Wickedcauldron
Wickedcauldron
By Davis Chenault
Conversion: JASON VEY
Editor: CHRISTINA STILES
Front Cover: PETER BRADLEY Interior Art: PETER BRADLEY
Art Direction/ Cartography: PETER BRADLEY
©2016 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a registered Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord
Games. SIEGE Engine™ is Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord Games. Amazing Adventures is a Trademark of Chenault &
Gray Publishing, d/b/a Troll Lord Games. The Troll Lord Games, Castles & Crusades, SIEGE Engine, Amazing Adventures and Troll Lord Games logos
are Trademarks of Troll Lord Games. All Rights Reserved. 2016.
Art, artwork, cover art, cartography is copyright Peter Bradley of Ravenchilde Illustrations, 2016 or Troll Lord Games. All Rights Reserved. All content
copyright 2016 Troll Lord Games. All Rights Reserved.
WICKED CAULDRON 3
THE GNARLS THE SPIDERS' LAIR
However the characters come to know of the Witch Queen and The Spiders’ Lair is nothing more than a dozen squat, stone
the ziggurat’s location, they must travel through a section of the buildings located in front of the ziggurat. These house servants
Barren Wood known as the Gnarls. The characters are likely of the Witch Queen and many of her slaves who tend to the
to begin their journey from a town nearby and make their way spiders’ nests and who harvest their silk.
through miles of the Barren Wood before reaching the Gnarls
and thence to the ziggurat. There are two unnamed tracks that Amongst the gnarled wood and detritus of this ancient
can be used. Both are fairly difficult to follow. and gloomy forest is a massive ziggurat which looms
ominously above a dozen multi–level squat, stone
TRACK #1: This track leads from the Slag Heap to the ziggurat. buildings covered in ivy and lichen. These houses are
Several days travel are necessary before reaching the Gnarls, placed to either side of a dirt track leading straight to
and from there it goes on to the ziggurat. This trail resembles a the foot of the ziggurat and disappearing into the forest
faded deer track in size and nature, which makes it difficult for to the south. They are obviously occupied as the sounds
any but smart trackers to find. Every day on the trail, a tracking and smell of habitation are everywhere . . . a thin strand
check (Survival DC 13) must be made to stay on it. Once lost, a of smoke rising from cooking fires, the stench of a nearby
successful tracking check must be made to locate it again. One latrine, and debris lying about in the brush.
check is made each day.
There are six buildings on the east side of the road and six on
TRACK #2: This track leads west from the ziggurat to the the west. They are two stories high, with the upper floor being
Southway, the road leading south from Ludensheim to lands slightly larger than the lower floor. All the building interiors are
further south. This track is slightly easier to follow being only a identical. The lower floor is 30x30 feet and the upper floor is
DC 11. In other respects, it is similar to Track #1. 40x40 feet. There are no internal partitions, and the upper floor
is attained by a staircase located in the center of the room. The
THE BARREN WOOD: This is an ancient oak and birch forest roof is likewise attained by a staircase in the center of the room.
stretching from the Blacktooth Ridge in the east to the Ingold The roof is flat with a small stone banister.
Lake in the west. Within the Barren Wood are the Gnarls-a
region of twisted, stunted trees, thick bramble, briars, and the Those buildings on the west side of the street house the servants
like. The forest here is rotting. The trees are scabrous and dying. and slaves. They reside on the upper floor, while the lower floor
Many are leafless, and the ground is covered in the detritus and is used to process silk. Cooking and other activities take place
deadfall of many trees, making travel difficult at best. It is an on the ceiling. Each building contains 15 or so people-male and
area seldom traveled to, for it is fraught with danger. After two female, old and young. There is little of value in any of these
days of travel from Slag Heap on the Southway, one enters the buildings.
Gnarls. This region of the forest stretches for 50 or so miles in
every direction from the Cauldron or ziggurat. Those buildings on the east side of the road house guards and
weavers. The weaving takes place on the lower floor, while the
Travel through this area is at one-half the normal rate. It is upper floor is where the guards, and weavers reside. There are
also a dangerous area, as many evil creatures have come here 2–6 weavers (female orcs), three orc guards and one ungern sub–
to escape the huntsmen and adventurers who are clearing the chief in each. Other than what is carried upon the inhabitants,
Southway and other portions of the Barren Wood. Use the the only thing of value in these buildings is bundles of silk. At
following random encounter check while traveling in the Gnarls any time, the whole community has between 4–16 bundles,
(even for that section in the Barren Wood proper). each worth 100–400gp.
WICKED CAULDRON 5
flames. Likewise, every 10 feet on the steps are small platforms WANDERING MONSTERS
upon which large brass bowls rest, each alight with flame. The
The temple is a thriving and active community, and as such, it
vast majority of the ziggurat is plastered over in a light bluish
has a constant flood of creatures coming and going. Encounters
plaster. Upon this are etched, drawn, and occasionally in bas
are high, though not always deadly, as any characters wearing
relief many pictographs of ancient and forbidding deities. The
the appropriate robes can pass as visitors. The Castle Keeper
place is altogether evil, and only the most naive of individuals
should use discretion with each encounter. Encounters are
will not notice it as such.
checked every 4 hours. On a roll of 1 in 8, an encounter occurs.
All the braziers on the ziggurat are tended to by the goblitts, who Castle Keepers should feel free to change that to 1 in 10, or even
act as the Witch Queen’s servants. There are vast stores of oil 1 in 12, depending upon how many encounters they need or
stored in the lower levels of the ziggurat that are used for this desire. Roll d20 in table below for type of encounter.
purpose. Goblitts are generally swarming all over the place, fixing
things and bringing food, tools, drink, and others items around TABLE 2: WANDERING MONSTERS
the edifice. They do not give heed to anyone who approaches D20 Encounter
them other than their taskmasters. They only attack if attacked 1–4 Goblits
and cornered; otherwise they try to run away if threatened.
5 Goblin warrior/messenger
The interior of the ziggurat is, for the most part, plastered over 6–7 Ungern guard (1–4)
and painted with many murals depicting battles, inaugurations, 8 Priest (1–3, of 2nd or 3rd level)
and important religious events. Each tier has a different theme
9 Dog (1–2)
to it that is described at the beginning of that tier’s description.
10 Troll
Those portions of the temple that do not have plaster over 11–12 Orcs (1–6)
the walls are in the goblin quarters and their domains within
13 Darkmantle*
the complex, as well as the ungern barracks and their domains
within the temple. The different types of walls and other features 14 Imp**
are described below. 15–16 Giant Rats (2–20)
17 Farkin, Escaped Slave
STONE WALLS: Most of the interior walls in the ziggurat are five
feet thick. All the blocks are granite and so tightly placed that 18 Emissary of Aufstrag†
no mortar holds them together (so tight that not even a piece of 19 Spy from Ludensheim††
paper will slip between them). 20 A Grig†††
PLASTER AND STONE WALLS: These walls are covered * Only 1 Darkmantle can be encountered. The creature wandered in
with a plaster. They are old, cracked, chipped, and broken in here some months ago and has sustained itself by devouring goblitts.
many places. Murals adorn the plaster walls as detailed in the
appropriate sections. They are easy to break though, requiring a ** Several of these haunt the temple complex. They are not servants
strength check at DC 10. of the Witch Queen, rather they have lived here from many centuries
and keep themselves hidden. The characters may illicit their interest.
TAPESTRIES: These ancient and thick tapestries cover only a
few walls and spaces in the lower portion of the ziggurat. These ***Farkin is quite mad. He has spent the past year in the pits of
are rotting and very dingy, but have held up remarkably well for Festung Akt, the subject of horrible tortures by the lords of that fell
being several hundred years old. place. He remembers little but his name, that he comes from the south,
and where Festung Akt is. He will attach himself to the party if they
METAL GRATES: Most of these grates are rusted and easily are kind to him and will guide them to Festung Akt if they ask (see A5
broken. A successful strength check is required to break the The Shattered Horn)
hinges. Ripping the studs from the wall requires a strength
check with a DC 15. † A 3rd level knight from Aufstrag coming to investigate or discuss
matters with the Witch Queen. This encounter should happen only
CONCEALED AND SECRET DOORS: There are many concealed once.
and secret doors located throughout the complex. Their
difficulty classes for locating are described with rooms or †† Spy from Ludensheim hired by one of the guilds (Castle Keeper’s
corridors into which they open. choice) to spy on the Witch Queen. He will not reveal anything to the
party about where he comes from, though he will help them if needed.
COMBAT CONSIDERATIONS: Many areas of the complex are He reports back to his masters when he can make his escape. He has
small and cramped. Any corridor is five feet or less in width, priestly robes.
and the spiral staircases are so small as to impose a –2 on to hit
rolls with weapons over three feet in length. ††† This grig was captured by one of the ungern, and it has recently
escaped. It can’t find its way out of the temple.
WICKED CAULDRON 7
UNGERN X 4 (LE Medium humanoids) HP 17 (HD 2d8+6), the shelf. There are two portals leading out of the room. In the
AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha center of the room is a crockery basin upon a short wooden
9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4), Gore pedestal. A table is placed against a wall with 10 wooden mugs
+6 (1d8+4), scimitar +6 (1d6+4), longbow +3 (1d8+4, on it. Pegs line the northern wall, and several cloaks with black
150/400). SA Able Tactician (advantage on attack rolls if 5’ trim are hung there.
from ally), Multiattack (claws, sword, gore); darkvision 60ft,
Spell resistance, camouflage (Advantage on Stealth), master The goblins are the Witch Queen’s thralls and do nothing
archer (advantage on ranged attacks, add str bonus to damage) but what she bids. In this case, they are simply here to serve
Immune to cold. They each carry a +1 chain coat, scimitar, other servants. The goblins will fill the mugs with water, take
dagger, and 4–40gp worth of jewelry and coin.) cloaks and robes and hang them up, and help anyone undress
should they need it. However, they only do these things if asked,
AREA 3: SACRIFICIAL ALTAR and unless someone speaks the Dark Tongue, they cannot be
communicated with.
Nearly vertical, narrow steps ascend to the ziggurat’s
peak in the middle of a terrifying visage of the Horned They do not attack anyone nor will they scamper off to tell
One. Atop is a large black stone slab resting on a pedestal anyone that someone is in here. The only exception is if the
and two massive copper braziers blazing with blue flame. goblins are attacked. In this case, they run to Area 5 and escape
down to the lower parts of the ziggurat and closer to their abodes
This is a sacrificial altar made of basalt. The walls around the on Levels 6 and 7. Still, since they are used to being beaten and
steps are carved with many pictographs of the Horned One in treated poorly, they will tell no one of the characters other than
varying states of “soul consumption.” Characters moving up other goblins.
these steps are stricken by the images and may be unable to
ascend of their own free will. Characters must make a charisma GOBLITTS X12 (These chaotic evil creatures’ vital stats are HD
check when moving up these steps. Should they fail, they 1d4, AC 10, and HP 2 each. If pressed to attack, they can do
cannot continue moving up the steps of their own free will. so with a single claw for 1–2 damage, +2 to hit. They carry
Further, should the Castle Keeper care, if the charisma check is nothing.)
failed by 10 or more, the character becomes so fearful, he leaves
the ziggurat and is not able to return for 24 hours. AREA 5: GOBLIN DESCENT
There is a groove running down the center of the slab of stone This cramped room reeks of rotting foodstuffs. In the
and into the floor beneath it. It leads to a point at the top of the center of the room there is a large silver bowl sitting
stairs where a large bowl has been carved into the rock of the upon a pedestal. It is filled with fresh and not-so-fresh
temple. These grooves are for blood that pools in the bowl. foodstuffs. Several pegs, both high and low, are located
on the walls. Many cloaks are hanging from them.
