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TLG 80041 C&C Classic Kane's Gauntlet
TLG 80041 C&C Classic Kane's Gauntlet
TLG 80041 C&C Classic Kane's Gauntlet
Davis Chenault
Cartography Peter Bradley, Art Mark Allen
Edited by Tim Burns
Cover Art by Jason Walton
©2019 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper,
Troll Lord Games, and the Castles & Crusades and Troll Lord Games logos are Trademarks of
Troll Lord Games. All Rights Reserved.
INTRODUCTION
This adventure is designed for 4-5 low level characters. A haunt lives in a castle near
a tavern and is trying to complete its final task; killing a lawful good character. The
characters become embroiled in this quest, if not the end goal of its quest. While this
is going on, some bandits have their eyes on the tavern and intend to launch a raid
and slaughter all who are there.
This module is designed with roleplaying in mind. There are a dozen or more NPCs in
the module. Each of the NPCs has a little backstory and personality. These are provid-
ed to enhance the roleplaying experience. The players and Castle Keeper are provided
with ample opportunity for roleplaying. That being said, the dangers are great and if
the characters are not on their toes, they will suffer immensely (or have to run – a
move Stephen and I do not look kindly upon).
BACKGROUND
Several centuries ago, a knight acquired a magic gauntlet that turned out to be a
little more dangerous than beneficial. The glove is a manifestation of a creature from
another plane. It took control of the knight, causing him to do things he otherwise
would not have done. The knight started killing innocents. One of those people killed
happened to be a friend of Kane the Godless. Realizing this, the knight ran and tried
to hide in one of his castles, Barrelhall.
Kane gave chase and, after some time, found the knight in Barrelhall. It did not take
long for Kane and the few men with him to burn down the nearby village and break
into the castle and kill everyone inside except the knight. In the ensuing fight with
the knight, Kane the Godless severed the hand of the knight. This happened to be the
hand the gauntlet was on. The knight surrendered immediately. Sensing something
was amiss, Kane kept the knight alive and imprisoned him in the Barrelhall’s cell.
Kane interrogated the knight. He surmised that the gauntlet might be responsible
for turning someone who had once been a well-respected knight into a killer. Kane,
learned in the arcane arts, tried to divine the nature of the gauntlet. In doing so, Kane
opened a door into another plane. Several dozen creatures came through that portal.
As Kane and his men were fighting those creatures, another horrendously large one
came through.
The creature fought for a short time but decided to make its escape from Kane’s sword.
Kane chased the creature leaving the gauntlet, the knight, creatures from the other
plane, and his men behind. All Kane’s men were slain and the knight died of dehydra-
tion. Only a few of the creatures remained in the castle. Several brave but foolhardy
folk tried to enter and reclaim the castle over the years. Most died or left emptyhand-
ed, being somewhat deranged.
The only surviving structure in the village was the tavern, being made mostly of stone.
Over the centuries, the region was abandoned, becoming the wilderness area it is now.
Hunters and adventurers are the only people to make their way into this region any-
more. Several banded together and repaired the tavern. Many hunters, adventurers,
and a few tradesmen make their way to the tavern. On rare occasions, bandits and
KANE’S GAUNTLET 3
outlaws come here. Barrelhall, five miles away, has been entered a few times but now
everyone stays away.
OVERVIEW
Even though Kane’s Gauntlet had been removed, the knight was still possessed by a
desire to kill when he died of dehydration. The knight became a haunt. The haunt re-
mains in the castle, awaiting a chance to possess someone and carry out its last mission
to kill someone of lawful good alignment. It has successfully possessed people in the
past but never carried outs its mission. After every failure, it returns to Barrelhouse.
The tavern’s opening a few years ago has brought more people to the area and more
opportunities for the haunt to fulfill its quest. Even so, the haunt has failed to fulfill
its quest.
Those who come to the tavern often, or who know the region, advise everyone to stay
away from Barrelhall because it is haunted by a demon and other creatures. Usually,
everyone heeds this advice. Those occasions when the advice is not followed, disaster
and death soon follow. Just before the characters arrive, an adventurer, new to the
region and who traveled with Goff and Perin, decided that he could defeat whatever
lived in the castle and take any treasure he might find. He failed and was possessed by
the haunt. His name was Barin Tufft.
The haunt possessed adventurer came down to the tavern and decided to kill a trad-
er’s daughter. The trader is called Kris. Tufft did not succeed and was himself killed.
The haunt returned to the Barrelhall. Two days after this event, the characters arrive.
