Against the Horselord
Open source p.4OSE QD3 · 3p
A LEVEL 5–7 CASTLE CRAWL TOTAL TREASURE: APPROXIMATELY 57,000GP Against the Horselord BY BRAD KERR CASTLE AT THE EDGE OF CIVILIZATION by a cruel, horse-obsessed warrior, holds power and A treasure for those with the courage to claim them. The infamous adventurer known as the Horselord carved his fame in the dungeons of the underworld, and now claims an ever-expanding fiefdom. Through fear and brutality, his influence grows. His castle lies at the borderlands, where law thrashes against the monster-spangled chaos of the wilds. The Horselord loves horses but refuses to ride them. He keeps them like caged birds throughout his residence, dines on their meat, and clads himself in their skins. He believes horses to have an innate, inscrutable power that he yearns to claim as his own. “Horses represent freedom,” he whispers through gritted teeth. Many pray in secret for the Horselord’s undoing. Farms and commoners struggle as horses, now illegal, are seized from the Horselord’s lands. His black deeds make the Horselord a scourge upon good folk, but also a target for the brave and the greedy. , ruled
The Adventure
Overview & introduction p.4
A LEVEL 5–7 CASTLE CRAWL TOTAL TREASURE: APPROXIMATELY 57,000GP Against the Horselord BY BRAD KERR CASTLE AT THE EDGE OF CIVILIZATION by a cruel, horse-obsessed warrior, holds power and A treasure for those with the courage to claim them. The infamous adventurer known as the Horselord carved his fame in the dungeons of the underworld, and now claims an ever-expanding fiefdom. Through fear and brutality, his influence grows. His castle lies at the borderlands, where law thrashes against the monster-spangled chaos of the wilds. The Horselord loves horses but refuses to ride them. He keeps them like caged birds throughout his residence, dines on their meat, and clads himself in their skins. He believes horses to have an innate, inscrutable power that he yearns to claim as his own. “Horses represent freedom,” he whispers through gritted teeth. Many pray in secret for the Horselord’s undoing. Farms and commoners struggle as horses, now illegal, are seized from the Horselord’s lands. His black deeds make the Horselord a scourge upon good folk, but also a target for the brave and the greedy. , ruled
Hooks
An adventuring party might come here for one or more of these reasons:
- Rescue: Magnu, a magical horse imprisoned in the Horselord’s gaol (Area 16), sends a telepathic message to the PCs: “Free me from the Horselord and I shall serve as your steed and gravity shall not impede us.”
- Theft: While resting at an inn in the Horselord’s lands, the PCs find their horses have been impounded overnight by the Horselord’s soldiers and taken to Area 11.
- Reward: A farmers’ guild discreetly contacts the PCs. The Horselord claimed their lands and stole their horses. They offer 5,000gp to depose this tyrant.
Random Happenings
(1-in Per Turn, Areas 1–22 only) Roll . For every 6 horses released from captivity, add . 1. foot soldiers (see p5) on patrol. 2. Distant sounds of shouting followed by an agonized whinny, then silence. 3. Eira (see p4 and Area 14), bored and inebriated, rides a gold-maned, taxidermied horse on wheels, while a sweating, grimacing Sir Eddmund (see Area 14) drags it by its lead. 4. A trumpet plays the “Password” signal (see Trumpet Signals, p6) from the direction of Area 22 as a servant delivers food to the tower. 5. 4 servants (see p5) drag a dead horse towards Area 9. 6. Magnu (see Rescue hook and Area 16) whinnies telepathically. PCs sense the direction and distance towards Area 16. 7. A loud whinny in the distance distracts NPCs for rounds. 8. 1 stampeding freed horse tramples a soldier or servant in the immediate area before fleeing. 9. stampeding freed horses trample all soldiers and servants present before fleeing.
Factions p.6
- The Horselord: Ruthless lord of the castle and surrounding lands. Having conquered the world of war, he turns now to artistry, obsessively spending every hour in his sanctum attempting to render the essence of horses in sculptor’s stone. His household functions suffer without his usual direct supervision.
- Soldiers: 40 veterans of the Horselord’s bloody campaigns reside in the castle. They lack organization since their lord and castellan have each been indisposed for some time (see Areas 14 and 26).
- Piers: The Horselord’s loutish, eldest son. He inherited his father’s truculence but lacks his ambition.
- Finnian: The Horselord’s sensitive, youngest son. A musician, currently locked in his room (Area 20).
- Eira: The Horselord’s wife, a princess from a distant kingdom. Childlike, wine-drunk, and pampered, with a penchant for small cruelties.