LEVEL 2 THE TEMPLE FOYER Murals of elves fleeing from hordes of goblins adorn the
plastered walls.
AREA 4: GOBLIN ROOM
This room is used for donations of foodstuffs to feed the crawler
Steep, greasy, narrow steps covered in mold and grime in the pit located on Level 7. The goblitts collect the food once
descend down into the ziggurat’s bowels. Sputtering a week or so to bring down there. This is a ceremonial act only,
torches light the way, revealing timeworn pictographs as the food from here is only a small morsel for the monster
adorning the walls and even the ceiling. Depicted are below. The bowl is worth 150gp.
many a battle and the gory rituals of sacrifice that befell
those who succumbed to the Horned One’s armies. There are 12 servants’ cloaks in the room hanging from pegs.
In one of the cloaks is a flute left here by accident. The flute, if
The steps end in a small room played correctly, can be used to charm 1–12 goblitts into doing
with a low roof and a stone something they would otherwise not do. However, they will not
shelf running along the entire attack anyone but merely disobey rules they should be following
wall. Dozens of small, toothy or do something they would otherwise not do. There is a music
goblins their putrid green skin sheet in one of the priest’s quarters located on Level 6 in Area
pockmarked with boils and 53G. Without this music sheet, the flute plays as any other.
festering wounds, wearing
nothing but sackcloth girdles GOBLITTS X 1-12 (These chaotic evil creatures’ vital stats are
sit around while chattering HD 1d4, AC 10, and HP 2 each. If pressed to attack, they can
to one another in their do so with a single claw for 1–2 damage, +2 to hit. They carry
reprehensible tongue. nothing.)
WICKED CAULDRON 9
plate covers the peephole. One peers out through the eye of
a dragon on the other side. The door cannot be opened from
the other side.
The table is piled with foodstuffs, mostly meats and not well
cooked at all. There are also several small barrels of beer, some
crockery and a deck of crudely made cards. The weapon rack
has six spears, five long swords, six maces, three long bows, and
two large ranseurs on it. There are 500 arrows in the crates.
There is also a small wooden board painted with multicolored
hexagonal spaces and upon which are placed 12 pieces of wood
in the shape of various beasts. This is a game the ungern play to
keep themselves occupied. If sold to a reputable dealer of rare
items, this game may be worth 700–1200gp.
WICKED CAULDRON 11
AREA 18: ARMORY can fetch 1,000–6,000gp each. Selling them may also attract
This long, bare room contains a series of weapons racks unwanted attention, especially if sold in the nearby city of
against the west wall. There is one rack for pole arms, Ludensheim.
another for maces, another for swords, and another for There are 10 crates in the room. All but one contains more brass
long bows. Three tubs of arrows sit next to the bow rack. or tin ceremonial goods packed in hay and cloth. One crate
At the north end of the room, there is a small table with contains gold ceremonial goods. There are six candleholders
several torches sitting on it. worth 50gp each, a candelabra worth 150gp, an incense ball
This is one of the weapon rooms for the ungern and orcs. The worth 500gp, and a wickedly curved golden blade. The blade
spiral staircase is made of stone and extends to the depths of the is a ceremonial one and was once used for sacrifices atop the
ziggurat with an exit on each floor. The secret door shown in the ziggurat. It is called a heart finder.
map is secret only from the other side. It is clearly visible here. HEART FINDER: These blades were created long ago for use
There is also a working peephole in the door. in sacrifices and were designed and enchanted to make those
sacrifices go much more efficiently. They come in many shapes
LEVEL 4 THE CHANCEL and sizes but each has an inscription that says, “Seek the Heart”
in the Dark Tongue. The blade is only useful against prone
AREA 19: VESTMENT STORAGE
and defenseless opponents (asleep, knocked out, completely
This room has many shelves and boxes piled in it. unaware, tied down, etc). One holds the blade above such an
One wall is entirely devoted to racks of vestments and opponent, intones the words “Seek the Heart” and the blade
ceremonial robes. The shelves are stacked high with will go for the heart as soon as the character swings. (The heart
brass candleholders, candelabra, candlesnuffers and finder receives advantage on attack rolls and scores a critical hit
other items of similar ceremonial nature. against all prone and defenseless opponents. The blade causes
1d6+10 points of damage a round until pulled out. Pulling it
out causes an additional 1d6+10 points of damage. The blade is
thoroughly evil and if a good-aligned character touches it, they
suffer 1d6 points of damage each round, and cannot put it down
unless they succeed at a DC 15 Wisdom save. In the hands of a
neutral character, this blade simply will not function at all, save
as a normal sword.)
An enraged imp lives in the back of this room. It was once the
familiar of a priestess. That priestess has long since died, but
the imp remained loyal to her and now resides near the only
remaining earthly presence of the priestess, a white robe. It does
not attack or in any way molest the party unless the robe the
priestess once wore is handled. The imp uses all of its abilities
to dissuade anyone from doing anything with her cloak, short of
directly fighting them. If the robe is removed from where it is,
the imp follows and molests the party from a distance, awaiting
a moment to reveal the party to guards or other servants of the
Witch Queen. This latter should be done at a very inopportune
moment for the party or the particular character that has the
robe.
This dining area is solely for the use of priests and the record The room is littered with junk. Every open space is literally
keepers. The food is constantly being changed, with rotten and covered in bric–a–brac. Most of the items are mundane, if not
half-eaten material being taken away at a fairly consistent pace downright common, such as a unique spoon with a letter on it,
and being replaced by fresher foods. The goblitts do all of this some small statuette; a chunk of crystal, a ball of cloth, a saucer,
and are moving in and out of the room most of the time. The a cutting from a rose bush, a small wood box, some candles,
only time this room does not have food in it is late at night to and other similar items. There are some interesting items, but
early morning. There are several large barrels of beer in here as of no particular value as well. These include an old miner’s
well. The food is fairly good as it is made for humans. The gold lamp, a small rent helm with a nose–guard, an ornately carved
statue of Unklar is not entirely gold. It is gold plated soapstone. wood candleholder shaped like a dragon, a large multi-colored
A close inspection will reveal chips and gouges in many places candle, and an extremely large pinecone. These items should
that reveal a soapstone interior. suffice to keep curious characters interested and busy for some
time. There are some real treasures in here, but they will take
There is a chance some priests or scribes will be encountered some searching to locate.
in here. A one on a d10 indicates the presence of 1–4 priests
or scribes. Also, for every 10 minutes the party is in here, roll a There are hundreds of pieces of paper with writings and
d10, a one indicating the arrival of 1–2 priests. All the priests scribbling on them and dozens upon dozens of scrolls. Most of
will recognize the party as interlopers if they are not dressed the paperwork in here references rituals and how they should be
appropriately. Even so, after a few questions as to their purpose performed. Many are wrong or dated incorrectly, all the correct
they will be revealed as interlopers. In some cases, the priests ones being located in the vaults below. The others are records
try to act normally and warn otheres of the characters’ presence of visitors, contracts, lists of soldiery, weaponry, etc. All of this is
after they are out of harm’s way. Other priests may not be so very mundane. There are however, three pieces of vellum on the
careful and call for help immediately. desk underneath a pile of papers. The writings upon them appear
to be mundane. This is but an illusion, for the vellum pages are
ACOLYTE PRIESTS (LE human clerics) HP 9 (HD 2d8), AC actually magical scrolls. The illusory writing can be dispelled by
10, Spd 30ft. Str 10 Dex 10 Con 10 Int 12 Wis 14 Cha 12. pouring cold water over the vellum or casting a dispel magic upon
Perception 12 (+2). Medicine +4, religion +2. Sv: Wisdom it. The spells are invisibility, enhance attribute, sphere, and scrying.
+4. Staff (1d10). SA Spells: (Save DC 12, Spell attack +4;
Cantrips: light, sacred flame, thaumaturgy; 1-level (3 slots): There is a birdcage hanging from the ceiling. Be sure to point
bane, cause wounds, sanctuary). They carry leather armor, this out as nonchalantly as possible to the players. Close
staves, and 2d6gp worth of jewelry and coin.) inspection reveals that there are many small, hollow glass tubes
with holes in them crisscrossing the interior of the birdcage.
SCRIBES (LE human commoners) HP 4 (HD 1d8), AC 10, Attached to the outside of the birdcage are two silver rods,
Spd 30ft. Str 10 Dex 10 Con 10 Int 14 Wis 12 Cha 10. Per- one slim and one thick. Each is five inches long. If the cage
ception 13 (+1). Arcana +4, medicine +3, religion +3. Sv: is closed and the metal rods struck against one another, a tiny
Intelligence +4. They carry nothing of value.) air elemental is summoned in the cage. It cannot leave the
cage unless the door is opened. Striking the two rods together
AREA 21: CHAMBERLAIN'S RESIDENCE does not produce a sound audible to anyone except elves. The
The door opens onto a dingy room cluttered with junk, creature weaves in and out of the glass tubes, making an odd
do–dads and bric–a–brac. Beneath all this clutter are and eerie music. If the metal rods are struck twice, a small air
a large desk and chair, a sumptuous though dusty and elemental arrives; thrice brings a medium elemental, and four
unmade bed, and a night stand cluttered with books, times brings a large elemental. All are locked in the cage, and
papers, quills, and other odds and ends; and there each makes music particular to their size. One must be within
is a bureau in here as well. The walls are covered in 10 feet of the object for it to work. Only one elemental can be
tapestries. in the cage at a time. One can let the elemental out. If this is
done, it attacks the nearest sentient being. If the door is open,
This is the room of the head record keeper and chamberlain, innumerable elementals can be summoned, but only once every
Garrulus Sump. The Castle Keeper should decide where he is 10 minutes. The item is priceless. It is also large, being perhaps
when or if the characters discover this room. He keeps track of two feet high and one foot in diameter. It is easily broken, and
all the comings and goings at the complex, ritual processions, once even a single glass tube is cracked, it will no longer work.
