Castles & Crusades - Chaos Touched
Castles & Crusades - Chaos Touched
Castles & Crusades - Chaos Touched
TOUCHED
By James m. WaRd
ediTOR: ELIZABETH ANNE
FROnT COveR: ARTIST inTeRiOR aRT: ARTISTS
aRT diReCTiOn/ CaRTOgRaPHy: PETER BRADLEY
©2015 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a registered Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord
Games. SIEGE Engine™ is Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord Games. Amazing Adventures is a Trademark of Chenault &
Gray Publishing, d/b/a Troll Lord Games. The Troll Lord Games, Castles & Crusades, SIEGE Engine, Amazing Adventures and Troll Lord Games logos
are Trademarks of Troll Lord Games. All Rights Reserved. 2015.
Art, artwork, cover art, cartography is copyright Peter Bradley of Ravenchilde Illustrations, 2015 or Troll Lord Games. All Rights Reserved. All content
copyright 2014 Troll Lord Games. All Rights Reserved.
Hundreds of years ago, this was a thriving section of a city. The 6 Octogan Red Cap Quasit
forces of chaos ripped it from the prime material plane and it 7 Shadow Undead Salamander
rotted on the plane of chaos for hundreds of years. Although 8 Denden Ogre Noble Salamander
there are marked structures on this map, these are all of the 9 WestWind Assassin Quickling
distinctive areas of the ruins. There are encounters to be had
10 Tarnen-Hall Fighter Ghung-ga Bugbear Leader
in these sections. Other parts of the map are also filled with
ruins having nothing of value and are mainly just jumbles of For great treasure as a bribe they can be given this information
granite building blocks taken from the stones of the valley sides. by the intelligent creatures of A, B, or C.
The cliffs in this area are very high and extremely dangerous
to climb. Although it is possible to simply walk through this When they are ghosts, the Castle Keeper uses the wandering
section of the city, the encounters at 7, 13, and 14 will cause monster chart for the chaos plane.
the characters trouble. This entire adventure is a companion
piece of The Lost City of Gaxmoor product put out by Troll Time
Lord games. Place Chaos Touched on the outskirts of Gaxmoor
The Castle Keeper needs to keep track of the hours. Just use a
if playing in the Lost City.
rough estimate of time spent doing things. During chaos time
there are towers that can be touched as if they were real. When
CHAOS TOUCHED not in chaos time these towers are ghost-like and the character’s
The lands of this adventure are on the edge between the many physical body goes through walls and doors as if they were
planes of chaos and the prime material plane of existence. There ghosts. The Castle Keeper is also keeping time to negatively
are times during the day when the characters will be forced into influence the characters if they are not getting enough rest.
the planes of chaos. Sometimes during the right situations the
characters are trapped in chaos. Time and Resting
On the map, the A, B, and C areas are constantly in chaos. This If players don’t get at least six hours of rest in a 24 hour period,
means during most of the day these areas seem spectral. The their abilities are influenced. For every one of the 6 hours they
characters can pass through the walls and doors as though they don’t get, they suffer a -1 penalty to all of their attribute checks.
were ghosts. They cannot touch anything in these areas during This is cumulative until they get the 6 hours of rest.
the normal times of the day. They can’t climb stairs or ladders,
Hitting 5 A.M. and 5 P.M. rolls are made for wandering
nor can they see through the walls and doors. The creatures in
creatures. On a roll of 6 on a d6 the real world creature appears
these areas move as ghosts and can’t be touched or influenced
and attacks. On a roll of 5 on a d6 the chaos plane monster
by magic as they go about their chaos lives.
appears and often runs to A, B, or C after fighting unsuccessfully
for several combat rounds. These chaos plane creatures cannot
TIMES OF CHAOS touch the characters of the prime material plane, but they try
In the hours between 5 A.M. through 7 A.M. and 5 P.M. and 7 and bite and claw until they grow weary of the effort.
P.M., chaos comes full force into this area. Between those times,
the A, B, and C encounters become real and touchable as if they CHAOS TOUCHED RUINS
are always on the prime material plane. The walls and doors are
There are literally hundreds of ruined buildings in this portion
solid. The creatures in those structures react to the characters
of the city. The player characters will want to search some of
and fight for their lives.
them to look for anything that might be interesting. When
Special Note: If the characters are in one of these buildings they enter a new building, use the chart below. Make this an
at the tick of the clock on 7:01 A.M. or 7:01 P.M., they will be interesting role-playing experience. Find out from them what
trapped by chaos. This means they are ghosts to the real world. they are doing to be careful in these obviously dangerous areas.