- Servants: 20 in total. Will do anything to prevent horses from escaping, as failure means execution. Ignore strangers who stay away from the horses.
- Centaurs: A subjugated tribe of 12 centaurs secure the castle’s outer perimeter. Unallowed within the castle walls.
Relationships
- The Horselord: Focused solely on his artistic endeavor to the exclusion of all others.
- Soldiers: Respect their master, though they serve only out of greed, and are puzzled and frustrated by his current pursuits. Ignore all others.
- Piers: Contemptuous of all save his father, whom he privately fears and hopes to replace.
- Finnian: Wishes his father dead and all horses freed. Despises his brother and the soldiers. Pities his mother.
- Eira: Indifferent to all, caring only for her bizarre, intemperate whims.
- Servants: Fear all others, particularly Piers; they wear the scars of his misplaced aggressions. Some show sympathy to Finnian.
- Centaurs: Subservient to the Horselord and the soldiers, believing themselves “loathsome creatures undeserving of His Excellency’s charity.” Ignore all others.
Common Monsters p.7
Archers
Fine armor, iron-helmed, clad in herald-fronted tabards. Stand vigil in Area 25 at all hours.
AC 2 [17] HD 2 (9hp) Att Short sword () or long bow (, range 70′ / 140′ / 210′) THAC0 19 [0] MV 60′ (20′) SV W13 P14 B15 S16 (Fighter 2) ML 9 AL Neutral XP 20
Centaurs
Dull, patchy coats on horse bodies, with occasional welts on their humanoid torsos. Downcast and sullen.
AC 5 [14] HD 4 (18hp) Att 2 × hoof () + short sword () THAC0 16 [] MV 180′ (60′) SV W11 P12 B13 S14 (4) ML 8 AL Neutral XP 75
Foot Soldiers
Armored in dirty, dented plate mail. Wield swords and shields, the latter hastily painted with the Horselord’s heraldry—a white horse’s head on a red background. Demeanors range from apathetic to vicious.
AC 2 [17] HD 1 to 3 (4/9/13hp) Att Sword () THAC0 19 [0] MV 60′ (20′) SV W13 P14 B15 S16 (Fighter 1/2/3) ML 9 AL Neutral XP 10/20/35
- HD: Soldiers are 1 HD unless noted otherwise.
- Reinforcements: Soldiers failing a morale check in battle flee to summon foot soldier reinforcements from Area 8, arriving in rounds. However, they are unlikely to organize a full-scale, coordinated defensive response against intruders, due to lack of leadership.
Horses
Stat blocks and hit point values are not provided for normal horses that appear in the adventure. Refer to the riding horse stat block in Old-School Essentials if required.
Servants
Serfs clad in dirt-streaked red livery. Stone-faced and timid.
AC 9 [10] HD ½ (2hp) Att None THAC0 20 [–1] MV 120′ (40′) SV W15 P16 B17 S18 (NH) ML 6 AL Neutral XP 5
General Notes p.8
Castle and Defenses
A motte-and-bailey keep deep in desolate grasslands on the edge of civilization.
- Outer defenses: Centaurs patrol the perimeter. The keep itself is ringed by a muck-filled ditch and a 12′ palisade of sharpened logs. A drawbridge provides the only access to the interior.
- Bailey: Holds a tall, box-like structure (Areas 12–16), a medium-sized single-story structure (Areas 8–10), and numerous smaller cabins and huts; all are made from logs or wattle and daub.
- Motte: A steep scarp rises 30′ over the land. Topping it is a 20′ tower of roughcut logs; figures are visible on the roof (see Area 25). A floating bridge ascends the scarp, connecting the bailey to the motte (see Area 22).
Trumpet Signals
Signal Sound Significance Lower Drawbridge Trill Used by centaurs to announce vetted guests. Danger Long blast Causes the drawbridge to be raised and brings foot soldiers ( 5. “Danger Averted” (see below) sounded after 15 minutes of calm. Moving Horses 3 blasts Alerts the archers (Area 25) to refrain from firing at loose horses. Password 2 ascending Allows for safe passage on the floating bridge (Area notes 22). Danger Averted Victorious Resume normal activity. Also sounded at dawn. melody
Surrounding Lands
Dry open prairie dotted with stands of sagebrush. A single dusty road provides access to the castle.
- Dawn: Adventurers present at dawn learn the “Danger Averted” trumpet signal (see Trumpet Signals).
