SHADOWS OF A
GREEN SKY
By Stephen Chenault
Presentation Concept: Mac Golden Editor: Mark Sandy
Front Cover: Peter Bradley Interior Art: Jason Walton, Peter Bradley
Art Direction/ Cartography: Peter Bradley
1818 North Taylor, #143, Little Rock, AR, 72207
email:
[email protected] website: www.trolllord.com or
www.castlesandcrusades.com
©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 2015 Troll Lord Games. All Rights Reserved.
Printed in the United States of America
SHADOWS OF A GREEN SKY Terms You’ll Find Useful
Shadows of a Green Sky is an adventure module designed for
CASTLE KEEPER: The person running the game, also refered to
use with the Castles & Crusades Role Playing Game. Unlike
as the CK for short.
most adventure modules Shadows of a Green Sky includes
the Open & Play Basic Rules you’ll need to play the game. As PLAYER: A person playing a character in the game.
you read through the adventure you’ll find a nice blend of story,
playable adventure, and rules. You’ll be able to play the game PLAYER CHARACTER: A character in the game, or PC for
as you read it. For more advanced and complete rules to play short.
Castles & Crusades be sure to check out the Castle & Crusades
ATTRIBUTE: Attributes represent a character’s physical and
Players Handbook, Castles & Crusades Monsters & Treasure
mental traits.
and the Castles & Crusades Castle Keepers Guide. They are
all available at your local hobby shop or online. ATTRIBUTE CHECK: A check made on a d20 that determines
whether you are successful at an action or not.
Shadows of a Green Sky is an adventure module for 3-6 player
characters. It has a 2nd-5th level challenge rating, in other words, PRIMARY ATTRIBUTE: Those physical and mental abilities
the characters conducting the adventure have some experience. in which a character is particularly well trained or every
They are somewhat greater than a novice, though not veterans. experienced in using. A character or monster gains a +6 when
The adventure begins beneath the shadows of an eerily green rolling a primary attribute check.
sky, when the characters encounter a group of terrified villagers
fleeing into the mountains. After assisting the villagers they are SECONDARY ATTRIBUTE: Those attributes that the character
told that their village elders have been captured or consumed uses with only average skill.
by some terrifying force of chaos and evil and offered the job of
liberating the town. In fact the green skies have brought an evil What You’ll Need
curse of the chaos-god Narrheit’s making. The town elders have
This book, some scratch paper, pencils for all participants and
turned into horrid monsters and begun devouring the villagers
the following dice, preferably a set for each participant: d20,
themselves. As soon as the people fled, the monsters settled in
d12, d10, d8, d6 and a d4.
the village, turning it into a nightmare.
It is the characters’ task to cross the Misling River, fight the INTRODUCTION
cyclops, infiltrate the village, enter the main town hall, and
In the long ago Days before Days, when the world was young
slay the monstrosity within, actually a gibbering mouther. Once
and the All Father’s purposes was not known, Aihrde was
successful, they are given a reward in gold and silver, as well as
their likenesses set in marble for all to see. dark. At times the earth convulsed and vomited flame into the
heavens and the All Father saw his world in the light. For this
Player characters are provided in the back. These include short reason he plucked substance from his own being and fashion
rules on how to play the character, what their skills are and Mailahm. He cast her into the heavens as a great curtain and
how to use them as well as names, equipment, etc. If you find she blanketed the world in a silvery light. All those creatures
that you have more players than characters provided, simply of the Val Eahrakun, that is those who were made in the Void,
duplicate one, change the character’s name and continue play. marveled at the light. It was soft and silvery and altogether
gentle. This was before the light of the sun fell upon mountain,
hill, or lake and before Mailahm harvested her own form and set
BEGINNING PLAY
herself as the moon in the night’s sky. All the world rejoiced at
One person must be the Castle Keeper. The Castle Keeper, or the grace of her light and the All Father was pleased. This age
CK for short, is the person who reads the adventure module, was called the Faul Mur, and it belonged to her.
Shadows of a Green Sky, and runs the game. Essentially they
narrate the adventure. This involves giving the players the back But Narrheit, her brother, one of the greater of the Val
story, or introduction, for the adventure, or as much of it as they Eahrakun, who later men worshiped as a god, and who was
choose, reading or paraphrasing the descriptions to the players, ever malicious and clever, saw her labors and the beauty of it.
asking the players to take action and determining the outcomes His mind was ever clever, at times cruel, and always bent on
of those actions. It also involves determining what the monsters some malicious jest that unsettled the world of the All Father’s
are doing at any given time and adjudicating any combat that making. He crossed the heavens and slid through a belt of
should arise. Descriptions on how to do this are including below. Mailahm’s curtained light. “Mailahm! It is clear to me that you
are Erde’s favorite,” for this is how the Val Eahrakun and all
The rest of the players choose one of the supplied characters those who came later addressed the All Father. “And this is as
in the back of the book and they play that character. The it should be, for he made you of himself and with purpose and
character’s name is given as well as their profession, their skills
design in his every thought.”
and any equipment they are provided. A much larger assortment
of characters and races are given in the Castles & Crusades “How is it so Narrheit? Our Father culls no favorites from the
Players Handbook. It is the players task to listen to the CK and herd of his creation. He loves us all in his way, my light but
determine the best course of action for their characters. sharpens his design.”
2 CASTLES & CRUSADES
“Nay sister-moon, he bares no love for us, not the children of
his first thought, those who came to life in the emptiness of the
Void, for we were aside from his purpose in that realm. But he
loves you, for you are of his most eager thought.”
“As you say, Narrheit. But I do not speak for others, I keep my
own council and my own purpose ”
“As you should sister-moon, as you should. Not all those
creatures who crossed over from the Void are kind and not all
look to your best interest, and they might use your wisdom or
your purpose against you.”
“As you say, Narrheit.”