They can now walk through any wall except for the encounters When they see a section of ceiling that looks like it’s going to
at A, B, and C. Creatures of the prime material plane can’t fall down any second do they stay away or try to cause it to fall
touch them. The only way for them to come back to the real before they get under it? When the floor creaks alarmingly do
world is to be in one of the three encounters (A, B, or C) at they rap it hard with poles or just try to walk softer in those
5:01 A.M. or 5:01 P.M. or to drink from two special sources of areas?
magical water. In that case they return to their original plane.
CHAOS TOUCHED 3
Encounter 2: Ruined Cheese Factory The winery is huge at 200 yards long east and west and 100
There is a road with a great deal of rubble extending east and yards wide to the north and south. There are many breaks in
west, just south of this cheese factory. A much larger road the white granite walls. This building was built of cut stone and
extending north is to the east of it. the earth quake that ruined this structure happened hundreds
of years ago. To the north of the structure is a massive patch of
The building, like most of the buildings in this city section, was grape vines with full rich grapes ready to be picked. All of the
destroyed by earthquakes several hundred years ago. This one northern, chaos touched grapes are purple and lush. To the east
was originally made of red brick. It is two stories tall with several of the building is another set of chaos touched grape vines with
large structural holes in each of the walls at all the compass white grapes. Eating these grapes heals 1 point damage per large
points. The building is roughly 200 yards long, east and west, bunch of grapes. There is no way for the characters to know of
and 100 yards wide to the north and south. A large set of marble the healing properties of these grapes. Eating any of them builds
stairs extends up to the second story. On the second floor there euphoria in the eating character.
are several sets of large marble tanks; all filled with green mold.
If characters come up to the second floor, a band of four zombies Although the second floor of the winery has crashed into the
emerge from the moldy tanks and attack the characters. These ground level floor, there is enough space by the front door to
zombies follow the characters down the stairs, but do not leave show a set of stairs down into a large basement. The ruins of
the building. the building are filled with the equipment and barrels to make
wine; from empty and filled bottles to wine presses and many
Zombies (4) empty casks.
Appearance - these zombies are chaos touched and unusually The stairs extending to the lower level are treated with a deadly
intelligent. They are wearing work clothes and smell of cheese. trap.
They enjoy resting in the mold of the cheese vats. While resting,
the zombie bodies totally heal from any damage they might take Poison Trap - If the trap is sprung, a poisonous gas fills the area.
during the day. They do not appear as zombies, but as normal It causes all within its area of effect to collapse, paralyzed for
working males. 2-12 hours and taking 1d6 in damage. A successful save versus
poison prevents any effects from happening. The trap is sprung
Demeanor - They ignore the characters until the vats are at the bottom of the stairs and can’t be avoided. Tarnen-Hall
touched. Then they attack with slams on the character’s bodies. is immune to the poison. The trap is especially constructed to
They do not chase the characters if the characters run away. reset itself every hour if needed.
Zombies (4) - These chaotic evil zombies’ vital statistics are There is a series of 22 huge tuns of fine wine aging for hundreds
HD 2d8, HP 10, Move 20 ft., AC 12. Primary attributes of years and has become highly potent. In the center of the
are physical. The zombie has all of the undead traits. They basement is a 2 foot long and 1 foot wide cask of magical fluid.
attack last in every combat round. Each zombie slams for 1d8 During the time of chaos the cask turns into a +4 mace of giant
in damage. striking doing 1d12, +4 to all giant and dragon types. If the
characters take this cask into one of the three encounters (A, B,
Zombies quickly rise from the cheese vats. They leap from
& C) the cask turns into the mace and can be transformed from
the vats and charge the characters in an effort to grapple
mace to cask with a thought by its current owner. The liquid in
and throw them down.
the cask is an instantly deadly poison with no saving throw; it
The first floor of the cheese factory is a mass of rubble. In the will kill a humanoid on contact. If the liquid ever empties out,
southwest corner of the ruins is an intact cooling chamber with the magic item becomes useless and never transforms again into
a large locked metal door. The chamber beyond the door is 20 a mace.
yards x 20 yards. The walls are unruined marble. For centuries
A tall man rests in the doorway. A cocked and ready to use
it has stored racks and racks of chaos touched, three pound
heavy crossbow is at his feet. He’s wearing black leather
wheels of orange cheese. There are 100 of these cheese rounds
armor with a short sword on one hip and a long dagger on
on racks. A thick film of blue mold covers each of the cheeses.
the other. There is a mean look to the man. He’s drinking
There must be some magical component in the cheese so that
out of a large leather tankard. The smell of alcohol is
it hasn’t turned rotten over the years. Once the mold and wax
strong in this area.
has been removed, the cheese is extremely healthy to eat. If the
full three pounds is eaten in a day the cheese heals 3 hit points Beside the door is some type of saw horse set up with a
of damage and negates any poison the victim might have taken large barrel of what appears to be wine. A spigot in the
in. There is no way for the characters to know about the healing barrel top makes it easy to open the wine and there are
properties of the incredibly ugly cheese rounds. drips of wine on the ground beneath the barrel.