- Surveillance: PCs can hide in distant sagebrush patches and observe the castle and road. Each hour, they witness 1 event from the Surveillance Events table, but also have a 1-in chance of being discovered by patrolling centaurs (see Castle and Defenses and Gaining Entry). p5) from Area 8 to muster in Area
Gaining Entry
There are a handful of methods for entering the heavily fortified keep:
- Direct approach: Convincing the centaurs falsely of benign intentions (see Area 1).
- Supply wagons: PCs aware of the supply wagons can easily hide in them and emerge in Area 5.
- Trumpet signals: Intrepid adventurers who have learned the trumpet signals can use them to their advantage.
- Other methods: Devised by players; ingenuity should be rewarded.
Order of Battle
- Note: These details are restated in the pertinent sections. Approaching the outer yard (see Area
- 1): 5-in chance of PCs being spotted by the archers of the tower (Area 25), who sound the “Danger” trumpet
Surveillance Events
Event 1–2 A supply wagon (see Gaining Entry) arrives and later departs 3 A band of humanoid raiders (referee’s choice) attempts to reach the drawbridge when it is lowered. They are repelled. (No event if rolled again). 4 A phalanx of soldiers arrive with captive horses in tow. There is some commotion in the keep, which ceases after three blasts from a horn. 5 An ornate carriage arrives. A richly robed noble and her entourage ascend the floating bridge (see Defenses and Area 22). Shortly after, the noble and her carriage depart. (No event if rolled again). 6 Shift changes at the tower (see Castle and Defenses and Area 25) signal. This causes the centaurs to immediately intercept the party.
- Archer surveillance: The archers of the tower focus only on the outer yard and palisade (Areas 1 and 2), the floating bridge (Area 22), and the paddock (Area 11). They can see activity in the bailey (Area 5) but are unable to tell the PCs from others present.
- Foot soldiers: Disorganized and lacking leadership, they are unlikely to mount a full-scale defense. Those failing a morale check in battle flee to summon foot soldier reinforcements from Area 8, arriving in rounds (see Foot Soldiers, p5).
- Nighttime: Shifts of soldiers and centaurs remain on duty. All areas within the keep are lit by torches. Servants and other non-military are either asleep in their quarters (Great Hall, bedrooms, etc.) or awake at the referee’s discretion. Intelligence “Lower Drawbridge” trumpet signal. “Danger” and “Danger Averted” trumpet signals. “Moving Horses” trumpet signal. “Open Drawbridge” and Castle and “Password” trumpet signals Tactics that reduce chance of tower spotting by 1 (see Area 1).
Keyed entries (27)
1. Outer Yard p.10
centaurs patrol the area; the grass is worn thin from their constant circuitous prowling. Nearly 30 horse corpses lie scattered about the castle perimeter, sweetly rotting, legs stiffened at sharp, unnatural angles. Black flies swarm among them.
- Approaching: 5-in chance of PCs being spotted by the archers of the tower (Area 25), who sound “Danger” (see Trumpet Signals, p6). This causes the centaurs to immediately intercept the party.
- Centaurs: Stats on p5, roll hp.
- Convincing them the party are legitimate guests: Requires creative conversation or a positive reaction roll; they then sound “Lower Drawbridge” (see Trumpet Signals, p6).
- Fighting them: Draws no reinforcements from the castle, but causes the tower archers (Area 25) to sound “Danger” (see Trumpet Signals, p6).
2. Ditch and Palisade p.10
The castle’s moat is filled with foul, tarry muck. The thick, weathered logs of the 12′ palisade are sharpened to cruel, menacing points.
- Moat: 6′ deep. Attempting traversal without assistance is not possible and leads to sinking and drowning in rounds.
- Palisade: Climbing takes rounds and immediately causes the tower archers (Area 25) to open fire while sounding “Danger” (see Trumpet Signals, p6).
3. Drawbridge p.10
A hefty drawbridge of fastened logs, hoisted by rusted iron chains. A gatehouse just inside houses the winch wheel.
- Drawbridge: Normally raised. Ponderously grinds open at the sound of “Lower Drawbridge” (see Trumpet Signals, p6), granting access to Area 5.
4. Gatehouse p.10
2 foot soldiers stand guard and mind 2 exhausted horses, harnessed by ropes to the winch wheel that controls the drawbridge.
- 2 foot soldiers: Stats on p5, hp 3, 6.
- 2 exhausted horses: Immediately bolt to Area 5 if released.
5. Bailey p.11
foot soldiers, servants, and any number of visitors scurry or mill about. The open area is flanked by 2 larger buildings (Areas 8–10 and 12–16) and several smaller houses. At the center is a muddy, fetid pond.