But Narrheit’s intent was fulfilled, for he had divined her
purpose and knew the All Father’s intent. And as they spoke it
came to him that he should mar it in some way, for this was his
great joy under the heavens and beneath the world and in all
that he did. And he left her, but some bend of the light of her
followed in his wake and it longed for his touch and it changed
for lust of him and turned first red, then green.
Mailahm looked upon the green light captured in her curtain,
and knew it was a part of her, but it was only a small part and she
smiled in sorrow, for from it she saw that harm would fall to the
earth. But her’s was not a power that could overcome Narrheit’s
and she knew that only his touch could calm the lust of that
light. This she did not relish and so she carved it from her and
set it adrift in the skies over the world. One such town, perhaps the largest, where the marble is mined,
So it was from that age to this, that at times, the skies turned cut and loaded onto wagons for transport is Immesberg. A
green and doubt and wrath came to the world, for these were sprawling community of about 600 men, women and children,
the echoes of Narrheit’s purpose. And these were called Immesberg is a free town, with no direct overlord. They are
the Shadows of Narrheit, or the Shadows of the Green Sky. governed by a Council of Elders, all of whom are associated
Whenever the shade of it came to rest upon a place or people with the marble trade in one capacity or the other. The people
a madness took them, and they turned upon one another, or are generally free to decide their own future, though many owe
horrors rose from their own minds, or they were corrupted and their livelihood to the trade in one capacity or the other, and
destroyed all that they loved and thus Narrheit’s purpose was the elders in particular.
met and his joy in chaos granted. The town itself has no particular geographic center, rather
it consists of dozens of houses spread out along the slopes
IMMESBERG of Norling, in the edge of the woods and upon the banks of
Mount Norling, more a chain of tall hills than a single mountain, Misling River. The Town Hall is the main structure, and it looks
once housed a thriving community of dwarves. They delved as much like a two story house as anything else. Most of the
deep beneath the earth and built wondrous towers and walls town’s business and governance takes place here. Caravans are
upon the jumbled slopes of those gentle hills. Their realm stood assembled and supplied, money exchanged, payments made,
between the high flat plains of the Massif and its massive Lake, justice meted out, taxes collected and so forth.
Orion and the tumbled dark forests of the Twilight Wood. They
thrived for many years, mining it for marble and other precious The town itself stands upon the eastern bank of the Misling
stones and in doing so they shaped the mountain and the forest, River. The Misling creates a border between the Norlings and
leaving their mark for all the long centuries to come. the Twilight Wood and town. This fast flowing torrent has only
one crossing from the west and the Norlings, called the Jumbled
In time the dwarves were driven out of Norling and men came Rocks. Crossing here is relatively easy in late summer, fall and
to dwell there, but the mountains stood far from the trade routes winter as the river runs almost dry. The locals cut their marble,
and its importance dwindled. The dwarven walls and buildings cart it to Jumbled Rocks and stack it. Whenever the river is
fell to ruin and men moved into houses along the slopes of the down, they cart it over, when it is high, they use a rope which
range. There they mined for marble, even as the dwarves had, extends from one bank to the next to guide themselves across
and a small trade picked up between the people of Norling – though of course no marble is carted over the river during the
and the men to the north in the kingdoms and holdings of the flood season.
knights of those many realms.
SHADOWS OF A GREEN SKY 3
GREEN SKIES For his part Barkala took up residence in the Misling, to keep
any others from fleeing or to capture any others who might
Three days previous to the characters arrival above the slopes return. The gibbering mouther returned to the Town Hall,
of the village the skies opened up and rain fell in buckets. The where it settled in sorry pools of its own filth and stench.
spring melt brought a torrent of water down the Misling course.
Winter was at last over and spring had come to Immesberg. The
BEGINNING PLAY
joys of the early season were quickly lost however, for when the
rain passed, the skies turned green. People marveled at it, for The above should supply the CK with all the background
though they had heard of green skies in tales and legends, non information they need. The Castle Keeper is invited to share
living had ever witnessed it. whatever information they desire with the players, but it is best
to do so through role playing when appropriate. For instance,
Fear gripped the town. Livestock was driven into the woods, the legends of the encounter between Mailahm and Narrheit
children were herded into houses, valuables secured, doors were are well known, and the characters might already know about
locked and barred, and windows shuttered. But for the Council the wild and unexplained events that come with a green sky.
of Elders, all remained within their homes. On the other hand, they would have no knowledge of the
particular chaos that has afflicted Immesberg. These details are
As was only right and proper, these goodly men and women best revealed through role playing, with the characters actually
set themselves on watch. They wandered the streets checking encountering and speaking with the villagers as outlined in
to make sure all was secure and the people safe behind closed Desperate Refugees below.
doors. They threw up fences to keep the livestock from
wandering back into the town. They covered the wells to keep NOTE: If the characters need background as to why they are
some creatures from poisoning them. In short they did all that here inform them that they have recently delivered a package
the could to keep the people safe from whatever might come. of magical components to a wizard that dwells on the shores of
Lake Orion. Once delivered and paid they set their noses to the
But their vigilance was their undoing, for the skies cast Shadows east to head for the coast and see what new adventures lie before
of Narrheit upon all that walked beneath them and the elders them. To get there however, they had to cross Mount Norling,
were taken by wild afflictions. The first to fall was Barkala which they did after many days. They are only now coming off
the Tall. His bones stretched and his face consumed one eye that trek and headed for the small town of Immesberg which the
so that before long he took the form of a cyclopean giant. A wizard told them offered safe refuge on their easterly journey.
madness took him and Barkala stove in the head of one of his
comrades and turned the skull into a cup from which he drank They have only just arrived.