Those still in the tavern are discussing what to do. The body of the adventurer is laid
out in the common room. The trader is preparing to leave. The haunt is back in the
castle. Several of the patrons are brigands though most are hunters and a few can be
adventurers should the Castle Keeper find them necessary.
What happens next is entirely in the hands of the players and Castle Keeper. Before
proceeding, please read about the capabilities of the haunt and the desires and goals
of the various NPCs described below. In general, Kris and Perin want someone to go
to the tower and find out what happened. Goff wants nothing to with it, believing it’s
best to let sleeping dogs lie. Elrith taunts anyone who is afraid. The hunters both think
the place is best avoided. Egelbard and Deiter support a foray though are themselves
unwilling to go. Though going to Barrelhall and killing the haunt and other creatures
are challenging, the real challenge comes when the characters return with or without
treasure and have to face a few NPCs who want the characters goods.
Egelbard and Deiter are both members of a fairly newly formed group of brigands.
They are located several days to the south. Deiter and Egelbard were sent to Kane’s
Gauntlet to determine if it is worth raiding, taking over, using as a base, ignoring, or
whatever other options may present themselves. Deiter follows the party to the fort to
observe what is going on. Egelbard returns to the main camp to inform his leader of
what is happening. They are awaiting a message from Deiter. This message will never
come. The leader of the brigands, Parliknot, waits several days and decides to attack
the tavern. This should occur shortly after the characters return.
Then, the real adventure begins.
KANE’S GAUNTLET 5
Area 1: Common Room
The common room is roughly 170 feet long and 40 feet wide. A half dozen tables and
benches are in the front of the room. The bar and stairs to the upper floor are located
in the back of the room. The tables are scattered, dirty, and unkempt. The shutters
are closed, giving the place a cramped feel. Several oil lamps provide a dingy orange
glow for the room.
A very important note: The door to the tavern (not visible as it is open most of the
time) has the mark of Kane the Godless on it. When the door is closed, the symbol of a
bloody double-headed axe is revealed to those outside. The door has an AC of 20 and
can withstand 200hp of damage before giving way. It also has the effect of increasing
the hit points of anyone who stands in defense of the tavern by 1-10hp for the duration
of that defense. Those who stand in defense of the tavern realize that some powerful
arcane influence is affecting them positively.
Area 2: Quarters
Goff lives in this room. There is one poorly constructed bed piled with furs, clothing
and other debris. A table in the center of the room is scattered with foodstuffs, trin-
kets, odds and ends, and game board with the pieces suspiciously missing (Ronny hate
losing and scattered the pieces around the room). There is a chimney against the wall
with a pot on a hook over the coals. A ladder by the fireplace leads up to the attic.
Several large trunks are near the bed. These contain nothing more than personal
items and a few trinkets worth 30gp total. The room laden with junk.
Area 4: Shed
The shed is used as a stable as well. There are currently four horses in the shed. A pile
of boxes lean against the wall near the kitchen. There are ropes, saws, hatched, saws,
and other assorted tools kept in that area as well. Little else is of interest in here.
Area 5: Landing
The stairs open up to a semi-circular foyer. There are windows on the outer wall. A
bench is under the windows. A hall is down the center of the building with five doors
on each side. Several are open and others closed.
Area 6: Rooms
Each of the rooms are lettered. Al are the same size, roughly ten feet wide and fifteen
feet long. Each contain one or two beds with bedding, a table and a chamber pot. The
rooms are rough looking and rarely cleaned. Six of the rooms are occupied.
A: Rolan and Farage are staying in this room. One or both are almost always in the
hall. One is always in the hall when Perin is in her room.
B: Kris and Perin are staying in this room. Kris’ lockbox is in this room or on his
person at all times. It has 98gp worth of coin in it.
C and D: Empty.
E: Elrith Leban is staying in this room. He has a book of spells in the room. The
book is invisible. It needs to be touched by his wand to make it visible. The book
is located on the floor under the table
F and G: Empty.
H: Robert is staying here. He has a short bow in here with 20 arrows.
KANE’S GAUNTLET 7
I: Westin is staying in here. There are a pile of medium sized, spiked, animal traps
in here, short bow, and a +1 wolf spear.
J: Egelbard and Deiter are staying in this room. There is a sack in here with some
pelts inside as well as a silk gown lace with golden filigree, a pearl necklace, and
a belt with a gold plated buckle. Their total value is 25gp.