“Peace be with you all,” the man says. “I’m called Tarnen-
Encounter 3: Ruined Winery Hall. I’ve just discovered this fine vintage. It was in a
There is a road with a great deal of rubble extending east and barrel in the basement of this ruined winery. I’m happy to
west, just south of this winery. A much larger road extends share this with you.” He takes a big drink from the tankard
north on the west side of the ruined structure. in his hand.
If the group tries to open the doors, they experience the Encounter 5: Well of Chaos
following - The characters will not notice the well is the same gray color
The thick stone doors open with amazing ease. Inside, as buildings A, B, C & D until they get within 50 yards of it..
magical lights reveal a large hall of some type. The ceilings During the normal times of the day, this appears to be a high
are unusually high. This seems to be some type of training quality well with a bucket and crank to take out the water
area. There are practice dummies on the north side of the very near the top. There are lush green vines growing all over
area. On the south side, are racks and racks of weapons of the well; making it hard to see the gray color. The vines are
all types. In the center is a large ogre dressed in the oddest filled with juicy black berries. The berries are deadly poison.
CHAOS TOUCHED 5
At a small taste, they make the character nauseous. Eating just Ghouls x6 - These chaotic evil creatures’ vital statistics are
one kills the character in two minutes of anguish and pain. HD 2d8, HP 16, 15, 4x14, AC 14. Primary attributes are
Nonhumanoids of all types can easily digest the berries. physical. They attack with 2 claws (1d3/1d3), Bite (1d6), spe-
cial abilities include: Paralysis, Ghoul Fever, and all of the other
During the two hours in the morning and two hours in the undead traits.
evening at the time of chaos, the well makes an astounding
transformation. It becomes a 50 yard in diameter fountain. The temple is almost totally repaired. When finished, the ghouls
There are three lovely female statues in togas pouring out golden start sacrificing living beings on the altar in order to bring the
liquids from clay pitchers into the fountain. At the center of deity Ramus to the prime material plane.
the fountain is a wondrous statue of an angel. If the characters
come within 10 yards of the area, the angel animates and begins The altar itself has a set of hidden drawers where there is a set
talking to the characters as if they were children. of two +2 heavy flails and two +3 kite shields with the symbols
of Ramus on the shields. The magic items are cursed in that if
“Come my children and drink of my fountain of joy. It they are used in battle the user begins to turn evil; after many
looks like you have come far in your travels. I came here battles he will start shouting that he needs sacrifices to Ramus.
hundreds of years ago to help travelers survive in this During the times of chaos these items glow brightly with their
terrible land of chaos.” magical influence.
She talks right along with the characters.
Encounter 7: Bugbears on Patrol
Even taking one sip of the fluid coming from the fountain causes
5 points of damage to the drinker. However, it does free them This patrol doesn’t like having to deal with the drow in the A
of the curse of chaos, and they become whole and grounded in & B encounter areas. They try to force the character party into
the prime material plane. If they were trapped in chaos they are encounter A or B with orders to kill any drow they find there. If
no longer trapped. They now see the fountain in its gray well the characters don’t want to do this, the patrol demands all of
form and never see the fountain and the angel again. However, the gold and silver the characters have on their persons.
during the times of chaos they can drink from the well, take the
Bugbear Leader
damage, and return to normal.
Appearance - Chung-ga is a massive example of a bugbear.
Attacking the statues does no damage to the fountain, well, or
Clearly the leader, this character speaks intelligently in several
statues in any way.
languages, including elf and dwarf.