- Combat: While the archers in Area 25 may notice fighting in this area, they cannot easily distinguish the PCs from others and will hold their fire.
- Foot soldiers and servants: Stats on p5, roll hp. Indifferent to PCs’ presence unless “Danger” (see Trumpet Signals, p6) has been sounded.
- Pond: Clay pots and washing boards are scattered alongside. 10′ deep at center.
6. Fallow Field p.11
Tall grasses blow in the breeze in this unused field.
- Hiding: PCs can hide here without detection.
7. Kitchen p.11
3 frightened horses awaiting slaughter tug at their leads just inside the door. 7 servants are here; 3 nap beneath counters, while 4 of them, soaked in blood, work behind a partition, hacking away at horse carcasses. 3 wood stoves fill this log cabin with heat. Soup pots gurgle and crusty bread cools on counters.
- 3 frightened horses: Immediate bolt to Area 5 if released.
- 7 servants: Stats on p5, hp 4, 4, 4, 3, 3, 2, 2. Unconcerned by trespassers unless the horses are released.
- Soup pots: 3 jars of exotic spices sit nearby (100gp each).
8. Barracks p.11
foot soldiers linger in this sweaty, smoky hall adorned with numerous pelts and taxidermied horse heads. Alcoves line the perimeter, and benches surround a smoldering hearth. Muddy boots are piled near the exterior door (to Area 5).
- Foot soldiers: Stats on p5, roll hp. One is 3 HD, all others 1 HD. 2-in chance of being asleep or drunk (and unavailable as reinforcements in battle), otherwise quiet, broken in spirit and unconcerned.
- Alcoves: Hold stained bedrolls and leather sacks. In the sacks are 1,970gp total.
9. Taxidermy p.12
A small, portly man (Orsunn) whistles merrily while dashing between crowded workbenches piled with knives, marbles, and wet blobs of skinned mammalia. A gagging, eye-watering stench overwhelms the room. Bones bob in fizzing barrels of bleach. Equine hides dry on racks near a simple wooden closet and a puffing kettle on a stove.
- Orsunn: The Horselord’s taxidermist. Stats in sidebar, hp 5.
- Personality: An artist obsessed with his work; perhaps the only person in the castle whom the Horselord respects as an equal.
- Reaction: Takes profound interest in the PCs and immediately tries to match their eye color to marbles in his extensive collection. Tolerating this prodding encourages Orsunn to lead the PCs to the closet to tour his “special work.” PCs without judgment or criticism are regarded as close friends and offered tea and jovial conversation.
Orsunn
Short, sporting a blood-spattered apron and a crude bowl haircut.
AC 6 [13] HD 1 (5hp) Att Knife () THAC0 19 [0] MV 120′ (40′) SV W13 P14 B15 S16 (1) ML 8 AL Chaotic XP 10
- Possessions: Key to closet door, pouch of polished marbles of rare stone (350gp).
- Knowledge: If friendly, Orsunn freely shares the following information:
- The Horselord locked up his rebellious younger son, Finnian (Area 20).
- There’s a secret passageway somewhere in the Great Hall (Area 13).
- The Horselord is working on his masterpiece in his sanctum (Area 26).
- Horses running free in the bailey yard (Area 5) makes the staff go crazy. Closet: Locked (Orsunn has the key). Inside is a ghastly taxidermied tableau:
- Horse head: Mounted on the rear wall.
- 4 human corpses: Dressed in farmers’ garb (2 male, 2 female), perfectly preserved and standing in frozen poses.
- Polished wooden chest: Contains 20 eyeball-sized white marbles carefully crafted as human and equine eyes (100gp each).
10. Stalls p.13
Pungent, badly in need of mucking. A stable door leads outside (Area 11), its upper half currently open.
- At night: The 12 horses from Area 11 are crowded into here.
11. Paddock p.13
12 horses, caked in dirt, pace the squalid fenced yard while whinnying anxiously. 2 cloaked servants preside nearby, moving hay and shuffling animals about. A latched wooden gate leads out to the yard (Area 5).
- At night: The 12 horses are crowded into the stalls in Area 10.
- 12 horses: Seized from citizenry of the Horselord’s lands per his recent edict. They await “processing” (likely, the Horselord’s soup pot). Any horses seized from PCs (see Hooks, p3) are here.
- 2 cloaked servants: Stats on p5, hp 2, 5. Anxiously watch anyone approaching the gate. Desperately intervene and call for help should anyone attempt to open it.