BARRELHALL
Barrelhall is located about ten miles from the tavern. It sits on a low rise of granite by a
large creek. The creek had been diverted to form a moat around the castle. The moat
still exists and is full of sluggish water, is only 4 feet deep and filled with weeds. A small
stone bridge crosses the moat to the tower.
The fort sits like a heavy rock in a small pond. It is tall, the highest portions reaching
above the tree line as if trying to peer off into the distance, looking for someplace bet-
ter to go. But it cannot go anywhere. The fort is stuck. Its mortar is wearing thin. The
walls bulge as if ready to explode and crumble. Vines creep up its side and crawl over
its roof doing more to hold the place together than tear it apart.
A stone bridge crosses a shallow creek and moat to an entry long since rotted away
or torn from its hinges. The block towers, the silent sentinels, are jammed to close to
another as if leaning in together in order to block entry. It is a dark and dismal place.
A warning that all things must pass.
KANE’S GAUNTLET 9
in weeds and grass, with thick shrubbery along its side. Several large oaks grow along
is edge. One of the oaks is so large that it is as tall as the fort and a huge limb stretches
over the rampart. A character so willing might be able to make it across the limb and
onto the rampart at the rear of the fort. The limb breaks if more than 200 pounds of
weight is placed on it. It requires a successful climb check to manage safely. The bridge
was solidly built and remains so to this day.
There are two fleshcrawlers in the moat. They have kept the moat clear of any larger
creatures. These are exceedingly aggressive fleshcrawlers since they just ended their
mating season. When the characters cross over the moat, the fleshcrawlers begin to
wake. They do not enter the fort, rather they wait outside to attack anyone who comes
near. If the characters enter the moat then the fleshcrawlers attack.
Should the characters be in the tower for more than twelve hours, Deiter and Egelberg
arrive (see the section Returning to Kane’s Gauntlet). Deiter goes too close to the
moat and is killed by a fleshcrawler. The fleshcrawler then enters Deiter and, after the
characters leave the fort, slowly makes his way in Deiter’s shell to the characters and
attacks them.
Flesh crawler (This neutral, aberration’s vital statistics are HD 3d8, HP 21, AC 17,
and Move 30 feet or 15 feet climb. Its primary attributes are two bites for 1d6 damage or
six claws for 1d4 damage each. Its special abilities are paralysis, constrict, death throes,
and animation.)
The other fleshcrawler leaves the area after having laid some eggs near the moat. If the
characters search the area around the moat they find a pile of 22 round metallic balls.
They sound hollow. These are not easy to break open but can be done with a large
hammer and several blows. Inside each is a baby fleshcrawler. These are each worth
500gp to researchers or a university in a large city. Their like has never been seen.
GROUND FLOOR
Area 2: Guard Room
The entry to the guard room has long since been destroyed. The portcullis still remains
though. However, it is so rusted and age-worn that it barely moves in its slot. The
guard room is small and covered in debris from outside. There is a scattering of small
bones from animals in here. The walls to the left and right both have arrow slots in
them. The doorway from the guard room to the Entry hall is open. Most of the door
has rotted away.
KANE’S GAUNTLET 11
overturned at one point. Everything in here has rotted away and s no longer useful.
There are steps leading up.
SECOND FLOOR
Note that most of the floors for the upper area of the fort are constructed of wood.
This is noted in the room description. If it is not noted, assume the floor is stone with
a wooden support structure. The wooden floors are rotted and old. Anytime someone
enters a room and walks across a floor, roll a d20. On a 20 the floor collapses causing
KANE’S GAUNTLET 13
the person to fall to the floor below. Apply falling damage as usual. The roll should
only be made once per character per room. Then randomly determine where and
when in the room the floor collapses beneath that character. In combat, roll a d20 as
well for every round of combat. A d210 indicates the floor has collapsed.
KANE’S GAUNTLET 15
Digging through the barrels and
crates is dangerous. There are sever-
al hundred ear seekers in them. They
have curled up in little balls and just
rest until new prey arrives. Once dis-
turbed, they uncurl and proceed to
swamp any living thing in the vicinity.
There are 120 ear seekers.
Noise made fighting off the ear seek-
ers attracts both the haunt and the
gibbering mouther.
Ear seeker (This neutral aberra-
tion’s vital statistics are HD1d2, HP
variable, AC 10, and move special.
Their primary attributes are physical.
Their special ability are lay eggs.)