Encounter 6: Ruined Temple of Evil Ramus Demeanor - Chung-ga makes it clear he needs the characters
There is a black marble structure being repaired by a band of to help them in their battles versus the drow. He gives them a
stone working undead. The creatures have almost finished choice of fighting the drow or fighting the patrol. The bugbears
the repair of the temple. The structure is a square gazebo like appear powerful and well armed. The patrol takes the characters
building. There is a black altar in the center of the open area. to either encounter A or B. Then the patrol leaves after the
Eight large columns of black marble hold up the thick ceiling of characters attempt to enter the encounter area.
stone. Looking up into the ceiling shows a picture of an octopus
Chung-ga, Bugbear Leader - This chaotic evil creature’s
humanoid reaching down with tentacles to grab the viewer of
vital statistics are HD 5d10 +2, HP 40, AC 17, His primary
the image.
attributes are physical. His significant attributes are strength 18
The undead humanoids are working on the marble of one of the and dexterity 13. He wears a chain shirt and carries a heavy
columns. They are working pulleys to raise the stone column. flail (1d10 +2), 3 javelins (1d6), and ten 100 gold piece dia-
They suddenly stop work and pick up large pickaxes and slowly monds. His special ability is Darkvision 60 ft.
move toward the characters. A horrid unnatural stench hits the
noses of the characters. The undead are moving unusually fast Bugbear Patrol Group
toward the group. Appearance - These are bugbears, but they don’t look very
powerful. In fact they all look weak and so thin that they appear
Ghouls unhealthy. They are ready for battle, but don’t fight unless their
Appearance - These creatures were human males when alive. leader orders it.
They have been dead for centuries and now their flesh is pressed
Demeanor - The flails in the hands of these troops are massive
tight to their bones. These ghouls are dressed in black monk’s
and appear very deadly. The monsters move the flails in a
robes. On each of the robes is a bright white image of the moon.
twirling motion that moves the heavy ends in large circles. The
Each of the ghouls holds a large pickaxe in one of their talons.
monsters spread out so that they can surround the characters if
Demeanor - The ghouls want to lodge the pickaxes in the bodies their leader orders them to fight.
of their living foes. Then, the ghouls will claw and paralyze their
Bugbear x8 - These chaotic evil creatures’ vital statistics are
victims to eventually eat them. The pick does 1d8 in damage.
HD 3 (d8), HP 4x23, 4x21, AC 17. Primary attributes are
CHAOS TOUCHED 7
At the center of this temple is a small pond and at the center of with. The magical arrows can only be fired once each and then
the pond is a bubbling well of water. This water is very special. their magical effect is lost. There is also a chest under a table.
Normally, the characters couldn’t get into the tangle, but during The metal chest is securely locked. Inside are 90 gold pieces and
the hours of chaos the area changes into a ghost area where the 185 silver pieces.
characters can easily pass. During those times, drinking from
this magical spring changes the chaos touched characters into Encounter 12: Knight’s Guild and Basement
normal characters. They will also be easily able to get back out
This was once a large arena. Triangular in shape, the north/
of the holy area.
south wall is now made of dressed stone and supports a huge
In trying to get out of the area the player characters are attacked set of stone seats to watch any performance to the west of the
by shadows. building. The east/west wall on the north end of the building
has caved in at several spots and no longer adequately supports
Shadow the arena seats in this area. If the characters try to walk in this
western section, they will cause it to collapse and take 9 points
Appearance -The trees and brush cause shadows all over the of damage with a dexterity save to no damage.
area.
Out in front of the building to the west are the ruins of knightly
Demeanor - The shadows can easily move through the thorny lists for jousting tournaments. When not a chaos time, a knight
brush when those same thorns stop the characters from moving. in shining armor stands in the lists and motions you to come
and talk with him.
Shadow x(2) - These chaotic evil undead’s vital statistics are
HD 3d12, HP 9, 8, AC 13. Their primary attributes are men- “My name is Havenor. When I was alive I fought on the
tal. They have all the undead traits. They use their incorporeal side of the righteous. For many years my armies and I kept
nature to attack through thorn vines and the trees. A shadow’s back the forces of chaos. I am holding those forces back
touch forces the victim to feel the agonizing shock of death. The still. When I vanish from your sight you will be attacked by
touch subtracts 1 point of strength. They have a blend ability to an undead ghast. Destroy this creature and you will earn a
go totally invisible in shadows. They are incorporeal and can’t reward. Evil has settled over this city ruin and nothing is
be hit without using magical weapons. more evil than the forces living in the three chaos lairs of
this city. If you are brave enough do your best to destroy
Encounter 11: Large Fletcher & Bowyer Ruin these places and rip stones out of their walls to destroy the
energies of chaos ripping this ruined city to shreds.”
The log cabin is triangular in shape and about 30 yards on each
side. There are many racks fallen to the ground on the outside Havenor cannot be damaged in a battle with the characters. If
of the cabin and within the crumbling walls. In the grass of attacked he defends himself and slowly vanishes into the mists.
these racks are dried bow staves, most cut to be turned into long He never appears again to the player characters.
bows. There are lots of fallen walls, inside of which are crashed
Slowly the man in plate mail vanishes. Out of the same
in roof sections. One can see barrels filled with ancient fletched
spot where the man vanished, an undead ghast screams its
arrows. If the characters try to get into the building to look for
chaotic challenge and charges at the group.
useful equipment, they are attacked by flying harpies.
