Summary
The Siege of Castle Rend is an adventure for the fifth edition of the world’s first roleplaying game, suitable for five 5th-level characters. It takes place over four parts, and each part can be completed in one or two sessions of play, depending on your group’s playstyle and how long you like to play in a single sitting. If all goes according to plan over the course of this adventure, the player characters will expose an usurping lord, fight orcs, acquire a stronghold, defend it from an invading army, win the admiration of a town filled with potential vassals, and make political connections within the Barony of Bedegar.
Of course, no adventure goes according to plan. The PCs will invariably throw these well-laid schemes into chaos, and they’ll have to improvise. But if we know how things would have gone if the PCs never showed up (or are cowards), it makes it easier for us GMs to improvise when things go off the rails.
NOTES ON THIS ADVENTURE
One of our stretch goals was an adventure using these rules…and this is it! Some of you may be familiar with it if you’ve watched my original campaign diaries. They basically begin right before the action in this adventure. There are several ways to get a stronghold: a local noble awards one, you buy one, or—perhaps the most common: you clear out a ruin and say, “Let’s make this our base!” So we use this adventure to show off arguably the most complex iteration of these rules: The players clear out a castle infested with orcs, become embroiled in the local political landscape, and must decide how they’re going to use their new stronghold. (Is it a castle with a keep, tower, and temple inside? Or just a huge keep? Not an insignificant question when an enemy army is bearing down on you!)
I wrote the outline for this adventure and had already run it two or three times in my own games, but to minimize the impact on our production schedule, I asked James Haeck to write it. So what you’re about to read is a combination of my outline and his ideas. He took Pinna from being a one-line description to one of my favorite NPCs! I can’t wait to run her the next time I deploy this adventure. 😃
So thanks to James for the writing and design, thanks to everyone who backed the project and helped us reach the stretch goal for this adventure, and thanks to you reading this now for supporting the work!
The Mundane World
We could have set this adventure in an entirely generic world, and I’m sure some readers would have preferred that, but enough folks seem to like my setting that I decided to use it. It should be generic enough for most purposes.
This adventure is set in a region of Vasloria (my analog to medieval Europe) called Aendrim. Its map would show you a series of far-flung baronies connected by disused roads, surrounded by hazardous wilderness. This is my version of the ur-fantasy campaign where low-level characters need to worry about just getting around. Bandits and goblins abound!
Obviously there’s oodles of nonsense we call “lore” I could inflict upon you, but really all you need to know is that the local towns and villages look to the local baron to provide security. The barons are the only civilized power in the land now, and some of them are…not primarily concerned with the welfare of their citizens.
PREPARING THIS ADVENTURE
Before running this adventure, you’ll need the three 5E core rulebooks. If you don’t have copies of them, you can also find the basic rules for free online. Whenever the text in this book refers to a statblock for a creature or NPC, its name is written in bold text. Most monsters can be found in the 5E basic rules, but creatures unique to this adventure are found starting on page. Likewise, whenever this book gives the name of a magic item in italicized text, that indicates the item has statistics found in either the basic rules or in Magic Items.
Before running this adventure, you should also familiarize yourself with the major NPCs and their factions. This will help you improvise when the players do something you don’t expect.
PLAYER ENGAGEMENT
This adventure is a story of faction warfare and political maneuvering that may ultimately bestow upon the PCs a noble title and their own stronghold. Not all players care about this stuff. For your sake and theirs, talk to your players and get a sense of how interested they are in a campaign that involves politics, intrigue, commanding armies, and maintaining a keep or castle. As long as some of them are interested in this whole stronghold thing, you should be safe. There’s still plenty of dungeon-exploring and orc-slaying in this adventure, after all.
ADVENTURE SUMMARY
This adventure begins with the arrival of Sir Pelliton in the Reluctant Pig, Gravesford’s tavern. The PCs may be there for various reasons:
They are returning to civilization after recovering a magic item from a dungeon in the wilderness. One of them heard of a hedge mage named Pinna in a nearby village that can identify magical relics.
Gravesford is a fine starting town! You could begin a campaign here so that when the players reach 5th level they are well known to the locals. Or the PCs could decamp to Gravesford at any point between 1st and 5th levels.
They come to a crossroads while traveling along a major roadway in Bedegar. Nailed to the sign is a broadsheet declaring, “FRESH POTIONS FOR ALL AILS, VISIT PINNA’S SHOP IN GRAVESFORD. (WIZARDS WELCOME TO COMPARE NOTES AND EXCHANGE KNOWLEDGE.)”
An important wizardly NPC asks the party to deliver a package to Pinna: a monthly shipment of minor arcane supplies she can’t get locally, along with a nice payment for their troubles. They meet Pinna and retire to the Reluctant Pig for the first hot meal they’ve had in days when Sir Pelliton and his flunkies kick open the door. Run the Arrival of Sir Pelliton event (page 110).
Part 1: The Village of Gravesford
This adventure begins as the heroes arrive in Gravesford or in medias res as they awake in the Reluctant Pig, Gravesford’s tavern. They will meet both friends and foes in town, such as the eager hedge mage Pinna and the callous Star Knight, Sir Pelliton of the Knights of the Three Roses.
The action begins when orcs of the White Tusk clan from the nearby forest attack Pinna’s shop under cover of night and spirit her away for unknown reasons (Unless the players manage to stop them!). The characters must pursue the kidnappers and rescue the village’s beloved mage.
Part 2: The Forest Rend
The orcs’ tracks are easy to follow, but the Forest Rend is dark and dangerous. The PCs may conquer the forest using stealth or steel as they track the orcs back to their hideaway. This part concludes when the characters reach the ruins of Castle Rend, an ancient stronghold that the White Tusk orcs turned into a temporary headquarters.
Part 3: The Ruins of Castle Rend
Having tracked down the White Tusk orcs, the PCs must now infiltrate their stronghold and save Pinna. While exploring the stronghold, they encounter warlike orcs and the restless spirits of the knights that once held the keep, and they learn that Pinna is not the only captive of the White Tusks. A young nobleman named Edmund, son of the dead baron and lost heir to the throne of Bedegar, is being held in relative comfort as a political prisoner.
If they play their cards right, the PCs can negotiate with Bonebreaker Dorokor, the orcs’ leader, and rescue Pinna and Edmund without a fight. They may even claim ownership of Castle Rend, gaining a stronghold of their own in the process. If negotiations break down, however, they must fight for their lives and take the castle by force.
Part 4: The Siege of Castle Rend
Hunting the White Tusk orcs, and warned that the PCs are hunting the orcs as well, Sir Pelliton brings Lord Saxton’s army to Castle Rend prepared for a siege, unaware the PCs already claimed it. If the characters wish to keep their newly won stronghold, they must defend it and defeat Sir Pelliton and his army.
Conclusion
Having defeated (or parleyed with) the White Tusk orcs and humiliated (or killed!) Sir Pelliton, the PCs return to Gravesford as heroes. The extent to which the people of Gravesford celebrate the PCs’ victory depends on how successful they were in their battles, negotiations, and rescue attempts throughout this adventure. Will the characters be remembered as great heroes? Or will they go down in infamy as rogues and scoundrels?
MAJOR NPCS
These are the important characters in this adventure. They each have their own personality traits, bonds, ideals, and flaws that inform their actions throughout this story.
As the GM, you are empowered to change anything about them, including their race and statistics, to better fit your campaign setting or challenge your party.
It should be relatively straightforward to stick this adventure in your own campaign. Here are the broad features you should think about:
Someone important and well-liked is dead. The Baron of Bedegar
They and their family were killed by a tribe of orcs or other humanoids.
A power-hungry villain has taken their place. Lord Saxton
The orcs who killed the baron were secretly in the pay of the usurper.
The leader of the clan secretly took a hostage that could undo the villain’s scheme. Edmund Bedegar
The villain’s despised lieutenant antagonizes the player characters. Sir Pelliton
Lord Saxton
The characters never meet Lord Saxton, the power-hungry lord marshall and regent of Bedegar, in this adventure. However, many NPCs in this adventure obey him, despise him, or are otherwise bound to him.
Shortly before the events of this adventure, Lord Saxton conspired with Bonebreaker Dorokor, leader of the White Tusk orc clan, to kill the Baron of Bedegar and his family. In return, Dorokor would receive an ancient orc talisman, kept by the Bedegar family as a trophy in their crypts.
Now the Bedegars are dead and Saxton sits on the throne of Bedegar Keep, where he is free to impose his tyrannical (and human-supremacist) will upon the people. The common folk of Bedegar are ambivalent to
Saxton, but they revile his elite servants, the sadistic Knights of the Three Roses.
One of Saxton’s first acts as regent was to double-cross his orcish pawns. When Bonebreaker Dorokor sent a scout to claim the promised artifact, Saxton killed the orc emissary and sent his knights across the countryside, nailing death warrants for Bonebreaker Dorokor and her White Tusk orcs in every tavern in every village they came across.
Motivation: Lord Saxton envied his friend, the old baron, and felt he was better suited to rule. His lust for power turned him into a traitor long ago. He enjoys pitting the people of Bedegar against their humanoid neighbors, reveling in atrocity as long as the victims aren’t humans. Thus does he tighten his iron grip on the people of Bedegar.
Sir Pelliton
The despotic will of Lord Saxton is made manifest by the Knights of the Three Roses. There are five of them, but Sir Pelliton, the Star Knight, is the only one who features in this adventure.
Pelliton is despised by the people of Bedegar, and for good reason. The Star Knight (in any order of knights, the knights take their own unique titles to pass on. Sir Pelliton took his from the constellation of the Tower, long a symbol of tyrannical strength.) is an authoritarian strongman who hides his true cowardice behind a smoke screen of noble status and the power of his superior, Lord Saxton. He also possesses unholy powers thanks to a supernatural bargain he forged with a dark spirit. He is well known in Gravesford as a petty tyrant who’s used to taking what he wants, daring anyone to defy him.
Pelliton takes great pleasure in making other people fear and hate him, and whenever someone lashes out in anger, he strikes them down with sadistic glee. He rarely kills his victims, instead preferring to leave them covered with scars and just alive enough to grow his legendary infamy.
Pelliton is tall and thin, but muscular, with an imposing suit of armor emblazoned with the three-flowered symbol of the Knights of the Three Roses. His shield bears the five-starred constellation he took his title from. His skin is distressingly pale, and his shining shaved head and pitch-black goatee can be spotted from a mile off on a clear day.
Motivation: Sir Pelliton makes himself feel powerful by making others suffer. (The original antipaladin was described as a knight of capricious cruelty and sneering brutality, and I quite like that image.) He also wants to curry Lord Saxton’s favor to ensure himself higher station and greater rewards in Saxton’s regime.
Bonebreaker Dorokor
Bonebreaker Dorokor commands the unquestioning loyalty of the White Tusk orc clan. She stands nearly seven feet tall and lifts her wicked greataxe, Wound, with ease. Her clan respects her leadership as well as her might. Dorokor is a crafty and strategic warrior. Her plots and schemes are sophisticated—her bargain with Lord Saxton is the first one to backfire, causing her people to question her leadership a little. But her people believe that taking young Edmund, the baron’s son, hostage is a feat that shows she thinks much farther ahead than a normal orc.
Her fanatical devotion to Grole (The god of the orcs in my world.) is both her greatest strength and her greatest weakness. Her zeal for Grole has driven her to become strong and self-sufficient, but it has also made her exploitable. Lord Saxton manipulated her into slaughtering the Baron of Bedegar and his family by promising her the Sanguineous Oriflamme, (This is an orcish battle standard that, when drenched in the blood of a particular enemy, grants all orcs within 60 feet bonuses against that enemy. Its stats are not detailed herein, but it burns red like a flare while slaked with blood.) an artifact of Grole that the old baron’s forebears took from the orcs decades ago.
Dorokor could not resist Saxton’s offer. She accepted the deal and mustered her tribe. Saxton’s men opened the gates of Bedegar Keep and the White Tusk orcs stormed in, mercilessly slaughtering all within—except one young boy. Dorokor was no fool and could sense that Saxton was a snake. She spared the life of young Edmund Bedegar and spirited him away to Castle Rend, the derelict fortress that the White Tusk orcs call home. She is keeping the young lordling as insurance against Lord Saxton’s treachery. She believes—and she is correct—that if she produces the boy at the right place and time, the humans will rebel against the usurper Saxton. She doesn’t particularly care who rules, she just wants the Oriflamme.
Despite her cunning, Dorokor knows little of the ways of human diplomacy. She assumes that humans are weak and, should you capture one, they will give up much to recover them. During the adventure, she initiates negotiations in the same way that Saxton dealt with her: she kidnaps a young woman from the nearby town of Gravesford and will only release her if they agree to parley. She reacts with confusion and hostility if the heroes arrive at her keep and attack. Dorokor’s Common is simple but fluent. When speaking in Orc, however, she uses grandiose and often poetic turns of phrase.
Motivation: Bonebreaker Dorokor wants to see her clan triumph over all others, including Men and elves. She has ambition beyond any normal bloodchief. She also seeks to honor Grole with glorious victories in combat and is often torn between her desire to protect her clan and her hunger for war.
Roleplaying Dorokor
Alone among the local orcs, Dorokor is developing a growing mastery over realpolitik. She knows how to navigate treacherous waters. In one sense, no other orc bloodchief could have gotten themselves into this problem, but no other bloodchief would think of kidnapping one lone child of the royal family to use as hostage, and no other bloodchief would parley with the heroes.
Dorokor is smart, and she wants to win. But victory, for her, means reclaiming the Sanguineous Oriflamme. Here are some examples of her speech:
“Men are weak. Needing laws and paper to rule, this is why you fail, your towns diminish. Orcs care only for strength, and thus does our tribe increase and our power grow.”
“You have killed many of my tribe to get here. And you think yourself ready to kill us all to get what you want. You may win. I know this. But you are surrounded and in my territory. And it will cost you dearly, cost you in blood, to get out again. Unless…”
“We can talk. I will talk to you. But words mean nothing without deeds. You wish this boy? You wish my aid? You must give something to me. Not a promise, not words. A thing. A thing of power.”
“Oh they cannot understand us. Among the White Tusk, only Oregg and I speak your tongue. I have studied my enemy well. We are not so different. You must return to your people with something to show them you are strong, that you triumphed over us. Very well. So be it. I know the ways of the world. But so too must I show my people I triumphed over you. Your people will accept paper, ‘tree-tees.’ Promises. My people are not so easily fooled.”
Pinna
Pinna is a young woman of seventeen who lives in the village of Gravesford, at the edge of the Forest Rend. She is easily recognizable by her tall, pointed straw hat, curly red hair, and crystal necklace—her arcane focus. Pinna is a country hedge mage, well respected by the people of Gravesford. She often entertains children at festivals and market days by conjuring motes of flame or bouquets of flowers, and she helps the adults in town by supplying them with sleeping tonics and preventatives.
Pinna is a clever woman—one of the few literate people in town—but she feels inadequate compared to her absent master, a wizard named Tace who travels from town to town, tutoring many apprentices just like her across the land. He only comes by once every month or so to judge her progress and give her another tome of theory to read.
Despite Pinna’s self-doubt, she is beloved by the townsfolk, who are simply happy to have a real wizard in their midst! Perhaps that is why the White Tusk orcs plan to kidnap her and force a parley with the village…
Motivation: Pinna wants to be respected by someone with high standards. She loves the village folk, but they are overawed by any little display of magic.
Edmund Bedegar
Edmund Bedegar is thirteen years old and the last of the Bedegar line. He is small and his voice is still cracking and peaking, but a perceptive person can see in his eyes the steely resolve of a confident ruler.
Edmund’s older brother was to be the next baron, but as is traditional Edmund trained next to his brother in all things. He learned falconry, jousting, how to host a dinner, the proper ways to address a duke, a king, a count, or another baron. He idolized his older brother and expected to serve as his squire this next year, and then become chancellor of his court once his brother ascended to the barony. That was before the White Tusk came.
Now, Edmund is the rightful Baron of Bedegar by birthright, and he knows it. This is a tragedy, something he never wanted. And though he cries at night for his dead family, he staves off despair by focusing on his commitment to upholding the family name, and becoming the leader he knows his family would want. He intends to honor his father and brother, his mother and sisters, by ruling where they cannot. This is the steel inside young Edmund.
He knows his station and expects to be treated with the respect his title deserves, but he is not a petulant child. He is a young lord with a kind heart and an ingrained sense of justice. He rightfully fears the orcs that kidnapped him, every night remembering his family dying under their axes.
He continually reminds himself, I am Baron now, what would my father do? The health of the barony must come first. And Dorokor would make as powerful an ally as she has been an enemy. He wants revenge, but not as much as he wants to be the kind of savvy ruler his father was. When he discovers that his father’s friend, Lord Saxton, is the architect of the night his family died, he may set his hatred of the orcs aside and turn his ire upon the true mastermind.
