TEXT: Adventure Summary
  The Ogre Magi Zi’Zaroog is dying. Though he’s lived a 
  life of pettiness and cruelty in the eastern land of Rash-
  emen, he has decided to spend his last few weeks in 
  peace, and traveled via magic to the city of Waterdeep. 
  In his absence, however, his rival Zi’Jachow stole an 
  ancient heirloom, a weapon that was used in the Great 
  Plains Battles that were fought by the Ogre Magi three 
  hundred years ago. Now weak and frail, Zi’Zaroog 
  summons several adventurers before him to travel to the 
  plains of Rashemen to retrieve the heirloom, so he can 
  present it to his son before he passes on.
  The Setup — The Messenger
  While taking a tour of Waterdeep’s ﬁnest warships in 
  the Dock Ward, a half-ogre messenger, dressed in or-
  nate leathers, lumbers up to the PCs. In a voice that is 
  far more civilized than his looks allow him, he unrolls a 
  scroll and speaks:
  “Greetings from the Honorable Zi’Zaroog. The Twelfth 
  Prince of Rashemen has heard of your brave exploits 
  and good nature, and wishes to summon you to his 
  presence for a task that is blessed by Vaprak himself. If 
  you would be so kind, please follow me at once.”
  The half-ogre is otherwise, not very talkative. He will 
  mostly repeat himself if asked about Zi’Zaroog or any 
  further details. He will, however, volunteer that time is 
  very important to Zi’Zaroog.
  The messenger will guide the PCs through the streets of 
  Waterdeep to the northern edge of the city to a small, 
  but luxurious inn called the “Salted Eel.” It is soon 
  obvious that there is only one guest at the inn; the mo-
  ment the PCs enter, they will spy half a dozen armed 
  and armored half-ogres guarding the bottom portion 
  of the inn. The messenger bids the PCs to follow him 
  upstairs.
  The Honorable Zi’Zaroog
  The upstairs portion of the inn has been turned into a 
  makeshift abode for the Ogre-Magi. Several curtains 
  scribed with odd, chunky writing, and ﬂags native to 
  Rashemen decorate the halls. The messenger points the 
  PCs into the largest room in the upstairs, which holds 
  a humongous bed, and in it, a coughing, weak-looking 
  ogre with spiral horns beside his head.
  The Ogre-Magi speaks in a deep, raspy voice; it is quite 
  evident by his coughing spats that he is dying. If asked 
  about his condition, he will wave his hand and tell the 
  PCs that he has already lived longer than most of his 
  ancestors.
  He will go on to explain his plight. One of the feudal 
  lords of Rashemen, he has long been tolerated by the 
  Iron Lord and the human nobles of that land because 
  he has waged never-ending war on the Red Wizards 
  of Thay. He and his ally, Zi’Jachow destroyed many 
  villages and slaughtered many wizards in Thay during 
  their time. However, since he discovered he was grow-
  ing older and weaker, he decided to retreat to the city 
  of Waterdeep to spend his last weeks in comfort. Re-
  cently, however, he found out that Zi’Jachow raidedhis 
  village fortress and stole the Sacred Polearm, a weapon 
  that had been in his family for centuries. Angered that 
  his friend betrayed him, he wishes the PCs to recover 
  it for him. He does not want to unleash his own ogres 
  upon Zi’Jachow for fear of angering the human nobles, 
  who would see an ogre war as a threat to their own 
  livelihood.
  Zi’Zaroog is willing to play the PCs in gems worth 
  5,000 gp for this task. He will also use his magic to 
  teleport them to his village in Rashemen, as well as 
  a Scroll of Return for themselves to teleport back to 
  Waterdeep when done.
  If the PCs agree, he will share with them some Rashe-
  men ﬁrewine and sjorl cheese to seal the bargain.
  The Iron Fortress
  A short adventure for Castles & Crusades / Hackmaster
  For characters levels 3-5
  by J.C. Connors
  