These small, seemingly innocuous
creatures look like thin, green mag-
gots. Ear seekers can be found in any
damp, warm climate. They are often
found in fresh corpses, old rotting wood or refuse pits in warm climates. If anyone
disturbs an area populated by ear seekers, these parasites attempt to crawl into the
ear canal of their victims. They attack in swarms, so it is difficult to rid oneself of all
of them before a lucky few make it to their destination. As a rule, the hapless victim
is allowed a dexterity save when attacked, with a CL of 5. Those failing will be suc-
cessfully attacked by the creatures. Those succeeding have successfully thwarted an
attack, but are subject to another the next round as the creatures reassemble and at-
tack again. These creatures can easily be killed with fire at the rate of 10-60 per round
if attacked. If fire is not used, and more traditional methods are (i.e. stomping them
to death under a boot), 5-30 can be killed in a single round. A victim that is attacked
may either attempt to dislodge the creatures from his body or attack those on the floor
or around him, not both.
Laying Eggs: As they burrow through the eardrum, the victim will take 1d3 points
of damage, experience excruciating pain and become deaf in that ear. After this, the
creature will deposit its eggs in 2d4 hours. Before the eggs are laid, the creatures can be
killed via a heal, a remove curse, remove disease, a limited wish or a wish spell. Once
the eggs hatch, the young will begin burrowing deeper for nourishment. To kill the
young, only a heal or wish will suffice. If no cure is performed within twenty-four hours
of the larvae hatching, they will burrow into the brain, killing their host.
THIRD FLOOR
Most of the floors on the third floor are wooden. The chance for the rotten wood
collapsing is 19-20 on a d20.
The characters should encounter the haunt on this floor at some time.
KANE’S GAUNTLET 17
east tower has fallen off its hinges. The door to the north is open, beyond is another
small hall. The floor is damp and the wood is more rotten than the lower floor. A few
tattered tapestries hang on the wall.
KANE’S GAUNTLET 19
Area 22: Master Bedroom
This room is obviously the master bedroom. There is a huge fourposter bed facing the
north wall where there is a massive fireplace. The floor has a thin layer of stone atop
the wood. It is cracked in many places. The wood shows through in several places as
well. A long and deep trunk is turned over and open. A scattering of rotted material is
in front of it. A thick oaken table is against the west wall. Nothing is on the table ex-
cept a gauntlet. On the east are several small trunks, an upended desk, a bureau, and
shelves which have rotted and fallen to the floor. The tattered remains of tapestries
hand on the walls. There is an armor stand with nothing but a dented and rent helmet
on it. A weapons rack is nearby. Several polearms lie on the floor, their handles appear
brittle. A morningstar is laying by the table. An iron chandelier hangs from the ceiling.
The west wall bulges out slightly. This is a continuation of the bulge found in the lower
hall. The floor in that area near the wall has pulled away from the wall in several places
exposing a 6 inch seam between the wall and floor.
The most interesting thing in the room though, are the outlines of two concentric
circles about 5 feet wide on the floor. Just inside the circles are the outlines of runes
and sigils. These wrap all around the inside of the circle. The tile inside the circle of
runes is cracked, broken, and burned. A book, sodden and rotted lies beside the circle.
This room was once nicely furnished. Kane’s men destroyed everything and took all
the valuables they could find. They were not quite finished searching when Kane
started summoning rituals with the gauntlet. Once the creatures started coming out
of the portal Kane created, everyone was embroiled in combat. They slew what they
could and Kane gave chase to the largest while his men joined him or scattered.
The floor near the wall that is bulging is about to collapse. If it collapses, it will take
1/2 the room with it. Walking over to that portion of the floor requires a check. If
more than 150lbs moves across the floor, roll a d20. An 8 or better indicates the floor
collapses. Subtract one from the roll for every 25lbs over 150lbs. If the floor collapses
1/3 of the room immediately collapses with it. This would be the area right around
the weak spot. Roll a d20. On a 10 or better, within 5 minutes up to ½ the remainder
of the room collapses. These collapses could cause the floor in Area 22 to collapse as
well. This latter will take the bed with it.
Kane’s men did not find everything. The four-poster bed holds a magnificent treasure.
For years the lords of Barrelhall hid small gold bars in the posts of the bed. Each of the
four posts unscrews at the midpoint. The lower half of each post is hollowed out and
the lords would place small gold bars inside. There is 1,000gp worth of gold bars in
the posts. This is, incidentally, how much repairing the bulging wall and resetting the
foundation to Barrelhall would cost.