Motivation: Edmund wants to avenge the death of his family by executing their murderer. At the start of this adventure, he believes this to be Bonebreaker Dorokor, but his ire could be turned to Lord Saxton if the truth were revealed to him. He also wants to return to Bedegar Keep so that he may give his family a proper funeral.
TRACKING TIME IN GRAVESFORD
Time matters in Gravesford. At midnight on the first day, the White Tusk orcs raid the young mage Pinna’s shop and attempt to kidnap the hedge mage. If the characters dally, Dorokor returns two days later demanding to parley. Since the PCs only have one day to meet Pinna, it’s strongly recommended to give them a chance to encounter her before the orcs raid her shop and attempt to kidnap her.
PART 1: THE VILLAGE OF GRAVESFORD
We have discussed the design and function of the interlocking, interdependent parts of the machine; a system under pressure, whether a coiled spring, a rope pulled taut, or a pressurized fluid. Our Ideal Machine’s functions depend on this pressure, while simultaneously, constantly, this same pressure threatens to cause everything to fly out of control. Are we not also talking about the State? Society? Even a village? What would we learn, should we take the principles of this book and apply them to a nation?
— Dhruvadevi XXII Philosopher-king of Vishkanda
The Codex Automata
Wonder 336
Gravesford is a village situated at the edge of civilization—as far as the Barony of Bedegar is concerned, at least. There’s been a bridge across the River Graves, and a town around that, for as long as anyone can remember and as far back as any records go. Folks know, or believe, that the bridge and the Reluctant Pig existed long before any other house in Gravesford, even the church, was built.
As in any countryside town, everyone in Gravesford knows everyone else, and word is quick to spread. If newcomers—like the PCs—arrive in town and spend the night in the local inn, odds are the entire population of two-hundred-odd villagers including nearby farmers will know by mid-morning. The town’s two public buildings, the Reluctant Pig and the Church of St. Gaed the Confessor, are large enough for the entire town to crowd into for major celebrations like the harvest-tide feast and candle festival of St. Gaed’s Feast.
Gravesford NPCs
MAYOR OSRIC.
Cheesewright and baker, owner of the stables and the general store. Osric is in his early fifties, rotund, and fancies himself a captain of industry. He’d like to see Gravesford grow and to become famous for something noteworthy, and sometimes lets these ambitions carry him away. But he is a good man who, when times are hard, cares more for his neighbors than his reputation.
OSTLER HAMM.
A tall thin man who runs the stables for Osric. Is reluctant to sell or lend his horses to anyone he doesn’t know. Usually relies on Osric to make the call when strangers need a horse.
“Ostler” isn’t his name, it’s a title. A job. It means…the dude who runs the stables. 😃 Now archaic, but part of the fun of the game is learning these things.
MILLICENT AND BELLE.
Two sisters in their early thirties who run the store for Osric. Millicent is married to a farmer in the country and is generally a fusspot who wants to make sure customers are well supplied with anything they might need and perhaps one or two things they don’t. Belle is happily unmarried and enjoys negotiating with the local carters to make sure the store is well stocked.
JAGO THE SMITH.
His smithy is a popular hangout for the men of the town who’d like a spot of ale without having to listen to the farmers relaxing in the inn. Jago has long black hair and enjoys talking—he’s always telling a story about the most recent weirdos who passed through looking for someone to straighten a sword or pound out the dents in their armor.
MORGOUSE THE CARPENTER.
She was once Morgouse the Weaver until her husband died and she decided to take over the family business. Soft-spoken and industrious, she sees the wooden shops and houses as basically just another kind of fabric, and she can often be found on a roof, or step ladder, repairing water damage or rot without anyone having asked her or her asking payment.
GISELLE AND GOWAN.
Owners of the Reluctant Pig. Gowan cooks, Giselle runs the bar, and their thirteen-year-old daughter Brecca takes orders and serves drinks and food. Brecca spends her limited free time learning weaving from Morgouse and hopes to set up her own shop before she’s fifteen.
Town Council, etc.
The town council is technically Osric, Jago, Morgouse, Giselle, and a farmer named Carroc (see later). Carroc is an ass and lives on his farm, so the others conspire to meet and decide things when they know he’ll be busy. Millicent, Belle, and Hamm are villeins (like a serf but has more rights) of the Baron and have no legal rights to their shops or land, but folks in town tend to forget this, so they’re always part of any decision. Gowan can’t be arsed to worry about local politics—he’s got fowl to braise.
The town has no local law enforcement, but folk do well enough without it; they have a volunteer militia that assembles when ordered by the town council. They pay their taxes to the Baron of Bedegar (or, more recently, to the realm’s regent, Lord Saxton) and gain the benefits of trade and roadways that all citizens of Bedegar enjoy. Otherwise, they are a community small enough to take care of themselves.
Gravesford is at the edge of the Forest Rend, a lawless wood where inhuman creatures roam. None dare go deeper into the forest than is necessary to hunt game or chop wood. Legends say that orcs and goblins and other nasty bogeymen lurk in the forest, and that is enough to keep people away.
Gravesford Locations
The small town of Gravesford is filled with common people and their homes. Some of these homes and shops may be of interest to the players and are detailed here. To not overwhelm you with the minutiae of the homesteads of two hundred people, other locations are left blank for you to fill in as needed. These locations are keyed to the map of Gravesford found on the next page.
A1. Farmhouses
About two dozen farmhouses surround Gravesford, each holding a family of five to ten people. Farmers, wives, husbands, children, grandparents, and parents-in-law all fill these houses, working the land as best they are able.
The largest farm in Gravesford is owned by a crass man named Carroc (use noble statistics), is occupied by his wife and five boys, and is tended to during the day by a group of four servants who live in town. Carroc enjoys acting like he’s the most important person in town, and he may indeed be the most wealthy, but he doesn’t live in town so the mayor and the rest of the town council tend to ignore him. He enjoys coming to the Pig for a drink once a week, but does not notice that the most important people in town all seem to be at the smith’s when he’s visiting.
Carroc is pious, tithing more than ten percent each season to the Church of St. Gaed. While Mayor Osric hopes to see Gravesford grow from a hamlet into a proper town, maybe with a wall someday, Carroc hopes to be a landed noble, and looks down on the rest of the town. He has no love for adventurers, as they represent a threat to the natural order of the town. He looks up to the cruel Sir Pelliton and would do anything to become his aide—or to become a knight just like him.
His personal hoard of 500 gp is squirreled away in a locked wooden box hidden beneath the floorboards under his bed. The box can be unlocked with a key kept on Carroc’s person, or its lock can be picked with a DC 18 Dexterity check using thieves’ tools.
Other farmers are more sympathetic than “Duke Carroc,” as folk might grumble while drinking at the tavern. One farmer in particular, a sun-baked and calloused grandmother named Helanna, is quite fond of adventurers and their stories of danger and distant lands. She doesn’t have the money or social power that Carroc’s family wields, but she is beloved by all the common folk in Gravesford.
A2. Market Square
In the center of Gravesford is a market square. Most of the week, the square is empty except perhaps for children running about with sticks, pretending to be knights. The PCs, however, arrive in Gravesford on market day. Once a fortnight on this day, the square is transformed into a wild scene of colors and scents. All the artisans and farmers in town—including Jago and Morgouse, and the town’s tanners and leatherworkers, woodworkers, stonemasons, millers, bakers, butchers, and others—set up shop in the market square and sell their wares. Just outside of the main market square is Tradesfolks’ Way, a small alley where local farmers trade goods to one another. Any item in the core rulebooks worth less than 10 gp can be purchased from the traders at the Gravesford market.
Pinna also sets up a stall in the market square, but she is usually too busy conjuring bouquets and playing with the children to actually sell any goods. A sign sits on her (completely unstocked) stall that reads: “OUT PLAYING, FIND ME. LOOK FOR THE HAT. OTHERWISE VISIT THE SHOP AFTER MARKET.”
A3. Church of St. Gaed the Confessor
The Church of St. Gaed the Confessor is one of the oldest buildings in Gravesford—after the Reluctant Pig, of course. Its wooden beams need repair, but it is still the cultural center of the village, and Gravesford gathers here for all sorts of occasions, not just on holy days. The stained glass window depicting Saint Gaed in black armor smiting the traitor saint, Hylae the Corrupt, is the most astonishing piece of art anyone in town has ever seen. When the sun hits it, it’s like a laser light show.
The church is run by Father Belderone, a priest of St. Gaed. He is a city man from Bedegar Keep, and it’s reflected in his rapid, matter-of-fact speech, but the villagers treat him as one of their own. While several priests tend to the church, Father Belderone is its only cleric. He uses priest statistics with the following changes:
He is old and growing frail. His Strength, Dexterity, and Constitution scores are all 8 (–1).
He does not wear armor, reducing his AC to 9.
By the grace of St. Gaed the Confessor, he has been granted the ability to cast death ward once per day.
If the PCs spend time at the church in prayer, Father Belderone approaches them and kindly welcomes them to Gravesford. He asks if they are planning on exploring the region, and offers to grant them a blessing of protection (his death ward) for the journey—if they are able to donate 100 gp to the church, which is in serious need of repairs.
FOLLOWERS OF SAINT GAED
A local priest, like Father Belderone, will be primarily concerned with the people’s welfare. Village healers tend not to be foaming fanatics spouting doctrine at everyone. That kind of attitude doesn’t survive long when you’re living elbow-to-elbow with real people.
So, Father Belderone is likely to spout a lot of folk wisdom first, then some general tenets of Adun (“Man cannot live where injustice thrives.”), then something specific from Saint Gaed only in extreme moments.
Followers of St. Gaed seek the truth hidden in people’s hearts and are quick to find conspiracies, secret orders, and cults.
QUOTES OF FATHER BELDERONE
“The greatest lie is never spoken. It’s the one you tell yourself to justify an evil deed.”
“The path to redemption begins with a truth spoken.”
“A burden shared is a burden halved.”
Based on the events of this adventure, it’s unlikely Father Belderone is going to have to go Full-Knob Inquisition on anyone—he’s not that kind of priest, but he is a follower of Saint Gaed, and does believe in the truth above all else.
GAED THE CONFESSOR
In my setting and novels, the people do not worship gods directly. Instead, they serve saints who act as interlocutors for the gods. Why this should be so is never explained, but the implication is that gods are ineffable and unknowable, and the saints are their once-mortal translators. Heroes in life, the saints died and joined their gods, who award the priests who serve them with special abilities.
Gaed is a saint of Adun. Adun is one of the two “good” gods in this part of the world, and can be easily replaced with any lawful good god from your world who is primarily concerned with justice. Saints, unlike gods, can and do show up in material form to aid their followers, but A: only the most pious followers, and B: only when in great need, unless C: the GM thinks it would be cool for them to show up anyway.
In life Gaed was the chief confessor in a secret order of knights who ferreted out spies within the king’s court. Unbeknownst to anyone, the chief of those spies was a fiend, a devil under the command of an evil saint.
Gaed exposed this devil and did battle with it. He lost the battle and his life, but exposed a deadly conspiracy and saved the king and the kingdom. He forced the devil to reveal its true nature, and Cavall canonized him immediately as the Confessor, saint of exposing secrets and foiling conspiracies. It was Gaed who died at the hands of the devil spy. It was Saint Gaed the Confessor, now immortal, who returned and slew the devil.
A4. The Reluctant Pig
The oldest building in Gravesford is the Reluctant Pig, a two-story inn with a moss-covered roof constructed from the same stone as the Gravesford Bridge. The sign outside depicts a young pig straining against a leash held by someone we cannot see. The sign has no text, as most people in town and most carters and journeymen cannot read.
The Pig is owned by Giselle and Gowan and their daughter Brecca. Though the family divides the labor, Giselle is the one who runs the business and attends the meetings of the town council. She tolerates no violence in her bar, keeping a mace by the taps in case of trouble. (She uses veteran statistics.) She is, however, terrified of Sir Pelliton and the Knights of the Three Roses, and will not interfere with any quarrel between them and her patrons. She personally knew the vile Star Knight back when his cadre were simply mercenaries known as the Thorns, and still bears the scars from their last two meetings. Her husband, Gowan, is torn between his desire to protect his wife and the sure knowledge that Sir Pelliton would kill him in a moment just to make a point. It is for this reason that Giselle has been careful not to confront Pelliton if her husband is around.
Brecca is good friends with the hedge mage Pinna, and often recommends her shop to travelers. If the PCs are running out of time to visit her before the first day ends (when her shop is attacked), you can have her show up in the tavern for one of her late-night chats with Brecca.
If the PCs stop in the tavern for more than just a few minutes, run The Arrival of Sir Pelliton (page 110). If the PCs spend the night here, run Abduction in the Dead of Night (page 111) at midnight.
A5. Gravesford Bridge
The Gravesford Bridge is a small stone bridge over the river at the edge of town. It is old and moss-covered, but sturdy. Two guards stand at the far end of the bridge; they are well equipped for country folk, but they are not trained in the ways of war like adventurers or orcs are. The guards are a man named Ryon and a woman named Lenore, and they are tasked with watching over the Forest Rend in case of emergency. The end of the bridge is separated from the forest’s edge by about a thousand feet of tall grass, shrubs, and boulders.
If asked what sort of emergencies they’re prepared to guard against, Ryon shrugs and says that there’s never been any real trouble from the forest in his lifetime. Old Helanna told him and Lenore that the forest is a force of chaos threatening to destroy Bedegar, and that it’s filled with evil creatures. Neither Ryon nor Lenore buy it; the worst they’ve seen come out of the forest is a wounded bear, and all it did was run past town, yowling.
A6. Pinna’s Shop
The spicy-sweet scent of boiled licorice and anise seed billows from the smokestack of Pinna’s dome-roofed hut. Other medicinal herbs hang by the doorway, like long garlic ropes and branches of flowering barberry. Inside, she keeps a brass cauldron boiling at all times in the center of the room. Unkempt bookshelves overfilled with tomes, scrolls, and bottles line the walls, and both chairs in the house sag under the weight of unwashed clothing.
Pinna’s shop is also her one-room house. While at home, Pinna is usually doing at least three things at once—brewing ointments, clipping shoots from herbs, and practicing charms, or any other combination of wizardly activities. She only stops multitasking if another wizard enters her shop, at which point she drops everything and focuses intently on them. Any compliment from a fellow magic-user overwhelms her with joy, reducing her to embarrassed babbling for a few moments, and any mean-spirited condescension utterly devastates her, causing her to close shop for the rest of the day.
Pinna sells dozens of rustic herbal remedies for 5 cp apiece and has four potions of healing, which she sells for 50 gp each. She also has the following potions in stock: a potion of greater healing (200 gp), a potion of animal friendship (250 gp), and a potion of poison resistance (300 gp). Whenever she sells a potion, she waves her crystal necklace (her arcane focus) around the potion and mutters a meaningless incantation composed of rhyming doggerel. It’s just a habit she picked up to impress the villagers, and she gets embarrassed if another spellcaster calls her on it.
At midnight on the first night after the PCs arrive in Gravesford, a force of White Tusk orcs emerges from the Forest Rend and attacks Pinna’s shop under cover of night. Run the Abduction in the Dead of Night (page 111) event at midnight that night.
Beginning: Arriving in Gravesford
Ideally the PCs arrive in Gravesford at dusk, seeking food, shelter, and rest. The following timeline describes the order in which events will occur unless the characters intervene:
The Arrival of Sir Pelliton (Day 1, Shortly after the Players Arrive). Sir Pelliton, an agent of Lord Saxton, posts a wanted poster in the Reluctant Pig and causes trouble with the PCs.
Abduction in the Dead of Night (Day 1, Midnight). Orcs from the White Tusk clan abduct Pinna to begin “negotiations.” The PCs may be able to stop them but will likely be delayed by the orcs’ rear guard.
Gravesford Rallies (Day 2, Morning). The citizens of Gravesford decide what to do about the attack and, unless the PCs intervene, elect to send a posse after Dorokor. They begin gathering supplies.
The Posse Departs (Day 3, Morning). A handful of volunteers from around town set off to explore the Forest Rend. If they go off without a tracker, they do not return.
Bonebreaker’s Bargain (Day 4, Dawn). Bonebreaker Dorokor and her White Tusk orcs emerge from the forest, prepared to bargain for the life of Pinna, the militia, and—most importantly—Edmund Bedegar.
The Arrival of Sir Pelliton
There isn’t much to do in Gravesford—it’s an unremarkable town—so Sir Pelliton should arrive shortly after the PCs settle in at the Reluctant Pig, kicking off the adventure.