trade goods, important dates, and things of this nature. He can
recall a great many facts about the temple due to a prodigious The bureau is ornate and has several dozen cloaks, pants, shirts
memory and knack for object – fact association. This partly and socks in it. Much of the clothing is piled on the floor. It is
WICKED CAULDRON 13
all dark in color. At the bottom of the bureau, beneath some The bowl on top of the pedestal appears unremarkable and
socks and other dirty clothing is a cloak that appears rather is filled with water. However, if the basin is removed, a small
plain compared to the rest. Upon opening it up, a shimmering button is noted on top of the pedestal. Pressing the button
red silken lining is noted. This is a cloak of etherealness. causes the north panel of the pedestal to open. Within are two
potions of healing. If the button is pressed again while the door
Underneath the bed are many items one might expect to find to the north panel is open, the south panel opens. Within are
such as clothing, a book or two, some dust, bits of food, a shoe, two potions of etherealness. To open the east panel, the north
some coins, and other bric–a–brac. There is also a special panel must be closed while the south panel is left open; then
marble beneath this bed. It is called a Troll’s Eye. The eye of the button in the bowl pressed. Inside the east panel are three
a troll was placed inside a glass ball. It could not regenerate, potions of gaseous form. There is no west panel to open. However,
as the body has nowhere to grow to, but the eye still looks out. should the south panel be closed and the east panel left open
There are only two ways to break the glass marble. The first is then the button pressed, a trap is set off. Four portculli drop
to cast dispel magic upon it and then strike it with a hammer from the ceiling around the pedestal, locking everyone in the
whose head is made of glass. The other manner is with a tuning center room. Detecting this trap is a DC 13.
fork. Should a tuning fork ever be used within 30 feet of the
marble, it has a 20% chance of breaking. If the marble shatters, If priests are found in the room, there is an equal chance for
the troll’s eye rolls out and begins to regenerate. Otherwise the each being either a Priest of the First Order or the Second Order.
marble allows the handler to use it to hit any other item made
of glass within 50 feet. All the wielder must do is decide what it ACOLYTE PRIESTS (LE human clerics) HP 9 (HD 2d8), AC
will hit and it will. 10, Spd 30ft. Str 10 Dex 10 Con 10 Int 12 Wis 14 Cha 12.
Perception 12 (+2). Medicine +4, religion +2. Sv: Wisdom
One of the drawers in the desk has a secret compartment at the +4. Staff (1d10). SA Spells: (Save DC 12, Spell attack +4;
end of it which contains 150pp. Cantrips: light, sacred flame, thaumaturgy; 1-level (3 slots):
bane, cause wounds, sanctuary). Spells may vary by priest. They
The chamberlain, Garrulus Sump, is a tall, thin man with beady carry leather armor, staves, and 2d6gp worth of jewelry and coin.)
eyes, a greasy beard, stringy hair, sunken chest, and flaring nostrils.
His breath is wretched, and he knows it. He gets a perverse SCRIBES (LE human commoners) HP 4 (HD 1d8), AC 10,
pleasure out of getting real close to someone’s face while talking Spd 30ft. Str 10 Dex 10 Con 10 Int 14 Wis 12 Cha 10. Per-
to him and using his long bony fingers to poke and prod those he ception 13 (+1). Arcana +4, medicine +3, religion +3. Sv:
does not like or intends to belittle. He is absolutely loyal to the Intelligence +4. They carry nothing of value.)
Witch Queen, as she supplies him with potions that extend his
life span. He is also a thoroughly despicable human being. AREA 23 GUARD CHAMBER
GARRULUS SUMP (LE human cleric 5) HP 27 (HD 5d8+5), This stark chamber has a large wooden table in it
AC 13, Spd 30ft. Str 10 Dex 10 Con 12 Int 13 Wis 16 Cha with several vicious ungern standing up hefting blades
13. Perception 13 (+3). Medicine +7, persuasion +3, religion notched from many battles. At the far end of the room,
+4. Sv: Wis +5. Staff +4 (1d10+2). SA Channel Divinity the steps spiral down.
(bonus action, spell slot to deal +3d6 staff damage). Spellcast-
This is a guard chamber. There are always six guards in here
ing (Save DC 13, +5 attacks): Cantrips – light, sacred flame,
keeping a watch on those on this level and to help in Area 24.
thaumaturgy; 1-level (4 slots) – cause wounds, guiding bolt,
There are some meats and tankards of ale on the table. The
sancturary; 2-level (3 slots) – hold person, spiritual weapon;
concealed door is visible from within here, but is behind a
3-level (2 slots) – dispel magic, animate dead). Challenge 2
curtain on the hallway side.
(450 XP). He carries leather armor, a +2 staff, and 500gp
worth of jewelry.) UNGERN X6 (LE Medium humanoids) HP 16 (HD 2d8+6),
AC 16, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha
AREA 22: SLEEPING CHAMBER 9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4), Gore
This is a cross-shaped room. There are alcoves on the +6 (1d8+4), scimitar +6 (1d6+4), longbow +3 (1d8+4,
north, south, east, and west walls. In the middle of the 150/400). SA Able Tactician (advantage on attack rolls if 5’
room is a large stone pedestal with a bowl on it. Inside from ally), Multiattack (claws, sword, gore); darkvision 60ft,
all the alcoves save the north one are two sets of wooden Spell resistance, camouflage (Advantage on Stealth), master
bunk beds and four chests. The beds have straw mattresses archer (advantage on ranged attacks, add str bonus to damage)
and woolen blankets. Curtains separate the alcoves. Immune to cold. They each carry a +1 chain coat, scimitar,
longbow, dagger, and 4–40gp worth of jewelry and coin.)
This room is for several sub-priests and record keepers. Priests
who are resting often occupy it. There is a 65% chance that AREA 24: SECRET EXIT
there are 1–4 priests in here and a 70% chance for 1–2 scribes.
Sitting in this small alcove upon a gnarly wooden chair
There is little of value in the room, as these lower priests are not
is a massive hairy beast with jagged yellow tusks and a
supposed to own personal items. Most do not, and those that do
wickedly curved blade. Behind it is a large wooden door
keep those items on their person.
interlocked with various metal bars.
WICKED CAULDRON 15
GOBLITTS X6 (These chaotic evil creatures’ vital stats are HD grotesque stylized relief of the head of a demon or some
1d4, AC 10 and HP 2 each. If pressed to attack they can do so such creature from the abyss. Its head stretches from
with a single claw for 1–2 points of damage; +2 to hit.) one of the walls to the other and from floor to ceiling.
Its great maw easily covers half the wall and is open
AREA: 26 WAITING ROOM wide, its tongue licking out over many jagged teeth.
Painted in a chaotic mixture of greens, reds, blacks,
The portal opens onto a wide well lit room with a portal
blues and yellows, the relief causes a momentary sense
on the far end. The walls are plastered and covered in
of discomfort to all who see it.
frescoes of many eyed beasts in an icy plain. About the
room are half a dozen high backed wooden chairs, a The back of the statue’s mouth hides a secret panel that opens
large oaken table, and a wooden pedestal with a large up onto a staircase that descends to the areas below. Finding
brass bowl on it. There is a rack with several cloaks on the secret door is very difficult, as it is magically concealed with
it in the corner. In one of the chairs sits a tall, thin, a permanent illusion. So, not only will the illusion have to be
pale, emaciated man, nearly naked. He stares blankly bypassed, then the door and its lever must be discovered. This is
forward. He stands as you enter.
This is the waiting room for servants. They often sit here
awaiting instructions from their masters, who are often gathered
in Area 27. Sometimes they sit here a long time. Goblitts will
come and serve anyone in here who is in robes.
WICKED CAULDRON 17
jammed and stacked with dusty volumes and tightly out leaps an oily skinned, small, muscular beast with six
bound scrolls, and several tables heaped with plates, arms, tiny tattered bat wings, and a glaring, fanged face.
tankards, glasses, books, and other detritus of those It leaps up into the air.
who have spent too much time in here. A thick layer of
white dust covers much of the room as if it were snow The demon gets out of the body in one round. During that
on a mountaintop. There are trails in the dust and debris round, the one in which he is emerging, he is vulnerable, and
indicating where some few people walk through here any swings at him are done so at a +5 bonus and cause double
and even, apparently, work. . . . . damage. Any round thereafter, any damage the demon receives,
the scrivener receives one half that amount of damage. The
If the characters have managed to get this far without raising demon will attack until it receives one-half its hit points in
an alarm, the scrivener will be in here working at his desk. damage; then it tries to escape and hide. It then attempts to
Otherwise, he has taken his valuables and gone down to his follow the scrivener around and reenter his body, no matter how
chamber on Level 7. If the scrivener is in here, read the following far from this place Daderus travels. He will constantly harry him
in addition to the above. and the party if he is with them, until dealt with.
. . .as does one now. Sitting in a tall chair, behind a plain Should the demon get out alive, he takes all the evil and hate out
though cluttered desk, sits an old man with long wispy of the scrivener’s body, so much so that the scrivener becomes
white hair. His face is wrinkled like a waterlogged prune chaotic good in alignment. The scrivener slowly becomes aware
and he has one eye, which is covered in a hexagonal of his past misdeeds and seeks repentance and egress from this
spectacle. He is scribbling upon a piece of parchment at place. Should the characters manage to save the scrivener and
the moment. A single candle illuminates his work area. return him to a place where he can live in peace or live a life
of repentance, they should receive a hefty experience point
The one thing that kept Unklar’s Empire together was the story award. This should be in the range of 500xp for each
record keeping and being able to move supplies, money, and individual involved and 1000xp for those persons instrumental
material to whichever place needed it in a quick and orderly
in his rescue (those who choose to wait until the demon is out
fashion. The practice of record keeping has remained with
to attack it, who plan for the possibility, etc). The Castle Keeper
many of the Horned One’s servants who survived the fall as a
is, of course, the final arbiter in this.
continuation of habits formed long ago, even though there is
little to be gained by it in these days. DADARUS SKEVINBELD (N Medium Human): HD1d8 (HP
4), AC 10, Mv 30ft. Str 10 Dex 10 Con 10 Int 10 Wis 10 Cha
This is the records hall. Here, scriveners keep ledgers and lists
10. Perception 10 . Knife +2 (1d4). SA None. He is carrying
and notes of all things that happen in and around the ziggurat.
three large gold coins of imperial make worth 15 gp total.)