  The Gorge of Guaros
  Once the PCs are ready (the Ogre-Magi will not accept 
  any delay more than an hour or so), he will hand them 
  a scroll that they can use to return to Waterdeep. Using 
  another scroll, he will cast a teleport spell upon them 
  that will send them spiraling oﬀ into the far east, north 
  of the land of Thay, and into the Gorge of Guaros – the 
  southern border of Rashemen. An Intelligence check 
  will reveal that their location is likely over 2,500 miles 
  from Waterdeep!
  Unfortunately, the PCs’ location is still several miles 
  from Zi’Zaroog’s home village. Rolling plains of brown 
  and yellow grass surround the PCs, and they will imme-
  diately spot a small group of ogres in the distance head 
  towards them.
  These hedge ogres are under the pay of Zi’Jachow. 
  Not entirely bloodthirsty (they fear and respect hu-
  man nobles), they will ﬁrst confront the PCs ﬁrst and 
  demand all their gold. They will only attack if the PCs 
  deny them some sort of toll, or if they mention they 
  are in service to Zi’Zaroog, whom they call a coward. 
  They can also be chased away if the PCs do a good job 
  impersonating human nobles.
  The Village of Zaroog
  A vision check (Wisdom plus appropriate vision bo-
  nuses) will scout a village nestled against the edge of the 
  mountains in the distance. It is only a few hours walk 
  to this small settlement.
  The village of Zaroog is the home to about a hundred 
  ogres, half-ogres, and some orc slaves. In Zi’Zaroog’s 
  absence, a young Hedge Ogre Chieftain named 
  Kalumf has taken over leadership in a small brick and 
  mortar, two-room fortress in the center of the town. 
  When the PCs approach the village, Kalumf and sev-
  eral guards will demand their business. Like the ogres 
  of Zi’Jachow, Kalumf is very wary of human visitors.
  Kalumf is aggressive and bold, and will require 
  proof that the PCs are working for Zi’Zaroog and 
  not spies from Thay. Even once convinced, Kalumf 
  will deny the PCs the small amenities the village 
  has to oﬀer (such as a feast of halﬂing stew in the 
  evening!). He will point the PCs on their way to 
  the Iron Fortress of Zi’Jachow, which lies 50 miles 
  north of Zaroog along the edge of the mountains. 
  He will warn the PCs that there are many patrols 
  of Zi’Jachow’s ogres, as well as constant aggressors 
  from Thay that may not tolerate their presence on 
  the plains. He also volunteers to have an orc slave 
  show them a path through the mountains if they 
  wish, which are less traveled by Zi’Jachow’s forces 
  and the Red Wizards, but are frought with other 
  dangers.
  4 Hedge Ogres (XP 420, AL LE, AC 16, Base Attack +7, 
  MV 9”; HD 4d8+2; SZ L, #AT 1; D 1d6+7 (club); SA: If a 
  friend dies without honor, they have a 20% chance of rag-
  ing adding +2 to damage; SD nil; Severity: d10)
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  �   39 gp
   
  �   4 Clasps of Zi’Jachow (5gp each)
  