The door of the Reluctant Pig opens with a crash, and all heads inside the bar turn toward the entrance. A man in heavy armor stands in the doorframe, silhouetted and statuesque, a cloak hanging over his left shoulder, with his right hand grasping the pommel of his sheathed longsword. The knight strides in, with four armored warriors behind him, and surveys the taproom. A squire emerges from behind his cloak, unfurls a parchment, and declares, “Behold Sir Pelliton, Knight of Three Roses! The Star Knight bears a proclamation from your new lord: Saxton, Baron of Bedegar! (”‘Baron?’ Hah!” — Some unfortunate farmer about to get a face full of mailed fist.) Your lord demands the head of Bonebreaker Dorokor and the White Tusk orcs, the lawless beasts that slaughtered the Baron of Bedegar and his family. The new baron promises the glory of a knighthood and five hundred gold marks to whosoever brings to him the head of the orcs’ bloodchief.”
Sir Pelliton points sharply to the wall of the tavern, and the squire scurries over to hammer the scroll to the wall, covering up several previous proclamations. The knight now personally strides forth into the taproom. His mouth curls into a venomous smirk. “Now that you have all been duly impressed, let me tell you dirt-eating, dung-bathing peasants one thing: None of you will be knighted and elevated to my station. I shall find these beasts and bring them to justice. I will be the one! And you will continue enjoying your joyless lives.”
Pelliton’s gaze falls upon you, and he saunters over to your table. Two of his flunkies follow him, while two remain at the door. He looks one of you dead in the eye and says, “Well how now? Ratcatchers with delusions of grandeur. How quaint. Come you seeking coin? I have some. If you would take it from me.”
Without breaking eye contact with the PC he is intimidating, Sir Pelliton grabs their mug of ale, swigs what’s left of it, and slams the empty mug on the table. “Remember your station, swineherd.” He stands and makes to leave. If the PCs rise to his taunting, see Pelliton’s Reprisal later. If the PCs let him go, Pelliton and his four knights linger in the tavern for ten unbearable minutes, verbally abusing peasants and “appropriating” their food and drink, then depart.
Proclamations.
Sir Pelliton’s proclamation was nailed over several older proclamations. The most recent was issued by Lord Saxton, and it declared that as lord marshall he would be assuming the duties of regent of Bedegar. Beneath that proclamation is another declaring that the Baron of Bedegar and all his known living relatives were slaughtered by orcs that had forced their way into Bedegar Keep. Even older proclamations beneath those are related to mundane issues of taxes and such.
Townsfolk.
This is not the first time Sir Pelliton has boorishly cantered into Gravesford and thrown his weight around, and the people of this town have grown to hate and fear him. They all want him to get his comeuppance, but they do not challenge him because he possesses both dark magic and the protection of the regent, and he has used them both to kill with impunity. No one in town wishes to hunt the orcs because of Pelliton’s involvement, and they look askance if the PCs suggest they wish to take on the challenge. One might say, “It’s your funeral. Go stock up on potions with Pinna and rest up here. Hope you get to those orc-things before the Star Knight does, or before he finds you chasing after his bounty.”
The townsfolk have no idea where the White Tusk orcs live. But they’re not stupid, there’s really only one place the orcs could be: Forest Rend. “If you’re looking for orcs, odds are they’ve moved into the old forest. Legends say it’s always been full of goblins and such. That’s why we have two sentries posted on the other side of the bridge these days.”
Pelliton’s Reprisal.
Introducing Pelliton (page 144) like this is literally inviting a fight, and the players will want to smite the dude. He’s pretty nasty, though. With his flunkies, they should be too much for the players at 5th level. But he won’t kill them—he prefers leaving people defeated and cowed so they will spread tales of his prowess and increase his legend.
Of course it is entirely possible that the PCs kill Pelliton. If they do, just replace him in the hunt and this adventure by one of the other Knights of the Three Roses: Lady Ruth, Lady Morgant, Sir Noth, Sir Anglim, or Sir Barlow. Each of whom is now out for revenge!
Pelliton lives to inflict pain on others, and is always spoiling for a fight. If he is attacked or insulted, he laughs uproariously and shouts for his flunkies (four veterans and his squire) to join him: “If you wish to nip at my heels, dogs, I shall be happy to discipline you. Servants, to me!”
All bystanders in the bar stand when Pelliton draws his sword, and all run for cover when Pelliton casts black tentacles on his first turn in combat. His underlings attack the PCs, starting with any restrained by Pelliton’s magic. Once the PCs are subdued (or surrender) Pelliton sheathes his sword, spits on the ground, and leaves the bar. “Waste of time. Leave this mess for the peasants to clean up. We have orcs to hunt.”
Pelliton leaves the bar and mounts his black destrier (a warhorse named Penumbra) and rides northward. His four knights have brown coursers (riding horses) outside as well, along with fourteen days’ trail rations and other riding gear in their saddlebags. If the PCs try to track Sir Pelliton, one of them must make a successful DC 22 Wisdom (Survival) check to follow his horse’s tracks in the hard, dry earth. On a success, they find an abandoned camp that has a crude map of the Forest Rend, indicating the ruins of Castle Rend deep within. Pelliton’s tracks away from this camp are all but untraceable, requiring a successful DC 25 Wisdom (Survival) check to follow. If the PCs trail him immediately, night falls by the time they return to Gravesford.
If any of Pelliton’s underlings are knocked unconscious, Giselle, the innkeeper, begs the PCs not to kill Pelliton’s men, for even should they best the Star Knight, the rest of the Three Roses will make an example out of the innocent townsfolk. Knowing this, Pelliton will view any hesitation as weakness and try to force the PCs into a position where they must surrender or kill him or one of his men.
Abduction in the Dead of Night
A scream and a chorus of bestial roars shatter the stillness of the night. The sounds came from the edge of town - from the edge closest to the forest. As the screams fade into silence, an explosion jolts the entire town into wakefulness, and a towering flame erupts at the southernmost tip of the village.
Just before midnight, a raiding party of twenty White Tusk orcs emerged from the boughs of the Forest Rend. They moved quickly through the scrubland and forded the river on the south end of town. The bridge guard Lenore heard something moving in the tall grass, and bravely traveled half a mile south from her post to investigate. She was shot dead and her corpse was left where it fell. The orcs invaded Pinna’s house and knocked her unconscious, but the rear guard accidentally knocked her lamp into a rack of volatile alchemical substances while looting her house (against Bonebreaker Dorokor’s orders), igniting the entire house in a violet fireball.
If a creature is inside the house at the time of the explosion (such as if the PCs spend the night with Pinna, just in case), it must make a DC 16 Dexterity saving throw. On a failed save, it takes 21 (6d6) fire damage. A successful save halves this damage.
The orcs abducting Pinna had already crossed the river when her house exploded. The rear guard that survived the fireball also fled. If the PCs are in the Reluctant Pig, it takes 2 minutes on foot to reach Pinna’s house—by the time they arrive, the rear guard is about to ford the river, and the band of orcs carrying Pinna has already disappeared into the forest, but not without crushing undergrowth beneath their boots, creating a trail that a ranger could track with ease.
Unless the players made explicit plans to be awake through the night, it should take too long for them to suit up and run outside to catch the White Tusk. But it should be possible if they’ve decided, for instance, to stay up all night after dealing with Sir Pelliton.
White Tusk Rear Guard.
If the PCs arrive at Pinna’s shop within 10 minutes of the explosion, they get there just as the invading orcs’ rear guard is about to cross the river. (Remember that it takes time for characters to don their armor, and it takes 2 minutes to reach Pinna’s house from the inn.) These orcs turn and attack the PCs to buy time for their main force to flee. The rear guard is composed of 4 orcs, 1 White Tusk bloodrager,
1 White Tusk juggernaut, and 1 White Tusk warspeaker. If the PCs arrive any later, the orcs have already completely disappeared into the Forest Rend.
Pinna’s Hut.
The young hedge mage’s house is ablaze and will burn to cinders within 5 minutes unless it is put out by dousing the flames with at least 30 gallons of water. The charred corpses of two orcs are inside, and unless the PCs bought these potions already, a character that makes a successful DC 15 Intelligence (Investigation) check finds the following potions: 2 potions of healing, 1 potion of greater healing, 1 potion of animal friendship, and 1 potion of poison resistance. Nearly everything else has been destroyed.
Orc Path.
If the PCs cross the river and head toward the forest, anyone who succeeds on a DC 12 Wisdom (Perception) check notices that the orcs have left a very visible trail in the tall grass. A character who succeeds on a DC 17 Wisdom (Perception) or Intelligence (Investigation) check sees Pinna’s crystal necklace, her arcane focus, buried in a muddy boot print.
If the PCs track the orcs into the forest now, proceed to Part 2: The Forest Rend (page 114).
Militia’s Arrival.
A few members of the militia (4 guards and a scout) are able to don their armor and arrive on the scene about 10 minutes after the abduction. They inspect the house but realize that Pinna is gone, so they return to their homes. They plan to organize a meeting the next morning.
WHITE TUSK MAIN FORCE
Even if the PCs are somehow able to get to Pinna’s house before any of the orcs escape, saving Pinna from abduction is no small task. The White Tusk main force is easily enough to level all of Gravesford if they so desired, and is composed of 10 orcs, 3 White Tusk bloodragers, 2 White Tusk warspeakers, 2 White Tusk juggernauts, and Oregg Steeltwister, lieutenant of the White Tusk clan. One of the juggernauts carries the captive Pinna.
Tracking Pinna
At some point, maybe immediately, maybe the next morning, the players are probably going to try and hunt down the orcs that kidnapped the cool wizard they met. The most direct route is to literally track the orcs using Survival checks (see Exploring the Forest on page 114). But the party may not have a ranger or, even if armed with a tracker, they may roll poorly! So we need another valve to release this pressure.
Enter Alyssa Tealeaf. She’s a halfling girl, a little older than Pinna in literal years but the same emotional age. Her family are brewers in nearby Tarreton, and Alyssa often comes to Gravesford with her parents and stays with her best friend Pinna, and the two explore and generally get into mischief as though they were much younger girls.
Alyssa is a competent scout and can sort of handle herself in a fight, but like Pinna it’s not her specialty. Anyone who travels the roads in these dark days needs to be good with a knife or a sword, or very good at hiding and being unseen.
Treat Alyssa as a scout with the halfling Lucky trait. If the players fail to penetrate the forest, Alyssa arrives with a donkey laden with brew, and upon hearing that her best friend—who she was really looking forward to seeing—has been kidnapped, she vows to help. She will risk her life to find Pinna, because she believes that’s what friendship is about.
She’s been through the forest before and knows about the castle, though she has no idea it’s currently occupied by orcs. As soon as the heroes enter the castle’s clearing, she’ll exclaim that everything’s changed. Expecting it to be overrun with rushes and the castle walls covered in vines, she finds the clearing…cleared, and the vines all pulled down. The orcs have been busy!
Gravesford Rallies
If the PCs spend the night in town without tracking the orcs into the Forest Rend, they awake to the sound of all of Gravesford gathered in the Church of St. Gaed the Confessor to discuss last night’s commotion. Mayor Osric, Giselle, Morgouse, Jago, and Father Belderone are here, but so is Carroc, and the richest man in Gravesford has browbeaten the other councilmembers into silence. He believes that if he and the local militia can rout the orcs, he will get the bounty, so he wants to stop anyone else from interfering.
Carroc treats the adventurers with disdain and refuses to let them speak unless he’s overpowered by a DC 15 Charisma (Intimidation) check, though he relents if one of the PCs can convince him that they are a noble from Bedegar Keep, requiring a successful DC 15 Charisma (Deception) check.
At the start of the meeting, the few militiamen who investigated the night before reveal that Pinna was kidnapped by unknown assailants. Carroc is organizing a posse of villagers. The villagers are hesitant, but they feel powerless to resist unless the PCs intercede. A successful DC 10 Wisdom (Insight) check is enough to assess the combat-readiness of these villagers. They are poorly equipped, with little more than padded armor and pitchforks, and even the fighters in the militia are no match for a bloodthirsty horde of orcs.
Once the PCs have the floor, a successful DC 10 Charisma (Persuasion) check is enough to turn the crowd and the other members of the council against Carroc, defeating him in a majority vote, and winning the PCs the chance to defeat the orcs and perhaps win a knighthood from Lord Saxton. (This would be weird, but I don’t know your players—they might like working for Shakespeare’s Richard III.)If the PCs don’t intervene in this meeting, a posse of 20 commoners, 10 guards, and 5 scouts are assembled from the brave men and women of Gravesford. They find Castle Rend after a day’s travel, but none return.
If the PCs convince the council to keep the posse from forming, Father Belderone approaches them after the meeting adjourns and offers to grant one of them a powerful blessing that will protect them on the journey, if they are able to donate 100 gp to the church (see Church of St. Gaed the Confessor on page 106).
If the Players Do Nothing
This is deeply unlikely, but I always think if you know what would have happened if the PCs never acted, you’re much better armed for when things inevitably go off the rails.
THE POSSE DEPARTS
On the second morning after Pinna’s abduction, a posse of 20 commoners, 10 guards, and 5 scouts assembles at the edge of the Forest Rend. They refuse the PCs’ help, on the orders of Carroc. If the PCs play up the danger of the quest and make a successful DC 13 Charisma (Intimidation) check, the villagers lose their nerve and beg the PCs to embark on the journey themselves. (“Bandits are one thing…but orcs? They’re monsters! They’ll tear us all apart!”) If she hasn’t already, Alyssa Tealeaf arrives and volunteers to help (see Tracking Pinna on page 112).
STEELTWISTER ARRIVES
At sundown on the third day after Pinna’s abduction, a horde of 20 White Tusk orcs sets out from Castle Rend for Gravesford. By nightfall, an orcish horn sounds from the forest’s edge, and Oregg Steeltwister (page 142) arrives with 2 White Tusk juggernauts and over a dozen other warriors. Oregg has come to parley. His immediate goal is to establish communication with the town, tell them Pinna is alive and being held in Castle Rend. His ultimate goal is to get someone important from the town (he doesn’t know the PCs don’t qualify, he assumes they are Gravesford natives) to journey with him back to the forest. There, Bonebreaker Dorokor will reveal the treachery of Lord Saxton and show his claim illegitimate by producing the rightful heir to the barony.
Oregg is prepared to fight.
Ideally, though, the players will already be off chasing after the orcs into the forest primeval!
PART 2: THE FOREST REND
The Mundane World lies between Axiom and Primordius, planes of uttermost law and chaos. Philosophers believe our world is a mirror of those two diametrically opposed realms. They describe law and chaos as “leaking” into our world like water through a poorly sealed bladder. But this ignores a fundamental truth: Axiom and Primordius are at war, and our world lies between. These forces do not exist here because of a mere quirk of geometry. They are here because our world is their battlefield.
— Hierophant Prithviraña The Codex Terragnosis
Wonder 738
The Forest Rend once protected the people of Bedegar. It supplied wood for their houses and hearths, food for their bellies, and, most importantly, protection from both monsters and invaders. Over a century ago, Good King Omund’s Blue Dragon Phalanx built one of their many fortresses in this forest.
Then Ajax, called Invincible, slew Omund and routed his incorruptible knights. Now the Forest Rend, home to all manner of fell beastie, is an existential threat to Gravesford and Bedegar. The ruins of Castle Rend, a name now forgotten to the people of Gravesford, are occupied by the White Tusk orcs.
The characters must track the orcs through the forest if they are to find their stronghold and rescue Pinna. This forest exploration should be quick, but long enough to show that this forest is deep, dark, and not to be trifled with. If they wish to make this forest less dangerous, they will have the power to do so—once they have their stronghold!10
Exploring the Forest
If the PCs wish to find Castle Rend, they must track the White Tusk orcs, following the trail they left behind when fleeing Gravesford. The tracks are easy to find, and following them carefully will help the characters avoid encounters with dangerous creatures within the forest. It would normally take a day or more to find Castle Rend, but because the PCs are following the orc trail, the journey takes about 3 hours. At the end of each hour spent traveling, one character must make a Wisdom (Survival) check at DC 10 for the first hour of travel, DC 13 for the second hour, and DC 15 for the third. The forest gets thicker as they progress.
If the tracker fails a check, roll on the Forest Rend Encounters chart on this page, or use one of the pre-
rolled encounters as follows. If the check failed by 5 or more, the encountered creatures ambush the party, gaining a round of surprise at the start of combat.
The characters find Castle Rend once their tracker makes three Wisdom (Survival) checks, regardless of success or failure.