a deep draught of blood and brain. The others, 8 in number fled
Barkala’s madness and bolted themselves inside the Town Hall. DESPERATE REFUGEES
He pursued them there and flung himself at the door; all the The adventure begins as the characters come over the rise and
elders gathered, setting their weight against he door to keep out encounter the villagers huddled beneath the walls of an old
the maddened giant. And there the affliction took them, their dwarven ruin. The CK should read or paraphrase the following
bodies began to fuse one to the other, flesh to flesh and bone description to the players. This represents what they see as the
and more besides. Their pains and cries were such that they game begins
carried far and wide and few were in doubt that madness and
terror had come to Immesberg. Only one avoided the affliction As you top the rise the eerie green tint to the sky that
and he fled into the cellars of the Town Hall, but the creature you’ve been seeing all day becomes all the more real as
that came of the others tore the door asunder and crawled, the heavens above you seem virtually bathed in it. But
walked or slid forth into the town itself. beneath you, perhaps 200 feet down the ridge line, you
see and hear a large group of people. They are huddled
For two days of unbound terror the gibbering mouther crawled beneath the walls and ruins of an old keep. Bedraggled
through the town, slipping beneath the cracks of doors, or and worn looking, with few belongings, they seem
into windows. Once incide few could stand the horror and the distressed, indeed, the weeping children and the mad
stench and they died, consumed by its chaos, absorbed into the scramble of men and women to repair the walls around
gibbering mouther. Many set their own houses to flame hoping them, highlights their fear. In the distance a pall of
to kill it, but it proved too fast or too coated in the slime of some smoke hangs over what can only be the ruins of a village.
other world to burn.
Assuming the party approaches the villagers, the latter scramble
At last the survivors fled, tearing open doors and windows they to form a line of defense, gathering what few weapons they
leapt to freedom. Carrying their children on their backs, they have. They have no idea who or what the players are or what
crossed the river, despite its rage, and crawled up the slopes of they are doing.
the Norling. A dozen died in the flight, consumed by the giant
or the mouther, and a dozen more were lost to the torrent of As the players approach one villager steps forward, a young man
the Misling but the rest fled high and took up refuge in the old with a bow in his hand and a handful of arrows. He calls to them
dwarven caves and beneath the walls, hoping that the magic of to stop and talk.
the old world would keep out the horrors of the new.
4 CASTLES & CRUSADES
WISDOM ATTRIBUTE CHECK: The characters might notice generally determined by dexterity, so in this case the CK might
how terrified and hungry the villagers are and realize the dire ask them to make an dexterity check.
nature of the plight. Ask each player to make a wisdom attribute
check. To do this, ask them to roll a d20, and add their level and The difficulty of the task is either pre-determined in the module,
their attribute bonus, if they have one, to the number rolled. If or it must be determined by the Castle Keeper.
it is a primary attribute they should also add 6 to the roll. If the
Success of a check is achieved when the roll, plus its bonuses,
result is equal to or greater than 18 they notice the desperate
equals or exceeds the target number assigned by the adventure
plight of the villagers. This should come into play as they roll
or the CK. The target number is equal to 18 plus the challenge
play the encounter.
level as assigned by the CK.
The CK may desire to role play the encounter. In this case,
EXAMPLE: To hide behind the boulder, and keep the cyclops
assume the person of the bowmen and talk to the characters. The
from seeing him, is an attempt at outsmarting the cyclops. The
players must of course assume the persons of their characters,
challenge level is five, because the monster’s hit dice is 5d10.
affecting whatever mannerisms and speech habits they desire.
Therefore the target number is 23, 18 base, plus the CL of 5.
Through role playing the CK can reveal the whole terrible story,
The character must meet or succeed 23 on their d20 to sneak
as related in Green Skies above, to the players, through reading
down the hill.
verbatim or paraphrasing the section.
The character now rolls the d20. They add their level and any
During the course of the conversation the CK should read or
attribute bonus they have to the roll, the resulting number
paraphrase the following: “There are but two of the monsters
musts meet or exceed the target number.
that we know of. There is a one-eye giant that holds the only
river crossing, Jumbled Rocks. He eats flesh raw and should be NOTE: A characters almost always adds their level to an
approached carefully. The other creature, a true monstrosity has attribute check. This represents the amount of experience they
taken up residence in the Town Hall, the only whole building have and their ever increasing ability to achieve tasks. A 2nd
left on the river’s banks! They’ll have to both be killed to get level fighter adds 2 to any attribute check. A 4th level rogue adds
our village back!” 4 to any attribute check. A 14th level character adds 14 to any
attribute check. An exception is if the character is attempting a
If the CK does not desire to role play the encounter then
skill that belongs to another class.
simply relate what has happened to the village to the players
and tell them that the villagers are offering them the princely EXAMPLE: The 3rd level fighter is trying to sneak down the hill.
sum of 1000gp to go to the village and destroy the evil that has They have no special ability to sneak and gain no bonuses for it.
consumed it. A roll on a d20 comes up 14. The fighter does not add his level,
only his dexterity bonus as hiding is a rogue or ranger skill. In
In any case the villagers offer the characters 1000gp to free their
this case his dexterity is 15 and he is able to add +1. His total
village of the monsters and they offer to carve their likenesses
is 15. He did not meet or exceed the required 23 to hide behind
in marble and set them up, overlooking the river, for all to see.
the boulder.
NOTE: It should be noted that the characters provided in
the back of Shadows of a Green Sky are good alignment and
attacking the villagers would be out of their realm of possibility.
Terms You’ll Find Useful
CHALLENGE LEVEL: The difficulty of any task. Also referred to
as CL. These numbers are randomly determined by the CK and
Game Play: Attribute Checks based on how easy or tough or impossible a task should be. An
As the characters move down the ridge to the river and the easy task might have a CL of 1-3. A tough task might have a
inevitable encounter with the cyclops it is natural for them to CL of 4-8. A hard task might have a CL of 9-12. An impossible
ask what actions they are able to take. Questions like “can I task might have a CL of 13+. The CL is added to the base 18.
sneak down the ridge?” or “can we see the cyclops?” or “does
NO CHECK REQUIRED: Not all actions require an attribute
it look as if I can swim the river?” are all natural and should
check and might be an automatic success. For instance, if a
be encouraged. The answer to almost any question asked by a
character wishes to kick dirt on a fire, this action is easy enough
player in reference to actions that his character can take, should
to do, requiring no special skills or abilities.
be “yes, you can try.”