Harpy x(4) - These chaotic evil creatures’ vital statistics are Ghast
HD 3d8, HP 7, 6, 5, 4, AC 13. Their primary attributes are Appearance - The ghast is dressed in mismatched knight’s plate
physical. They attack with two claws (1d3/1d3) or with darts mail. Most of the armor is rusted to uselessness. As the creature
(three at a time 1d3 each). Their special abilities are captivating moves toward the characters, large puffs of rust launch into
song and captivating chorus. Captivating chorus allows the har- the air. The same thing happens when the creature is struck by
pies to sing a song together. For each harpy joining in the song, a weapons.
-1 modifier adjusts all saves versus their song.
Demeanor - The creature plans on biting and clawing its foes
There is enough cover in the area so the equipment of the using its powers to paralyze and make nauseous any foes trying
fletcher is still in good shape. There are lots of wood cutting to stop it. The ghast follows the characters if they try to run and
planes, saws, and wood cutting tools on covered walls in several continues to attack until it or the characters are dead.
sections of the ruin. If the characters defeat the harpies they can
easily get into the ruin. Special Note: Unknown to the characters the ghostly knight has
blessed them. Every one of the characters trying to hit the ghast
Barrels will have to be moved to reveal a secret trap door. or helping in the defeat of the ghast, raises one level instantly
The ladder extending down has collapsed, and the characters after the battle, without having to train a bit. That next level
will have to rig something to get down to the bottom of the gives them their maximum hit points for the additional level-on
basement. In the basement, on a rack against the wall are three a d6 the character gains a 6, on a d8 the character gains an 8
amazing long bows of the highest quality. Each is a +2 weapon. and so on for each character.
Along the same lines are three quivers of twenty +3 hunting
arrows. These arrows double the range of any bow they are used
CHAOS TOUCHED 9
Encounter A: 3 Dark Elf Towers in Chaos are unusual masses of spider webs and large spiders all around
The main road ends in three large towers. When the city was her throne.
bustling with people, these towers were for the ruler of the Demeanor - She challenges the character party and warns
town. Each is connected to the other two, and they are exactly them attacking her and her brother will bring the curse of all
alike. There are three levels with several arrow slits on each drow down on their heads. She cannot be surprised and begins
level. The towers are 90 yards tall and there are crenellations the battle with a crossbow shot.
on top of each. Each tower has a single large reinforced door
at its center. The towers are made of finished granite from the Ebonsten Darkhand - She is a chaotic evil female dark elf,
hillsides of the valley edges. 1st level fighter, 2nd level wizard, whose vital statistics are HP
15, AC 15. Primary attributes are strength and dexterity).
Each of the levels is spacious, with the same design. The floor Her significant attributes are dexterity 16 and strength 14. She
level is a work area with kitchen, pantry, and all the things a wears a +1 chain shirt, a +1 long sword (1d8 +1), and a +1
tower needs to feed its inhabitants. The pantry is well stocked crossbow (1d4 +1) with 7 bolts covered in sleep poison.Spells:
with hanging meats, barrels of the finest wine, and plenty of 0 -Detect Magic, Detect Poison, Light, Open/Close, 1st-Burning
clay jars of spices and all the pots and pans needed to cook Hands, Magic Missile, Sleep
meals. There is a large work table with benches all around in
the middle of the chamber. A wide set of stairs hugs the north
Male Dark Elf
wall and extends up to the second level.
Appearance - MarkForest has made himself massively strong as
On the second level is a comfortable living area for twenty men he stands seven feet tall. His body is hugely muscled and when
at arms. There are bunk beds, weapons and other equipment, he draws his long sword it moans in pleasure at being used for
and several tables and benches for warriors to be at rest. Another chaos.
set of stairs extends up to the third level.