The circle and runes on the floor are a summoning portal. It is still active but not
open. Any magic-user, illusionist, or similarly trained arcane spell caster will know
immediately that this is an active portal. It is only missing one ingredient to open the
portal. If the gauntlet on the table is placed in the circle, the portal opens. With 1-10
rounds a creature comes through. Creatures continue to come through every 1d6
rounds thereafter until the portal is closed or ten creatures have come through. Then
it slows to 1 creature every hour, then one creature every day, then one creature every
To determine which creatures come through, roll a d10 and consult the chart below.
Some of the creatures are powerful. Some will not fight rather, they try and flee.
1 1-4 Stirges
2 Ghoul
3 Gibbering Mouther
4 Black Pudding (HD 1d10)
5 Gargoyle
6 Hell Hound
7 Wight
8 1-4 Troglodytes
9 1-6 Kobolds
10 Giant Spider
FOURTH FLOOR
All of the floors on the third floor are wooden. The chance for the rotten wood col-
lapsing is 17-20 on a d20.
KANE’S GAUNTLET 21
The gibbering mouther is one of the few creatures which survived after Kane sum-
moned them. Kane’s men left without killing it. The gibbering mouther, in a manner of
speaking, keeps the castle clean having eaten all the corpses it could, and anything else
that happens to wander into the place and fall prey to its many mouths. The gibbering
mouther usually crawls to the roof of the fort and sits there in the sun, rain, or snow
until it detects movement in any of the rooms below.
Gibbering Mouther (This neutral, aberration’s vital statistics are HD 4d8, HP 30,
AC 19, and Move 10 feet/20feet crawl/swim. Its primary attributes are physical. It at-
tacks with six bites. Its special attacks are gibbering, spittle, blood drain, engulf, amorphous
and darkvision to 60 feet.)
KANE’S GAUNTLET 23
gibber mouthers comes back occasionally to check on it. To destroy the corpse one can
burn it or kill the haunt.
KANE’S GAUNTLET 25
night. Two of the brigands have made their way through the forest to the outskirts
of the Tavern to spy on it and report back any pertinent information before the raid.
These will be headed back up the road by midnight. At around midnight, four guards
are set around the camp.
On the following morning, the brigands make their way to the tavern. It will take
them two days to get there as only a few of the leaders have horses. They will camp
again about five miles from the tavern. The same actions are take. Two scouts are sent
forward and come back around midnight. They are quieter and build no fires for the
night fearing they might be spotted. Before the sunrises, the brigands make their way
to the tavern.
About a 1/10th a mile out from the tavern, the brigands split into three groups. One
moves to the east side of the tavern, one moves to the west side of the tavern, while
10 brigands, Barret Halfface, Felicity Sinner, and Samual of the Mount make their
way straight to the tavern. While the two flanking groups arrange themselves for an
attack and sneak up to very edges of the tavern, Barret and his men start to go inside,
acting friendly, if not guarded. They assess the situation. Felicity will leave and signal
an attack.
From this point, it is impossible to determine what happens. Here are the most like-
ly of events. Whichever route is chosen, what makes this encounter and adventure
memorable will be the interplay between all the various characters in the tavern and
the brigands. Attacks, retreats, negotiations etc. can all make for a very entertaining
adventure so take advantage of the characters to propel the game forward.
1 The characters find out about the attack prior to its occurring and inform the
others: In this case, everyone suggests leaving. No one is willing to sell their life
for a tavern. Everyone can split up and make for the forest hoping to avoid the
brigands. Kris and Perin are in a difficult situation because they will likely lose
their life no matter what. There is nothing the characters can do to convince
them to stay.
What concerns them is a place to go. All want to make for the forests but that
presents an untenable situation because the forests are dangerous enough and
with brigands chasing them, becomes that much more so. In this case though,
they all split up except Kris and Perin. Those two remain with one another and
do the best they can.
2 The characters find out about the attack prior to its occurring and do not in-
form the others but remain: In this case, the tavern is surrounded and attacked.
Play this out as best as possible. Goff immediately tries to flee through the secret
tunnel in his room. He will invite others to do so as well. If the characters are not
there to help defend the tavern, all will be killed. Be aware of the magical effects
of the front door of the tavern and the Mark of Kane. It is possible that the tavern
can be defended successfully, but that is going to be difficult. Be sure to point out
the players all the weaknesses but do not try and dissuade them.