Players can try almost anything. Whether they succeed or not MISLING RIVER
is an entirely different story. To succeed they must make a
To get to the town and the town hall the characters must cross
successful attribute check by rolling a d20.
the Misling River. It is early spring and the river is flooded, and
EXAMPLE: A player asks if his character can hide behind a worse, the river has a massive current. There is only one close
boulder. The CK asks them to make an attribute check. It can crossing, Jumbled Rocks Ford, and it is held by the cyclops. The
be any attribute the CK desires: strength, dexterity, constitution, characters must pass down the slope to the river to get at the
wisdom, intelligence, or charisma. Hiding and sneaking is crossing or the cyclops.
SHADOWS OF A GREEN SKY 5
The river’s west bank, the side upon which the characters are NOTE: Overland journeys are often fraught with the dangerous
presently standing, consists of a long flat shelf of ground. There encounters. There are monsters that dwell almost everywhere
are several piles of marble here. This is the marble that the in fantasy environments.
villagers cut, but have not had the opportunity to get across
the river. The piles are stacked upon the shelf. There is also Once they come to North Ford, they can attempt to cross it.
a marble statue here. The cyclops is lounging with his back However, crossing this ford is not easy. Each character must
propped against the statue. There is a rope that crosses the river, make a dexterity attribute check to get across. If they fail the
anchored on the statue on the west bank, and a similar statue check they suffer 1d4 points of damage, and must make the
on the east. check again, taking damage each time they fail or until they
successfully cross the river.
Finding Another Crossing DEXTERITY ATTRIBUTE CHECK: The characters may fall
The characters can attempt to cross the river another way, by while crossing North Ford. Ask each player to make a dexterity
constructing a rope bridge, finding another ford, swimming it attribute check. To do this, ask them to roll a d20, and add their
or any of a number of methods that they may concoct. If they level and their attribute bonus, if they have one, to the number
do manage to negotiate the river away from the Jumbled Rocks rolled. If it is a primary attribute they should also add 6 to the
Ford, allow them entry into the village. The cyclops is not likely roll. If the result is equal to or greater than 15 they successfully
to see them as it is watching the slopes above, however, they will cross the river. If they fail this check they fall into the water and
still have to deal with it eventually. are battered around for 1d4 points of damage.
North Ford Swimming Across
There is one ford north of the Jumbled Rocks, North Ford. It The river itself is fierce, with a violent current. Swimming it
lies 12 miles up river and require’s a day’s walk and climb to will be challenging. Allow all characters observing the river to
get to it. The return journey, back down the river, is also a full make an intelligence attribute check to determine the relative
day’s journey. Any of the villagers can tell them this, or they can danger of the river.
explore in that direction. The journey is tiresome and difficult.
INTELLIGENCE ATTRIBUTE CHECK: The characters might
The CK may want to spice up the journey with an encounter notice how powerful the river is. Ask each player to make an
with a wandering monster. If so and they end up fighting the intelligence attribute check. To do this, ask them to roll a d20,
monster, refer to Combat below for rules in conducting a combat. and add their level and their attribute bonus, if they have one,
to the number rolled. If it is a primary attribute they should also
The gargoyle has assumed the form of a statue overlooking the add 6 to the roll. If the result is equal to or greater than 18 they
river bank. He waits until the characters have passed him and take note of how dangerous the water is.
then he attacks.
If they still wish to try to swim the river they must make a
If they investigate the statue/gargoyle they must make a wisdom dexterity attribute check equal to or greater than 22. If they
attribute check in order to successfully recognize the creature. succeed, they successfully cross the river.
WISDOM ATTRIBUTE CHECK: The characters might notice DEXTERITY ATTRIBUTE CHECK: The characters might
the gargoyle is not a statue. Ask each player to make a wisdom attempt to swim the river. Ask each player to make a dexterity
attribute check. To do this, ask them to roll a d20, and add their attribute check. To do this, ask them to roll a d20, and add
level and their attribute bonus, if they have one, to the number their level and their attribute bonus, if they have one, to the
rolled. If it is a primary attribute they should also add 6 to the number rolled. If it is a primary attribute they should also add
roll. If the result is equal to or greater than 23 they notice the 6 to the roll. If the result is equal to or greater than 22 they
creature is breathing. successfully cross the river. If they fail, they are swept up in the
current and suffer 1d8 points of damage. Each round after that
If it is detected, it attacks immediately. they may attempt to pull themselves from the water by making
another dexterity attribute check. Each failed checks results in
Note: The attribute check’s base target number was 18, but 1d8 points of damage, until they exceed their number of hit
modified by the monster’s hit dice, 18+5 is 23. points or successfully cross the river.
GARGOYLE (This chaotic evil creature’s vital stats are HD Once across the river they can enter the village. Skip Jumbled
5d8, AC 16, HP variable. Its primary attributes are physical. Rock Ford to Town Hall Meeting.
It attacks with 2 claw for 1d3, a bite for 1d6, or a gore for 1d4
points of damage. It flies at a speed of 75 feet per round. It has JUMBLED ROCK FORD
have darkvision 60 feet, and is able to appear as a stone statue
by freezing itself in place.) The ford is the only safe and logical way to cross the river. The
CK should read or paraphrase the following description to the
players. This represents what they see as they approach or look
down upon the river.
