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Castles_&_Crusades_Encounters_Unusual_Roadside_Encounters
Castles_&_Crusades_Encounters_Unusual_Roadside_Encounters
BY DAVIS CHENAULT
EDITOR: STEPHEN CHENAULT
ART DIRECTION/INTERIOR ART/LAYOUT/PRODUCTION: PETER BRADLEY, JASON WALTON
Interested in Castles & Crusades ® the role playing game? Want to learn more? There is a large online
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15 COPYRIGHT NOTICE
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Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
Your acceptance of the terms of this License. original material by E. Gary Gygax and Dave Arneson.
thematic elements, dialogue, incidents, language, depictions, likenesses, concepts,
world and campaign descriptions, proper names of the characters, creatures, groups, 4. Grant and Consideration: In consideration for agreeing to use this License,
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Castles & Crusades: Players Handbook, 2nd Printing, Copyright 2006,
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All text, artwork, and maps appearing in this book is property of and copyright
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2007 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Castles & Crusades: Players Handbook, 3rd Printing, Copyright 2007,
Keeper, Troll Lord Games, and the Castles & Crusades and Troll Lord Games 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
Troll Lord Games; Authors Davis Chenault and Mac Golden.
logos, and products published by Troll Lord Games are Trademarks of Troll Lord portion of this License to include the exact text of the COPYRIGHT NOTICE
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OPEN GAME LICENSE VERSION 1.0A COPYRIGHT NOTICE of any original Open Game Content you Distribute. Games; Authors Robert Doyel Stephen Chenault.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 7. Use of Product Identity: You agree not to Use any Product Identity, Castles & Crusades Monsters & Treasure, 2nd Printing Copyright
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. including as an indication as to compatibility, except as expressly licensed in another, 2007, Troll Lord Games; Authors Robert Doyel Stephen Chenault.
independent Agreement with the owner of each element of that Product Identity.
1. Definitions: (a)”Contributors” means the copyright and/or trademark You agree not to indicate compatibility or co-adaptability with any Trademark or Unusual Roadside Encounters, Copyright 2009, Troll Lord Games; Author
owners who have contributed Open Game Content; (b)”Derivative Material” Registered Trademark in conjunction with a work containing Open Game Content
Davis Chenault.
UNUSUAL ROADSIDE ENCOUNTERS
THE ZOMBIE HUNT Within a few hours of setting up camp, the characters should be
made to feel comfortable, warm and safe. A quiet falls upon the
LEVEL: 1-2 thorp, the rains stop, the moon comes out and a warming breeze
shuffles the branches of the trees. Branches scrape against the
walls of the buildings, a door swings wide and slams shut, and old
pulley in the barn creaks and sways in the wind. The sounds of
night prevail – almost.
After the moon reaches it apex and the skies clear, the winds
pick up and the sounds of nature, the bugs, hooting owls and
other scurrying creature cease to make a sound. Any ranger or
druid would note this immediately. Others must make a wisdom
check to notice the unusual sound of silent nature. At he same
time however, the winds knock things around a bit in the thorp,
blowing dangling ropes around, opening and closing shutters,
ruffling loose shingles etc.
There are zombies sauntering into town. They come from a nearby
barrow mound where the thorp’s dead were once laid to rest. They
come into the thorp slowly, attracted by the fresh blood on the
characters. They arrive in small numbers throughout the night,
one to four at a time. Some linger longer than others so that they
can be found around the town.
There are 32 people in the small two room house. Half of these are
children under the age 15 and half of the total are women. There
is none amongst them trained in the art of war or otherwise useful
as a class. Several of them can track as 1st level rangers though.
They are variously armed with simple weapons like clubs, spiked
clubs, scythes, axes, hand axes and other tools found in a farming
community.
It does not take the barghast long to realize the characters have
arrived. When the characters come out to hunt for it, the barghast
stays in dog form but has tied a rope to a pole and placed a slip
knot around its neck. Just before the characters come near, it casts
misdirection upon itself and acts like a wounded animal. This is
not completely out of place because there are chickens wandering
about freely, cattle meandering around and sheep grazing in the
garden.
If it does not occur, the dryad simply lies there acting asleep and
awaits the next possible candidate of her potent charms. If a
person does become charmed, the dryad slowly awakens, feigning
exhaustion. Once fully “awake” she explains to the characters
that an evil man bound her and cast some potent magic upon her
causing her to sleep. He stole all her possessions and left her here
by the road. She expresses a desire/command posed as a question
that the the charmed one help her protect her property.
If the charm does not work, she will not try again. She uses
the same tale of an evil man to engage the characters but at an
opportune moment she disappears into her tree and does not
make an appearance again.
SLEEPING BEAUTY The dryad is an altogether clever being. She is not willingly going
to die or allow herself to be endangered in her attempts to charm
LEVEL: 2-4 someone. Should a fight likely appear to result, she disappears
into a tree and releases those she charmed with the hope that the
THE SETTING: In lands that are sparsely
event can just pass over. She quickly becomes aware that keeping
populated, but where civilization is
the character imprisoned is going to bring the wrath of the party
encroaching, a dryad, Tulia by name lives
down upon her. So she subtly offers a deal whereby the characters
in a tree. Civilization has slowly, but inevitably encroached upon
must secure her forest area from the local threats of the woodsmen
her home to the point where a road passes a mere 200 yards from
and in turn she will release the charmed character.
her home. In the year previous she released a man who had been
her fawning companion for over a decade. He had grown old and The dryad is not an evil being either, but vain. She sees doom in
she weary of his company. Having no memory of the decade but her future. The axe wielding humans are encroaching upon this
10 years older, the man wandered off into the woods trying to land and some of the woods in which she dwells will come under
accomplish something he did not remember and never owned the axe. More than anything, she prefers a willing protector to
but was owned by. The dryad has grown lonely and seeks to bring fawn over her. If attacked she eventually escapes to her tree.
another companion and protector to her side. Should the characters pursue her that far, she makes no effort to
defend herself but climbs the highest branch and watches as the
She watches the road from afar for travelers. Should one of the
characters cut down the tree (thus killing her) or find some other
characters in the party have high charisma, the dryad chooses that
method of ending her life.
person to be her companion. She attempts to charm the person
with the highest charisma. She has pre-planned her escapade. TULLIA, DRYAD (This neutral creature’s vital stats are: HD 2d8;
She lies down as if in a deep slumber in a bed of flowers upon the AC 17; HP 12. He prime attributes are mental and physical. She
side of the road. Her hope is that one or more of the characters attacks with a dagger for 1d4 damage. Special: Spell-like abilities,
attempt to wake her. Nothing seems to work, because she isn’t tree dependent, tree stride, wild empathy.)
really in a deep slumber, but acts as if she is.
In a very abrupt way, this little grig, stops the conversation and FURTHER ADVENTURES: The grigs are in this area because they are
tells the characters that if they want to safely cross over the supposed to be holding a special dance. The dance is held once
bridge, they must give him 1gp. If the gold is proffered he says a year beneath a weeping willow near a small village. The willow
that he failed to mention that it was one gold per person. If this is has recently been enclosed within a sheep pasture and a barn built
proffered, he says he meant to say one gold piece per person, and 1 right next door. The grigs would like the barn removed so they can
gold piece per back pack. In general, the grig continues to ask for do their dance – in three days time.
money until an argument or threat ensues. He quietly backs away