FOREST REND ENCOUNTERS
D12 | ENCOUNTER | ||
1 | 2 brown bears and Their cub (They sTop aTTacKinG if The pcs play dead or flee To More Than 60 feeT away) | ||
2 | 12 goblins Throw sTones froM The TreeTops, hecKlinG The pcs as They pass | ||
3 | 2 ankhegs and 6 giant centipedes | ||
4 | 4 whiTe TusK orcs and 1 white tusk juggernaut losT in The woods |
||
5 | 4 harpies and 1 black pudding; They use sonG To aTTracT Their peT ooze's dinner | ||
6 | 2 ogres and 3 half-orc/half-oGre veterans (The children of whiTe TusK deserTers) |
||
7 | 1 wyvern wiTh orc javelins sTicKinG ouT of iTs hide; iTs hiT poinTs are reduced To 75 | ||
8 | 1 shambling mound | ||
9 | 4 ettercaps and 4 giant spiders | ||
10 | 5 will-o’-wisps | ||
11 | 1 neuTral treant ThaT was rudely awaKened | ||
12 | 2 white tusk bloodragers and 2 dire wolves | |
Encounter 1: Hungry Beasts
In the light undergrowth at the edge of the Forest Rend, 2 ankhegs messily devour the remains of a White Tusk scout. Its burrowing disturbed a nest of giant insects, and 6 giant centipedes are lurking in tunnels beneath the ground waiting to feast on whatever the ankhegs leave behind. They emerge whenever the ankheg burrows back underground, and they attack the first medium or smaller creatures they see on the surface.
Whoever is tracking the orcs must make a DC 10 Wisdom (Survival) check. On a failure, they do not notice the mounds of unearthed soil dotting the area or the ankhegs devouring an orc’s corpse in the undergrowth, and the ankhegs get a surprise round in combat when they ambush the PCs. After they attack on their surprise round, they burrow into the earth, causing the 6 giant centipedes to rise to the surface on their next turn. On a successful check, the tracker notices the ankhegs first. If the PCs wish to sneak past them, they only need to make a successful DC 6 Dexterity (Stealth) check to avoid attracting the distracted ankhegs’ attention.
10 The forthcoming Kingdoms & Warfare will have rules for civilizing wilderness. And wilding civilization!
Encounter 2: Devouring Wilderness
Deeper in the forest, the constricting trees choke out light until the bright day turns to dim twilight, and no illumination penetrates the forest during nighttime. In this oppressive darkness, a shambling mound lurks motionless, ready to devour any creature that steps into its rotting, shapeless body. The only sign that this mound is not what it appears to be are the orc bones jutting out of its mulchy exterior.
Whoever is tracking the orcs must make a DC 15 Wisdom (Survival) check. On a failure, they do not notice the signs of combat from the hapless orcs who died here to the slow, shambling attacker. They wander directly into the shambling mound. It gains a surprise round in combat, which it uses to attack and engulf the tracker. On a successful check, the tracker spots the orc bones protruding from the mound and sees the signs of chaos surrounding it before getting within 60 feet of the mound. If the PCs do not disturb the shambling mound, it does not pursue them.
Encounter 3: White Tusk Sentries
The branches of the forest grow thinner, light breaks through the canopy, and the faint chirping of cicadas covers the forest like an aural blanket. The orc tracks here are dense; this area has been heavily trafficked in recent months. As the tracker studies the path to discern the correct way forward, the cicadas are silenced by the snarling of dogs and the plodding of metal boots. A pair of White Tusk bloodragers and their 2 dire wolf hunting dogs patrol this area.
Whoever is tracking the orcs must make a successful DC 17 Dexterity (Stealth) or Wisdom (Survival) check. On a failed check, the dire wolves catch the characters’ scent, and the sentries pursue them with intent to kill for up to 1 mile. On a successful check, the tracker finds a path through the underbrush that helps them conceal their tracks and scent, letting them slip past the sentries. On a failure, the orcs immediately catch up and attack. If any of the orcs are captured and interrogated, a successful DC 14 Charisma (Intimidation) check forces one to reveal the existence of a second human captive, though they aren’t super clear on who exactly “the little one” is or why he’s important. They unquestioningly believe he is important because the bloodchief says so.
After this encounter, the characters find their way to the edge of a forest clearing. Through the thinning tree line, they can see the ancient walls and crumbling crenellations of an ancient fortress. Tall torches burn at the edges of the clearing, illuminating the grounds for the benefit of the orcs standing atop the battlements.
PART 3: THE RUINS OF CASTLE REND
To the peasantry, goblins and orcs are “demons,” meaning nothing more than fell spirits that live in the darkness of the wilds. But there is truth hidden in their folk wisdom, for Grole the One-Handed, Wargod of the Orcs, was once a Lord of Gehennom, a Demon Lord of Hell. But now he and his children call our world home.
— Mahendraditya the Helldiver The Codex Incabulum Wonder 1121
Castle Rend was once a mighty stronghold of the Blue Dragon Phalanx, but those days are long past. The just law of the Good King has long since crumbled into tyranny and barbarism, just as the once-noble walls of Castle Rend have fallen into ruin.
The White Tusk orcs claimed Rend as their bastion two months ago. Their leader, Bonebreaker Dorokor, moved her nomadic clan into this forgotten keep after she accepted Lord Saxton’s offer. She suspected the human would turn on the orcs as soon as they had outlived their usefulness. Her suspicions were vindicated when every bounty hunter from Bedegar to Dalrath suddenly began hunting for the orcs who slaughtered the Baron of Bedegar and his family. Yet she knows this situation cannot last long; her people will not submit to living in stone walls much longer. It is not the orcish way.
Edmund and Dorokor
Dorokor keeps Edmund Bedegar prisoner in a comfortable room near her personal chambers. Comfortable by orcish standards, anyway. On his first day as prisoner, Edmund demanded to face Dorokor in single combat, claiming his right as a fellow chieftain. The other orcs laughed, but Dorokor peered at the young human with suspicion. Did he know orcs govern by right of combat? Or did he guess at it?
She indulged him, and stepped into the makeshift cage they created for him. Handing him a shortsword, she faced the young baron without a weapon of her own. A moment later, the boy was on his back, his sword flung far away, and Dorokor’s boot on his chest.
The boy would not yield. He sneered and spat at the bloodchief. The other orcs demanded his blood. But Dorokor knew she could not indulge them.
The young lordling had lost the combat but subtly outmaneuvered her. He forced her into a position where she had to kill him, but in order to preserve her plan, she could not kill him.
To the confusion of her tribe, she relented. Citing her plan to use the tiny human as a bargaining chip, she spared him. But she knew her orcs didn’t like it.
Now, she spends a few hours each day sparring with the young lord. She cannot explain why, even to her closest lieutenant.
“Keep it alive yes. Fed, we must. But train it? Teach it our battle ways? What is to be gained? Is it pity? Do you feel sorry for this pup?”
“I do not know, Oregg. I cannot say. Do not press me overmuch. Here, I am feeling my way. We are on unfamiliar terrain, and the world is not much with us since our bargain with Saxton.”
“Your bargain.”
“Aye, I admit it. But I think there is a path through this wood, and though I fumble like Grole with only one good hand, I think there is yet victory to be grasped. Indulge me in this. It is of little consequence in any event.”
If the PCs try to kill their way through the orcs to rescue Pinna, Dorokor will not hesitate to threaten Edmund’s life first, or Pinna’s, and she means it. She will show some confusion at the PCs’ tactics, as she believed that holding captives would force negotiations. The PCs don’t know this, but Saxton originally captured Oregg Steeltwister and ransomed him back to Dorokor to force her to the negotiating table, where he pitched his plan.
In a sense, Dorokor is experimenting with civilization. Holding prisoners captive, seeking parley and negotiation. If this fails, if it even seems like it’s going to fail, she is perfectly happy to go back to being a chaotic orc.
Arrival
Read this aloud when the PCs first emerge from the forest and see Castle Rend.
The trees and tall grass end, and the forest opens to a large clearing dominated by a ruined stone keep. This is the once-proud stronghold of the Blue Dragon Phalanx. A fortified wall surrounded this place long ago, but only the eastern and western sections remain intact. The entire upper level of the keep has collapsed. Two towers, one in the northwest, the other in the southeast, acted as lookouts once; now only the northwest tower remains intact. Time has ravaged this place.
The underbrush is clear for sixty feet surrounding the ruin, with lit torches placed every forty to fifty feet. The walls of the keep are as bare as the ground, not overgrown with choking vines
Castle Rend General Features
This once proud dragon-knight stronghold is a shadow of its former glory. Its upper levels have all but completely collapsed, save for a single tower. The collapsed tower is filled with the restless spirits of the Blue Dragon knights that once claimed this keep, and its dungeons are filled with their cursed bones. The orcs stay away from those places.
The orcs captured some of the goblins native to the forest and press-ganged them into service, forcing them to dig pit traps in the keep’s grounds and cut down trees, using this timber to reinforce the keep’s crumbling architecture. After the goblins finished their labor, their orcish taskmasters executed them to prevent them from revealing the location of their hideaway. Only one, a squeamish runt named Glurpick, managed to escape. He fled for weeks, but after many trials he came into the presence of Sir Pelliton. The Star Knight keeps the goblin chained like a hound and has used him to help plan an attack on Castle Rend, which will be put into motion in Part 4: The Siege of Castle Rend (page 100).
Ceilings. The keep’s ceilings are 15 feet high unless otherwise noted. The dungeon’s ceilings are more cramped at only 10 feet high.
Doors. The keep’s doors are unlocked by virtue of the original keys having been lost. The orcs have installed simple wooden bars to block doors they don’t want opened. A creature must make a successful DC 17 Strength check to break down a barred door. Doors on the ground level of the keep are made of wood reinforced with iron, while doors on the dungeon level are made of stone.
Floors. Castle Rend’s flagstones are cracked and filled with moss. The White Tusk orcs removed some of these stones and excavated the foundation to create hidden pit traps by covering the hole with flimsy wooden planks covered in moss. A pit trap can be spotted by making a successful DC 16 Wisdom (Perception) check while within 30 feet of the pit. If a creature weighing more than 50 pounds (including gear) steps on a pit trap, it must make a successful DC 16 Dexterity saving throw or fall in. The pits are 30 feet deep and lined with wooden stakes. A creature that falls into a pit takes 10 (3d6) bludgeoning damage plus 10 (3d6) piercing damage.
Pit traps are marked on the map of Castle Rend (next page) with a red “X.”
Light. Unless otherwise noted, all interior areas are pitch dark. The orcs don’t need light to see, and this darkness gives them an edge against most assailants.
The Daily Routine
The orcs live and work in the castle, preparing for war. They are always preparing for war. If the PCs spend hours or a day spying on the keep, possibly using invisibility or wildshape to enter the castle undetected, they will witness the following cycle of events.
There are always 4 orcs in the watchtower. At any given time, at least half the orcs in the keep are awake.
Morning
The orcs slaughter the game they hunted the previous evening. Dorokor wakes Edmund and they train in the sparring chamber. Orcs who participated in the hunt the previous night go to sleep.
Afternoon
Other orcs use the sparring chamber for ritual combat, resolving grudges, or simple sport. Food is prepared for the evening feast.
Evening
The orcs eat a huge meal at dusk in the great hall, and then sleep for a few hours, waking around midnight to hunt.
Night
The orcs hunt game in the forest. Dorokor occasionally leads the hunt. Metalworkers pound old, scavenged shields, armor, and weapons into something usable.
Castle Rend Exterior Locations
Castle Rend was built in a forest clearing, and its two watchtowers gave it an excellent view of the surround- ing area in those days. Now that one tower is collapsed and filled with vengeful spirits, the orcs only have one tower from which to survey the area. If both were in use, the fortress would be all but impossible to sneak up on. However, in its current state, the PCs have two options: attempt to sneak past the orcish sentries surveilling the courtyard and risk alerting the orcs, or brave the dungeon and risk their lives.
B1. Forest’s Edge
Tall torches are staked into the ground at forty-foot intervals surrounding the perimeter of the castle. The grass is nearly three feet tall here, and creatures like halflings, gnomes, and wood elves can hide from the sentries in this natural cover by making a successful DC 11 Dexterity (Stealth) check. Taller creatures can crawl on their bellies, but have disadvantage on Dexterity (Stealth) checks made to hide in this way. Characters that do not attempt to hide as they exit the tree line are trivially easy to spot by the orc sentries atop the guard tower (area C13).
The northern wall of the keep has completely col- lapsed, making it the easiest way to enter the bailey.
B2. Bailey
Castle Rend’s bailey has largely been cleared of over- growth by the orcs and their goblin slaves. The orcs have deposited the goblins’ corpses unceremoniously into an unmarked grave on the west side of the court- yard. They’ve rotted there for nearly two weeks. Other refuse now fills the pit as well.
The orcs atop the guard tower (area C13) do not watch the bailey unless alerted by noise from the courtyard. To cover this blind spot, the bailey is filled with pit traps, covered with thin planks of wood, with the wood covered in mud and grass. The pits do not have spikes, but the boards have affixed chimes made of bone and metal.
A creature that weighs more than 50 pounds (includ- ing its gear) falls into the pit if it steps on top of it, and must make a successful DC 16 Dexterity saving throw or fall in, breaking the boards, ringing the chimes, and attracting the attention of the sentries. The pits are 20 feet deep, and a creature that falls into one takes 7 (2d6) bludgeoning damage from the fall.
If the chimes ring or another loud noise is made in the bailey, the orc sentries turn to look. Any character in the bailey can use their reaction to fall to the ground and make a Dexterity (Stealth) check with disadvantage. If the result of their check is greater than the result of the orcs’ Wisdom (Perception) check, the character escapes the orcs’ notice, and the orcs look back toward the forest.
B3. Main Gate
Castle Rend’s main entrance is a thick gate of oak rein- forced with bands of iron. An iron portcullis hangs over the gate, but its mechanism is rusted solid, and it can no longer be lowered by anything short of a successful DC 30 Strength check. The doors, however, have only weakened with age. They are barred from the inside, but can be broken down with a successful DC 20 Strength check. Whether this check succeeds or fails, the noise draws the attention of the orcs in the entrance hall (area C3).
B4. Secret Entrance
This trapdoor is overgrown with creeper vines and is unknown to the orcs. It conceals a long, winding stair- case that leads into area C25 within the castle basement.
Castle Rend Interior Locations
Noise travels poorly within the plant-choked stone interior of Castle Rend. If a battle breaks out in any room within the castle, only creatures in adjacent areas connected by a doorway can hear the sound of combat. Even then, unless an orc calls for help or the PCs shout a phrase in a language other than Orc, the orcs simply assume that a brawl has broken out. The White Tusk does not fear dying for their chieftain; they only call for help if frightened by supernatural means.
C1. Entryway
The scent of dung and burnt flesh fills the entryway, wafting down the hall from the entrance hall (area C3). The main doors to Castle Rend are barred from this side. By lifting the bar as an action, the doors can be opened at will. If these doors are forced open from the outside, the sound is clearly audible to creatures in areas C2a, C2b, and C3.
C2. Guard Posts
Both of the guard posts (areas C2a and C2b) are unmanned. The orcs lack trained archers to make use of the arrow slits of the keep.
Area C2b also has a lever that controls the portcul- lis hanging above the castle’s main doors. This lever cannot move right now, because the portcullis has rusted shut. Trying to force the rotted wooden lever just snaps it in half.
C3. Entrance Hall
The largest chamber in Castle Rend is now breezy and moss-covered. Its carpets have been shredded by animal claws and rotted by water. A large bonfire burns in the center of this chamber, its smoke pouring out of a hole in the ceiling. Two White Tusk jugger- nauts (see page 138) and their two dire wolf pets sit around the fire, gnawing on large hunks of venison. The two juggernauts each carry a potion of hill giant strength brewed by the orc shamans in the cauldron room (area C18), and each orc drinks their potion on their first turn in combat.
A treasure chest has been slid against the south wall of this chamber. It is surrounded by animal bones that have been gnawed clean by sharp fangs. This treasure chest is actually a mimic that the orcs found and now keep as a pet. It contains 500 gp worth of sapphires inside its gullet.
Developments. This room is connected to many others, so creating a disturbance here causes the orcs in adjacent rooms to investigate. If it is sundown, Bonebreaker Dorokor, Oregg Steeltwister, Pinna, and Edmund Bedegar are likely dining in the Great Hall (area C8). Bonebreaker Dorokor and Oregg Steelt- wister (page 137) attack on sight, suspecting that the characters are Lord Saxton’s thugs. Pinna and Edmund hold back and come to investigate on the second round of combat, but if Pinna recognizes the characters from Gravesford, she screams for both sides to stop fighting. See the Negotiating with Orcs event (page 127).
Treasure. Each of the juggernauts carries a coin pouch filled with 10 gp. If they were killed before they could drink their potion, each also carries a potion of hill giant strength.
C4. Chapel
This chapel was consecrated to St. Gaed the Confessor in the days of the Blue Dragon Phalanx, also known as the Blue Dragonflight. In the middle of the chamber, a shrine to the saint stands with arms outstretched. However, the statue has been desecrated by the orcs. St. Gaed’s noble visage is defaced and warped into that of a snarling orc—the image of Grole, the orc god of slaughter and domination.