6 CASTLES & CRUSADES
SHADOWS OF A GREEN SKY 7
The river tumbles down from the north and west in a add anything but their HD to their attribute check. If they have
series of herculean falls. The violence of each raises physical attributes they also add 6 to any check that might
clouds of water and mist that blanket the river in an require a physical check: strength, dexterity, and constitution. If
ominous fog. Below the falls the river widens across two they have mental attributes they add 6 to any check that might
shelves of rock, one on either side of the river. There a require a mental check: intelligence, wisdom and charisma.
small army of multifaceted rocks jut from the river flow,
breaking the noise of its strength. Below this the river EXAMPLE: If a lesser cyclops has to make a dexterity check to
narrows again and offers little, if any passage. On each swim the river, they gain a +6 on that check.
shelf on either side of the river, tall, stone statues stand,
each shaped as if holding something and indeed a thick FIGHTING ONE EYE
rope stretches across the hole width of the river, offering
If they characters take note of his sleepy condition by making a
the traveler a safe grip on any crossing. But on the
successful wisdom attribute check as noted above, they are able
western bank, where you stand, is the cyclops. Leaning
to attempt to approach the cyclops undetected and attack him
against the statue holding the rope, back to back as it
before he is able to throw any boulders. He will wake as they
were, he gazes tiredly up the slopes of the hill.
approach however, unless they are able to make a successful
The cyclops has been sitting against the statue for over a day. dexterity check and sneak up upon him.
He is very bored and is constantly nodding off. Each character
DEXTERITY ATTRIBUTE CHECK: The characters might be
should make a wisdom attribute check to determine if they
able to get within striking distance without waking up the
notice the giant’s head occasionally nodding.
giant. Ask each player to make an dexterity attribute check.
The cyclops is roughly 10 feet tall. He is naked but for the club To do this, ask them to roll a d20, and add their level and their
he wears, but his skin in twisted and scarred in places, as if attribute bonus, if they have one, to the number rolled. If it is a
patched together from so many rags. He is bald, with one large primary attribute they should also add 6 to the roll. If the result
eye dominating a disgruntled forehead. is equal to or greater than 19 they gain initiative (see Combat
below) on their opening attack on the giant. In other words
WISDOM ATTRIBUTE CHECK: The characters might notice they can swing before the giant can.
how exhausted the cyclops is by his nodding head. Ask each
player to make a wisdom attribute check. To do this, ask them Regardless of whether the characters approach undetected or
to roll a d20, and add their level and their attribute bonus, if not, the cyclops is not that asleep and he wakes up as they attack
they have one, to the number rolled. If it is a primary attribute him or approach. If they are unable to notice he is sleeping or
they should also add 6 to the roll. If the result is equal to or to approach undetected he spies them coming down the slope
greater than 19 they notice the giant is falling asleep and then and immediately begins throwing boulders. He has two at hand.
waking up about ever 5 minutes. He throws them at a random character, determined by a die roll,
and then scoops up his club and waits for them to approach.
If one of the characters notices that the cyclops is sleeping they
can impart this knowledge to the others through role play or NOTE: If the characters have bows, spears, magic spells or other
through simply telling them. What they do with the information ranged attacks, they are able to make the attack from a distance
is completely up to them. and can do so without fear of engaging the cyclops and his club,
until he charges them or strikes them with a boulder. Refer to
NOTE: It is very likely that the the characters will begin Combat below.
attempting actions that are not covered by the written text.
Refer to Game Play above to help determine the necessary The cyclops fights to the death. He will not give any quarter,
attribute checks they must make to attempt any actions. nor ask for any. He attacks the party up the hill if they do not
approach the river crossing. If they do he waits by the river and
fights them there. If they run he pursues a random character.
Game Play: Monsters
CYCLOPS, LESSER (This chaotic evil creature’s vital stats
Monsters take actions with attribute checks in the same way are HD 5d10, AC 15, HP 48. His primary attributes are physi-
players do, as noted above, with a few noticeable exceptions. cal. He attacks with a large club for 1d10+2 points of damage.
Any attack the cyclops makes is done at a -2 due to poor depth
Monsters always add their hit dice total to any attack roll or
perception. He is able to throw boulders up to 200 feet for 1d8
attribute check they must make. A 4 HD monsters adds 4 to its
points of damage.)
attack or attribute check, an 8 HD monsters adds 8 and a 14
HD monster adds 14.
Game Play: Combat
EXAMPLE: Each time a lesser cyclops attacks they add 5 to their
attack roll because they have 5 HD. When characters encounter a monster they have several choices
in front of them. They can avoid the encounter, attempt to
A monster does not have normal attribute listings. They have treat with the creature, or attack the creature. These are called
either none, physical or mental. If they have none they do not encounters. More often than not the encounter involves battle,
8 CASTLES & CRUSADES
particularly when that monster is evil. The creature’s nature them when appropriate. Generally speaking they cannot be
is explained in the monster book (Monsters & Treasure, used in conjunction with an attack or other spell use.
Monsters & Treasure of Aihrde and Classic Monsters) or in
the stat block in any given adventure module. DAMAGE
EXAMPLE: The lesser cyclops is described as chaotic evil in the Damage is dealt on any successful hit that occurs. The damage
above stat block. is listed on the character sheet or in the monster stat block.
When combat occurs it is resolved, like the attribute check, EXAMPLE: The cyclops does 1d10+2 points of damage on any
through the use of dice and the first step is to determine who successful hit.
goes first. This is determined by an initiative roll. The player or
A battle ends when the damage inflicted to one of the opponents
players and CK each roll a d10. The player or CK who rolled
is greater than their hit points. More involved rules, such as
the highest number acts first. Each player can take one action
surviving beyond zero hit points, are covered in the Castles &
during a combat round. Once their action is declared, the Crusades Players Handbook.
person with the next highest initiative roll acts, and once done,
the person with the next highest roll, etc. Once everyone has
taken an action, the round is complete. The next round begins Terms You’ll Find Useful
with another initiative roll and so on until the battle is over.
INITIATIVE: A roll on a d10 to determine who swings first in the
NOTE: The CK often keeps their dice rolls secret, hidden combat round.
behind a game screen or similar device. This allows them to
better control the outcome of a battle. For instance, the CK ROUND: A round represents a 10 second slot of time in which
may desire a character to avoid death and fudge a roll, making all participants are allowed one action.
it lower than it actually wasy. NO CONTEST: It is important to remember that Castles &
The actions characters can take include melee, spell use, and Crusades is not a contest between the CK and players in the
missile fire. traditional sense. The CK’s role is to adjudicate and make a fun
and interesting game, not to beat the characters in battle.