- Gate: Sagging, creaky. Opening it without first sounding the “Moving Horses” signal (see Trumpet Signals, p6) causes the archers in Area 25 to rain arrows on the PCs while sounding the “Danger” signal.
12. Great Hall p.14
A barn-like space with a 25′ ceiling, from which 10 iron cages are suspended, each housing a miserable horse, shaking and whinnying. A man in gilded plate mail (Piers) sits at the head of one of 2 long tables flanking a roaring hearth, accompanied by 3 foot soldiers. 4 servants scramble about. 4 curtained alcoves occupy the corners. Mounted horse heads line the walls, looking down solemnly.
- 10 iron cages: Like oversized parakeet cages. 6′ above the ground, suspended by heavy chains from pulleys in the thick rafters, anchored to floor hooks. Doors are latched but unlocked. Attempting to release the horses is met with stiff resistance from the soldiers, while the servants rush to find help.
- Piers: The Horselord’s eldest son and loutish heir. Stats in sidebar, 22hp. Spends his time here feasting on horse steaks, playing cards, or napping. Never misses an opportunity to humiliate a stranger. Challenges any willing PC to a game of 3-card filly (see sidebar).
- 3 foot soldiers: Stats on p5, 3 HD, hp 22, 21, 15. Burly, with sadistic visages. Ribald and unmannerly. Piers’ giggling, obsequious flunkies, who take delight in his cruelty towards others. Feign friendship with him for personal gain. Obey Piers’ orders but not fanatically.
- 4 servants: Stats on p5, hp 8, 7, 4, 3. Shoveling manure, hoisting fresh hay into the cages, or waiting fearfully upon Piers and friends.
Piers (5th Level Fighter)
Ruddy complexion, bloodshot eyes, dirty blond hair. A slight jowl hangs from a bloated face.
AC 3 [16] HD 5 (22hp) Att Axe () THAC0 17 [] MV 60′ (20′) SV W11 P12 B13 S14 (Fighter 5) ML 7 AL Neutral XP 175
- Curtained alcoves: Cushioned sleeping quarters for family, guests, and servants. Each takes 1 turn to search.
- A: 300gp, 1 red garnet (100gp), 4 topazes (500gp each), 1 emerald (1,000gp), silk clothes (1,000gp).
- B: 1,510gp, a small jeweled horse statue (3,000gp).
- C: An oversized ruby (2,000gp) in a small box (poison needle trap, save versus death).
- D: 19gp, 2 sleeping drafts (save versus poison or sleep for 1 hour).
Card Game: 3-Card Filly
Requires 20gp ante each from Piers and the PC. PCs with 10 INT or higher quickly observe that Piers is an awful gambler and that his foot soldiers are letting him win. They may elect to throw the match to stay on the arrogant heir’s good side or play “fair” to win the pot. Otherwise, abstract game-play by rolling , opposed by Piers’ ; highest roll wins.
- PCs lose: Piers engages in petty cruelties (spilling ale on a PC, etc).
- PCs win: Piers’ rancor blooms and he threatens the PCs: “Are you even supposed to be here? Eat a horse turd and maybe I’ll forget I saw you.”
13. Hallway p.15
Lined with 30 horse tails mounted like trophies along the walls.
- 30 horse tails: Pulling the particularly oily tail on the eastern wall unlatches a secret door to Area 16.
Eira
Delicate complexion, disheveled flowing black hair. Her mien ranges from distracted to coquettish.
AC 9 [10] HD ½ (3hp) Att Dagger () THAC0 20 [–1] MV 120′ (40′) SV W15 P16 B17 S18 (NH) ML 6 AL Chaotic XP 5
Sir Eddmund
(7th Level Fighter)
Aging, bald, with a drooping white mustache. Formal demeanor, even when sweating while leading Eira’s “horse”.
AC 2 [17] HD 7 (31hp) Att Silver sword + 1 () THAC0 14 [] MV 60′ (20′) SV W9 P10 B10 S12 (Fighter 7) ML 10 AL Lawful XP 450
- Treasure: A silver sword , and a key to Area 20.
Lightning Bow
A steel bow, engraved with a lightning bolt on either side. Functions as a longbow that fires bolts of lightning (does not require arrows).
14. Horselord’s Private p.15
Quarters
Heavily perfumed by huge bouquets of flowers hanging from the rafters. A woman in a pink frilly dress (Eira) is riding on a wheeled, taxidermied golden stallion. An aging man in immaculate armor (Sir Eddmund) sullenly drags it around the room by its lead. Hay covers the floor. 4 taxidermied horses stand in naturalistic poses, propped behind model fences. Against the north wall stands an oversized four-poster canopy bed, veiled with lace curtains. A polished oak chest sits at its foot.