3 The characters attempt to waylay or mislead the brigands: The characters
may choose to confuse the brigands by attacking them first. It is possible that a
MAGIC ITEM
KANE’S GAUNTLET: This is a mail gauntlet with several metal straps attached to
it for added protection. It appears old, a little rusted, the leather strappings appear to
need some repair. It is an altogether unimposing gauntlet the likes of which could be
purchased at any second rate armorers’.
The gauntlet, once worn, radiates strength up the arm, the bands tighten solidly
around the arm and forearm. The fingers fit seamlessly into place, and finger mobility
seems unaffected.
KANE’S GAUNTLET 27
The Gauntlet is magical though it may not radiate magic. The gauntlet is slightly
aware and has an SR4. If any detection spells are cast on it, the SR must be overcome
before any possibility of information about the gauntlet is conveyed. The gauntlet is
then allowed a mental saving throw, as if level 5, to counter any magic detection. Only
then is it revealed to be magic. More could be gleaned about the gauntlet but the same
process must be passed for any information gathering spells are of any use.
The first benefit of wearing the gauntlet is that no aberration under 10HD will attack
the person wearing it. The only time an aberration will attack the person wearing the
gauntlet is if they attack first or the aberration is 10HD or more. The gauntlet is a
celestial force all aberrations recognize and the less powerful dutifully respect.
Initially, the gauntlet confers a +1 to hit and +1 to damage with any axe or bludgeon-
ing weapon when used with the hand on which the gauntlet is worn. It also confers an
SR1 to the character. Should the character wearing the gauntlet decide to show mercy
to a foe they have just been in a fight with, the gauntlet tries to counter that impulse.
The character must make a charisma check (CL5) to succeed. If the character fails,
they must attack and kill the foe. Unless physically stopped by others, the character
cannot stop attacking until the foe is dead.
Once that is done, the gauntlet’s curse takes effect. The gauntlet cannot willingly be
removed from the hand and the wearer actively fights anyone who attempts to remove
it. It can only be removed via a remove curse spell CL12, severing the hand on which
the gauntlet is worn, by killing ten people who are innocent of any wrongdoing, or
once the gauntlet has slaked its thirst for killing (see below).
After first killing someone to whom the character wanted to show mercy, the gauntlet
confers a +2 to hit and damage and an SR2. Next, the gauntlet desires to kill a true
neutral creature. This can be in combat or otherwise. If the character is presented the
least opportunity (some provocation) to do this, they must make a charisma check
at CL6. Failure means the character must kill that which it can’t fulfill the gauntlet’s
desires. The gauntlet then confers a +3 to hit and damage and an SR 3. The process
continues with a foe of good alignment, a lawful alignment person, and thence to a
lawful good foe. The CL for the save increases for each killing as do the to hit, damage
rolls and SR until a +5 and SR10 are attained. After this point, the wearer must kill at
least ten people innocent of any known wrongdoing before the character can remove
the gauntlet. Until it is removed, showing mercy is hardly possible and provocations,
even slight, are met with violence.
TAVERN OCCUPANTS
Goff the Smithson
Goff is in his 5th decade of life. The grizzling life of a professional hunter, mercenary,
and later outlaw have left their mark on his spirit and body. He speaks plainly and
truthfully, rarely mincing words. Goff is suspicious by nature and has only become
more so over the years. Goff’s company was captured after a battle some years ago.
Most were executed for the crime of serving on the wrong side of that war. Goff es-
caped and made his way here with several companions. He wants little more than to
Perin
Perin is Kris’ daughter. She is 18 years old and being groomed to take over the business.
Perin has a forceful personality born of the travails of living on the road and in the
wilderness. She believes Barrelhall is haunted and the man who tried to kill her was
possessed. She would like someone to clear Barrelhall.
(She is a lawful good, human, 1st level rogue whose vital statistics are HP 4, AC 12,
KANE’S GAUNTLET 29
BtH +0, and Move 30 feet. Her primary attributes are dexterity, intelligence, and
constitution. Her significant attributes are dexterity 15 and intelligence 13. She wears a
leather vest. She carries dagger and hand axe.)
Rolan
Rolan is middle-aged. He has been selling his sword since a youth. He enjoys his cur-
rent job because it allows him to travel to numerous cities looking for better pay while
at the same time, giving him regular pay with little to no conflict.
(He is chaotic neutral, human 3rd level fighter whose vital statistics are AC 15, HP
24, BtH +3, and Move 30 feet. His primary attributes are strength, dexterity, and
constitution. His significant attributes are strength 13 and constitution 14. He wears
a chain shirt and carries a longsword, mace, and crossbow. He has 20gp wroth pf coin
and jewelry on his person.)