MELEE: Melee includes using a hand held weapon or body part.
The one meleeing rolls a d20. They add their Base to Hit (noted CROSSING THE RIVER
as BtH on the character reference sheet) or their hit dice in case
Once the cyclops is dead, the characters can contemplate
of a monster, to the roll. They also add their strength modifier, if
crossing the river. As noted earlier the Misling River is in flood.
they have one, and any magical bonuses, such as a magical item,
The spring melt is sending waters down from the higher Norling
to the role. If the modified number is equal to or greater than
Mountains into the narrow channel of the river, making it fast
the target’s AC, they score a hit.
and treacherous. The only safe crossing lies over the Jumbled
EXAMPLE: The lesser cyclops swings his club at the fighter. The Rocks Ford.
fighter has a 17 AC. The cyclops rolls a d20, with a result of 14.
Two statues have been constructed, one on either side of the
His hit dice, 5, is added to the 14, and 2 is subtracted for poor
river. Each statue holds the end of a rope. The characters can
depth perception, for a total of 17. The cyclops hits the fighter.
cross the river by holding onto the rope. Normally this is not
MISSILE FIRE: Missile fire includes ranged weapon attacks, a difficult task, but due to the water’s currents there is a small
such as a bow, spear, or javelin. The one firing the missile rolls a chance that someone will slip and fall, despite the rope. Allow
d20. They add their Base to Hit (noted as BtH on the character each character a dexterity attribute check. If they roll a natural
reference sheet) or their hit dice in case of a monster, to the 1, they loose their footing and slip into the water.
roll. They also add their dexterity modifier, if they have one,
DEXTERITY ATTRIBUTE CHECK: The characters might slip
and any magical bonuses, such as a magic item, to the roll. If
and fall despite the rope. Ask each player to make an dexterity
the modified number is equal to or greater than the target’s AC,
attribute check. This is an unmodified attribute check. Ask
they score a hit.
each player to roll a d20. If the unmodified result is 1 the
SPELL USE: Spell use includes any magical spell cast by a individual falls into the river and suffers 1d4 points of damage.
player, such as a cleric or wizard, or a monster. Spells include They should be allowed to grab the rope on another unmodified
defensive spells, offensive spells and spells of effect. Defensive roll. If they roll a 1 they miss, suffering another 1d4 points of
spells generally improve the target’s defenses against physical damage until they succeed in holding onto the rope.
or magical attacks. Offensive spells cause damage to the target.
Spells of effect impact an area around a target. Read each spell
description carefully to learn what they do. Game Play: Critical Hit/Fumble
MAGICAL ATTACKS AND ABILITIES: Some monsters have A natural 20 and a nature 1 are often considered by Castle
magical attacks and abilities, and some characters have extra Keepers and players to be special rolls that generate automatic
abilties. The CK, or player, should be aware of them and use outcomes. These are called crits and are referred to as natural
SHADOWS OF A GREEN SKY 9
1s or critical fumbles, or natural 20s or critical hit. There are no Though a sentient creature, the mouther does not keep watch
hard and fast rules concerning a critical hit or fumble, however upon the village, the ruined houses, the forest, river or slopes of
the following are the easiest. the Norling. There is no chance that the gibbering mouther will
NATURAL 1: Automatic miss. An attacker drops his weapon or spot the party as they approach as it is not watching.
loses his spell. NOTE: The fact that the characters might be taking actions
NATURAL 20: An automatic hit. An attacker does maximum against a monster that the monster cannot in any way impede
damage +d4 bonus damage. should not stop the CK from allowing an attribute check roll.
Assign an attribute to the check and ask them to roll. Though
For more complete rules on critical hits and fumbles refer to the the CK knows the outcome, the players do not. This is a perfect
Castles & Crusades Castle Keepers Guide. way to build suspense. In this instance, if they take any actions
that they think might counteract the gibbering mouther, or that
might allow them to approach undetected, the CK should allow
TOWN HALL MEETING
them to make an attribute check. As with any roll they should
The village of Immesberg sprawls along the eastern bank of the add their bonuses for level and attribute. No matter what they
Misling River. It consists of several hundred houses, but most of roll they succeed. In the case of a very low roll, a non definitive
these are out of sight, in the forest, or tucked away in the many response will keep the suspense going.
dales and gulches that mark the foot hills of the Norling. There
is however a large cluster of buildings, built upon the banks of EXAMPLE: The rogue wishes to sneak through the ruined
the river, surrounding the large, two story, Town Hall. These are buildings and approach the Town Hall. The gibbering mouther
roughly a dozen in number. The Town Hall itself sits upon the is not watching the village and the rogue can do so undetected.
river, its back windows overlooking the water’s flow. The rest of But to keep the mystery going, the CK asks them to roll a move
the houses are tightly compacted along two narrow lanes. This silently check. This is a dexterity check. The d20 roll results in
is the village core. a 2. After adding the level bonus of +3, the primary attribute
bonus of +6, and the attribute bonus of +2, the result is 13.