- Eira: Bride of the Horselord, mother of Piers and Finnian. Stats in sidebar, hp 3. Makes unreasonable demands of PCs despite Sir Eddmund’s protests. “You there, servants! Fetch some shampoo for Goldenrod’s beautiful mane AT ONCE.” If PCs ignore her demands, she orders Sir Eddmund to slay them.
- Sir Eddmund: Castellan of the keep, regrettably sworn to serve the Horselord’s family. Stats in sidebar, hp 31. He obeys Eira to the letter, though he sometimes attempts to dissuade or distract her. Slaying Eddmund causes Eira to throw an irreconcilable, screaming tantrum.
- Chest: Contains 600pp, 915gp, a diamond tiara (1,000gp), a horse brooch (2,000gp), a ruby ring (500gp), and the lightning bow (see sidebar).
15. Cages p.16
12 domed iron cages crowd the dark chamber, half of them occupied by 6 desiccated horse corpses. Piles of horse-skin rugs cover the floor. Bunches of wildflowers and sachets of incense line the walls; their thick floral odor cannot mask the sickly stench of rot.
- 12 domed iron cages: Latched but unlocked.
- 6 desiccated horse corpses: Approaching causes them to animate as horse zombies—stats in sidebar, hp 22, 20, 14, 14, 11, 10. They cough guttural broken neighs and thrash against their bars. The neighing sounds very much like pleas in Common: “Free us”.
- Ignoring the pleas: The horses’ collective misery manifests as a floating horse specter (stats in sidebar, hp 31), which attacks PCs. There is also a 1-in chance per round that a zombie breaks out of its cage, joining the attack.
- Releasing: Released zombies mill about peacefully.
- Letting out of the room: Freeing the horses from the room emboldens them to take vengeance; they gallop about the castle, attacking the Horselord’s minions and attempting to free other, living horses. Rugs: A hatch beneath a dusty horseskin rug opens to Area 21.
Horse Zombie
Precarious bundles of bones and rotten flesh that move with surprising, fluid grace.
AC 7 [12] HD 3 (13hp) Att 2 × hoof () THAC0 17 [] MV 120′ (40′) SV W13 P14 B15 S16 (2) ML 9 AL Neutral XP 35
- Undead: Usually make no noise. Immune to biological effects (e.g. poison) and mind-affecting / mind-reading spells (e.g. charm, hold, sleep).
Horse Specter
A galloping cloud of sickly green mist with flaming red eyes. Striking hooves emit a hollow, chilling echo.
AC 2 [17] HD 7** (31hp) Att Bite ( + energy drain) THAC0 13 [] MV 150′ (50′) / 300′ (100′) flying SV W13 P14 B15 S16 (3) ML 11 AL Chaotic XP 1,250
- Undead: Per Horse Zombie.
- Mundane damage immunity: Only harmed by magic and magic weapons.
- Energy drain: A successfully hit target permanently loses one experience level (or Hit Dice). This incurs a loss of one Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels perishes.
- Putting to rest: If all the cages in the room are opened, the horse specter dissipates.
16. Special Horses p.17
A dark chamber thick with acrid air that stings eyes, throats, and open wounds. Two enormous, windowless kennels of black banded iron stand at opposite walls.
- Entering: A muffled, honeyed baritone voice calls out from the western kennel: “Are there any maidens there? I’m a unicorn awaiting my prophesied maiden! Please save me? Don’t trust that demon in the other kennel!” Magnu, occupying the eastern kennel, telepathically contacts Lawful PCs to refute the voice’s claims.
- Kennels: Locked. Keys are held by the Horselord himself (see Area 26).
- Western kennel: A deceitful nuckelavee (stats in sidebar, hp 33). If freed, it uses its glamour to feign unicorn appearance. Suggests a PC ride it in battle against foes in the castle; should a PC agree, they are caught by its sticky ability, and spirited to the pond in Area 5 for drowning. Attacks with virus breath if its deception is discovered.
- Eastern kennel: Magnu (stats in sidebar, hp 32). If rescued, he accompanies Lawful characters, especially knights, as a faithful steed. Secret door to Area 13: Can be located by searching but does not open from this side.
Nuckelavee
A skinless, equine monstrosity. Lithe and wiry, with exposed, rippling muscles. Mouth drips black foam.