Demeanor - He wants to fight, but follows the direction of
On the third and highest level is a chamber for the lords and his sister. Standing by her throne his lower legs are covered in
ladies of the tower. There is an area set aside for a throne and large spiders and he doesn’t seem to mind at all. He will shoot
meeting room, an area with six canopy beds and chests of richly crossbow bolts until forced into melee.
appointed clothes for lords and ladies. In a hidden chamber are
three small coffers: 1,199 gold coins, 3,888 silver coins, and MarkForest Darkhand, Male Dark Elf Ranger 1/
5,922 copper coins. These same coffers of coins are also in the Rogue 2 - He is a chaotic evil dark elf male whose vital sta-
two connected and uninhabited towers on either side of the tistics are HP 19, AC 15. His primary attributes are physical.
central tower. His significant attributes are dexterity 16 and strength 14. He
wears a +1 chain shirt, a +1 long sword (1d8 +1), and a +1
All of the stated equipment and material goods and fresh food crossbow with 10 bolts covered in sleep poison.
can be found in each of the three towers. The Castle Keeper
can feel free to add more drow characters to the other towers These two live in the center tower and warmly greet characters
if the area isn’t providing enough challenge for their low level after victims have survived the attack of the panthers. The
characters. drow find their panthers attacking quite amusing. These evil
characters are bored and offer food and drink to the character
Always guarding the center tower are two panthers. During party and invisible servants do the cooking and serving to the
the normal hours of the day these ghost panthers appear to be characters. The drow want to talk of the travel of the characters.
sleeping or otherwise at rest. When chaos takes over the valley, These drow want the ogre and the bugbears killed and are
these are alert and guarding the central tower with their lives. willing to pay 10 gold per head of a dead monster.
Although the felines run when beginning to take damage, in ten
minutes the panthers are back and attacking. The drow have no trouble fighting the characters when it is
time for battle.
Large Panthers x2 - These neutral creatures’ vital stats are
Hd 5(d8), HP 20x2, Move 40 ft, AC 22. Their primary at- Traps in the Other Two Towers
tributes are physical. They attack with 2 claws (1d6) and a
bite (1d10). They have Rake and Twilight Vision, Tracking 8. There is no one in the other two towers. However, each level
They have animal intelligence, no treasure and XP 60 +4. Spe- of those towers is trapped and these traps reset themselves after
cial Note: when each panther has taken more than half its hit one hour.
points in damage the creature runs away. These panthers are Chain Lightning Trap - This trap is triggered only if a character
very large, 3 ft tall at the shoulders and 6 ft long. touches the center of the chamber. Should this happen, lightning
bounces all over the chamber doing 4d6 once in damage to
Female Dark Elf each character, allowing for a save to no damage. A successful
Appearance - Ebonsten is lovely as are all females of her dexterity save (challenge level 7) reduces the damage to zero.
race. She is dressed in fighter’s equipment and presents a bold Finding the trap before it is sprung is a challenge level 12.
character when she speaks from her throne in the tower. There
In the two towers this third level trap always starts in front of Female Drow Elf
the opening to the hidden treasure chamber. After being sprung
once it moves to the stairs extending down to the second level, Appearance - She is a beautiful member of her race. She dresses
and then to the bedroom of the lords and ladies. unusually provocatively as if she wants to catch the attention of
a male eye. She carries a strange staff with a white ivory spider
Encounter B - Wizard Dark Elf ‘Living’ Building at its top. There is a large glowing dagger at her hip and a wand
case on the other side of the dagger.
This wizard’s hut is a semi-intelligent magical hut on moveable
legs. The legs move purposely to avoid characters easily getting Demeanor - If the characters dare to attack her home or try to
into the hut. Two panthers dwell about the hut, guarding it get inside she fights to the death using spells first and then her
from harm. But the hut itself is able to defend itself by avoiding magical dagger.
contact (walking away) or through manifesting the illusion of
a wizard. After the characters fight with the panther guards, a Jade Darkhand, Female Dark Elf Fighter 1/Rogue 2
dark elf comes to the door and argues with the characters. - She is a chaotic evil dark elf female whose vital statistics are
HP 20, AC 15. Primary attributes are strength and dexterity).
“Can’t you tell by the panther guards and the fact that this Her significant attributes are dexterity 16 and strength 14. She
is a magical tower that I don’t want to be disturbed?” wears +1 studded leather armor and carries a +1 dagger and
The illusionary wizard seems very cross with the characters and a +1 hand crossbow with 5 sleep poison bolts.
it is clear he will fight, if need be. While he argues he begins
casting what appears to be spells on himself. He lies and explains Titania should be a surprise for the characters. She lives with
what he seems to be doing even though all the magic he says he Jade and the two drow fight together as a team. Titania only
is casting is fake. appears if the characters make it into the tower.