The head record keeper, the scrivener (once known as Dadarus
Skevinbeld to his mother and father), does the vast majority RAGE DEMON (CE Small Fiend) HP 22 (HD 5d6+5), AC
of the work in here and has filled several volumes himself with 18, Spd 20ft, fly 40ft. Str 10 Dex 18 Con 12 Int 11 Wis 14
information so mundane as to bore even the most fastidious and Cha 8. Perception 12(+2), darkvision 120ft. Bite +2(2d4),
punctilious of individuals. To help him with this task he has, claws +2 (1d6), tail barb +4 (1d4+2 plus 1d6 acid). SA
in the past few years, engaged a few others to help him, as he Multiattack (bite, claw and tail), demon’s sight (see through
senses his death lingering on the horizon. nonmagical darkness), flyby (no opportunity attacks), posses-
sion (Latches onto victim that it damages with all three at-
The scrivener may appear a harmless old man and he even, most
tacks, who becomes CE and fuelled by rage and hate, esp.
of the time, believes himself to be incapable and incompetent.
towards former companions; DC 15 Wis neg), Magic resist-
However, this is not the case. When pressed and his ever so
ance, damage resistance cold, bludgeoning, piercing, slashing
valuable books, ledgers, and other material become threatened
from nonmagic, non-silver weapons, immune to fire, poison.
and he is incapable of flight, his inner demon comes out, quite
Challenge 2 (450 XP)).
literally. The anger, pain, regrets, jealously, and a host of other
emotions have been bottling up inside Dadarus since youth. In The secret door located at the south end of the room is part of
this foul place, those pent up emotions have found a home and the bookcase. Behind the books on the bottom shelf is a large
nourishment. A demon has come to roost in the scrivener’s metal lever, which if pulled, causes the door to open.
chest that feeds on his anger. When the scrivener is pressed, his
books or ledgers destroyed or messed with, or he is interrogated, The vast majority of the books and scrolls in this room are of
the demon will come out to attack anyone nearby. little value though perhaps of great interest. They chronicle
almost everything that has happened here for ages and ages.
If so, read the following: There are accounting records, trade good ledgers, troop
The scrivener’s frail body goes limp, his skin begins to movement ledgers, contracts, letters, notes and other types of
crinkle before you and his eyes roll back in his head. He correspondence. Much of this is written in the ancient tongue
begins to gurgle and dark purplish blood drips from his and is unreadable without the correct knowledge of that
mouth. Suddenly, his mouth opens wide and two small language or some type of decipher script spell. There are a few
clawed hands reach out, stretching the mouth wide and interesting items, though. Each is described below.
WICKED CAULDRON 19
Taking the lantern off of the rod sets off a trap. The characters of paper attached to them while those on the right are more
will have time to react as the trap is old and has not been well loosely bundled and have no tags. Those towards the rear of the
maintained. The rod is connected to a chain and pulley system room are covered in dust, while those toward the front are not.
attached to a large chunk of stone in the hallway ceiling and the
secret door. This drops after a few seconds, and a grinding gear This is the storage room for special outgoing silks. Some silks
sound reverberates throughout the hallway. The secret door is have been here for a very long time and will never leave. The
locked shut and blocks of stone drop from the ceiling where ones bundled up on the left have specific designations while
each “X” and “x” are. The “X” indicates the stone has fallen all those on the right do not, having been used as bribes or gifts.
the way to the floor and causes 1d8 damage to whoever is under They are worth 300–900gp per bolt. There are 123 bolts in the
it, while the “x” indicates the stone has only fallen part way to room, each weighing 40 lbs and being about five yards wide and
the floor and causes 1d4 damage. Save halves damage in both 30 yards long, overall having a 6 encumbrance value. Looking
cases. All the stones are attached to chains so can be hauled at the addresses on the labels, the destinations of some of the
back up into the ceiling. The mechanism for this is located on silks become clear. There are many individuals whose names
Level 6, Area 53. are unrecognizable, but a few are. One Garten Onestdell, a silk
merchant in Ludensheim, is named on several bolts of silk. Ten
36A: RECORDS bolts are going to a Varreus Treffle in Festung Akt. Two bolts are
going to one Johan Essenstern. These people are detailed in the
This wooden door is closed with a seemingly seamless fit Usurpers of the Fell Axe and The Shattered Horn.
into the doorframe. In the center of the door is a single
round hole, about an inch in diameter and framed by a 36C: MILITARY RECORDS
gold band. There are no other markings on the wood
and no hinges to be seen. This large oaken door is slightly open. Beyond is a stark
room with a series of shelves along one wall. The shelves
This door is sealed by a simple mechanism. One simply rolls a are full of books, scrolls and piles of paper. In the center
gold standard coin of imperial make into the slot and it rolls of the room is a thick desk behind which sits a very old
down a chute, releasing the mechanisms along the way. A few and gray ungern. In his clawed and desiccated hand is a
clicks later and the door shifts a little and can thence be pushed quill with no feathers on it. A small lamp burns with a blue
open. There are not many coins of imperial make remaining flame beside him, casting the entire room in bluish light.
anymore. Characters could have picked them up from previous This room was once used for military record keeping, but no
modules or gathered them from this adventure. If the wrong longer. All the records here are 100 years old or more. The
coin is placed within, it just consumes it. There is a box of 32 old ungern sitting behind the desk is long dead and has mummified
imperial standard gold coins to the side of the door (each worth in here. He is actually dusted and cleaned every once in a while
5gp in weight and about 100gp each to a collector). by the goblitts. He has mummified in place.
This room contains vast stores of very old records on transactions When this venerable ungern war leader died, the previous
that have occurred here since the founding of the edifice as well Witch Queen had him cursed-for some slight infraction (like
as supplies for the scrivener. The room is jammed top to bottom dying at an inopportune moment)-and his spirit now guards
with scrolls, piles of parchment, old and new boxes of ink, quills, these halls. When this room is entered, the ungern’s spirit
and other items. Mostly however, it is just records, and there awakens and appears at the west end of the hallway outside the
are thousands upon thousands of sheets of paper in here-some door (described below). Should the characters search the body,
used, some not, some valuable, but mostly not. they will find that the only thing of value is a polished, black,
oval stone hanging on a silver necklace around the neck of the
AREA 36B: SILK STORAGE ungern. Breaking this stone releases the curse and frees the
This wooden door is locked with three massive padlocks ungern’s soul. It breaks as easily as glass and as soon as it does,
and a regular lock. The wooden door is carved with the apparition described below dissolves.
strange glyphs and icons, and in the center is a small
handle in the shape of a wolf. A low moaning and groaning as if from a boar being stuck
emits from the west end of the hallway. A blue glow fills
The locks are difficult to open. In order from top to bottom, that space and coalesces to a vaguely humanoid shape,
they each have a DC15. The center lock is DC20. If an attempt then to that of a brutal beast with two large, curving
to pick any of the locks fails, the handle’s head comes to life and horns and massive a snout. Festooned with ethereal
whips around, growling. It is but a small head no bigger than the jewelry and pulsing tattoos, the beast leaps forward,
palm of a hand, but its growl is mighty and can be heard for 100 baring a large broad-bladed spear.
feet in every direction. It likely brings guards.
UNGERN GHOST (CE Medium Undead) HP 45 (HD 10d8),
Within the room are piles and piles and heaps of rolls and AC 11, Spd 40ft fly. Str 7 Dex 13 Con 10 Int 10 Wis 12 Cha
bundles of silk. Some are tied together and others are loose. 17. Perception 11 (+1), darkvision 60ft. Withering Touch +5
After a moment’s observation, one notes two distinct divisions (4d6+3 Necrotic), Horrifying Visage (all who see frightened
of the silk. Those on the left are bundled and have small pieces (DC 13 Wis neg.) Failing save by 10 also ages 1d4x10 years),
Possession (Recharge 6; Ghost possesses target (DC 13 Cha
WICKED CAULDRON 21
or actually work here and live in the town outside. It is unlikely Eight goblins live in this room. There is 1–4 here. One of the
they will attack; although if not killed, they do warn others goblitts is a head shrinker. He shrinks the heads in a room on
of any interloper’s presence. Other than this, there is little of Level 7, Area 70. The cages are all open and each contain
interest in here except the four oil containers in the bureau. several rotten, torn, and flea-infested blankets and scraps of
clothing. Dung is heaped upon the floor as well. The head
AREA 40: SERVANT'S QUARTERS shrinker is downstairs.
This dingy, crowded room has eight sets of bunk beds
in it, each with a pile of blankets and pillows on a straw LEVEL SIX THE DONJON
mattress. A person is curled up asleep in one bed. AREA 43: STORE ROOM
The servants use this room. The one sleeping in here now is This room is filled with boxes, crates, barrels, and slabs
an orc. He is drunk and will have to be roused roughly to get of meat hanging from hooks in the ceiling. Light spills
him up. Two other beds are obviously being used as the beds out of the chamber to the north, as does the singing and
are mussed up. The orc wears a silver medallion indicating his laughing of high-pitched, annoying voices.
master, one Gordru Nuk. The medallion is worth 10gp.
The goblitts use this chamber to store food in. It is crowded and
ORC (CE Medium Humanoid) HP 15 (HD 2d8+6), AC 13, stacked end to end with foodstuffs. Several ladders can be found
Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha 10. Perception about the room that, affording the goblitts access to those items
10. Intimidation +2. Scimitar +5 (1d8+2). SA Darkvision at the tops of the stacks.
60ft; Double move.
AREA 44: KITCHEN
AREA 41: STAIRS DOWN This sweltering, smoke-filled room is cluttered with a
These narrow steps lead down. The lintel over the dozen goblitts cooking all manner of foods. A large oven
doorway is of a series of people in robes carrying large and two long stoves cover two of the walls in here. Two
packs. tables, one used for food preparation and another for
food collections, are overflowing with foodstuffs.
These stairs lead down to the floor below to Level 5, Area 19.
This is the lesser kitchen used to prepare foods for guests and
AREA 42: GOBLIN HANGOUT others in the upper levels of the ziggurat. As with most goblitt
activities and areas, it appears chaotic but is not actually the
You enter dirty area with many small alcoves. The place
case. Any excitement here attracts the ogres in Area 45. There
looks like the sewer system of some great city. The floor
are 11 goblitts in here.
is awash in putrid water; it smells like dung, and piles of
garbage are everywhere and small metal cages hang on GOBLITTS X 11 (These chaotic evil creatures’ vital stats are
the walls on every conceivable open spot. Goblitts of all HD 1d4, AC 10 and HP 2 each. If pressed to attack they can
shapes and sizes are running to and fro, chanting, eating, do so with a single claw for 1–2 damage; +2 to hit. They carry
and going about the business goblins should. nothing.)
The most notable aspect of this area-other than the dozens of
goblitts-is the overwhelming stench of urine and feces. The AREA 45: GUARDS
goblins are supposed to dump it outside, but often collect it here In this aperture are three massive, thickly muscled
before doing so. There is little of value here, and the goblitts will human–like men with gnarled faces and giant fangs in
not bother anyone moving through the area, though they will wide mouths. Each carries a spiked club and a sheet
watch with curiosity as it is a very rare occasion that they are of metal strapped to his chest. They rise from a table
visited. They will get out of the way of anyone moving through heaped with steaming food, while several goblitts scurry
here and not contest anyone’s actions. away.
