Heavy crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft;
Double move. They carry studded leather armor, shield, scimi- ROOM 6: KITCHEN
tar, dagger and 1-6sp.
Obviously a kitchen, this room is still in use. Shelves and
cabinets line the walls, a large cooking pit and several
ROOM 3: UPPER HALL
small tables are in the center of the room, and two small
This tunnel is narrow and cramped, as it was not widened after pot-bellied stoves are against the far wall. Stacks of
the orcs took over. It is only four feet wide and any weapons foodstuffs abound, as do cooking implements and the
over 5 feet in length cannot be used effectively; those from 3-5 like. The smell of cinnamon and garlic is everywhere.
feet in length suffer a -5 to hit, and those from 2-3 feet suffer a
-3 to hit. The kitchen is still in use as a kitchen. The orcs have fairly well
smashed all the crockery and burned all the wooden plates. In
ROOM 4: BREWERY general, the orcs and ungern eat off of the remaining metal pans
and cookware. They have accumulated some foodstuff over the
The gnomes had set up a very fine brewery in here. The orcs past few months. This essentially consists of dried and salted
have managed to keep it working, though the quality of the meats of various types. They are not a discerning lot, so there
brew is not quite so tasty. is raccoon, squirrel, beef, pork, boar, fowl, etc. The dried and
The room is large and well used, smelling of brew. There salted foods are piled on the shelves facing the wall. There is a
are three large wooden vats for beer in the center of the sealed barrel filled with Seroneous’ living offspring. If someone
room and a vast set of spoons and ladles used for tasting investigates the barrel, they can hear the telltale scratching
and stirring. Each vat is covered and has a spigot at the sounds of the little spiders crawling about. If it is opened, the
bottom. There is a large stove along the south wall, a spiders attack anyone at hand.
dozen barrels filled with barley and grains, and several DRIDETS, INFANT (CE Small monstrosity) HP 5 (HD 1d6+1),
crates of apples. There are also ten five-gallon clay pots AC 10, Spd 30ft . Str 10 Dex 13 Con 11 Int 12 Wis 13 Cha
full of honey. 10. Perception 13 (+3) . Stealth +5. Sting +2 (1 point plus 1d4
The orcs do not know the refinements of brewing and have poison (DC 10 Con neg.) and bite +2 (1d4). SA Advantage vs.
removed everything that hinders their simpler technique. All Charm, Immune to sleep, Innate spellcasting (Save DC 11. at
the pipes have been removed and placed to the side. Should any will; dancing lights, 1/day; darkness), spider climb, disadvantage
in bright light, web walker. Challenge 1/2 (100 XP)
SLAG HEAP 29
ROOM 10: THE CHIEF'S QUARTERS plates, and flatware on it. There is a trunk in the room,
This luscious two room area used to be a home for a gnome a candelabra hanging from the ceiling, a barrel of beer,
merchant; it has become a room for the orc captain and his and a large roasted boar hanging on a spit. Chunks have
lieutenants. been removed from the boar as if something has cut
them off. There are two exits from the room.
The heavy wooden door gives way to a room in
considerable disarray. The floor and roofs have been The trunk is locked, though not trapped. Within are inks and
heavily worked on, and a large fire pit sits in the middle quills, paper and some correspondence. The language used
of the room. The roof is blackened with soot and on the letters is the Imperial Script of Aufstrag, and unless a
refuse from the pit and the room stinks of sewage and character specifically has knowledge of it, cannot read it. A
rotten meat. A large orc in an iron jacket is sitting on character well versed in languages may recognize it as such, but
a hollowed-out stool, relieving himself. He’s reading a still not be able to read it as the language is no longer taught in
tangled bit of a tapestry. any civilized environment.
The orc chief is caught totally unawares. He looks up and tells If the characters manage to decipher the letters, they learn that
the party, in the common tongue, “Get out! I’m busy. Cursed the letters are from the Baron of Ludensheim’s one-time agent,
Fried Red Dridets! Go bother Froithmot with your needs! Get Barldus Mikenfird (see above), to the goblin leader of the Red
out, Dogs!” Caps, Grallkrug, who are presently raiding along the Blacktooth
Ridge. The letters outline payments and terms of payment from
If the party leaves, he goes on about his business. If the party Baldrus to Grallkrug. It is clear from these letters that someone
attacks, he reacts quickly, calling for his lieutenant, while leaping wealthy and powerful is paying Grallkrug to raid Botkinburg
to his feet and hurling the fouled stool, with all its contents, at and that these raids were supposed to stop only when Baldrus
the party. He has a huge battle axe at hand. He picks it up and said that it was time.
uses it two handed.