The village core is now in ruins. All the houses except for the The CK remarks: “The rogue moves silently up to the side of
Town Hall have burned to the ground. It is their unlucky fate the Town Hall, seemingly undetected.” They mystery remains.
to have suffered the wrath of defense. One of the occupants, in Had the cleric rolled the 2 and after level and other bonuses
his mad zeal to destroy the chaos of the gibbering mouther that come up with a total of 5, it would be obvious to all that they
slipped into his house, set the whole edifice aflame. The flame failed the check, though there was no check to fail. The CK
leapt from building to building, until all but the Town Hall were might remark: “You move forward but trip over a board and
engulfed, their occupants burned alive or fled across the river. bring down a small avalanche of debris. But after the dust
settles, there is no movement or sound. If you were detected,
In short, all that remains of the village core is the Town Hall
you can’t tell.”
and the ruins of a dozen houses. The gibbering mouther has
retreated and taken up residence in the Town Hall. However, if the cyclops was bypassed by the party swimming the
river or crossing on the North Ford there is a chance that the
The ford is only a few hundred yard from the village core. The
cyclops may spot the characters as they approach the Town Hall
characters pull themselves up out of the water, just south of the
on the other side of the river. Allow him a few wisdom checks.
core and the Town Hall. If they crossed the river other than at
the Jumbled Rock Ford, they find themselves just north of the MENTAL ATTRIBUTE CHECK: The cyclops, assuming that
river, in the same spot. The CK should read or paraphrase the it still lives, might be able to spot the characters as they pass
following description to the players. through the core village. The CK should roll a mental attribute
check. To do this, roll a d20, add the monster’s hit dice to the
The pall of smoke hanging in the air is immediately
roll. In this case it is 5. The target number to spot the characters
explained. Before you stands a ruin of burnt out
is 16. His primary attributes are physical, this is a spot or wisdom
houses. A dozen or more wrecks stand, their naked
attribute check, and that is a mental attribute, so in this case
walls blackened and open to the sky. Burnt beams jut
the cyclops does NOT gain a bonus 6.
at odd angles from the wreckage. Windows gape wide,
revealing a hollow interior, held together by the silence If the cyclops spots the characters entering the town, he
of their own collapse. From it all small wisps of smoke immediately attacks, taking up his club and crossing the river.
snake their way into the clear air above, a testament to It requires 5 rounds to gather himself and cross the river. If this
how hot and long the fire burned. On the far side of occurs refer to Combat above.
the blackened husks there stands a lonely structure.
Two stories tall, with a columned porch only slightly
TOWN HALL
blackened by the flame, it can only be the Town Hall. It
looks down at you, seemingly in open contemplation of The Town Hall is the only remaining structure in town. It is a
your coming doom, almost as if, if houses could ponder two story building, though the second floor is more of a loft than
such things, that your demise is welcome. an actual floor. There are two approaches to the main room:
through the front door or window or through the loft.
10 CASTLES & CRUSADES
LOFT: The loft is a single room, a storage area. A set of steps CHARISMA ATTRIBUTE CHECK: The characters may try to
lead up to it from the main floor. There is a small fire place, that get information out of Cale. Ask each player to make a charisma
shares a chimney with the fire place from the Main Floor, in attribute check. To do this, ask them to roll a d20, and add their
the loft. The room is a jumbled pile of chairs, stools, desks, and level and their attribute bonus, if they have one, to the number
various and sundry bits of broken furniture, stands and the like. rolled. If it is a primary attribute they should also add 6 to the
roll. If the result is equal to or greater than 20 they learn the
ENTERING THE LOFT: There are two windows in the loft. following items:
These allow access for anyone who can climb up the wall and
open them. Doing so requires a dexterity attribute check. 1: The gibbering mouther is impervious to fire. Torches tend to
sputter out on it and oil does not stick, but is rather absorbed
DEXTERITY ATTRIBUTE CHECK: The characters may attempt by the creature.
to climb the wall and enter the loft through the window. Ask
each player who attempts the climb up to the loft to make a 2: Some of the elders it devoured are more cognizant than
dexterity attribute check. To do this, ask them to roll a d20, others, though not by much, and not so much that they will
and add their level and their attribute bonus, if they have one, ever be whole again. If the characters call the name “Lars” the
to the number rolled. If it is a primary attribute they should also creature will hesitate for it vaguely remember who it was. But he
add 6 to the roll. If the result is equal to or greater than 18 they tells them, it will only work once. After that it takes many hours
successfully climb the wall. for the creature to forget that it was fooled.
NOTE: The use of a rope to climb does not require a dexterity MAIN FLOOR: The Main floor is open, allowing the elder’s and
check, however one may be required if a grappling hook is used townsfolk the ability to conduct their affairs. Once opulently
to seat the rope. decorated the room housed the pride of the town. A large
platform for speakers to stand upon. Chairs and benches lined
One of the town elders, Cale, has survived the Shadows of the the walls. Tapestries, flags and banners hung upon the walls.
Green Sky by hiding himself in the loft these past three days, Several statues built to overlook the people of Immesberg, all
fearing both the mouther on the main floor and the cyclops decorated the Town Hall.
at the ford. He is half starved to death and extremely thirsty.
Anyone who enters immediately smells a heavy stench of But the gibbering mouther has laid waste to almost everything
human waste. within, devouring chairs, benches, tapestries, the statues and
all the other sundries that occupy such space. It has spoiled the
Cale is hidden in a cave of chairs and stools stacked up around stage, eating away much of it, or dislodging its pylons and begun
a table. When he hears the party coming he immediately crawls to eat into the floor. Everywhere it has touched, the wood has
into his cave and waits. If he sees them enter the room, he buckled form the acidic damage of the mouther.
whispers to them to be quiet and he crawls from his hiding place.