GOBLITTS X22 (These chaotic evil creatures’ vital stats are These three ogres guard the rear entry to the ziggurat. They
HD 1d4, AC 10 and HP 2 each. If pressed to attack they can attack any who seem out of place.
do so with a single claw for 1–2 damage; +2 to hit. They carry
nothing.) OGRES X 4 (CE Large Giant) HP 59 (HD 7d10+21), AC
15, Spd 40. Str 19 Dex 8 Con 16 Int 5 Wis 7 Cha 7. Perception
AREA 42A: CAGE ROOM 8 (-2). Spiked great club +6 (2d8+4). SA darkvision 60ft.
They carry scale armor and spiked clubs.
There are eight small metal cages hanging from the bare,
cold stonewalls in here. A large wooden curio at the AREA 45A: RAMP AND ENTRY
west end of the room has several dozen small grotesque
shrunken heads in it. This corridor opens up to the north and a wide portal
leads to the outside. Two large metal doors, partially
open, are the only things blocking the way out.
This is the guards’ chamber. The ungern gather here before AREA 47: SMITHY
moving to their posts or just come here to play games, eat, or do
any other activity they may find amusing. The ungern in here Behind the grate in front of this chamber is a large
now are about to go to the top of the ziggurat and replace the furnace and sundries associated with a smithy, including
guards in Area 1. Before leaving, though, they intend to finish hammers, an anvil, workbench, several crates, and piles
their game of Dwarf Crusher. These guards only respond to a of wood.
WICKED CAULDRON 23
The smithy is a fairly important place in the ziggurat, even dominates the south side of the room. This grinning
though it is rarely used. The ungern smith is a master of his craft beast sits upon a throne holding a sceptre in each hand.
and creates armor of extraordinary strength and blades that are A red glow from the torchlight masks the whole in an
wickedly sharp and light. In addition to all the material used eerie, scabrous orange sheen.
in a typical smithy, there are five crates of metal ingots from
Aufstrag. These are very valuable, as this metal can be used by This area has steps leading down from the secret chamber above
a master smith to make armor and weaponry that confers a +1 (near Level 7, Area 59 and Area 56, see map Level 7). There
armor class to armor made of it or +1 to damage for weapons is also a statue of the Horned One on the wall to the south. It
made from it. These ingots also have a bluish lustre to them, is a secret door that leads to a narrow set of steps going down.
which can be enhanced by smelting techniques. There are no Opening the door is managed by pulling the sceptre in the left
finished pieces in the smithy at present, and beyond the ingots, hand of the statue downward. This opens a narrow panel in the
little else of value. throne portion of the statue. This secret door leads to a tunnel
only three feet wide.
AREA 48: GUARDS, CHAMBER
AREA 51: SERVANTS' ROOM
Metal grates surround this chamber with large open
doors leading in and out of the room. The entire room This spartan room has bare walls. Inside is a single table
is bathed in an eerie blue light. Within are racks of with five chairs around it and several against the wall.
weaponry: bardiches, longswords, bows, as well as The table has the remains of a meal on it. One large
shields, helmets, and arm and leg greaves. metal lamp hangs from the wall, illuminating the entire
room. Two thin, ragged orcs sit in here talking to a rather
This area is for weapon storage and serves as a gathering point fat, ugly human.
for the guards in time of conflict. No one is here at the moment.
A blue light emanates from the bardiches, all of which are made This room is used by the servants of the priests for eating and
from the ore that glows blue. They each confer a +1 damage lounging. Currently the orcs and human are arguing over a bet.
in combat. The orcs have only daggers and serve the priests who stay in
Areas 53A–G. They will not fight unless provoked, and then
UNGERN X 4 (LE Medium humanoids) HP 16 (HD 2d8+6), try to run away and warn their masters. The human, Gideous
AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha Filch, serves the priests likewise and is hoping to become a priest
9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4), Gore one day. He has some abilities. Gideous will not fight unless
+6 (1d8+4), scimitar +6 (1d6+4), longbow +3 (1d8+4, cornered. He carries no weapon though. He attempts to explain
150/400). SA Able Tactician (advantage on attack rolls if 5’ away his presence here and even offers to convert if his life is
from ally), Multiattack (claws, sword, gore); darkvision 60ft, threatened. If he can escape, he warns others in the complex of
Spell resistance, camouflage (Advantage on Stealth), master the characters’ arrival.
archer (advantage on ranged attacks, add str bonus to damage)
Immune to cold. They each carry a +1 chain coat, scimitar, ORCS X 2 (CE Medium Humanoid) HP 15 (HD 2d8+6),
longbow, dagger and 4–40gp worth of jewelry and coin. AC 13, Spd 30. Str 16 Dex 12 Con 16 Int 7 Wis 11 Cha
10. Perception 10. Intimidation +2. Scimitar +5 (1d8+2) or
AREA 49: WOODWORKING ROOM Heavy crossbow +5 (1d10; 100ft/400ft). SA Darkvision 60ft;
Double move. They carry daggers and 2–20gp in various coins.
The area behind the bars has a large workbench covered
in tools. There are piles of wood on the floor and leaning GIDEOUS FILCH (LE Medium Human): HD1d8 (HP 4), AC
against the wall, tools piled on shelves, and planks of 10, Mv 30ft. Str 10 Dex 10 Con 10 Int 10 Wis 10 Cha 10.
wood in the process of being hewn into smaller pieces. Perception 10. Cudgel +2 (1d6). SA Cantrips: Guidance,
Thaumaturgy. Treasure: 1d6cp.
This is the woodworking room. Primarily bows and arrows are
made here, though occasionally other objects of use to the AREA 52: SERVANTS' CHAMBER
ungern are made as well. Often any tables, chairs, or beds are
made in the town outside and brought here. There are dozens of This room contains five wooden beds and a large
types of tools here: hammers, files, planes, saws, nails, and other cabinet. There is a sconce on the wall. It is fairly dirty
items that the characters may find of use. The woodworker is and unkempt with a wide, full bedpan near the door.
not presently in the facility. He does have a stash of finely made
Servants use this room. All the beds have been used and are
arrow shafts in a special box underneath the worktable. There
in disarray. Some dishes are piled beneath an unused bed. The
are two-dozen arrow shafts made for short bows, and when fixed
bureau contains three cloaks for servants, several pairs of shoes,
to arrow tips, they confer an extra 50 feet to the arrow’s range.
some hats and two packs. The packs belong to the orcs from
Area 51. They contain traveling equipment: a tinderbox, two
AREA 50: FOYER pans, dried food goods, a small knife, 20 feet of cord, a hatchet,
This is a preternaturally dark room. Flames flicker in and two empty water flasks.
sconces but cast little light upon the floor and walls.
A broad statue of the Horned One, painted all in blue,
WICKED CAULDRON 25
ORC PRIESTS X 2 (LE Medium Humanoid) HP 15 (HD that they do not belong here. The mimic is cursed and is usually
2d8+6), AC 13, Spd 30. Str 11 Dex 12 Con 16 Int 7 Wis 15 tasked with killing the room’s occupant. However, it is of no
Cha 10. Perception 10. Intimidation +2. Staff +3 (1d8+1). particular bent to do so with the characters. The mimic wants
SA Darkvision 60ft; Double move; Spellcasting (Save DC 14): to leave. It will make its wishes known.
Cantrips – Guidance, Sacred Flame, Thaumaturgy, 1-level (2
slots) – Bane, Inflict Wounds. The mimic has little to bargain with, as it has been in here a long
time and cannot even remember what the rest of the ziggurat
AREA 53F: EMPTY ROOM looks like. It does know there is a secret door on the far wall and
how to open it. It also knows that the Witch Queen’s lieutenant
This room is unlocked and empty other than furniture. carries a rod that, if broken, will release it from its curse. Should
the characters undertake to please the mimic and break the rod,
AREA 53G: PRIEST ROOM it will also reveal a secret panel in the floor underneath the
The door to this room is locked. A groaning sound bureau. In a small compartment is a necklace worn by a near
comes from within. permanent occupant many years ago. It is an amulet of protection
against poison allowing a +3 to all saving throws versus poison.
This room contains a lone priest. He sits upon one of the beds
groaning, as he has lost his flute (see Level 2, Area 5). This If pressed, of course, the mimic will defend itself.
priest is difficult to arouse, so distraught is he at having lost his
MIMIC (N Medium Monstrosity) HP 58 (HD 9d8+18), AC
flute; he has come here to be alone. Several sheaves of sheet
12, Spd 15ft. Str 17 Dex 12 Con 15 Int 5 Wis 13 Cha 8. Per-
music are on the floor (reference Level 2 Area 5).
ception 11 (+1), darkvision 60ft. Stealth +5. Pseudopod +5
PRIEST (LE Human Clr 2) HP 9 (HD 2d8), AC 12, Spd (1d8+3 and target stuck/grappled (Escape DC 13), Bite +5
30ft. Str 10 Dex 10 Con 10 Int 10 Wis 14 Cha 11. Perception (1d8+3 plus 1d8 acid). SA Shapechanger, adhesive, false ap-
14(+4). Medicine +4, Religion +4. Sv: Wis, Cha. Staff +2 pearance, grappler (advantage on any creature grappled by it).
(1d8). SA Spellcasting (DC 12; +4 spell attack): Cantrips –
light, sacred flame, thaumaturgy; 1-level (3 slots) – bless, inflict AREA 54C: CLEANING ROOM
wounds, sanctuary. He has leather armor, a staff, and 18gp A large oaken door rests securely in place here. This
worth of jewelry and coin. Challenge 1/2 (100 XP) room is cluttered with junk. There is a four–poster bed
piled high with towels, blankets and clothing. A desk
AREA 54: FOYER AND GUESTS’ QUARTERS is pushed up against a wall and cluttered with serving
This corridor is paneled in dark wood. There are seven dishes, plates, flatware, and scraps of food. A pedestal
doors in the corridor. Draped between each is a small has been knocked over, and a cracked washbasin lies
tapestry, each sewn in a checkerboard pattern of blue nearby. A bureau with open doors is piled high with
and red squares. clothing. Tapestries line every wall except the north,
where that tapestry lies in a heap on the floor.
The tapestry at the end of the hallway covering the concealed
door is magical. The Witch Queen can peer through it from The goblitts use this room to pile cleaning material, plates and
another tapestry in her room (Level 7, Area 75). She can junk from other guest rooms. This room is dusty and messy. The
also send small items or creatures through it. Whenever the secret door on the far wall is easy to note since the goblitts have
characters are in this corridor, there is a 1 in 20 chance the not taken care of it (DC 10).
Witch Queen is looking through it. If she sees the characters,
she raises the alarm and sends something through the tapestry AREA 54D: EMPTY ROOM
to molest the party. Refer to Area 75 for the available pets she This room is empty except for furniture.
can send through.
AREA 54E: CANDLE ROOM
AREA 54A: EMPTY ROOM
Many candles, smoldering and smoking with sputtering
Other than furnishings, this room is empty. green flames, adorn the floor and furniture in this room.