This affront angered the spirits of the Blue Dragon Phalanx that once protected this fortress, and they rose in anger against the orcs. Their spirits now occupy parts of the dungeon and the collapsed tower—and this chamber! If a creature touches the statue, an electric shock runs through its hand, like static. The room then grows colder and darker. The eyes of the statue begin to bleed, and a ghastly voice rasps, “No living creature shall defile our castle further. Die.”
A wraith emerges from the floor and attacks the creature who touched the statue. It retreats into the floor once all creatures that were present when it appeared leave the room.
Breaking the Curse. The curse of undeath placed upon this keep can be broken if the chapel is reconse- crated to St. Gaed. Father Belderone from Gravesford can perform a ritual of reconsecration if given 24 hours and 500 gp with which to purchase incense, sacred unguents, and holy water. Casting hallow within this chamber will also set the undead to rest, though that spell is likely beyond the PCs’ ability to cast.
Secret. A character that succeeds on a DC 15 Wisdom (Perception) check notices that the statue is standing on a wooden floor tile. If the statue is moved, a trapdoor is revealed. This trapdoor leads to the knights’ crypt (area C21).
C5. Sparring Chamber
Knights once sparred in this chamber, but all the archery targets have rotted away. The White Tusk orcs still use it as a training chamber, and sometimes Bonebreaker Dorokor and Edmund Bedegar spar here. Dorokor has some sense of mercy, but only enough to keep her blows from outright killing “the boy with no hide,” as the orcs call him. Edmund has never won a match but has dozens of cuts and bruises to show for his efforts.
Four orcs spar here.
Treasure. About two dozen sets of orcish armor and crude weapons are haphazardly stored along the perimeter of this room. A character that makes a successful DC 13 Wisdom (Perception) check or takes 5 minutes to search the armor finds a well-kept suit of studded leather armor and a shining +1 rapier with the Bedegar coat of arms inscribed on the pommel.
BACKSTORY: EDMUND AND DOROKOR
“You killed my parents. My whole family! I will see you hung upon the gibbet. I will see justice done upon you and all your foul kind!”
Bonebreaker Dorokor, using her tusks to extract some last marrow from a bone, stops at this. She tosses aside the bone and looks at Edmund as though seeing him for the first time.
“There is steel in Men,” she observes quietly to herself. Then leans forward. As her face looms closer, Edmund’s courage wavers and he pulls back as much as the shackles will allow.
“You blame me? Blame the knife. I did what I had to for my tribe, just as you would. You think the White Tusk is the matter before you?” She turns and spits on the ground next to Edmund. “Had we not agreed, Saxton would have found others. Your clan would be just as dead. No matter who stormed your stone walls that night.”
“Lord Saxton is my…was…my father’s best friend.”
“Well now you know the difference between Men and orcs.” Bonebreaker Dorokor leans back into the once opulent chair at the head of the table. Picks up another bone—human?—from the pile next to the chair, snaps it in half, and begins sucking out the marrow. “Your father had ‘friends.’ Now your father is dead. I have no use for friends and am still alive. In spite of Men’s treachery. Think on that, little one. If you survive this, it will be an important lesson for you, when you are bloodchief.”
C6. Armory
The Blue Dragonflight stored their weapons and armor here. None of the armor fits the orcs, and most of it is rusty and corroded by time and water. The crest of the dragon knights is still visible on the chest pieces of the plate armor, though.
Twelve suits of plate armor stand around the walls of this room. Eleven are rusted and pitted, but one still seems to gleam silver, as if it had been polished mere moments ago. This suit of +1 plate belonged to Raizorojan, Captain of the Blue Dragon Phalanx, and fits a human with a broad, athletic build. Other crea- tures will need to have it refitted. Touching the suit of magical plate causes eight of the rusty suits of armor to creak to life as animated armor and attack the pillag- ers until they all leave the room. These enchanted suits of armor have 18 Strength; their slam attacks have a +6
bonus to hit and deal 11 (2d6 + 4) bludgeoning damage on a hit. These changes increase their challenge rating to 2 (450 XP).
C7. Coatroom
This room once held the ceremonial attire of the knights and had room for guests to hang their coats. All within has been reduced to muck and tattered cloth.
Treasure. Digging through the mold and muck for 5 minutes will yield gold buttons, lapis lazuli cufflinks, and sapphire earrings worth a total of 300 gp.
C8. Great Hall
A stately marble dining table stands before a cold hearth in the center of the great hall. Twelve stone chairs are assembled around it, though all have been chipped, covered with plants, or knocked over. Every
night at sunset, Bonebreaker Dorokor sups here with her lieutenant, Oregg Steeltwister, as well as Edmund Bedegar and Pinna. Lately, they have been planning how best to conduct negotiations with the people of Gravesford.
If the PCs interrupt this meal, Bonebreaker Dorokor and Oregg Steeltwister (page 137) both leap over the table and attack instantly, suspecting that the PCs are assassins sent by Lord Saxton. If Pinna recognizes them from Gravesford, she instantly calls for everyone to stop fighting. See the Negotiating with Orcs event (page 127).
At other times of day, this chamber is usually empty. Orcs can pass through it to get from the barracks to the watchtower when changing guard shifts (see area C13).
C9. Barracks
The orcs have repurposed the Blue Dragonflight’s bar- racks as their own. Areas 9a, 9b, and 9c each contain four bunks. Area 9d has been converted into a hold- ing chamber for Edmund Bedegar and, more recently, Pinna. Young Lord Bedegar has helped soothe the hedge mage’s nerves after being kidnapped.
Area 9e belongs to Bonebreaker Dorokor, and its door is decorated with an ornate crest of snapped bones, with an eagle’s skull in the center. Her large chamber contains items unusual for an orc, such as a washbasin, parchment, and charcoal. Dorokor has no use for human fineries, and everything within her chamber is worthless by human standards, save for her magical greataxe, Wound (see Bonebreaker Dorokor, page 143). She keeps this mighty weapon on her person at all times, and rests it at the foot of her cot while she sleeps.
Area 9f belongs to Oregg Steeltwister, second-in-com- mand of the White Tusk clan. He possesses none of Dorokor’s cunning or subtlety, but he is madly in love with her. He follows her every order and pretends to understand her schemes in order to win her favor.
C10. Kitchen
This kitchen once produced fabulous meals for the Blue Dragon knights. Now, it is manned solely by whichever orc is on mess duty for the day. Game is plentiful in the Forest Rend, and the kitchen is covered in dried animal blood, with the carcasses of deer and wild boars hang- ing from the ceiling on improvised meat hooks. The orcs have no desire to eat anything but raw meat, so their cook is little more than a butcher.
The orc manning the kitchen today is a coward named Greevil. He does not attack on sight like other orcs, but instead tries to hide when the PCs enter this room. A successful DC 10 Charisma (Intimidation) check can convince him to do the PCs’ dirty work, so
long as it doesn’t involve directly acting against Bone- breaker Dorokor or Oregg Steeltwister. He will tell the heroes about Edmund, or about Dorokor’s plan and her desire to parley with the humans, or about the layout of the keep, but he won’t disobey Dorokor or attack her or any other orc.
C11. Larder
The orcs do not store or preserve their food, and what provisions remained here have spoiled and rotted away.
C12. Tower Stairs
A stone spiral staircase winds up into the watchtower and down into the stronghold’s basement. Characters trying to climb the stairs quietly must make a successful DC 10 Dexterity (Stealth) check. If the passive Dexterity (Stealth) of every character is higher than 10, they automatically succeed on this check. If they fail this check or do not attempt to ascend the staircase quietly, all four orcs in area C13 hear their approach and ready an action to attack the next non-orc creature they see.
C13. Watchtower
Four orcs stand guard at this fifty-foot-tall watchtower at all times, looking down upon the forest surrounding Castle Rend. A stone brazier holds faintly burning embers for staving off the cold during the night. They pass the time by telling rude jokes.
If attacked in melee, they try to grapple their attackers and hurl them from the tower.
C14. Collapsed Tower
The collapsed south tower is a place of great suffering. Those who once inhabited this castle—the tormented souls of King Omund’s knights and priests of St. Gaed the Confessor—keep constant vigil in this tower, and no orc dares enter it. On moonless nights, a spectral flame burns atop its ruined crenellations.
This tower holds a staircase that climbs to its ruined top and descends into area C25 of the keep’s dungeons. Climbing the staircase leads to a dead end where the tower has caved in, and any creature who sifts through the rubble must make a DC 13 Charisma saving throw as the ghost of one of the knights emerges through the wall and uses its Possession ability on them. The ghost fights until it is destroyed.
Sifting through the rubble for 5 minutes reveals a rusted iron lockbox, which is trivial to force open. Inside is an airtight pewter scroll case embellished with silver images of dragons. Inside the case is a small key and a piece of parchment: the deed to this keep, signed by Omund himself. The deed is a historical curi- osity, but since both King Omund and the Blue Dragon- flight are now little more than a memory, the deed is practically useless in this day and age. That is, unless someone convincing and charismatic decided to keep it and declare it valid under the principle that Omund’s proclamation was never lawfully rescinded. The scroll case could be sold to a jeweler for 300 gp.
The key within this scroll case is small, made of silver, and embellished with an image of a dragon. It opens the treasure chests in area C19 within the dungeon.
Castle Rend Dungeon Locations
The dungeons of Castle Rend contain the sleeping quar- ters of the White Tusk clan’s lowliest grunts, but they are also home to the clan’s shrine to Grole, the clan’s warspeakers, and their shamans. Some putrid smell and the acrid stench of smoke fills the dungeons—the orcs’ shamans are brewing something foul down here, and there is hardly any ventilation. The stink doesn’t bother the orcs, but PCs that enter the dungeon level
must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour by the smell. If a PC succeeds on this save, they become immune to being poisoned in this way for 24 hours.
C15. Prison-Barracks
This room was once a prison, but the White Tusk orcs have converted it into barracks for their lowliest grunts. Whichever orc is on watch duty for the night rests here with 2 dire wolves at his side. Any combat here instantly draws the attention of any orcs in areas C16a–d and awakens any that are asleep. A poisoned dagger rests on the orc’s bedside table. The orc throws this dagger at an enemy on his first turn in combat. On a hit, the target takes the dagger’s normal damage and must also make a DC 14 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Treasure. A small treasure chest is stowed beneath the sentry’s bed. It is unlocked and contains a vial of deadly poison. There is enough left to coat one weapon. The next time the poisoned weapon deals damage to a creature, it must also make a DC 14 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
C16. Barracks-Cells
Each of these four rooms contains a bunk that fits two orcs (in fairly cramped conditions). During the day, these orcs are off hunting or patrolling the forest. At night, their inhabitants sleep here. The barred doors of these cells have been ripped off their hinges and lie strewn around the hallway.
Each cell’s occupants are:
C16a. Two White Tusk orcs.
C16b. Two White Tusk bloodragers.
C16c. Two White Tusk orcs.
C16d. One White Tusk juggernaut.
C17. Warspeakers’ Cloister
Two White Tusk warspeakers of Grole have made this spacious chamber their home. While they tend to the shrine (area C23) during the day, they return here to sleep after nightfall. One has cast an alarm spell on this room in case one of the common orcs is foolish enough to try to steal from them, and both warspeakers come running from the shrine if the spell is triggered.
Treasure. Each warspeaker keeps a small chest containing 100 gp underneath their cot. Additionally, one has a stack of three stone tablets that function like spell scrolls. Only creatures that can read Orc can use these stone scrolls of bestow curse, shield of faith, and spiritual weapon.
C18. Cauldron Room
Here, two White Tusk shamans brew a foul-smelling concoction in a cauldron suspended over a bed of smol- dering embers. On the first turn of combat, one of the shamans uses its Spirit-Bonded Body trait to transform into a wolf and howl loudly as an action. This howling alerts all orcs in the dungeon level to the presence of intruders, so they can’t be surprised for the next hour. Additionally, all orcs in areas C15, C16, C17, and C20 come to investigate the disturbance, ready for battle.
Treasure. The cauldron contains a potion that the shamans are brewing to aid their bloodchief in the trials to come. This pungent broth is the base for a potion of enhance ability (page 146). It is currently inert, but its magical effects can be activated by adding a single hair or feather of a certain animal to a vial of this potion. There is enough broth in this cauldron to fill six glass vials. A crate containing twelve vials sits in a corner of this room.
C19. Secret Treasury
The White Tusk orcs have not discovered the secret vault in which the Blue Dragonflight stored their spoils. A secret door disguised to look like the masonry of the hallway protects this vault. However, a creature within 30 feet of the secret door that makes a successful DC 17 Wisdom (Perception) check will notice that the caul- dron-smoke filling the dungeon is filtering through a tiny crack at the top and bottom of a five-foot section of wall. The secret door can be demolished by making a successful DC 17 Strength check. Otherwise, its hidden lock can be found by making a successful DC 15 Intelli- gence (Investigation) check and then picked by making a successful DC 17 Dexterity check with thieves’ tools.
Within the chamber is a small, uncorrupted shrine to St. Gaed the Confessor. A silver chalice worth 100 gp rests on it, filled with divine mead that has stayed fresh through the ages. A cleric, druid, or paladin that drinks of this holy mead restores 1 expended spell slot.
The larger room to the west of this shrine contains four treasure chests, each locked and trapped with a poison needle trap. Opening a chest without the proper key (found in the scroll case in area C14) causes a needle to spring out from the lock three inches, delivering a dose of poison. A pricked creature takes 1 piercing damage and 11 (2d10) poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. A character who makes a successful DC 20 Intelligence (Investigation) check will deduce the trap’s presence from alterations made to the lock to accommodate the needle. The needle can be removed from the lock, disarming the trap, by making a successful DC 15 Dexterity check using thieves’ tools. Failing to pick the lock triggers the trap.
Each chest contains 500 + 10d6 gp and 50 + 1d10 pp.
C20. Refuse Pit
The orcs have dug a small pit to throw their waste into. Its stench is rank.
C21. Crypt of the Blue Dragon Knights
This solemn chamber contains the remains of the knights that once protected this land. Ten rows of stone sarcophagi form a sepulchral procession down this hall. The leader of the knights lingers here within his sarcophagus on the far west wall of the room as a wraith, who vengefully attacks any creature that enters his domain. He speaks Common and is willing to discuss cleansing the shrine of St. Gaed and being set to rest—he demands that the orcs be permanently driven out of the keep before the shrine is reconsecrated—but will only negotiate if the PCs initiate. Otherwise, he attacks indiscriminately.
At the start of each round of combat while in the crypt, two specters rise from graves until all 18 specters have risen, threatening to overwhelm the PCs through sheer numbers. All of the undead disperse instantly if the wraith is killed or if the PCs flee this chamber.
Treasure. Within the wraith’s sarcophagus is his holy sword, Grace (page 146). Another sarcophagus holds the dust of another knight and the Armor of St. Gaed the Confessor (page 146).
C22. Tower Stairs
A stone spiral staircase winds up to the main floor of the keep (area C12), and then farther up still to the watchtower (area C13).
C23. Shrine to Grole
The warspeakers of the White Tusk clan created a new shrine to Grole after they realized their error in defiling the statue of St. Gaed in the upper levels. The shrine to Grole in the dungeons is little more than a stone slab covered in carved bone trinkets, but it is enough to satisfy Bonebreaker Dorokor.
Two White Tusk warspeakers tend to this shrine. They allow their fellow orcs to pray at this shrine, but attack invaders on sight.
Treasure. A fist-sized sapphire rests on the shrine, a shining stone that one of the warspeakers found while exploring the dungeons. A character that makes a successful DC 22 Intelligence (Arcana or Nature) check discerns that this stone is actually the crystallized heart of a sapphire dragon, and it is probably about a hundred years old. As a stone, it would sell for about 400 gp, but as a magical relic, a wizard would easily buy it for 1,000 gp. It also functions as a medium psionic crystal (page 262).
C24. Secret Escape Route
The hidden passage from area B4 in the castle courtyard leads to a long, earthen tunnel that winds downward into this hidden room—a secret back exit for a castle under siege. Long ago, it contained a fully stocked emergency larder and armory, but everything inside has long since rotted or corroded. The orcs know nothing of this secret room, making it a perfect place to rest.
The secret door is clearly marked from this side, but blends into the wall when viewed from the hallway. A creature within 30 feet of the secret door that makes a successful DC 17 Wisdom (Perception) check will notice the cauldron-smoke that fills the dungeon is filtering through a tiny crack at the top and bottom of a five- foot section of wall. The secret door can be demolished by a successful DC 17 Strength check, or by finding its hidden lock by making a successful DC 15 Intelligence (Investigation) check and then picking the lock with a successful DC 17 Dexterity check with thieves’ tools.