AC 4 [15] HD 9** (33hp) Att [2 × hoof () + bite ()] or virus breath THAC0 12 [] MV 240′ (80′) SV W9 P10 B10 S12 (9) ML 9 AL Chaotic XP 2,300
- Glamour: May change appearance to a unicorn or normal horse. Onlookers may save versus spells to see through the illusion.
- Virus breath: Spews a black cone of disease. Save versus poison or suffer effects of cause disease.
- Sticky: Anyone riding a nuckelavee must save versus paralysis or remain stuck for turns. A nuckelavee uses this ability to drown hapless victims in nearby bodies of water, fleeing after doing so.
Magnu
A benevolent magic horse with a red coat, golden mane, and sage, compassionate eyes.
AC 2 [17] HD 6 (32hp) Att 2 × hoof () THAC0 14 [] MV 180′ (60′) / 360′ (120′) flying SV W11 P12 B13 S14 (6) ML 8 AL Lawful XP 275
- Immortal: Cannot die from age or natural causes. Immune to disease and poison.
- Flight: Though wingless, Magnu can fly twice a day for up to 1 hour.
- Telepathy: Can communicate telepathically with Lawful beings.
17. Saddle Gallery p.18
Moths flit through a cold log cabin crammed with 14 taxidermied horses. 14 decorative saddles rest upon them.
- 14 decorative saddles: Bulky, gem-encrusted objets d’art inlaid with veins of platinum and accented with feathers (1,000gp each, coin weight: 300 each).
18. Storehouse p.18
Low, wide, pine-log structure, set partially below ground level. 3 earthen steps lead down to the dim, cramped, dank interior. Crammed with dozens of crates and casks, with numerous boxes on shelves.
- Crates: Among the stores, sundries, and supplies are a handcart, 4 flasks of oil, a rope, 5 broken wagon wheels, 4 servant uniforms, and 3 coils of rope (50′ each).
- Casks: 4 casks of cheap, strong wine.
- Boxes: Contain tools, foodstuffs, a set of horse grooming tools, and 6 crude wooden goblets.
19. Barred Cabin p.18
Squat, thick oaken log construction. Numerous boards nailed over windows. An iron, reinforced cabin door (to Area 20) with a parchment tacked to it.
- Door: Barred from the outside. Removing the bar reveals the door is also locked (keys in Areas 14 and 26).
- Parchment: A hastily scrawled message: “Do not disturb the prisoner”.
20. Finnian’s Chamber p.18
A modestly furnished dark cabin with a cold hearth. A sighing young man (Finnian) shivers beneath a pile of horse skins and languidly plucks a mandolin.
- Finnian: The Horselord’s sensitive younger son. Stats in sidebar, hp 21. The musician despises his parents for their cruelty; he’s confined to his quarters after numerous attempts to free imprisoned horses. Questioning Finnian reveals there is a secret tunnel to the tower somewhere near the Great Hall (in Area 15). Enlisting Finnian in battle against the Horselord is met with enthusiasm; Finnian accompanies the PCs to slay his tyrant father.
Finnian (4th Level Fighter)
Auburn, wavy hair frames a visage of sharp chin and thoughtful gaze.
AC 9 [10] HD 4 (21hp) Att Unarmed THAC0 17 [] MV 120′ (40′) SV W11 P12 B13 S14 (Fighter 4) ML 10 AL Lawful XP 75
21. Tunnel p.19
A narrow, unlit, dirt tunnel connecting the Great Hall to the tower. A ladder stands at each end (to Areas 15 and 24).
22. Scarp and Floating p.19
Bridge
A railed wooden walkway (connecting Area 5 to Area 23) suspended on posts ascends and traverses the scarp. A trumpet hangs from a cord along the railing of the lower entrance.
- Ascending: The archers on the motte tower (Area 25) monitor the scarp and floating bridge closely. Ascending without first blowing the “Password” signal on the trumpet causes them to unleash volleys of arrows on the PCs while sounding the “Danger” signal (see Trumpet Signals, p6).
- Scarp: Steep and carpeted in thorn bushes. Scrambling up the side without the use of the walkway requires a rope.
23. Motte Yard p.19
An unkempt, disheveled space surrounding the tower, whose front door (to Area 24) stands slightly ajar. Piles and chunks of broken marble lie about, discarded.
24. Sanctum Hallway p.19
An L-shaped hallway with a 20′ ceiling. Pale marble dust crunches underfoot. Tapestries depicting horses, knights, and scenes of battle hang from the walls. At one end is a trapdoor (to Area 21), at the other is a towering wooden ladder (to Area 25).