Kilm Shortbeard
Kilm is a dwarf who has traveled with Goff and Perin for a few years. He enjoys the
regular pay, good food, and company of Goff. Kilm is always anticipating danger in the
wilderness and is alert to all threats.
(He is a neutral, dwarf 3rd level ranger 1st level rogue. His vital statistics are AC 15,
HP 17, BtH +2, and Move 20 feet. His primary attributes are strength, and wisdom.
His significant attributes are dexterity 13 n d constitution 14. He wears +1 leather
armor and carries a +1 flanged mace, battle axe, and crossbow. He has 40gp worth of
coin and jewelry on his person.)
Dog
(This is a neutral, animal whose vital statistics are HD 2d6+1, HP 7, AC 12, and
Mover 40 feet. Its primary attributes are physical. It attacks with a bite for 1-2 damage.
Special: the dog is a bloodhound and is capable of tracking like a 10th level ranger.)
Robert
Robert is a hunter. He spends most of his time hunting deer, sheep, or other easily
killed prey. He tans them and sells the hides to Goff. He is a thoroughly untrustworthy
person though not a thief. He makes promises that are never kept and Goff long ago
quit depending on him for anything.
(He is a chaotic evil, human, 3rd level ranger whose vital statistics are AC 14, HP 15,
BtH +2, and Move 30 feet. His primary attributes are dexterity, strength, and wisdom.
His significant attributes are dexterity 13 and wisdom 15. He wears leather armor,
hides, and a bearskin. He carries a wolf spear, a short sword, hatchet, and shortbow.
He has 15gp worth of coin and jewelry on his person.)
Westin
Westin is a ranger and occasionally hires out to local villages or farmers to track down
wolves, bears, or other creatures that are causing problems. He has just returned from
just such a foray and has three wolf pelts for sale or trade. He does not trust Egelberg
nor Deiter, having never met them before. He has spent some time around the Bar-
KANE’S GAUNTLET 31
If asked about the fort (Elrith never offers), Elrith gives a brief and inaccurate history.
The following is all that he has correct. The fort belonged to the Wenright family in
years past. The family were known for their devout service to their deity and pro-
tecting the kingdom from bandits, goblins, orcs and others. Then Kane the Godless
arrived at the doorsteps of the castle demanding surrender. They felt up to the task of
fending off Kane. However, the Wenright family was never heard from again.
Other than that he claims the fort withstood many sieges, holds a great treasure horde,
was the leaders once ruled a small kingdom here, a dynastic feud and magical sword
led to the family’s downfall, and that the descendants still wander the forests to this
day as robbers and brigands.
(He is a chaotic neutral, half-elven, 4th level bard whose vital statistics are AC 16, HP
23, BtH +2, and Move 30 feet. His primary attributes are charisma, dexterity, and
intelligence. His significant attributes are charisma 16, dexterity 16 and a constitution
14. He wears +2 leather armor. He carries a +1 poignard and a dagger. He has a lute
of charming and 150gp worth of coin and jewelry on his person.)
BRIGANDS
Barret Halfface (Mounted)
Barret has been thieving, robbing, and murdering his way through life since he was
wee tyke. He is very good at what he does. He rarely takes chances anymore and is
no longer desperate for the next haul. He is quite deliberate and allows others to do
his dirty work for him. At this point, no gold is worth dying for because he has a large
stash hidden away.
(He is a lawful evil, 3rd level ranger, whose vital statistics are AC 18, hp 28, BtH +5,
and Move 30 feet. His primary attributes are strength, dexterity, and wisdom. His
significant attributes are strength 16, Dexterity 16, and wisdom 14. He wears a chain
shirt. He carries a +1 morningstar and shield. He has a ring of spell shielding and belt
of perception allowing a +1 to all wisdom checks. He has 400gp worth of coin and
jewelry on his person.
He rides a light war horse whose vital statistics are HD 3d10, HP 21, AC 14, and
Move 60 feet. Its primary attributes are physical. It attacks with two hooves for 1d4+2
damage or a bite for 1d4 damage)
Garland Shakes
Garland is by no stretch a capable thinker. He is in fact as close to dumb or stupid
as one could be without descending into an animal’s state. Garand is, however, an
excellent fighter and knows little to no fear. He is loyal Barret and will do whatever he
is told. Garland is tall, muscular and ugly. Some even think he has a little orc in him.