C25. Collapsed Tower Stairs
These stairs lead upward to the collapsed tower (area C14).
Castle Rend Event: Negotiating with Orcs
When the PCs meet with Bonebreaker Dorokor, she announces: “I am Bonebreaker Dorokor, Bloodchief of the White Tusk. I hold Wound. If you are servants of the human Saxton, you will die quickly and painfully.” Facing an orc with two humans hostage, the heroes may just attack. Typical. But if they negotiate with her, she agrees to parley. She demands that the PCs set down their arms and join her at the table. She snarls at Edmund and Pinna to not speak out of turn, and the two meekly oblige. Edmund sits on Dorokor’s left,
Pinna sits on Edmund’s left, and Oregg Steeltwister sits on Dorokor’s right.
As part of negotiations, Dorokor explains the situa- tion:
Lord Saxton kidnapped one of Dorokor’s own and arranged a meeting. She was given a sum of gold to kill the Baron of Bedegar and his family so that Lord Saxton could become regent.
She spared the life of Edmund Bedegar and stole him away just in case Saxton stabbed her in the back. (Spoiler: he did.)
She wishes to return the boy to human lands and reveal Saxton’s treachery so that he may be deposed. However, she has terms she needs met, and she no longer trusts the honor of “civ- ilized folk.”
Dorokor is willing to return both Pinna and Edmund and quit the field, leaving the castle with her tribe— especially if she believes the PCs will use Edmund to expose Saxton’s treachery (this is, after all, her entire plan). But in order to maintain her control over the clan, Dorokor must come out ahead in these negotiations, and no amount of promises will do the trick. She needs to show the orcs under her leadership that she is stronger than these humans and that the humans know it. Only an item of power will suffice.
The flip side of this is that the orcs don’t really know what counts as “an item of power,” so they can be fooled a little. But Bonebreaker Dorokor is harder to fool. If the PCs are sufficiently persuasive, she’ll accept a lesser item and play it up to her tribe as though it’s a triumph.
Otherwise, she demands a powerful magic item—a rare or rarer magic weapon (like the holy sword Grace found in area C21) would do the trick. As a rule of thumb, the PCs’ single most valuable possession is enough to all-but-instantly secure a successful negotiation.
If this negotiation goes well, Dorokor snarls a wide smile. “Take the boy. Take the girl. Take this stone house too, if you wish. Walls are for keeping cattle
and pigs. We care not for such things—you can have it. But kill Saxton. He is too treacherous to lead men, and too weak to survive out here. If you agree to this, the White Tusk clan will return to the hills in the north and trouble you no more.”
If the negotiations go exceptionally well, Dorokor pro- duces a hollowed ram’s horn from her belt and hands it to the PCs. “I do not give Men gifts lightly. We have a common enemy: Saxton and his vermin. If you blow the horn, my clan will answer so long as we can hear it.”
If negotiations stall or turn sour, Dorokor puts her hostage to work. She grabs Edmund by the neck and levels Wound at his throat. “Meet my demands or your true bloodchief dies. And the girl too. You must swear it. Swear with something stronger than your worthless honor.” It is clear from the look in her eyes and the edge in her voice that Dorokor never makes empty threats.
If the PCs can’t agree on how to negotiate with Dorokor, then it’s initiative. If they fail to beat her in the initiative order, she executes Edmund. Or just slits his throat and leaves him for dead, so a PC cleric can heal him later, depending on what kind of GM you are. 😃
If they succeed in negotiating with her, she takes her tribe and leaves in the night, without bothering with sentimental goodbyes.
PART 4: THE SIEGE OF CASTLE REND
Those who stand closest to the light cast the longest shadows.
Edmund’s Reward
Edmund approaches the apparent leader of the group, or the most knightly, or the most lawful, in that order.
— Ka-lida-sa Dhar Vizier to the Court of Virmastha
The Codex Umbra
Wonder 67 Whether by blade or by bargain, the characters have gained control of Castle Rend. They now have a stronghold of their very own! However, they won’t be truly masters of their domain until they have defended it from invaders. Fortunately, Sir Pelliton intends to give them that chance. His army arrives in one week. The PCs must gather allies, fortify their position, and prepare themselves for Pelliton’s attack.
This week will be eventful…
Dorokor’s Aftermath
Lots of stuff happens once Dorokor is taken care of, and the players have many opportunities to gather information about their real enemy—Sir Pelliton—and prepare for a battle. In this section, we’ll also walk through the steps of deciding what kind of stronghold Castle Rend is, what rewards the players get based on this decision, and how and what kind of units they have available for the coming battle.
Right now, the PCs probably have no idea that Sir Pelliton is on his way. They have other business that they may wish to deal with, such as making sure the White Tusk orcs head off, returning Pinna to Gravesford, and perhaps scheming with Edmund about how to take back Bedegar Keep. That last quest is beyond the scope of this adventure and could even be the basis of an entire campaign. If the players are interested in such a campaign, they should be prepared to invest in their stronghold, gather followers, and become lords with the might to challenge Saxton on his own terms.
Edmund looks you in the eye. “I do not hold Bedegar Keep. I have no army. I am young—but I am my father’s son. I am the Baron of Bedegar, and I owe you my life. Let this be my first act as baron. Kneel. And someone hand me a sword.”
Edmund taps the sword on your shoulders, his hands trembling slightly with the weight of it. “Arise, knight of Bedegar. I invest you with this castle, too, just as the knights of Good King Omund held it in elder days.”
Ceremony over, the boy becomes a little less formal. “Well, you are now my privy council. What shall we do now?”
Edmund is a natural-born leader, but he is unsure of himself. He will need time and guidance to grow into his role as Baron of Bedegar. The PCs may approach this situation in many ways: Some may wish to help him, serving as powerful advisers to a young baron. Others may wish to have nothing to do with the boy, and would prefer to let him live with Father Belderone in Gravesford in secret until he is ready to take back Bedegar Keep.
Depending on how much the PCs like Edmund, you may make him a major NPC or relegate him to the role of a background character until the time for war with Lord Saxton is at hand.
Setting Up Shop
The players may want to stay here and dispatch one of their own as a messenger back to Gravesford. If they do this, then Willoughby Twobuckle (see A Cog in the System, page 131) infiltrates the castle to meet with them.
Twobuckle is a high-level thief, so infiltrating the castle won’t be hard for him, but the players may have the means to detect him—an alarm spell would do the trick—in which case he doesn’t put up a fight. He’s only a messenger, after all.
Pinna and Edmund are both willing to go back to Gravesford on their own, but this is exceedingly dangerous as neither of them is a competent adventurer and the forest is still hazardous. Someone from the party should accompany them.
Returning to Gravesford
“Do you think we could…go home? I couldn’t stay in this castle, not yet,” Pinna says. “Not after being dragged off by orcs and kept here against my will. Besides, I’m a wizard. I need my supplies, and my potions, and…well, the people of Gravesford need me! Not that I wouldn’t like to live in a castle. Real wizards do live in castles…or towers! If that ruined tower were fixed up into a real-life wizard’s tower, I don’t think I could refuse.”
Pinna’s kidnapping started this entire quest, and she wants to return home. Returning with her to Gravesford is easy for the heroes now that there aren’t any orcs in the way. If you want to slow things down and make the trip feel difficult, roll once on the Forest Rend Encounters chart (page 114), but it’s also reasonable to skip the encounter and return to town without the hassle. Edmund also wishes to go, requesting that he not be left alone in the empty, literally haunted castle.
Upon returning to Gravesford and revealing Pinna to be unharmed, the townsfolk welcome the PCs back as heroes and invite them to spend the night in the Reluctant Pig—no charge. All the children in town cluster around the PCs, asking them for stories of their adventures, and the adventuresome grandmother Helanna joins the crowd.
Edmund’s Birthright. Keen-eyed Giselle catches sight of Edmund and asks, “Who is the boy?” Edmund glances at the PCs, waiting for them to make the first move. He is bold and noble, but sensible. If his protectors aren’t willing to reveal his identity yet, he will oblige. If they choose to conceal his identity, he bides his time. If they do reveal his identity, the villagers are shocked and instantly bow to their baron. Carroc demands proof, but Edmund’s ring11—the ruby signet of Bedegar— instantly puts him in his place. The greedy farmer is the willing supplicant of the most powerful person in the room, and that is Edmund…for now. Edmund has no real power until he sits upon the throne of Bedegar, and if Sir Pelliton or Lord Saxton comes calling, Carroc will betray the PCs in a heartbeat.
Pinna’s Return. Pinna returns to her shop, dismayed to see it practically razed to the ground.
“There was an explosion! I remember now,” she muses, clearly in shock. Seeing the shop’s wreckage, she turns to the PCs with a new fire in her eyes. “You own a castle now, don’t you? It’s time to get started on that wizard tower! Just you wait, I’ll be able to make you potions and little charms…and you’ll even have visitors from town willing to do business every now and then!”
If the PCs accept her, Pinna is willing to become their stronghold’s wizard—their first follower! This won’t preclude them rolling on their follower chart. If they manage to put to rest the spirits in the wrecked tower and rebuild it, she will be able to do her own spell research! Pinna’s elucidating hold person!
Willoughby’s Secrets. That night, in the Reluctant Pig, the PCs are approached by a halfling who, judging by his accent, isn’t from around these parts. His name is Willoughby Twobuckle, and he comes with vital information for the PCs. See A Cog in the System below.
A Cog in the System
“Oh, ah…hey. Good job with that orc lady by the way. Who’s this? Looks like the baron’s youngest son. Wow. Hey you folks are screwed, you know that right?”
The night after the White Tusk clan is driven from Castle Rend (forcefully or not), the PCs are surrepti- tiously approached by a halfling named Willoughby Twobuckle. If they are in Gravesford, he slyly approaches them at the inn. If they are in Castle Rend, he slips in and accosts them in the dead of night. His hair is curly and red but is slicked back against his scalp by a thick coat of grease, and he wears leather armor underneath his rustic tunic. Willoughby is an agent (or a Cog) of the Clock, a local thieves’ guild with operations across Vasloria.
He speaks in a clipped and sneering accent, and fears nothing. Agents of the Clock have been spying on the PCs since they first arrived in Gravesford, and he tells the PCs that his superior gave him orders to help them out as best as he could without revealing to Saxton that the Clock opposes his regime.
His news is this: Sir Pelliton knows of Castle Rend and is preparing to attack the castle. He does not know that the orcs are no longer there, but if he learns that the PCs have killed or driven them off, he will stop at nothing to destroy the PCs. Pelliton is a deeply insecure
11 None of the orcs had any idea this was anything other than a trinket.
man, and will not allow commoners like the PCs to claim Saxton’s reward and stand beside him as equals.
“So, yeah, I figure you folks got about a week before that pigstain Pelliton shows up at your new castle or whatever. His army ain’t big but Saxton has some…nasty friends. You know what a gnoll is? Well you’ll see.
“Anyway, the word is out there about you folks and the castle in the forest. And Saxton ain’t exactly popular. I know a couple of companies of foot used to work for the old baron will probably come by to help. But it wouldn’t hurt to find a few hundred more friends who can fight and take orders…
“Oh…and you’re gonna have to kill Pelliton, too, you know that right? ’Cause he’s coming for you personal. Pelliton can get into your castle. We don’t know how exactly, but we know he got it from Saxton and we think Saxton got it directly from Mortum, Ajax’s wizard. Fun times.”
The players are free to debate what this “way in” is. They will almost certainly include a teleport spell in their guesses, which will make them feel smart when it turns out that’s exactly what happens.
A Week to Prepare
The PCs have a little time to travel around to nearby villages and recruit allies to help them defend Castle Rend. If the PCs found it, the castle’s hidden treasury has a great deal of gold to facilitate the hiring of mercenaries from nearby Tarreton, and there are woodworkers and stonemasons in Gravesford and other nearby hamlets that could be paid to rebuild the castle’s crumbling fortifications. Rangers and foresters could also be found to create a guarded road through the Forest Rend connecting Gravesford and the castle, to make travel safer and quicker.
While the players deal with their newfound wealth and title, it’s time to figure out whose stronghold this is, how much it’s going to cost to fix up, how long it will take, and what rewards the players get from it
Castle Rend Costs and Rewards
The orcs cleared out all the overgrowth, but they had no capacity, or indeed desire, to repair Castle Rend and restore it to its former glory or usefulness. If the players spend no money to repair this place, then it can only serve as a 1st-level keep, in spite of how large the place is. It’s just too dilapidated to serve as anything greater.
Of course, the aforementioned treasury of the Blue Dragon Phalanx would pay for quite a lot of repairs, but that assumes the players have found it. If not, depending on how much cash the heroes have accumulated in their adventures, and how much of it they’re willing to part with, they may not be able to afford much renovation.
Before we know how much this place will cost to fix up, we must determine what kind of stronghold Castle Rend will be. This will tell us how much it will cost to repair and what benefits it will give.
A Keep or a Castle?
Rend is certainly a walled fortress, so it qualifies as a keep, it has towers (and at least one is mostly functional), and there is a temple in the dungeon below! But, the word “castle” is right there in the name… It’s just not a very large castle. It’s a big keep, though! You should feel empowered to put the issue in front of the players: “If you pay to fix this place up, you can
either use it as a 3rd-level keep or a 1st-level castle.”
The players may decide, seeing as how they’re about to fight a big battle, that it is currently a keep, but later they might want to add a tower or temple to it, making it a castle. That’s fine—it’s just going to cost a lot more money and take time (see Upgrading Your Stronghold on page 11).
CHOOSING A 3RD-LEVEL KEEP
A 3rd-level keep costs 25,000 gp to build, but since the players aren’t starting from scratch, it only costs 15,000 gp. It takes 300 days to build a 3rd-level keep, but since we’re starting with a level 1 keep, it takes about half that: 150 days (about five months).
Your players don’t have 150 days, though—they’ve got about a week. It’s up to you to dole out the rewards, as described below. At the very least, the players should get their unit rewards so they can defend this place.
You might also let the martial characters train in the keep or let someone roll on their follower chart to attract some units, as described below. But it’s best to hold off some reward for when the construction is com- plete.
REWARDS FOR CASTLE REND (3RD-LEVEL KEEP)
Units: Roll five times on the Unit Raised by Keep chart (page 17) to see which units arrive to pledge service.
Stronghold Benefit: At your discretion, characters who volunteer to help train the new units get one of the keep’s training benefits (page 17).
Followers: If you’re feeling generous, you may let one of the players (they decide which) roll on their follower chart to see who or what arrives to say, “Love what you’re doing, how can I help?” Because this is a 3rd-level keep, you may let them roll once now, again in three months, and then once more when the con- struction is complete. Or wait until it’s all done after 150 days and let them roll three times (because it’s a 3rd-level keep).
Class Feature Improvement: You may decide to hold off on awarding the improved class feature until construction is complete, but it’s up to you. You could award units and the improved class features now and hold off on training and rolling on the follower charts until construction is further along. If you award the class feature improvement now, it’s a reward for every character who helps pay for the renovation. It’s also assumed those charac- ters are helping supervise the construction or otherwise actively helping with the work in some way.
CHOOSING A 1ST-LEVEL CASTLE
A 1st-level castle with three strongholds in it—in this case, a keep, a tower, and a temple—costs a total of 16,900 gp and takes 253.5 days to build. That’s 10,000 gp for a keep, and 8,000 each for a tower and a temple,
+30% for having three strongholds in one castle, then the total is halved because they’re not starting from scratch. Likewise, a keep takes 150 days to build, and a tower and temple each take 120 days, then add +30% for three strongholds, then halve it for starting with a ruin.
REWARDS FOR CASTLE REND (1ST-LEVEL CASTLE)
Units: Roll three times on the Unit Raised by Keep chart (page 17) to see which units show up to help them fight Sir Pelliton.
Stronghold Benefits: If you want to let the players open their presents early, you can let them start using the keep, the tower, and the temple. Normally it takes weeks for spell research; you can enforce that rule or this one time let the player roll after only a week’s research, assuming that their entire career up ’til now has been research.
Followers: The players will ultimately get to roll three times on the follower chart—once for the keep, once for the tower, once for the temple. Right now, you decide whether they go to roll at all, or whether they’ll have to wait for construction to be further along and word of their deeds to spread. It’s probably reasonable to let them roll once now, roll again in 126 days, and roll a final time at the end of construction.
Improved Class Features: Anyone who’s contributing money to the construction will get the benefits of the improved class features, but when they gain those benefits is up to you. It’s best to save something as a reward for finishing construction, and this is a good candidate. But you could decide that the final follower roll is the reward for finishing and so grant the players improved class features immediately.
Recruiting Units
The players have rolled for their new units. These are standard infantry and missile units. If the players want more, cooler units, they’re going to need to use their heads.