“With this spell I’m summoning two invisible stalkers to
Female Drow Cleric
guard my door.” A red glow fills the portal area. With this
spell your magical spells will not work in my home.” A Appearance - She appears ready for battle. There is a magical
green glow covers the body of the Drow. “This spell is a glow about her as she has cast shield of faith and magical circle.
poisonous mist that kills as humans or dwarves breathe
the gas in. I make it a habit to never kill elves or gnomes as Demeanor - She holds the cure wand in her shield hand. She
those races scream so pleasantly on my torture tables.” A uses it on herself and her drow companion during the battle.
purplish mist fills the area in the doorway. “Now go before Titania Darkhand, Female Dark Elf Cleric 6 - She
I get really angry.” The drow closes the door and the entire is a chaotic evil dark elf female whose vital statistics are HP
building takes three steps backward. 31, AC 24. Her primary attributes are wisdom and charisma.
Large Panthers 2 - These neutral creatures’ vital stats are Her significant attributes are strength 14 and wisdom 18. She
HD 5(d8), HP 20x2, Move 40 ft., AC 22. Their primary at- wears +1 full plate and a +2 ring of protection. She carries a
tributes are physical. They attack with 2 claws (1d6) and a heavy shield, a +1 heavy flail, and a +1 hand crossbow with
bite (1d10). Thay have Rake and Twilight Vision, Tracking 8. 10 sleep poison bolts. She has a wand of cure light wounds with
They have animal intelligence, no treasure and XP 60 +4. Spe- 20 charges. Spells: 0-Detect Good, Detect Magic, Detect Poi-
cial Note: when each panther has taken more than half its hit son, Light, First Aid, Purify food and drink, 1st-Shield of Faith,
Cure Light Wounds (x2), Invisibility to Undead, 2nd-Darkness,
CHAOS TOUCHED 11
Detect Traps, Hold Person, Spiritual Weapon, 3rd-Dispel Magic, HD 1d12, HP 5 x3, AC 23. Their primary attributes are physi-
Magic Circle, Remove Curse cal. Special ability is +5 on initiative roll. They attack with two
daggers a combat round (1d4+1/1d4+1). They have spell-like
Any attempt to pin the legs of the living tower works. The large abilities - Darkness, Faerie Fire, Ventriloquism - all once per day
chamber of the tower is 20 feet above the ground and the tower at the 5th level of ability.
is intelligent enough to keep moving so the characters can’t
easily get in the tower. Komodo Dragon
If the characters find a way into the tower, the group discovers Appearance - The lizard creature is 27 ft long and weighs in
a rather ordinary bedroom and living area. The two drow live at three tons. Its hide is extremely tough and only takes half
quite simply in this hut. They, like the other drow in the area, damage from bludgeoning attacks.
are planning to expand their race’s influence by way of this area.
Demeanor - The creature is at the command of the quicklings.
Both of these drow have small coffers filled with jewelry. There The quicklings only bring it out of hiding when they feel
are six assorted pieces of black diamond jewelry. The total price threatened and one of their number has been killed. Then the
would be in the 20,000 gold piece range. There are earrings, creature is in attack mode. The komodo dragon is aware of its
a wrist bracelet, two large stone rings, and a necklace that toxic bite. The dragon tries to bite each of the characters once
provides +1 protection versus spells. and then it ignores them and goes on to the next foe. If the
komodo bites a second time, its poison is cumulative and the
Encounter C: Quickling Tower victim suffers 2 hit points a melee round of lost life to the toxins
coursing through their body. The dragon never leaves the tower,
The two level tower was built hundreds of years ago by humans.
but can roam quickly up and down the two levels.
It was to be a small fortress at the south end of the town. The
large lower floor’s kitchen and other equipment could feed Komodo Dragon - This neutral creature’s vital statistics are
and house 50 trained warriors. The second floor could sleep HD 3d12, HP 11, AC 20. Their primary attributes are physi-
the 50 and allow them to relax and work on their armor and cal. Special ability - each has a deadly bite that is filled with
equipment. a toxic poison. The bitten victim takes 1 point of damage per
melee round until the poison is cured or the victim dies. The bite
The quicklings living there now don’t like iron. These creatures
does 2d8, Darkvision 60 ft, Twilight Vision, Animal.
have made great piles of all the equipment on both floors.
On the first floor amongst the piles of rusting iron is a small Chain Lightning Trap - This trap is triggered only if a character
coffer with 90 silver and a +1 amulet of protection. On the touches the center front door. Lightning bounces all over
second level in the pile of arms and armor are the following: the front of the building doing 4d6 once in damage to each
+1 battleaxe, +1 balanced for throwing war hammer, and a +2 character, allowing for a save to no damage. Characters that
shield. These items can be differentiated from the rest because are more than 30 yards away can easily duck the trap action. A
those items are not rusty. successful dexterity save (challenge level 7) reduces the damage
to zero. Finding the trap before it is sprung is a challenge level
The two levels are now filled with finely carved wooden
12.
furniture. For over a hundred years the quicklings have lived in
this tower and made it their own.