25. Tower Roof p.19
6 archers keep watch here, taking positions alongside the short, crenelated wall. The rooftop provides a wide view of the countryside.
- 6 archers: Stats on p5, hp 13, 11, 9, 8, 7, 7. Focus their attention on Areas 1, 2, 11, and 22.
26. Horselord’s Sanctum p.20
A cavernous room; ceilings stretch 20′ up. Light filters in from high, slit windows. The Horselord stands, arms folded, at the foot of a 15′ tall unfinished statue of a rearing horse, carved from a massive slab of marble. Ladders and scaffolding surround the sculpture. A thin, quiet man (Farrier) in a servant’s apron stands at attention at the Horselord’s side. Barrels of murky water, masonry tools, rope, maquette horse statuary, a varnished, complete horse skeleton, and a simple palette bed lie messily around the room. A tall, polished brass door (to Area 27) stands in the wall behind the statue.
- The Horselord: Stats in sidebar, hp 58. Chuckles through gritted teeth at the bold ignorance of anyone disturbing his work. He spends his waking hours carving his statue, futilely attempting to understand and capture the true essence of horses.
- If Finnian is present: The Horselord relentlessly goads him in an attempt to break his morale, but does not attack him. Statue: A rearing horse, about 1/3 complete. Numerous overworked and botched points where the Horselord lingered too long; together, they make the piece only one thing: ugly. Farrier: The Horselord’s man. Stats in sidebar, hp 13. A taciturn magic-user who serves as butler and bodyguard. Brass door: Locked. Horselord has the key.
27. Treasury p.20
3 oblong pine chests sit aside an overcrowded weapon rack and a life-sized, gold-covered pony.
- Entering: A pressure plate beneath the door frame releases a 5′ radius cloud of poison gas (save versus death) if stepped on. Chests:
- A: 1,000pp, 5 red garnets (100gp each).
- B: 5,000gp, 4 fire opals (1,000gp each).
- C: 10,000sp. Weapon rack: A collection of sentimental but unremarkable weapons from the Horselord’s many campaigns. Gold-covered pony: The corpse of the Horselord’s beloved childhood pony, mummified and gilded (5,000gp, coin weight: 2,500). The Horse-Mail is arrayed on the pony’s back when not in use.
The Horselord
(9th Level Fighter)
Hulking, 6′ warrior. Thick, reddish beard. Unkempt, sweaty. Wild, angry eyes. A cunning, cynical soldier who suspects deception from everyone around him. He lashes out with disquieting brutality at only minor provocations.
AC 1 [18] or 8 [11] (see below) HD 9** (58hp) Att 2 × Horse-Sword ( or blast) THAC0 14 [] MV 240′ (80′) armored or 120′ (40′) unarmored SV W9 P10 B10 S12 (Fighter 9) ML 11 AL Chaotic XP 2,300
- Armor: Dons the Horse-Mail if the archers in Area 25 have sounded an alarm. Otherwise, wears only a loose-fitting smock.
- Tactics: Whistles for assistance from the archers in Area 25, who arrive in rounds. Focuses on unarmored PCs and those bearing a holy symbol. Mocks opponents, laughing at every failure. “You ignorant barbarians wouldn’t understand beauty or art or freedom if it stabbed you in the gut.”
- Battle frenzy: Fights in a controlled frenzy, able to make 2 attacks per round.
- Death: Seems to enjoy every injury incurred and if slain, dies in the wide-eyed throes of ecstatic laughter.
- Treasure: The Horse-Sword, Horse-Mail, keys to Area 20, Area 27, and the cages in Area 16.
Horse-Mail
Plate mail lined with horse hair. Grants its wearer the speed of a horse: 240′ (80′).
Horse-Sword
A sword with a golden horse head decorating the pommel.
- Blast: If the wielder shouts “blazemane”, the sword expels a fiery horse-shaped conflagration over a 30′ cone-shaped area (save versus breath or damage). Wielder takes damage.
Farrier (5th Level Magic-User)
A frowning, elderly magician with a sallow complexion and long fingers that twitch frantically at his sides to conjure spells.
AC 9 [10] HD 5** (13hp) Att Dagger () THAC0 19 [0] MV 120′ (40′) SV W14 P13 B16 S15 (Magic-user 5) ML 9 AL Chaotic XP 425
- Prepared spells: Magic missile, sleep, levitate, phantasmal force, hold person.
- Tactics: Farrier targets the strongest looking warrior with hold person and magic missile, before casting phantasmal force to conjure the illusion of a demonic, fire-breathing horse to harry other enemies.