This book has no hard and fast rules restricting which player controls which units. Units belong to whoever’s paying them, or whoever recruited them, or whoever built the stronghold. During a battle, any player can give an allied unit orders on their turn. There’s no nar- rative connection between the unit they’re ordering around and the PC. In this sense, units are like NPCs the players can all order around.
Even if they don’t have a keep, even if they don’t have any money, there’s nothing stopping the PCs from going to the NPCs they’ve met and helped and just asking for aid. We saw Aragorn do exactly this with Théoden in Return of the King. Five wizards were sent to Mid- dle-earth to stop Sauron, but the only one who suc- ceeded was the one who spent his time on diplomacy, riding around to all these different factions making sure they were all ready when the war finally came.
So ask the players: “Okay, what else are you going to do to recruit new units?” If they ask you in return, “I don’t know, what can we do?” consider just asking them back, “Well, who do you know who might be able to lend aid?”
Of course, I don’t know your campaign, but many sample units are included (pages 148, 149, 266, 267) to help you out. Here are two obvious options.
PEASANT LEVIES
Not only can the players recruit local peasants to help work on repairing the keep, the people of Gravesford and nearby towns want to help. Let the players think for a while, but if they’re having problems coming up with possible allies, the peasants volunteer.
Anytime you’re dealing with a large category of people like this, “the peasants,” it’s a good idea to pick a specific NPC and have them speak for the group— someone from Gravesford who’s come up to the ruin to help the heroes.
There’s no roll here, because the peasants want to help the players. They hate Lord Saxton and Sir Pelli- ton, and they like the heroes! I hope. So as soon as the players ask, or when the peasants volunteer, give them the Gravesford Levies card (page 148)
This presents the players with an important moral dilemma: Levies take casualties first (see The Order of Battle on page 241). This is their job. They act as the “hit points” of your army, soaking up casualties so more powerful units live longer and inflict more casualties on the enemy.
But these are the peasants Castle Rend is ostensibly meant to defend! So now the players must decide whether to field these units. They don’t have to! Apart from the moral component, there’s no real downside to fielding them.12
BONEBREAKER DOROKOR
What?! Yes! One group of mine went through this sce- nario and managed to come out with Dorokor as, if not an ally, at least not an enemy. And she was convinced by clever negotiation to lend aid in the final battle.
If your players negotiated successfully with Dorokor, and she’s still out there somewhere, they could dis- patch a herald or one of their own to send an offer. As the players are scrambling around trying to treat with every powerful NPC they’ve met, I don’t make them worry too much about how much time it takes them to get around. We just take it for granted that wherever Bonebreaker Dorokor is, the players can communicate with her.
NEGOTIATION WITH THE BLOODCHIEF
Bonebreaker Dorokor has many reasons not to trust Men, but if the PCs previously negotiated with her suc- cessfully and they’re going to fight Saxton, then she’s probably down to help. But this still requires a DC 26 Charisma (Persuasion) check.
If they succeed on the check, Bonebreaker Dorokor will lend aid if the players agree to do the same when it comes time for her to wage war. But as much as she hates Lord Saxton and doesn’t think the PCs are a complete waste of good meat, she needs more than assurance from the PCs. She needs a guarantee. She wants leverage.
She wants Pinna.
12 If we were using the realm management rules from Kingdoms & Warfare, we might decide that losing all their peasants would degrade the local town into a thorpe or a hamlet.
“Me?!” the young wizard exclaims.
Dorokor nods her head toward her shaman. “Shaman blesses the tribes, curses our enemies. This is good. But a wizard? Orc tribes have no wizard. You live with us, make us potions. Scrolls.”
“Can you…can you read?” Pinna asks timidly. “Read? What does that have to do with anything?”
“Oh! Um. I dunno. Stupid question now that I think about it, maybe a wand or two?”
Dorokor shrugs. “Wand is good too. You live with us for…six months. If giants attack? Gnolls? You will help us, you will call your friends, they will bring their army. Then, you are free to return. Otherwise, when six months pass…you return home. What say you?”
This is politics! Pinna is going to need a little Persua- sion, DC 13.13 Failure means she’s simply too terrified to go, doesn’t trust the orcs, and refuses to abandon the people of Gravesford. Success means her curiosity gets the best of her, and the orcs agree to let others visit so she can still provide potions and unguents to the people of her town.
The reward is Dorokor’s troops.
Inventing New Units
If the players recruit Dorokor’s troops, they get about 900 points of units. With their own Levies and fortifi- cations, that’s about 1,200 points of forces versus about 850 points of troops from Sir Pelliton. That should result in a heroic victory for the PCs!
If the players don’t recruit Dorokor’s troops—per- haps because they killed Dorokor—they’re gonna need about 900 points of new units. Check out Creating Your Own Units (page 237) for rules on assembling your own units. Who these new troops are and why they arrive to pledge service, that’s your decision as GM—maybe they’re from a nearby barony?
It’s probably wise to give the players at least as many units as there are PCs. Having a variety of units, infan- try certainly—along with some archers, cavalry, or both—is good. If you’ve designed the right number of the right kind of units and you’re happy with the army that’s coming to save the heroes, but its point value is too low, the easiest thing to do is just increase the units’ size. Adding more types of units adds bookkeeping, but increasing unit size makes an army more powerful without more bookkeeping.
When all is said and done, the PCs have cleared out Castle Rend, taken it over, started repairs, attracted their own units, and recruited more units. It’s time for them to defend what they’ve taken.
13 Remember, a successful check requires some roleplaying. It’s not enough to just ask which skill the player will use, but how they will
use it: “What do you say to Pinna?” Players who are clever, insightful, or inventive in their speech should have advantage on the roll.
An Actual Siege
Risk-averse players might think the best thing to do is take their army and simply stick it inside their new keep and wait for the attacking army to get bored and leave. Or stand on the ramparts and use the crenella- tions to plink away at the enemy with arrows.
This never works.
There’s a great quote from Clausewitz about how the best way to weather a siege is to be on the outside of the castle. Even if you could fit your entire army inside Castle Rend (the average unit is about a hundred sol- diers), and even if, through spells and rationing, you could keep them fed and disease-free for a month or whatever, the enemy army is still demolishing your walls from well outside bowshot, and as soon as that begins, the peasantry you’re protecting will begin freaking out and trying to leave, which gets them killed, which was the thing you were trying to avoid when you raised an army to stop the enemy in the first place.
The best tool to stop an enemy army is your army. And your army needs room to maneuver, and that means fighting on the field, preferably the field you choose on your terms.
If the players attempt to turtle up inside the walls, explain that only three of their units will fit in there, assuming they also want to protect the local peasants who’ve been helping with the keep. Otherwise, the rest will be exposed. Furthermore, explain that if Sir Pelli- ton arrives with siege engines (spoilers: he will), their range is much greater than bow or spell, and their new stronghold will soon be a pile of rubble.
The Encounter
This system assumes that every battle (units clashing) happens at the same time as an encounter (heroes clashing with villains).
This encounter takes place either inside the court- yard or on the battlements. Wherever the bulk of the PCs are.
Sir Pelliton arrives with his wizard Curor and six other allies in the flash of a teleport spell read from a scroll. The PCs can see the scroll in Curor’s hand turning to dust as the magic is expended. He’s casting the spell from a scroll because he is not high enough level to know the spell. Here are the enemies in the encounter:
Sir Pelliton (page 144)
Curor, his wizard (as mage)
Riddel, an evil cleric (as priest)
Faldric, an archer (page 145)
Four knights (each as knight)
The players may want to ignore the encounter and, for instance, try to go outside and take out the cata- pults themselves.
Doing this means surrendering the defense of the castle, in which case Sir Pelliton opens the gates. The castle no longer provides any Morale bonus to the players’ troops but worse, the levies immediately flee (their heroes quit the field!) the orcs leave for the same reason, and all remaining ally troops must make a DC 15 Morale check or suffer one casualty. If the heroes want the benefits of the stronghold as a fortification and its psychological value to their troops, they must stay and defend it.
The Battle
The players have the units they recruited, as well as Castle Rend itself. Sir Pelliton arrives with the follow- ing units: Saxton’s Riders, Bedegar Archers, Catapults, Bedegar Company of Foot, and Redclaw Demonrunners. The gnolls may be a surprise, but it’s merely a sign that Lord Saxton is in league with fell powers.
In the full warfare rules (page 233), units have Com- manders: NPC allies to the heroes who command their units on the battlefield and give the units access to many more maneuvers than are presented here.
But the simple warfare rules (page 243) let the play- ers just run their units without assuming their PCs have any direct control over anything. We assume the units have sergeants commanding them, and the play- ers control the sergeants.
Running the Battle
Pelliton is perfectly happy to focus on the heroes’ peas- ant levies—in fact, this is an excellent way to put down a rebellion. He doesn’t have any levies, so casualties go directly to his infantry, but he does have his gnoll allies to soak some damage.
If the players have any archers, he orders his cavalry to attack them. This can be devastating, as archers are squishy and cavalry is…not.
Meanwhile, his catapults hammer the players’ castle.
Possible Outcomes
If Sir Pelliton dies, his army surrenders. The gnolls disband and flee into the forest, and Pelliton’s remain- ing allies lay down their arms. They hope, they pre- sume, the PCs will ransom them back to Lord Saxton. How successful that is depends on what kind of villain you think Saxton is.
If Pelliton’s infantry is eliminated, the cavalry retreat, and the gnolls disband. The cavalry aren’t going to fight without an army, and the gnolls are cer- tainly not going to fight without the knight they made their bargain with.
If Castle Rend falls, the heroes lose their orc allies and their peasant levies, and all remaining units must immediately make a DC 15 Morale check or suffer a casualty.
If the heroes’ units are eliminated, Pelliton and his allies gain an extra attack (not an extra attack action) each round as a Morale bonus.
The Fall of Castle Rend
The players might lose this battle. If they fight to the death and are captured, Sir Pelliton puts them in chains and tries to return them to Bedegar Keep to be exe- cuted—giving them many chances to escape!
If this happens, Sir Pelliton’s army invests the keep, and another Knight of Three Roses, Lady Ruth or Sir Anglim, arrives to command the troops while Pelliton returns to Bedegar.
Otherwise, we hope the PCs win!
CONCLUSION
The heroes rebuffed Sir Pelliton’s army and saved Pinna, and Edmund Bedegar is now free from the orcs’ clutches! If you are playing using milestone experience rules, each PC advances to 6th level.
More important than experience points, however, is Castle Rend! The PCs are now the proud owners of a stronghold of their very own. Using the rules in this book, they can populate and modify it as they see fit, making it their home base between quests. Though this adventure is at an end, the story of the PCs and their stronghold has just begun.
STATS FOR NPCS
The NPCs and monsters found in this adventure are listed below. The White Tusk orcs have minion abilities (page 66), while Bonebreaker Dorokor and Sir Pelli- ton possess villain abilities (page 66) they can use to bolster their minions in combat.
Minions in the service of a stronghold commander also possess minion traits that represent the skill and discipline that their commander has instilled in them, which they demonstrate even when their commander is not present.
White Tusk Orc
The rank and file of the White Tusk clan pride them- selves on being larger and, thanks to Bonebreaker Dorokor’s leadership since the investiture of Castle Rend, more devastating in combat than normal orcs.
They are a chaotic evil tribe who care only for strength and the subjugation of their enemies. They delight in cruelty. But Bonebreaker Dorokor is lawful and has led them to triumph over the humanoids of the forest. So they obey her…for now.
White Tusk Orc
Medium humanoid (orc), chaotic evil
ARMOR CLASS 14 (studded leather)
HIT POINTS 30 (4d8 + 12)
SPEED 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) |
12 (+1) |
16 (+3) |
9 (–1) |
11 (+0) |
10 (+0) |
SAVING THROWS Dex +2
SKILLS Intimidation +2
SENSES darkvision 60 ft., passive Perception 10
LANGUAGES Orc
CHALLENGE 1 (200 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.
Minion: Savage Horde. After moving at least 20 feet in a straight line toward a creature, the next attack the orc makes against that creature scores a critical hit on a roll of 18–20.
Actions
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing
damage, or 14 (2d10 + 3) slashing damage if used with two hands.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
White Tusk Juggernaut
The White Tusk orc clan named itself after its hulk- ing warriors who, in addition to their massive bodies, possessed enormous white tusks. White Tusk jugger- nauts pride themselves not just in their battle prowess but also in the size and sharpness of their monstrous lower canines. Some juggernauts have their tusks pierced and display fearsome jewelry from their teeth, others decorate them with ink or paint, and those who can withstand the pain even have symbols or runes inscribed upon them.
A juggernaut’s immense muscles allow them to wield oversized weapons worthy of their bloodlust, and they wear thick metal armor forged together in piecemeal from bits of plate armor scavenged from the corpses of their more knightly victims.
White Tusk Juggernaut
Large humanoid (orc), chaotic evil
ARMOR CLASS 20 (plate, shield)
HIT POINTS 95 (10d10 + 40)
SPEED 25 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) |
8 (–1) |
19 (+4) |
7 (–2) |
12 (+1) |
8 (–1) |
SAVING THROWS Str +6, Wis +3
SKILLS Athletics +7, Intimidation +3
SENSES darkvision 60 ft., passive Perception 11
LANGUAGES Orc
CHALLENGE 4 (1,100 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.
Minion: Savage Horde. After moving at least 20 feet in a straight line toward a creature, the next attack the orc makes against that creature scores a critical hit on a roll of 18–20.
Actions
Multiattack. The White Tusk juggernaut makes one tusk attack and one longsword attack.
Tusk. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Longsword. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slash- ing damage.
Reactions
Horde Protector. When a creature within 5 feet of the orc is attacked by a creature the orc can see and the orc is wielding a shield, the orc can impose disadvantage on that attack roll.
W hi te Tu sk Bl oo dr ag er Me di um hu ma no id (o rc ), c ha ot ic ev il |
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A RM OR C LA SS 16 ( br ea st pl at e) H IT PO IN TS 60 (8 d8 + 2 4) S PE ED 30 f t. |
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S TR | D EX | C ON | I NT | W IS | CHA |
18 (+ 4) |
15 (+ 2) |
16 (+ 3) |
11 (+ 0) |
12 (+ 1) |
9 (–1) |
SA VI NG TH RO WS D ex +4 SK IL LS A th le ti cs + 5, Pe rc ep ti on +3 SE NS ES da rk vi si on 60 ft ., p as si ve Pe rc ep ti on 13 L AN GU AG ES O rc C HA LL EN GE 4 (1 ,1 00 X P) |
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Co ld Fu ry (R ec ha rg es a ft er a S ho rt or Lo ng Re st ). As a b on us a ct io n, t he o rc c an e nt er a co ld fu ry f or 1 m in ut e. W hi le in a f ur y, i ts m el ee we ap on a tt ac ks de al an e xt ra 3 ( 1d 6) d am ag e. A ls o, if t he o rc is r ed uc ed to 0 h it po in ts w hi le in a co ld f ur y, un le ss it w as d ea lt wi th a cr it ic al hi t, t he o rc m ak es a Co ns ti tu ti on sa vi ng t hr ow wi th a DC of 5 pl us t he da ma ge ta ke n. On a su cc es s, t he o rc i ns te ad d ro ps to 1 h it p oi nt a nd i ts fu ry e nd s. A gg re ss iv e. As a b on us a ct io n, t he o rc c an mo ve up to i ts s pe ed to wa rd a h os ti le cr ea tu re it c an se e. M in io n: Sa va ge Ho rd e. A ft er mo vi ng at l ea st 20 fe et in a st ra ig ht li ne to wa rd a c re at ur e, t he ne xt at ta ck t he o rc m ak es a ga in st th at cr ea tu re sc or es a cr it ic al h it on a ro ll of 1 8- -2 0. |
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A ct io ns Mu lt ia tt ac k. T he W hi te Tu sk Bl oo dr ag er m ak es t hr ee fa lc hi on at ta ck s.
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White Tusk Bloodrager
Bloodragers of the White Tusk clan practice the art of death and express their mastery with precise strokes
of their dual falchions. They are the most disciplined
orcs in the White Tusk clan, and train daily with Bone- breaker Dorokor to hone their skills.
139
Through constant training, orcish bloodragers have developed a state of pure focus. In this cold fury, their sword strokes rend flesh with preternatural ease and their powerful bodies simply refuse to die.
White Tusk Warspeaker
Priests of Grole, orcish god of war and slaughter, live for the chance to kill in the name of their bloodstained god. Dressed in war-robes of scavenged leather and mail, these priests bestow the blessing of pain upon their allies, goading them to die gloriously in combat in the name of Grole.