A bed, bureau, chest, several stools, a chair, and a table
AREA 54B: CLOAK ROOM all have candles perched on them casting a greenish
There is a large oaken door here. This room is well tint to the entire room. Above, smoke has gathered in a
furnished. There is a four–poster bed, a desk with one thick black blanket, collecting faster than the flues can
drawer, a pedestal with a washbasin on it, a bureau, and carry it away.
a large plush chair. The paneled walls are draped in
An emissary from Festung Akt, the priestess Kasanadra stays
tapestries and a large rug is on the floor.
here but is not here at the moment. This priestess has brought
No one occupies this room at the moment. Several cloaks are a message from her lord of Festung Akt. The Witch Queen is to
in the bureau. The pedestal is an intelligent mimic. It will note, submit to him and follow his will, or else he shall open the holes
after some time and especially if the characters converse a lot, of the spider eaters and send them her way.
WICKED CAULDRON 27
LEVEL 7 THE TEMPLE HD, drop items and frightened for 1 minute. Charisma save DC
13 neg. Advantage on initiative, perception, stealth. Multiattack
Deep within the ziggurat lives a foul and ancient beast, what
(2 attacks; claws and bite). Immune to cold, blinded. Challenge
the inhabitants call the Crawler Beneath. The Crawler Beneath
3 (700 XP). For complete details refer to Appendix A.
is actually an Erder Wyrm, a creature from the Klarglich
in Aufstrag, those pits of woe where so many creatures were THE CRAWLER BENEATH: This creature is a slithering beast
fashioned by the Horned God at the height of his power. This that crawls around the bowels of the ziggurat eating whatever
creature may be encountered at any time. It wanders this level it can. It never molests the Witch Queen, the ungern, trolls, or
and eats whatever it finds whenever it is hungry. Because the ogres. It sometimes eats a goblitt and occasionally eats a visiting
goblitts feverishly supply it with heaps of food, it is generally guest-though the Witch Queen attempts to prevent this. The
satisfied. Through many years of experience, it has learned not Witch Queen controls the crawler like a well–trained dog. She
to molest the ungern, ogre priests, and Witch Queen. However, feeds it prisoners or slaves and makes sure it does not cause too
the smell of fresh and new flesh to eat (halfling, elf or dwarf) much trouble, but otherwise allows it to roam. There is a 2 in
may excite it. For every turn spent on this level, a wandering 10 chance during each turn of the first hour the characters are
monster check should be made. Use a d12, and on a roll of 1, down here that thy encounter the crawler. This increases to 4
the Crawler Beneath is encountered. in 10 during the second hour, 6 in 10 the third, etc., until the
crawler is encountered.
THE CRAWLER BENEATH, ERDER WRYM (CE large dragon)
HP 38 (HD 4d10+8), AC 18 (12), Spd 50ft. Str 17 Dex 15 If the creature is embattled and roars, it will only alert the Witch
Con 15 Int 7 Wis 10 Cha 7. Perception 17 (+2), tremorsense, Queen on a 1 in 4, as she often hears the beast as it attacks and
darkvision 120ft. Stealth +4. Claws +5 (1d6+3), Bite +5 eats goblitts and other creatures.
(2d6+3), deafening roar (recharge 6; 120-ft. cone; opponents
deafened 1 minute; less than 4HD flee for 1d6 minutes. 5+
WICKED CAULDRON 29
the same manner as the 5th level druid’s entangle spell. The on it, a large wooden bed covered in old blankets, and
hookah has eight tubes. It can be used as a pipe or the Witch a trunk. The walls are plastered blue and are painted
Queen can use it as a weapon. Upon command, the hookah with murals of the Horned One and many followers
comes to life. The character’s can take and use the rug and performing horrific acts of sacrifice. A small bowl in
hookah, but they must learn the proper command words. The front of the altar contains smoking incense balls.
braziers contain a magical fluid that the Witch Queen can grab
hold of and throw while still afire with the blue flames. These This room houses the priest of the guard, and unless he is alerted
act as tiny fireballs and deliver 1d4 points of damage. to the presence of strangers in the edifice, he will be here when
the characters arrive. Or if battle elsewhere has gone poorly,
AREA 59: GUARD CHAMBER the priest returns here to recoup. This room, as with many in
the complex, is spartan. The altar is a simple stone affair. It is
Two massively muscled creatures sit in here. Their orange carved in the shape of the Horned One with his hands held
skin, covered in a viscous ichor, and fanged mouths in aloft. In his hands is a portion of a horn, one-half a real horn,
a flat face, bemoan death. Each sits on a large wooden to be precise. It emanates a powerful magic, though is useless
stool, and they carry broad-bladed axes. They furrow without its remaining parts (one part of which was located in
their brows as anyone enters and smile menacingly and the Vargolg in Assault on Blacktooth Ridge). One of the bowls
without the comfort of a good conversation. A heap of on the table contains blood, while the other contains water. A
bones and rotted meats are piled along the eastern wall. pile of incense balls lies between the bowls.
Two large trolls are always on guard in here; they protect the The trunk contains the personal belongings of the priest. It is
entry to the Witch Queen’s reception room. magically locked, and unless the command word is spoken
(“close” in the Dark Tongue, while “open” closes the trunk and
TROLL X 2 (CE Large Giant) HP 84 (HD 8d10+40), AC
sets the trap) when one attempts to open it, a curse may befall
15, Spd 30ft. Str 18 Dex 13 Con 20 Int 7 Wis 9 Cha 7. Per-
all within 10 feet of the trunk. A charisma save at DC 12 must
ception 11(+1). 2 claws +7 (2d6+4) and bite +7 (1d6+4).
be made to avoid the effects of the curse. The curse causes the
SA darkvision 60ft, enhanced smell (advantage on smell-based
afflicted to lose any desire for others’ belongings-no matter whose
checks), regenerate (10/rnd; acid attacks neg.).
belongings, be it an orc’s pantaloons or a dragon’s hoard. The
afflicted simply will not take material goods that belong to others.
AREA 59A: GUARD'S QUARTERS The trunk can be removed from the dungeon and kept. It has,
Three plain wooden beds are lined against the west wall. over its centuries of use, turned many a dishonest man honest.
Pegs line the east wall and a weapons rack is located on
the south wall. In addition to clothing and other personal items, the trunk
contains 100pp, a golden goblet worth 500gp, a pearl ring
There are always 1–3 ungern guards located in this cramped worth 100gp, seven scrolls in the Dark Tongue (protection from
space. Ostensibly, they are here to aid the trolls in Area 59, but good, cause fear, darkness, lesser restoration, glyph of warding x2,
in reality, they are here to guard the ungern priest who lives in restoration) and an ivory baton with a gold tip. The latter item
Area 60, and go immediately to the secret door in front of Area is important, as it is a sign and symbol power. Those who carry
60 at the first sign of trouble. The secret doors to this room are it are accorded a great deal of respect by servants of Unklar. If
accessed by pulling down on a bardiche in the weapons rack in the characters continue with this adventure in Usurpers of the
Area 59. The doors then swing open. If there is any commotion Fell Axe, this baton allows the carrier of it unhindered access
in Area 59 or 61, one ungern in here goes to warn the priest, to the Temple in Filf.
while the others investigate or help the trolls.
UNGERN PRIEST (LE Medium humanoids) HP 23 (HD
UNGERN X3 (LE Medium humanoids) HP 16 (HD 2d8+6), 3d8+9), AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14
AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha Cha 9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4),
9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4), Gore Gore +6 (1d8+4), morningstar +6 (1d6+4), longbow +3
+6 (1d8+4), scimitar +6 (1d6+4), longbow +3 (1d8+4, (1d8+4, 150/400). SA Able Tactician (advantage on attack
150/400). SA Able Tactician (advantage on attack rolls if 5’ rolls if 5’ from ally), Multiattack (claws, sword, gore); darkvi-
from ally), Multiattack (claws, sword, gore); darkvision 60ft, sion 60ft, Spell resistance, camouflage (Advantage on Stealth),
Spell resistance, camouflage (Advantage on Stealth), master master archer (advantage on ranged attacks, add str bonus to
archer (advantage on ranged attacks, add str bonus to damage) damage) Immune to cold, Spellcasting (save DC is 13; +5 spell
Immune to cold. They each carry a +1 chain coat, and 4–40gp attack) Cantrips – light, sacred flame, thaumaturgy; 1-level (3
worth of jewelry and coin. Each of these ungern wears a broach slots) – bane, bless, command, cure wounds, inflict wounds. He
of protection against arcane magic that allows them a +2 saving carries chain coat, a morningstar, and 120gp worth of jewelry
throw versus any arcane spell use. and coin. Challenge 1.25 (XP 225)
This room is empty and has nothing of interest in it other than Martin Hunderd is a merchant from Ludensheim who was
a gold coin stuck underneath one of the legs to the table. The beguiled by his superior and once worked for the Witch Queen.
coin is ancient and has been used to prop up the leg to even out He is no longer beguiled and sits here bloodied and bruised on
the table’s wobble. It is worth 20gp in weight but 1000gp as a the verge of death. If he is revived, he will help the party as
collector’s item. best he can and beg to be returned to Ludensheim. He retains
little memory of the events that have occurred during his
AREA 62: GUARDS' QUARTERS ensorcelment, but can impart some information, such as his
superior’s name, etc. He has no memory of how he got here or
Thick metal bars with doors built into them enclose the
what happened from the moment he was ensorcelled.
entries to this room. Within are a half-a-dozen wooden
bunk beds with blankets and other odds and ends piled MARTIN HUNDERD (This neutral good human commoner’s vi-
on them. A weapons rack, bristling with axes, bardiches, tal stats are HD 1d8, AC 10, HP 4, Perception 10, Attack
swords, and bows sits in the center of the room. The floor +2.)
is covered in filth that reeks like a cesspit. Smoldering
sconces light the room in a dark orange. AREA 64: SCRIVENER'S ROOM
This is the guards’ room. There may or may not be any guards This is a dark-paneled, though flimsy looking door. This
here depending on the characters’ actions and whether or not is a large wood-paneled chamber, somewhat messy with
they have gone on to other parts of the complex. If none have a wide bed in it, three desks, a bureau, two trunks, a
been called to duty, there are 3–6 ungern guards in here. There thick rug in its center, and several lamps burning brightly
is a 25% chance that any will not be wearing any armor but hanging from the walls. The desks are heaped with papers,
weapons will be close by. There is no treasure to speak of in this quills, inkpots, and models of various contraptions as well
room excepting the armor and weapons and the items carried as miniature temples, towers, and forts.
with the ungern.
The scrivener will be in here if he escaped from upstairs or was not
UNGERN X 3-6 (LE Medium humanoids) HP 16 (HD 2d8+6), in the library (Area 35). This room is fairly messy and unkempt.