ROOM 12: THRONE ROOM
ORC, CHIEF (CE Medium Humanoid) HP 85 (HD 10d8+40),
AC 16, Spd 30. Str 18 Dex 12 Con 18 Int 10 Wis 11 Cha Calling this a throne room would be a stretch. When the gnomes
15. Perception 10. Intimidation +5. Greataxe +6 (1d12+4) ruled the vale, this was the room in which the chief would sit
or spear +6 (1d6+1d8+4; 30ft/60ft). SA Multiattack (2 at- in council with the clan leaders. Froithmot currently uses this
tacks), Darkvision 60ft; Double move. He has a heavy iron jacket room as his own personal residence, being fond of its large size.
on, shield, dagger and a pouch with 12gp, 32sp. He wears an The hall is long and deep. The paneled walls here
earring worth 35gp. Challenge 4 (1,100 XP) were high enough to allow the orcs to move in without
ORC, LIEUTENANT (CE Medium Humanoid) HP 37 (HD
destroying the place. Four columns hold up the vaulted
5d8+15), AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 9 Wis ceiling and cobbles cover the floors. At the far end of
13 Cha 13. Perception 10. Intimidation +3. Scimitar +6 the hall sits a large pile of debris, shaped loosely into a
(2d8+2) or Heavy crossbow +5 (1d10; 100ft/400ft). SA chair. A huge, wickedly horned ungern chief sits upon
Darkvision 60ft; Double move. He carries studded leather ar- the makeshift throne and standing around him are four
mor, shield, scimitar, heavy crossbow, 8 bolts, dagger, 3gp, and armored ungern warriors. In his rough, gravely voice
20sp. Challenge 2 (450 XP). he speaks: “Enter, friends. Welcome to my pit. I’ll have
your names before I have to do away with you.”
The lieutenant is in a side chamber, resting on his bunk. He is
armored, as he has recently come from a patrol. He will call for Froithmot will talk with the party if they talk with him. But he
aid with a small horn if given time. The Castle Keeper should has no intention of doing anything but killing them. He’ll make
allow for at least 4 rounds to pass, as the orc will have to look offers or pretend to listen to them while he sizes the party up. If
in on his chief and see what the commotion is and then fetch an all-out brawl is called for, he will attack the strongest party
his horn. member. If there is a paladin or other knightly character in the
party he will challenge him to a duel. In all concerns, it is a fight
The room itself is a mess with little left of any real value. to the death.
Seroneous has not given the chief any treasure. There are three
FROITHMOT (LE Medium Outsiders) HP 75 (HD 10d8+30),
bottles of orc brew that can each heal 1d4 points of damage.
The liquid is foul, but nourishing AC 18, Spd 30ft. Str 18 Dex 15 Con 16 Int 14 Wis 16 Cha 11.
Perception 14 (+4). Stealth +10, Claws +7 (1d6), Gore +7
(1d10+4), tulwar +9 (1d12+4). SA Multiattack (3 attacks;
ROOM 11: THE SCRIPTORIUM
2 tulwar and gore); darkvision 60ft, Spell resistance, camou-
This was once a study, but the orcs use it as their headquarters. flage (+10 Stealth), Immune to cold. Challenge 4 (1.100 XP).
He carries chainmail, large +1 magic iron shield, +2 magic
A narrow table sits in the middle of the room with tulwar. He has a pouch with 5gp and a banded iron and a gold
three large chairs around it. The table has several mugs, ring forged in Aufstrag worth 500gp.)
SLAG HEAP 31
32 5TH EDITION ADVENTURE
SLAG HEAP 33
OGL
This book is published under the Open Game License version 1.0a by permission of Wizards of the Coast, Inc. The Open Game Content appearing in this book is derived from the System Reference Document v 3.0,
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Slag Heap, Copyright 2016, Troll Lord Games: Author Davis Chenault.