When the characters enter the main hall the CK should read
A bedraggled man pulls himself up from the pile of or paraphrase the following description to the players. This
furniture. His hair, a wild shock upon his head, is matted represents what they see as they enter, whether from the loft
and tangled. His face is lost in a hoary board of a beard above, or from the main entrance below.
that matches the matte on his head. His clothes are dirty
and a stench rises from him that assaults the nostrils. He The room reeks. The stench of it is thick, almost
is mad with fear. angular. It waters your eyes, and swells your tongue
before it settles in the back of your throat in a thick pool
Cale is numb with fear as he has been trapped in the loft for three of acidic vomit. Through your blurred tears you notice
days with the gibbering mouther’s madness beneath him. He the dimly lit room. Its a ruin, covered in a foul viscous
has listened to it devour much of the furniture of the Main Hall, material that clings to the walls and ceiling or gathers
but worse he has listened to its constantly babbling madness. on the floor in puddles of creamy mucus. The pungent
The other elders, his life-long friends, were morphed into the odor of wet, rotted wood seems a relief to your battered
creature, and though their minds are utterly gone, their voices senses as you notice that where the floor is not covered
rise up from below, sometimes babbling nonsense, sometimes in slime, its rotted and the wood much maligned. But
speaking clearly and succinctly, at times they even call to him. its the soft babble of voices rising from the far corner
that draws your eyes and the horror that greets them
When he sees the characters he begins to quietly weep and ask
is beyond description. Clinging in a web of its own
for their aid. He falls at their feet and paws them, consumed by
amorphous flesh and slime is a heap of palpitating
the madness of fear.
horror, filled with a dozen eyes that rise on stalks to look
Cale is of little use to the party, though if they talk to him long with vacant stare around the room, or remain settled in
enough, they may learn several things about the gibbering the embrace of disease flesh that half covers lids that
mouther. To do so they must make a successful charisma no longer work. And arms too, jut wildly from the ball
attribute check. of flesh, fingers clinching little or nothing. But it is the
many mouths that draw your attention, for these push
SHADOWS OF A GREEN SKY 11
up against the pinkish flesh, forming twisted mouths, This can include, but is not limited to, spells or spell-like effects,
curled lips and pitted tongues, muttering all the while. poisons, diseases, traps, etc. Rolling saving throws is identical
Incoherent ramblings of the damned, they call out to to making attribute checks. An attribute is assigned by the CK
this person or the other, they seek comfort in the cold to make the saving throw with. It can be any of the six, though
filth, they wonder aloud what madness of the world is often assigned by circumstance. For instance, saving throws
has consumed them. But then the eyes look across the made for disease are almost always constitution saving throws.
room and spy you, the muttering grows louder and the
creature detaches itself from the wall it clung to and The CK must assign a challenge level for the saving throw. How
begins to crawl across the room. tough it is for instance.
The gibbering mouther is already gibbering when the characters NOTE: All saving throws against monsters and their effects are
enter the room. His babbling has an immediate effect on them given a challenge level equal to their hit dice.
and each character must make a wisdom saving throw with a
The character rolls a d20. They add their level and any attribute
target number equal to 21.
bonus they have to the roll, plus 6 in case the saving throw is
WISDOM SAVING THROW: The characters must make a made with a primary attribute. The resulting number must meet
saving throw against the gibbering mouther’s gibbering ability or exceed the target number of the saving throw, as set by the
(see stat block). Ask each player who attempts this to make a CK or the adventure, to succeed.
wisdom saving throw. To do this, ask them to roll a d20, and
add their level and their attribute bonus, if they have one, to WRAPPING UP
the number rolled. If it is a primary attribute they should also
As soon as the the gibbering mouther is destroyed the green
add 6 to the roll. If the result is equal to or greater than 21 the
skies turn blue and the villages know that the chaos of Narrheit’s
avoid the effects of the gibbering. If they fail they are stunned
curse has been lifted. They flock down the hill in droves, cross
for 1d4 rounds.
the river and seek out the players. They heap all manner of
Regardless of whether the characters are stunned or not, the praise upon them, pay them 1000gp, grant them citizenship and
gibbering mouther slides across the room and attacks 5 acres of land to settle upon as well as promise to build statues
of them overlooking the river.
GIBBERING MOUTHER (This neutral creature’s vital stats
are HD 4d8, HP 28, AC 19. Its primary attributes are physi-
cal. It attacks with 6 biting maws. A successful bite attack does Game Play: Treasure and Reward
no damage on the round it strikes, however, on each successive Aside from game play, two of the main objects for players is
round the victim suffers an automatic 1-3 points of damage. to gain experience and treasure. Both of these things enhance
The victim can break free with a successful strength attribute their character’s abilities through gaining levels and buying
check. If an opponent is struck by 3 or more mouths the mouther more equipment or using magic items.
attempts to pull the victim to the ground and engulf it. The vic-
tim is allowed a strength attribute check, CL equal to 4+the Experience is earned through killing monsters, solving riddles,
number of bites. If they fail the check they fall to the ground and role playing and finding magic. Each character goes up a level
the following round the mouther slides over the victim and takes after they have gained enough experience points. With earning
12 bite attacks. As soon as the victim dies they are absorbed into a new level, they often earn new powers. Spell casters can
the mouther in 8 melee rounds. The mouther cannot be sur- generally cast more spells, warriors fight a little better or in some
prised and it is immune to all mind affecting spells. The mouther circumstances they gain special abilities or improve ones they
constantly babbles, this gibbering affects everyone within hear- already have.
ing. Anyone affected must make a successful wisdom save or
stunned and unable to act for 1d4 rounds. The mouther is also Treasure includes portable wealth such as gold coins, silver
able to send a jet of spittle up to 30 feet in a direct line. Anyone coins, jewels, gems and magic. Magic items often enhance one’s
struck by the spittle suffers 1d4 points of acidic damage, further- abilities or give the bearer magical powers. The coin can be used
more they must make a successful dexterity save or be blinded to purchase ever better equipment.
for 1d4 rounds. It is immune to fire.)
GIBBERING MOUTHER TREASURE: At the back of the room
The gibbering mouther attacks until it has slain everyone of are hardened gems, 12 in all. Each one is worth 250 gold pieces.
the player characters or it itself has been destroyed. Once it is
ADVENTURE EXPERIENCE: Each character earned 1 level’s
destroyed it sinks into the floor, warping the wood and falling
worth of experience from overcoming all the challenges in the
to the ground beneath in plops of quickly discoloring flesh. The
Shadows of a Green Sky adventure. If they failed to overcome
stench is like days old rot.
all of them, such as slaying the cyclops they gain one half of
what the need for their next level.
Saving Throws
A saving throw is required when a player or CK must determine
if their character or monster suffers from some type of effect.
12 CASTLES & CRUSADES