AC 15, Spd 30ft. Str 18 Dex 11 Con 16 Int 10 Wis 14 Cha The desks are essentially full of personal papers, diaries, and
9. Perception 12 (+2). Stealth +8, Claws +6 (1d4+4), Gore missives, though mostly drawings and designs for temples, forts,
+6 (1d8+4), scimitar +6 (1d6+4), longbow +3 (1d8+4, siege machinery, and the like. The drawings will fetch quite a
150/400). SA Able Tactician (advantage on attack rolls if 5’ sum to those who value such things. From 100–1000gp will be
from ally), Multiattack (claws, sword, gore); darkvision 60ft, offered for eight of the drawings. These show how to increase
Spell resistance, camouflage (Advantage on Stealth), master the range of a ballista, the accuracy of a trebuchet, the strength
archer (advantage on ranged attacks, add str bonus to damage) of a castle wall, and increase the pounds of force delivered by a
Immune to cold. battering ram and similar things. The models are useful, though
not necessary for the correct making of these implements. They
AREA 63: HALL will add 10% on to the offer mentioned previously. Otherwise,
the desks simply have quills and inks on them.
This ominous room has several exits that are covered
in bars with thick metal padlocks on them. The floor One of the trunks has clothing within. The other trunk is locked
is greasy with filth of some nature mixed with water and contains various objects valuable to the scrivener. Everything
dripping from the ceiling. A table sits in the alcove. It is is neatly and fastidiously arranged in this trunk. A small model of
piled with chains, locks, manacles, ropes and a variety a trebuchet and parchment is in here. Following the instructions
of padlocks and a box of keys. The wall to the east has a on the plan will produce a trebuchet with 15% more power, range
large mural of prisoners being brought before a tribunal. and accuracy than normal. The plans are worth up to 3000gp.
There is a stack of letters containing innocuous meanderings and
The ungern use this room to prep prisoners and keep an eye on
observations about the environment around the ziggurat. There
them-they are usually in 63A. The concealed door in the alcove
is a small wooden box with 12 rubies in it worth 10–100gp each.
is not concealed from this side. It is plain to see once one looks
There is a lock of silken white hair about one foot long. This was
in the alcove.
taken from a unicorn’s mane many years ago and is very, very
valuable. The rarity of unicorns is known to all, and the fact that
63A: PRISON many died in the cooking of Unklar’s kitchens in Aufstrag, makes
This nasty room is covered in filth. The bare walls are this lock of hair even more rare. The hair is worth about 500gp.
scorched and have chains and manacles hanging from It can also be woven together to make a bowstring. The string is
them. One bruised and scarred person, covered in filth unbreakable and imparts a magical quality to the bow, giving it a
and blood, is chained against the far wall. +1 to hit. In a small bag there are 22 platinum imperial crowns
WICKED CAULDRON 31
in here also, each worth 20gp. A monocle with a gold rim lies is set into the south wall with an ivory statuette in it. On
on top of the wooden box. This monocle is magical and allows the floor in front of this is a bowl with smoldering incense
the person who places it in their eye to translate anything into a balls in it. A lantern hangs from a metal rod in the wall.
language intelligible to the reader. The table has a candlestick and an opened scroll. The
priest who resides in this room, Nadlus Ded, is very a
The remainder of the stuff in the room is rather mundane other severe person, hence the Spartan nature of the room.
than the two lamps. The lamps are essentially ever burning,
as they contain tiny fire elementals. Close examination of the The bureau contains clothing and vestments for a high priest.
lamps reveals that they are covered in magical scrawls and They are well kept and clean. There is an upper shelf in the
pentagrams. Opening the lamps releases angry fire elementals bureau upon which is a mace, large belt, chain shirt, iron metal
that will attack whomever is near. wrist bands, and two vials. The mace is ornate and the metal
flange glows blue. It delivers an extra two points of damage
FIRE ELEMENTALS X2 (N Medium Elemental) HP 13 (HD when it hits. The vials contain potions that heal 1d8 points of
2d8), AC 15, Spd 30ft (fly). Str 15 Dex 14 Con 13 Int 8 Wis damage when consumed. There is one drink in each. The iron
12 Cha 7. Perception 11(+1). Slam +5 (1d6, plus 1d6 fire). wristbands, when worn, create a shimmering sheen of ice over
Burn (any combustible materials set ablaze on a successful hit; the wearer. This ice shield can absorb 20 hit points of damage
Dex DC 13 neg.) Immune to fire, vulnerable to cold. Challenge before breaking in 4 hit point increments (it can absorb a
1/2 (100 XP). maximum of 4 hit points per round). It takes 24 hours for the iron
bands to regain this power once all 20 hit points are absorbed.
AREA 65: HALL Nadlus will be wearing these items if he has forewarning of the
This long, narrow hallway is lined with many doors on characters’ presence and expects battle.
its south side. The walls are bare, and each footstep
The scroll on the desk is a series of prayers Nadlus is memorizing.
echoes ominously.
They are to the Horned One, Unklar.
Often there are several goblitts sleeping in this hallway, ready
NADLUS DED (CE human cleric 5) HP 29 (HD 5d8+6),
to run errands for any who come by. There is a 75% chance for
AC 16, Spd 30ft. Str 11 Dex 14 Con 12 Int 16 Wis 14 Cha
3–12 goblitts in here.
18. Perception 12(+2). Deception +6, Persuasion +6, Reli-
GOBLITTS (These chaotic evil creatures’ vital stats are HD gion +5. Sv: Int, Cha, Wis. Dagger +4 (1d4+2; 10ft/30ft).
1d4, AC 10, HP 2 each. Their primary attributes are none. Multiattack (2 dagger attacks); Spellcasting (Save DC 12; +4
If pressed to attack, they can do so with a single claw for 1–2 attack) Cantrips – guidance, resistance, sacred flame, thauma-
damage. They carry nothing.) turgy; 1-level (4 slots) – command, inflict wounds, shield of
faith; 2-level (3 slots) – hold person, spiritual weapon; 3-level (2
AREA 66: HALL slots) – animate dead, bestow curse; Channel divinity (1; com-
mand undead, smite good (+1d6 necrotic damage); Destroy
Three giant wolves range the center of this broad undead (CR 1/2). He carries nothing at the moment, but in
chamber. They glare menacingly and begin to growl. case of battle, will dress and carry the items mentioned above.)
The hallway is otherwise plastered and painted a
brilliant blue and red. On the south wall is a mural of AREA 68: PRIEST'S CHAMBER
13 females dressed in black robes ascending an edifice
much like the ziggurat at the top of which sits a horned No one lives in this room at the moment, and it is completely
beast-Unklar. empty.
The wolves are actually worg guards. They can sniff out those of
AREA 69: TELEPORTATION ROOM
good alignment, and unless the characters are wearing robes of
some sort or are attended by a resident of some rank, the worgs The secret door to this room is exceedingly difficult to locate.
attack. If they attack, the noise likely awakens the rest of the All searches are conducted at DC 20.
area (especially those nearby) of intruders.
The door opens onto a long, narrow room. Blue and
WORGS X 5 (NE large monstrosity) HP 26 (HD 4d10+4), white ceramic tiles, dusty and worn with age, adorn the
AC 13, Spd 50ft. Str 16 Dex 13 Con 13 Int 7 Wis 11 Cha 8. floor. The walls are plastered and painted a dark orange
Perception 19(+4/adv.), darkvision 60ft. Bite +5 (2d6+3). with a zigzagging blue pattern across them. At the far
Keen senses (Advantage on Perception), trip (on successful bite, end of the room is a plush white carpet upon which sits
victim knocked prone; Str DC 13 neg.). a small golden bowl as well as a massive mirror encased
in a silver frame.
AREA 67: PRIEST'S CHAMBER
This room contains the mirror through which the Witch Queen
Here is a large oaken door strapped with iron plates with contacts several of her cohorts in Ludensheim, the Slag Heap,
a large keyhole. The room beyond is smoky and Spartan and Festung Akt. The room itself is a danger to enter. The pattern
with but a cot, small table, bearskin rug, mirror, chair, of zigzagging blue lines on the wall casts a confusion spell on any
and a bureau. The walls are plastered blue. A small niche who enter the room and fail a wisdom saving throw (DC 15).
WICKED CAULDRON 33
floor-to-ceiling shelves filled with books, papers, small One tapestry covers a concealed door to the hallway. The Witch
chests, jars, vials, personal items, clothing, blankets, and Queen uses this to escape to the mirror room if confronted and
all manner of interesting items; other facets have large she has time to leave.
tapestries hanging from them depicting various animals.
The most interesting of all though are the cages. There The room contains many mundane items of value. The nature
are a dozen or more small cages in the room with exotic of these should be left up to the Castle Keeper but should befit
animals in them-a colorful parrot, a pot-bellied lizard, a vain and self–obsessed person concerned with beauty. There
screeching ferrets, a multi-colored toad, albino rats, and are rare perfumes, silver combs, fine silks, exotic make–up,
a slithering green snake. brooches, jewelry, and other items totaling 3000gp in value.
This is the Witch Queen’s personal chamber. If she is not in Some valuable magic items are also located in the room. There
the great hall, she will most likely be in here. The pets will all is a staff of the python located beside the bed, a ring of animal
start screeching and making noise as soon as anyone enters the friendship in a small chest with about 30 other rings of non-
room. Four are familiars of the Witch Queen (parrot, toad, pot– magical nature, and a potion of longevity is located in a small box
bellied lizard, and one of the albino rats). The one activated as with some perfumes. There are also three scrolls mixed in with
a current familiar will be with the Witch Queen (her favorite for sheaves of paper each containing 1–3 clerical spells of 1st – 3rd
the complex is the toad) and not in the room. level (Castle Keeper’s choice). Finally, the Witch Queen has a
book of magic with 16 arcane spells written in it (again Castle
The tapestries each depict one of the familiars. They are Keeper’s choice). Her ultimate goal is to unlock the secrets of
magically attached to the familiars such that they, the familiars, arcane magic to bolster her already growing power. As such, of
come from the tapestry and not the wild. Also, the tapestry all the items in the room, this is the one she will take if fleeing.
in Area 54 is a complementary tapestry, whereby any familiar
summoned from one of these tapestries can travel through AREA 75A: SECRET CORRIDOR
its originating tapestry into the compliment tapestry. When
This corridor is narrow, only just big enough for a single man to
holding a familiar in front of a complementary tapestry, she can
walk down. Its roof is low and drips cold water. There are many
see through the tapestry in Area 54. These tapestries can be
small limestone stalactites and stalagmites.
taken and familiars summoned out of them.