Warspeakers seek conflict constantly, flying into a frothing rage at the slightest provocation. When their clan is at peace, they scheme and search for ways to trick or coerce their chieftain into attacking—and if they cannot, they scheme against their chieftain and convince a more aggressive orc into supplanting their “soft, peace-loving” leader.
W h i t e T u s k W a r s p e a k e r M e d i u m h u m a n o i d ( o r c ) , c h a o t i c e v i l |
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ARMOR CLASS 14 (chain mail s craps) HIT POINTS 65 ( 10d8 + 20) SPEED 30 ft. |
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STR | DEX | CON | INT | WIS | CHA | ||
16 (+3) |
8 (–1) |
15 (+2) |
10 (+0) |
16 (+3) |
12 (+1) |
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SAVING THROWS Wis +5 SKILLS Pers uasion +3, Re ligion +4 SENSES dark vision 60 ft., p assive Perc eption 13 LAN GUAGES Orc CHA LLENGE 3 (700 XP) |
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Aggre ssive. As a bonus a ction, the orc can move up to its speed toward a h ostile cr eature it can see. M inion: Savage Horde. After moving at least 20 feet in a st raight line toward a cre ature, the next attack the orc makes a gainst that cr eature scores a cr itical hit on a roll of 1 8–20. S pellca sting. The orc is a 5th -level spellc aster. Its spellc asting a bility is Wisdom (spell save DC 13, +5 to hit with spell att acks). The orc has the fol lowing cleric spells pre pared: Ca ntrips (at will): resis tance, sacred flame, thauma turgy 1st level (4 s lots): cure w ounds, g uiding bolt, i nflict w ounds 2nd level (3 s lots): b lindne ss/dea fness, spi ritual weapon (grea taxe) 3rd level (2 s lots): bestow curse, spirit guar dians |
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A ctions Multia ttack. The White Tusk wars peaker makes a g oading lash attack and two spiked club at tacks. G oading La sh. Melee Weapon A ttack: +5 to hit, reach 5 ft., one allied t arget. Hit: 5 (1d4 + 3) slash- ing d amage. The next melee weapon attack the target makes before the end of its next turn has adv antage and deals an extra 10 (3d6) d amage. Spiked Cl ub.*** Melee Weapon A ttack: +5 to hit, reach 5 ft., one t arget. Hit: 10 (2d6 + 3) pi ercing d amage. |
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White Tusk Shaman
Medium humanoid (orc, shapechanger), chaotic neutral
ARMOR CLASS 14 (hide armor)
HIT POINTS 52 (8d8 + 16)
SPEED 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) |
15 (+2) |
14 (+2) |
9 (–1) |
16 (+3) |
8 (–1) |
SAVING THROWS Dex +4, Wis +5
SKILLS Perception +5, Survival +5
SENSES darkvision 60 ft., passive Perception 18
LANGUAGES Orc, Primordial
CHALLENGE 3 (700 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see.
Minion: Savage Horde. After moving at least 20 feet in a straight line toward a creature, the next attack the orc makes against that creature scores a critical hit on a roll of 18–20.
Spirit-Bonded Body (Recharges after a Short or Long Rest). As a bonus action, the orc can transform into a dire wolf for up to 4 hours. The orc can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The orc reverts to its true form
when its dire wolf form is reduced to 0 hit points. If this damage would cause its dire wolf form to drop below 0 hit points, the excess damage is done to its true form.
The orc also reverts to its true form if it dies or falls unconscious. The orc can revert to its true form as a bonus action on its turn. When it reverts in this way, it returns to the number of hit points it had before it transformed.
Spirit-Bonded Mind. The orc can cast speak with animals at will, but can only communicate with wolves.
Actions
Multiattack. The White Tusk Shaman makes two blood-searing spear attacks.
Blood-Searing Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. This magical poison only functions when the spear is wielded by an orc shaman.
White Tusk Shaman
Most orc clans keep a shaman or two around to inter- pret the will of the natural world. These shamans enjoy a high status in their clan, even when a tribe such as the White Tusks possess warspeakers who manifest the will of the gods, for there are more powers in this world than that of the gods. The Mundane World itself possesses a sort of consciousness—the whispering of the wind, the babbling of running water, and the quiet grumbling of the mountains; these small gestures of nature are the world speaking to those who possess the skill to listen.
As part of their training, orcish shamans bond with a single animal, typically a dire wolf. When that animal dies, as all things must, the shaman takes that animal’s spirit into their own body to make their bond eternal. A spirit-bonded shaman can take the shape of their bonded animal.
141
Oregg Steeltwister
This orc, the only sorcerer in the White Tusk clan, is Bonebreaker Dorokor’s lieutenant and master of disci- pline. He does not fully understand Dorokor’s schemes and games of diplomacy, but follows her instructions dutifully, hoping one day to win not just her favor, but also her heart.
When Dorokor is not around, he grumbles about keeping the human boy Edmund hostage, and resents Dorokor’s gentle treatment of the boy. He longs to be free of Castle Rend and to face the bounty hunters tracking their clan head-on. At least then he and his people could die gloriously in battle, rather than living a dreary life within stone walls.
As master of discipline, Oregg’s favorite way to get an orc to behave or torture prisoners is to lock them in their own armor and cast heat metal to sear their flesh. He has practiced this spell for years, bartering with the druids of other orc tribes to unlock its magical secrets.
[] { # b o o k m a r k 1 7 3 . a n c h o r } O r e g g S t e e l t w i s t e r M e d i u m h u m a n o i d ( o r c ) , n e u t r a l e v i l |
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ARMOR CLASS 16 (chain mail) HIT POINTS 82 ( 11d8 + 33) SPEED 30 ft. |
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STR | DEX | CON | INT | WIS | CHA | ||
15 (+2) |
12 (+1) |
16 (+3) |
9 (–1) |
11 (+0) |
18 (+4) |
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SAVING THROWS Str +5, Wis +3 SKILLS Arcana +5, Ath letics +5 SENSES dark vision 60 ft., p assive Perc eption 10 LAN GUAGES Orc, Common CHA LLENGE 5 (1,800 XP) |
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Aggre ssive. As a bonus a ction, Oregg can move up to his speed toward a h ostile cr eature he can see. Rune- Tattoo ed. Wh enever Oregg casts a spell of 1st level or h igher, he gains a number of tempo- rary hit points equal to Xd10, where X is the level of the spell. S pellca sting. Oregg Steelt wister is a 5th -level spellc aster. His spellc asting a bility is Ch arisma (spell save DC 15, +7 to hit with spell att acks). He has the fol lowing so rcerer spells pre pared: Ca ntrips (at will): fir ebolt, me ssage, poison spray, true s trike 1st level (4 s lots): magic mi ssile, s hield 2nd level (3 s lots): heat metal 3rd level (2 s lots): fly, fir eball |
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A ctions Multia ttack. Oregg makes two lon gsword a ttacks and can cast a c antrip as a bonus a ction. L ongswo rd. Melee Weapon A ttack: +5 to hit, reach 5 ft., one t arget. Hit: 7 ( 1d10 + 2) slash- ing d amage. Firebo lt.** Ranged Spell A ttack: +7 to hit, range 120 ft., one t arget. Hit:* 11 (2d10) fire d amage. Poison Spray. One cr eature within 10 feet of Oregg must make a succ essful DC 15 Consti tution saving throw or take 13 (2d12) poison d amage. |
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Bonebreaker Dorokor
Medium humanoid (orc), neutral evil
Wound. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11(1d12 + 5) slashing damage
plus 7 (2d6) necrotic damage. The target’s
ARMOR CLASS 19 (half plate of fire resistance, shield)
HIT POINTS 102 (12d8 + 48)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) |
15 (+2) |
18 (+4) |
12 (+1) |
17 (+3) |
17 (+3) |
SPEED 30 ft.
SAVING THROWS Str +7, Dex +5, Wis +6
SKILLS Athletics +7, Intimidation +6,
Persuasion +6
DAMAGE RESISTANCES fire
SENSES darkvision 60 ft., passive Perception 13
LANGUAGES Common, Orc
CHALLENGE 6 (2,300 XP)
Aggressive. As a bonus action, Bonebreaker Dorokor can move up to her speed toward a hostile creature she can see.
Wielder of Wound. Bonebreaker Dorokor wields the magical greataxe Wound (page 146).
Actions
Multiattack. Bonebreaker Dorokor makes three weapon attacks, or she makes two attacks and issues a War Cry if it is available.
maximum hit points are decreased in equal amount to the necrotic damage dealt. The target’s hit point maximum does not return to normal until it finishes a long rest or its grievous wounds are soothed by a greater restoration spell.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) pierc-
ing damage.
War Cry (Recharge 4–6). Dorokor screams an orcish war phrase, spurring her warriors on toward victory. Choose one of the following effects:
Rally: All of Dorokor’s minions within 30 feet that can hear her gain 22 (4d10) temporary hit points.
Focus: All of Dorokor’s minions within 30 feet that can hear her will have advantage on the next attack roll they make before the end of their next turn.
Charge: All of Dorokor’s minions within 30 feet that can hear her can move up to their speed as a reaction.
Reaction
Villain Ability: Warlord. As a reaction, when a minion dies, issue a command to your other
minions. Those who can hear you gain a reaction they can use to immediately take another move- ment.
Bonebreaker Dorokor
Bonebreaker Dorokor is the leader of the White Tusk orc clan, and complements her natural orcish strength
with shrewd cunning. She is described in more detail in Major NPCs (page 101).
Sir Pelliton
Medium humanoid (human), chaotic evil
ARMOR CLASS 20 (plate, shield)
HIT POINTS 76 (9d10 + 27)
SPEED 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) |
8 (–1) |
17 (+3) |
13 (+1) |
15 (+2) |
18 (+4) |
SAVING THROWS Dex +3, Int +5
SKILLS Animal Handling +6, Arcana +5,
Intimidation +8
DAMAGE RESISTANCES cold, fire,
lightning, psychic
CONDITION IMMUNITIES blinded, deafened SENSES passive Perception 12 LANGUAGES Common
CHALLENGE 5 (1,800 XP)
Mounted Combatant. While mounted, Sir Pelliton has advantage on melee attack rolls against unmounted creatures that are smaller than
his mount.
The Star Knight. Sir Pelliton has resistance to cold, fire, lightning, and psychic damage as a sign of his pact, and cannot be blinded or deafened. His hellish rebuke does 20 damage (no roll) to enemies who fail their save.
Innate Spellcasting. Sir Pelliton has gained the power to cast dark magic. All spells he casts with this feature are cast as if using a 5th-level spell slot, and he casts cantrips as if he were an 11th-level warlock. His spellcasting ability is Charisma (DC 16, +8 to hit with spell attacks).
At will: acid splash, eldritch blast (3 beams), minor illusion, hellish rebuke
5/day: branding smite, black tentacles, counterspell, dimension door, hold person
1/day each: cone of cold, eyebite, mass suggestion
Actions
Multiattack. Sir Pelliton makes three melee attacks or makes two melee attacks and casts eldritch blast.
Frost Brand Longsword. Melee Weapon Attack:
+8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) cold damage.
Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
Reactions
Villain Ability: Warlord. As a reaction, when a minion dies, issue a command to your other
minions. Those who can hear you gain a reaction they can use to immediately take another movement.
Sir Pelliton
Sir Pelliton, the Star Knight, is one of the frightful Knights of the Three Roses. Before being knighted by Lord Saxton, Pelliton and his Three Roses were a cruel, selfish band of mercenaries known as the Thorns. Knighthood has only magnified his sadism and self-importance.
His pact with an entity of the stars has granted his body strange resistances and imparted upon him the power to wield uncanny magic. In battle, Pelliton often rides a jet-black warhorse named Penumbra.
P i n n a M e d i u m h u m a n o i d ( h u m a n ) , n e u t r a l g o o d |
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ARMOR CLASS 12 HIT POINTS 13 (3d6 + 0) SPEED 30 ft. |
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STR | DEX | CON | INT | WIS | CHA | ||
6 (–2) |
8 (–1) |
11 (+0) |
16 (+3) |
12 (+1) |
15 (+2) |
||
SAVING THROWS Int +6, Wis +2 SKILLS Arcana +6 SENSES p assive Perc eption 11 LAN GUAGES Common CHA LLENGE 1 (200 XP) |
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S pellca sting. Pinna is a 3rd -level spellc aster. Her spellc asting a bility is Intell igence (spell save DC 13, +5 to hit with spell att acks). Pinna has the fol lowing wizard spells pre pared: Ca ntrips (at will): minor ill usion, mage hand, d ancing l ights, fire bolt 1st level (4 s lots): color spray, silent image, ide ntify, magic mi ssile 2nd level (2 s lots): blur, web |
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A ctions
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Pelliton is described in more detail in Major NPCs
(page 101).
Faldric the Archer
Faldric the Archer
Medium humanoid (human), neutral evil
ARMOR CLASS 15 (studded leather)
HIT POINTS 44 (8d8 + 8)
SPEED 30 ft.
SAVING THROWS Dex +4 Wis +2
SKILLS Acrobatics +5, Perception +3 SENSES passive Perception 13 LANGUAGES Common
CHALLENGE 3 (700 XP)
Acute Sight. Faldric has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. Faldric makes two attacks.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Reactions
Pelliton’s Archer. When a creature Faldric can see enters a space adjacent to Sir Pelliton, Faldric may use his reaction to make a longbow attack against that creature. If this attack is successful, the target is also knocked prone.
145
Faldric is a cruel opportunist who rose through the town guard in Bedegar until he attracted Saxton’s attention. The former Baron of Bedegar would never have promoted a man like Faldric, but the old baron is dead, and the new regent has use of a man willing to say “yes” to any order.
Pinna
Pinna is a young woman of seventeen who lives in the village of Gravesford, at the edge of the Forest Rend. She is easily recognizable by her tall, pointed straw hat, curly red hair, and crystal necklace—her arcane focus. Pinna is a country hedge mage, well respected by the people of Gravesford.
Pinna is described in more detail in Major NPCs
(page 101).
[]{#bo okmark176 .a nchor}STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) |
16 (+3) |
13 (+1) |
11 (+0) |
14 (+2) |
13 (+1) |
MAGIC ITEMS
The following new magic items appear in The Siege of Castle Rend.
Grace
Weapon (longsword), rare, requires attunement
The blade of this longsword seems to glow white, like it is a beam of light hammered into the shape of a sword. Its hilt is gold-plated and has three embedded sapphires. This longsword has a +1 bonus to attack and damage rolls. Additionally, it gains one charge when- ever an attack made with it deals more than 20 damage in a single blow. It can hold up to 3 charges, but all unused charges disappear when you take a long rest.
While the sword holds any charges, it radiates bright light in a 20-foot radius and dim light for an extra 20 feet. As an action, you can expend any number of charges to restore hit points to a creature you can touch with the sword’s blade. Expending 1 charge restores 10 hit points, expending 2 charges restores 20 hit points, and expending 3 charges restores 40 hit points.
Armor of St . Gaed the Confessor
Armor (plate), rare, requires attunement
This set of magic plate mail covered in silver filigree grants +1 Armor Class to the wearer. Also, once per month, the owner can summon the spirits of the Blue Dragon Phalanx to aid them in battle. The Phalanx serves for 1 hour or two battles, whichever happens first.
The spirits of the Blue Dragonflight will fight your enemies, but if ordered to do anything other than fight in a battle against an enemy army, they stand around looking confused, wondering what’s happened to their bodies and the world they once knew.
Potion of Enhance Ability
Potion, uncommon
Starts as a basic gray potion with no effect. However, if a material component is added, it gains one of the following effects:
Potion of Bear’s Endurance. You gain 2d6 temporary hit points and have advantage on Constitution checks for 1 hour. Requires a hair from a bear.
Potion of Bull’s Strength. You have advantage on Strength checks and your carrying capacity doubles for 1 hour. Requires a tail-hair from a bull.
Potion of Cat’s Grace. You have advantage on Dexterity checks and do not take damage from falling up to 20 feet while you are not incapaci- tated for 1 hour. Requires a cat’s claw.
Potion of Eagle’s Splendor. You have advantage on Charisma checks for 1 hour. Requires an eagle’s feather.
Potion of Fox’s Cunning. You have advantage on Intelligence checks for 1 hour. Requires a fox’s whisker.
Potion of Owl’s Wisdom. You have advantage on Wisdom checks for 1 hour. Requires an owl’s feather.
Wound
Weapon (greataxe), rare, requires attunement
The wicked edge of this serrated greataxe is permanently coated in dried blood.
This greataxe has a +1 bonus to attack and damage rolls. Also, while you are raging, your attacks with this weapon deal an extra 2d6 necrotic damage, and the target’s maximum hit points are decreased in equal amount to the necrotic damage dealt. The target’s hit point maximum does not return to normal until it finishes a long rest or its grievous wounds are soothed by a greater restoration spell.