(He is a neutral, half-orc, 3rd level fighter whose vital statistics are AC 16, HP 25,
BtH +4 and Move 30 feet. His primary attributes are strength and constitution. His
significant attribute is strength 15. He has an intelligence of 7. He wears a chain shirt
and carries a shield. He wields a large double-bitted axe in combat. He has 22gp worth
of coin and jewelry on his person.
Felicity Sinner
Felicity is a cruel woman. She really has a great distaste for those who simper and cry
and finds some great pleasure in torturing them. In combat, she enjoys incapacitating
her foes and watching them suffer or bleed out after a combat. Perhaps this is revenge
for all the suffering she has been put through. Perhaps she suffered so much because
she is a horrible person. In combat, it won’t matter.
(She is a lawful evil, 3rd level rogue whose vital statistics are AC 14, HP 11, BtH +3,
and Move 30 feet. Her primary attributes are strength, dexterity, and intelligence. Her
significant attributes are dexterity 17, strength 16, and intelligence 13. She wears leath-
er armor. She carries a +2 short sword of speed giving her a +1 to initiative as well.
She has 120gp worth of coin and jewelry on her person.
She rides a light war horse.
Light War Horse (Its vital statistics are HD 3d10, HP 20, AC 14, and Move 60
feet. Its primary attributes are physical. It attacks with two hooves for 1d4+2 damage
or a bite for 1d4 damage.)
Barek Blackfoot
Barak cares for little else in the world other than himself and his deity. His mission
is to build a temple and believes the quickest and easiest manner of attaining such a
KANE’S GAUNTLET 33
lofty ambition is to take other’s gold rather than earn it. Of course, his line of work is
hard and dangerous. He lacks the wisdom and common sense to realize this and this is
exactly why his deity favors him. He is also a coward.
(He is a lawful evil, 3rd level cleric whose vital statistics are HP 18, AC 18, BtH +2,
and Move 30 feet. His primary attributes are wisdom, charisma, and strength. His sig-
nificant attributes are strength 15 and wisdom 14. He wears +1 chain mail and a +2
shield. He carries a +1 mace. He has 310gp in coin and jewelry, two potions of healing,
and a scroll with a bless spell.)
Legart Trap
Legart is spindly fellow with a mean temperament and an earnest desire to acquire
power. Being frail, Legart quickly realized that physical prowess was not his avenue
to leadership. Being highly intelligent, he decided to study the arcane arts. His over-
zealous nature got him banned from his school and shunned by many masters of the
arcane arts. So Legart struck out on his own and ended up with this band. As long as
his purposes are being met, Legart is willing to partake in thievery and worse. As soon
as his goals are put into to doubt, he switches tactics and leaves to find more lucrative
avenues to pursue.
(He is a chaotic neutral, half-elf, 5th level wizard whose vital statistics are AC 13, HP
14, BtH +1, and Move 30 feet. His primary attributes are intelligence, wisdom, and
dexterity. His significant attributes are intelligence 16 and dexterity 14. He wears a
cloaks and +2 bracers of defense. He carries a rod of the python, a ring conferring an
SR1, a ring of force shield, potion of levitation, a spellbook with ten spells in it and 120
go worth of coin and jewelry.)
Brigand Sergent x 2 (These are neutral evil, human, 2nd level fighters whose vital
statistics are AC 13, HP 13, BtH +2, and Move 30 feet. Their primary attributes are
strength, constitution, and dexterity. They wear leather armor and shields. They carry
spears and longswords. They have 30gp worth of coin or jewelry on their person.)
Brigand Sergent and Sapper (He is a neutral, dwarf, 2nd level barbarian whose
vital statistics are AC 14, HP 17, BtH +3, and Move 30 feet. His primary attributes
are strength and constitution. His significant attributes are strength 13 and constitution
15. He wears studded leather armor and a shield. He carries a +1 battle mace. He has
70gp worth of coin and jewelry on his person.)
Brigands x10 (These are neutral evil, humans whose vital statistics are HD 1d8, AC
12, HP 6, BtH +1, and Move 30 feet. Their primary attributes are strength, consti-
tution, and dexterity. They wear leather armor. They carry spears and maces. They
have10gp worth of coin or jewelry on their person.)
Brigands x5 (These are neutral evil, humans whose vital statistics are HD 1d8, AC
12, HP 6, BtH +1, and Move 30 feet. Their primary attributes are strength, constitu-
tion, and dexterity. They wear leather armor. They carry shortbows and maces. They
have10gp worth of coin or jewelry on their person.)
KANE’S GAUNTLET 35
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