WICKED CAULDRON 35
APPENDIX NEW MONSTERS ERDER WYRM (TYPE II)
Large dragon, chaotic evil
ERDER WYRM (TYPE II)
Armor Class 18 (12)
In its mature state, the erder wyrm is a 10-foot-long, slithering Hit Points 38 (HD 4d10+8)
lizard-like beast with 6 thin, double-jointed legs. It has thick, Speed 50 ft.
short claws, and a long crocodilian head with rows of sharp,
jagged teeth. It ranges in color, but is most often a mottled gray, Str Dex Con Int Wis Cha
with a bluish sheen along its flanks. It is well–adapted at hiding 17 (+3) 15 (+2) 15 (+2) 7 (-2) 10 (0) 7 (-2)
in dark, murky environments. The beast has two yellowish eyes
with reptilian pupils. It is able to dislocate its jaws so that it can Damage Resistances None
swallow prey much larger than its maw would indicate. Damage Immunities Cold
Condition Immunities Blinded
Erder wyrms have a thick scaly hide on their back, tail and head.
Their underside is another thing altogether. There the scales are Senses Darkvision 120 ft., Passive Perception 17
thinner and weaker. In general, a mature erder wyrm of this age Skills Perception +2, Stealth +4
will not fight in a manner that exposes its belly. Challenge 3 (700 XP)
Lightning Speed The erder wyrm gains advantage on initiative.
These creatures are perpetually hungry and eat constantly. They
are dimwitted brutes, but have keen eyesight, an extraordinary Keen Senses The erder wyrm gains advantage on all perception
sense of smell and can detect motion through vibrations. They tests due to its keen sight and smell.
often find some hole or crevice to den up in and stalk the area
for prey. They are commonly found in cities, particularly the Stealthy Camouflage The erder wyrm naturally blends into
sewers and any underground cavernous chambers. They prey on shadows and dark, murky environs, and as such gains advantage
almost anything, digesting bone, wood, or metal as easy as meat on stealth checks.
and vegetable matter. Tremorsense The erder wyrm can detect and pinpoint the
Combat: They stalk their prey by finding a good hiding place origin of vibrations within 120 ft, provided that the monster
and launching out at passing creatures. Though squat, the and the source of the vibrations are in contact with the same
creatures are able to move remarkably fast and often rush ground or substance. Tremorsense can’t be used to detect flying
opponents using their deafening roar to knock them senseless. or incorporeal creatures.
Once senseless, they fall upon the hapless victim, using their Unarmored Underbelly By accepting disadvantage on an
jaws and claws to pull them from the area where the creature attack roll, an attacker can target the erder wyrm’s underbelly,
may swallow them in safety. which has only an AC of 12 rather than 18.
WICKED CAULDRON 37
other ungern until they are large enough to force their way to In war, ungern travel in organized units ranging from 10-100.
the community board and hunt with the others. The young are For every 10 encountered, there is at least one sub-chief with
fierce and their boldness is rewarded by the adult ungern, who 43 hit points and an AC of 16. If two or more of these captains
largely ignore the small creatures. In this way, they are taught are encountered, there is always a chief with 51 hit points and
that boldness of action is always rewarded. The pups do not an AC of 17. If 100 are encountered, there is an ungern battle
suffer a high mortality rate, only the mewling weak are left to lord with 85 hit points, AC 18 whose weapon does 1d8+4
die, and thus the ungern communities, when left unchecked, points of damage. They fight using tactics and are generally able
grow quickly. tacticians.
The ungern live in any clime, but prefer the colder latitudes to
the warmer ones. They possess a natural affinity to the cold and
UNGERN
do not suffer, as do other races. They prefer to dwell in large Medium humanoid, lawful evil
fortified towns, castles or cities and only when they are on the Armor Class 14
march do they live in tents or yurts. They seek the rule of law, Hit Points 16 (2d8+6 HD)
particularly that of their master. They do not understand chaos Speed 30 ft.
and seek to destroy it in all its guises, good or evil. They take
great pleasure in one on one combats, following a vague code Str Dex Con Int Wis Cha
of ethics and honor in such battles. Though often if an outsider 18 (+4) 11 (0) 16 (+3) 10 (0) 14 (+2) 9 (-1)
defeats an ungern in single combat, that person is killed by the
collective group. Damage Resistances None
Damage Immunities Cold
THE UNGERN IN AIHRDE Condition Immunities None
All fell to the Horned God with an ease that made that Senses Darkvision 60ft, Passive Perception 12
beastly creature forever after hold great disdain for the folk Skills Stealth +8
of the All Father’s fashioning. So immediately he gathered Languages Ungern, Orc
to him the substance of the Void and with the languages of Challenge 1 (200 XP)
his Father, he crafted the ungern, the “black spawn.” Some Able Tactician Any ungern who is within 5’ of an ally gains
say that they were born of a union between the dark fey and advantage on all melee attacks.
wild evil men enslaved in Unklar’s service. But this is not
so; they are of the Val-Austlich, those creatures forged from Camouflage Ungern are able to take advantage of most of
the Language of Creation and the Val-Eahrakun, of which their environments. When in wilderness settings they are able
Unklar was the greatest. The Judgement of Corthain does to conceal themselves. When concealed, they have advantage
not bind them and the ungern move freely about the planes on Stealth checks.
as few other creatures can.
Cold Immunity Ungern suffer half damage from cold-based
In the black days of the Winter Dark when the Horned attacks if they succeed at their saving throw, regardless of the
God, Unklar, ruled the land, the ungern issued forth from source. If they fail their save, they take full damage.
the fortress of Aufstrag. They served Unklar as soldiers and
captains, and spread his evil throughout the lands. They were Master Archer The ungern have advantage on all ranged
the battle lords that destroyed Kayomar, drove the elves of the attacks, and add their strength bonus to attacks with bows and
Shelves of the Mist into ruin and plundered the dwarf halls. thrown weapons (but not crossbows).
Their numbers were great and they led the armies in countless
Multiattack The ungern makes three attacks, with its claws,
battles, ever in the service of their dark master. They filled
a weapon and a horn gore.
the holds of Aufstrag with their evil and their numbers grew
beyond scope. But during the Winter Dark Wars they suffered Spell Resistance The ungern has advantage on all saving
greatly. In a myriad number of battles their numbers were throws against spells.
wasted away. When at last Unklar was driven from the plane,
Actions
they fell into disarray and fled to distant parts.
Claws. Melee Weapon Attack. +6 to hit, 5 ft. range, one target.
Since those days, they have recovered some. The live now Hit: 6 (1d4+4) slashing damage.
in scattered holds all about the world of Aihrde, but most
frequently in the east near the Grundliche Mountains, Aufstrag Scimitar. Melee Weapon Attack. +6 to hit, 5ft. range, one
and the Grausumlands. In the west they are found in the target. Hit: 8 (1d6+4) slashing damage.
Darkenfold and the wilds north of Kayomar and south of the
Gottland where they contend with the fierce hobgoblins of Gore. Melee Weapon Attack. +6 to hit, 5 ft. range, one target.
those lands. Hit: 9 (1d8 +4) piercing damage.
They ever search the dark parts of the heavens, looking for their Composite Longbow. Ranged Weapon Attack. +2 to hit, 150ft.
master to whom they continue to make dark sacrifice. / 400 ft. range, one target. Hit: 9 (1d8+4) piercing damage.
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
18 (+4) 12 (+1) 16 (+3) 10 (0) 14 (+2) 9 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (0) 14 (+2) 9 (-1)
Camouflage Ungern are able to take advantage of most of Camouflage Ungern are able to take advantage of most of
their environments. When in wilderness settings they are able their environments. When in wilderness settings they are able
to conceal themselves. When concealed, they have advantage to conceal themselves. When concealed, they have advantage
on Stealth checks. on Stealth checks.
Cold Immunity Ungern suffer half damage from cold-based Cold Immunity Ungern suffer half damage from cold-based
attacks if they succeed at their saving throw, regardless of the attacks if they succeed at their saving throw, regardless of the
source. If they fail their save, they take full damage. source. If they fail their save, they take full damage.
Master Archer The ungern have advantage on all ranged Command When a lessern ungern strikes a foe in battle, the
attacks, and add their strength bonus to attacks with bows and Ungern Chief can use a reaction to give that ungern a single
thrown weapons (but not crossbows). bonus action to make another attack, using any one of its
available attack forms.
Multiattack The ungern makes three attacks, with its claws,
a weapon and a horn gore. Master Archer The ungern have advantage on all ranged
attacks, and add their strength bonus to attacks with bows and
Spell Resistance The ungern has advantage on all saving thrown weapons (but not crossbows).
throws against spells.
Actions Multiattack The ungern makes four attacks 2 with its claws,
one with a weapon and one with a horn gore.
Claws. Melee Weapon Attack. +6 to hit, 5 ft. range, one target.
Hit 6 (1d4+4) slashing damage. Spell Resistance The ungern has advantage on all saving
throws against spells.
Scimitar. Melee Weapon Attack. +6 to hit, 5ft. range, one
target. Hit 8 (1d6+4) slashing damage. Actions
Claws. Melee Weapon Attack. +6 to hit, 5 ft. range, one target.
Gore. Melee Weapon Attack. +6 to hit, 5 ft. range, one target. Hit: 6 (1d4+4) slashing damage.
Hit 9 (1d8 +4) piercing damage.
Scimitar. Melee Weapon Attack. +6 to hit, 5ft. range, one
Composite Longbow. Ranged Weapon Attack. +3 to hit, 150ft. target. Hit: 8 (1d6+4) slashing damage.
/ 400 ft. range, one target. Hit 9 (1d8+4) piercing damage.
Gore. Melee Weapon Attack. +6 to hit, 5 ft. range, one target.
Hit: 9 (1d8 +4) piercing damage.
WICKED CAULDRON 39
UNGERN BATTLE LORD Actions
Medium humanoid, lawful evil Claws. Melee Weapon Attack. +7 to hit, 5 ft. range, one target.
Armor Class 18 Hit: 6 (1d4+4) slashing damage.
Hit Points 85 HP (10d8+30 HD) Scimitar. Melee Weapon Attack. +7 to hit, 5ft. range, one
Speed 30 ft. target. Hit: 8 (1d8+4) slashing damage.
Str Dex Con Int Wis Cha
Gore. Melee Weapon Attack. +7 to hit, 5 ft. range, one target.
18 (+4) 16 (+3) 16 (+3) 10 (0) 14 (+2) 9 (-1) Hit: 9 (1d8 +4) piercing damage.
Damage Resistances None Composite Longbow. Ranged Weapon Attack. +6 to hit, 150ft.
Damage Immunities Cold / 400 ft. range, one target. Hit: 9 (1d8+4) piercing damage.
Condition Immunities None
Senses Darkvision 60ft, Passive Perception 15
Skills Insight +5, Intimidation +2, Perception +5,
Persuasion +2, Stealth +8
Languages Ungern, Orc
Challenge 5 (1,800 XP)
Able Tactician Any ungern who is within 5’ of an ally gains
advantage on all melee attacks.
Designation of Open Game Content: The following is designated Open Game Content: all stat block information of characters, monsters, and traps that appears in the italics following the character, monster, or trap,
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Wicked Cauldron, Copyright 2016, Troll Lord Games: Author Davis Cenault.
WICKED CAULDRON 41