Quickling
Appearance - A race of small creatures (3 ft tall) with elfin
features and large pointed ears, these humanoids are lightning
fast and can become a blur to human eyes trying to track their
movements. Their clothes are of gossamer silk. They are capable
of standing and talking with others, but enjoy a good battle and
move so quickly they can often strike foes from behind even if
they started the fight from the front.
CHAOS TOUCHED 13
0-Detect Magic, Detect Poison, Light, Purify Food and Drink, Noble Salamander - This chaotic evil creature’s vital statis-
1st-, Protection from Good, Sanctuary, Sound Burst, 2nd-Dark- tics are HD (15d8), HP 17, AC 22. Their primary attributes
ness, Hold Person are physical. Its special abilities are Constrict (2d6), Heat,
Darkvision 60 ft, Immunity to fire and enchantments, Vulner-
Octogan, Leader of the Red Caps - This chaotic evil ability to Cold. It attacks with a huge fire spear (3d8 +3) or a
goblin’s vital statistics are HD 3d6, HP 10, AC 14. His pri- Tail Slap (2d6 +2).
mary attributes are strength and constitution. He receives +2
to his AC as he is very fast. He can make a rogue’s back attack Quickling (3) - These neutral evil creatures’ vital statistics
and climb as a 3rd level rogue. He carries a short sword (1d6), are HD 1d12, HP 5 x3, AC 23. Their primary attributes are
he wears black leather armor, has 3 throwing daggers (1d4), physical. Special ability is +5 on initiative roll. They attack
thieves tools, 15 silver pieces, and traveling gear.) He can’t help with two daggers a combat round (1d4+1/1d4+1). They have
himself; whenever he is part of a kill he spends the next two spell-like abilities - Darkness, Faerie Fire, Ventriloquism - all
combat rounds dipping his cap in the blood of his dead victim. once per day at the 5th level of ability.
Red Cap Guard x(8) - These chaotic evil goblins’ vital sta-
tistics are HD 1d6, HP 1, AC 13. Primary attributes are physi-
cal. They carry short swords (1d6), they wear black leather
armor, they have 3 throwing daggers (1d4), 15 copper pieces,
and traveling gear.) They can’t help themselves; whenever the
red caps are part of a kill they spend the next combat round dip-
ping their caps in the blood of their victim.
Quasit (3) - These chaotic evil winged demons have vital sta-
tistics of HD 1d8, HP 5, 4, 3, AC 14. They attack with 2 claws
(1d2/1d2) and a bite (1d3). They have the following spell-like
abilities - Protection from Good, Darkness, and Pyrotechnics at
the 3rd level of ability.
This book is published under the Open Game License version 1.0a by permission of Wizards of the
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15 COPYRIGHT NOTICE
descriptions and other accompanying text, though not their stat blocks.
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
All text, artwork, and maps appearing in this book is property of and copyright 2007 Troll
Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, Troll Lord System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Games, and the Castles & Crusades and Troll Lord Games logos, and products published by Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault
Troll Lord Games are Trademarks of Troll Lord Games. All Rights Reserved. and Mac Golden.
OPEN GAME LICENSE Version 1.0a Castles & Crusades: Players Handbook, 2nd printing, Copyright 2006, Troll Lord Games; Authors
Davis Chenault and Mac Golden.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc (“Wizards”). All Rights Reserved. Castles & Crusades: Players Handbook, 3rd printing, Copyright 2007, Troll Lord Games; Authors Davis
Chenault and Mac Golden.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have
Castles & Crusades: Players Handbook, 4th printing, Copyright 2009, Troll Lord Games; Authors Davis
contributed Open Game Content; (b)”Derivative Material” means copyrighted material including Chenault and Mac Golden.
derivative works and translations (including into other computer languages), potation, modification,
correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in Castles & Crusades: Players Handbook, 5th printing, Copyright 2011, Troll Lord Games; Authors Davis
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Content” means the game mechanic and includes the methods, procedures, processes and routines Chenault and Mac Golden.
to the extent such content does not embody the Product Identity and is an enhancement over the Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel
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teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, Robert Doyel and Stephen Chenault.
magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark Castles & Crusades Castle Keepers Guide, Copyright 2010, Troll Lord Games; Author Davis
or registered trademark clearly identified as Product identity by the owner of the Product Identity, and Chenault. & Stephen Chenault.
which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark,
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products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” Castles & Crusades Chaos Touched, Copyright 2015, Troll Lord Games; Author James M. Ward.
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