  No matter which route the PCs decide to take, Kalumf 
  will wish them well and return to the fortress. Un-
  known to the PCs, he will command an imp named 
  Halftooth, a sort of familiar to Zi’Zaroog, to follow the 
  PCs invisibly. He commands it to steal the heirloom 
  weapon if the PCs manage to recover it; he cares not 
  how the imp accomplishes this task.
  The Plains of Rashemen
  The absence of Zi’Zaroog has made the Red Wizards 
  more ambitious and they have sent several (cheap) 
  mercenaries to cross the River Mulsantir to reinforce 
  Zi’Jachow. Zi’Jachow has recently decided that ﬁght-
  ing the Red Wizards makes no sense when he could be 
  claiming land from the Rashemen countryside.
  If the PCs take the plains route, they will meet up with 
  these forces around nightfall. The mage in charge of the 
  group sends an orc slave of his own to inquire about 
  the PC’s business. Unless they send back word that they 
  are working for Zi’Jachow, the evil wizard will use their 
  presence as an excuse to test his group’s battle readiness.
  If the PCs defeat the wizard and his mercenaries, they 
  can loot the corpses and ﬁnd XXX plus a letter to 
  Zi’Jachow:
  Honorable Zi’Jachow
  To help unite the Ogre-Magi clans, the Red Wizards would 
  like to present you with this mercenary company, led by the 
  brave and honorable Irvinne of Thay. Use his services well 
  and you shall see great success in the future.
  The Mountain Pass
  The mountains in this region are not especially steep, 
  though they are covered in thorny brush that makes 
  travel diﬃcult. Karumf oﬀers the PCs an orc slave guide 
  (if asked, Karumf says he has no name) to show the 
  PCs through the pass. This slave (named Grumlogg in 
  his native tongue), however, has plans to rejoin his kin 
  in the mountains and escape when he can.
  Approximately eight hours in their travels, the PCs will 
  hear a strange, loud snuﬃng sound coming from the 
  thorny underbrush. Grumlogg recognizes the sound (as 
  will any PC making a Wisdom check); it is the sound 
  1 Irvinne of Thay - Wizard 4th (XP 315, AL CE, AC 11, 
  Base Attack +1, MV 12”; HD 4d4; SZ M, #AT 1; D 1d6-
  3; SA: Spells; SD: Spells; Severity: d10)
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  �   Wand of Fear; 90 charges (Save or suffer from 
  Cause Fear, running for 1d4 rounds; XP 750; 10,000 gp) 
  Spells:
     Protection from Good x1 (+2 AC and Saves)
     Burning Hands x2 (1d3+8 damage)
     Shield x1 (+1 to all saves and immune to magic missiles. Also AC 16 
  (melee and siege weapons), AC 17 (bows and crossbows), AC 18 (hand-
  hurled weapons). Protects only from front.)
     Magic Missile of Skewering x1 (150’ range; 4d4+4 dmg; skewers 
  target and hits another within 90-degrees for 1d4+1 damage less.)
     Munz’s Bolt of Acid x1 (+4 to hit; 2d4 damage, lasting one round per 
  full 3 levels. Items must save -- +2 for scrolls, +8 for leather, +10 for 
  metals, glass, and wood.)
  9 Bandits (XP 15, AL CN, AC 12 (leather), Base Attack 
  +1, MV 12”; HD 1d8; SZ M, #AT 1; D 1d6 (shortsword) 
  or 1d6 (bow); SA: nil; SD: nil; Severity: d10)
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  Kogglok - Highland Orc Captain (XP 35, AL CN, AC 
  13 (ringmail), Base Attack +1, MV 12” (climb 9”); HD 
  1d8+1; SZ M, #AT 1; D 1d10 (two-handed sword) or 1d6 
  (bow); SA: nil; SD: nil; Severity: d10)
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  �   57 ep
   
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  �   13 pp
  
  of an Porculisk, a bizarre hybrid creature capable of 
  turning men into stone. Grumlogg, while relishing the 
  idea that everyone but him might be turned to stone, 
  decides to instead ﬁnd shelter from the hunting animal, 
  and he oﬀers the PCs the option of heading up one of 
  the steep mountain slopes where they can likely ﬁnd a 
  place to hide for a few hours.
  Up the slope, however, the PCs will ﬁnd something 
  strange; an old tomb is found here in the mountain 
  with a large rock moved over its entrance. The writings 
  on the outside seem to declare it the tomb of an Red 
  Wizard buried here hundreds of years ago after he fell 
  in battle against a horde of Screaming Meanies.
  If the PCs wish to investigate this tomb, a Strength 
  check will allow them to move the boulder. Grumlogg 
  will refuse entry, saying its cursed, and take advantage 
  of the PCs to run if they explore it alone.
  The Crypt of the Red Wizard
  The crypt is a simple two-room layout, quickly created 
  using magic by the companions of this Red Wizard 
  when he fell in battle. 
  Guarding the tomb 
  are also quickly-sum-
  moned undead war-
  riors: skeletons of the 
  screaming meanies he 
  killed!
  At the back of the 
  tomb, there isn’t so 
  much of a coﬃn as 
  there is a pit ﬁlled with 
  rocks. The PCs must 
  remove all the rocks to 
  loot the long-decayed body. His possessions are meager 
  (most of his good stuﬀ was looted by the Red Wizards 
  who buried him!), but include a Cherry Staﬀ (Staﬀ 
  +1), a Scroll of Protection from Poison, and Scroll of 
  Strength. He also has a non-magical amulet on him 
  with the symbol of the Red Wizards, worth about 100 
  gp, and a tattered note with his name (Dubilant the 
  Ninth) and a quick description of his death (“Slain by 
  angry meanies with poisoned blades... chopped up by 
  angry minotaur with big axe. RIP.”)
  Near the Fortress
  Regardless of which path the PCs took to get to the 
  fortress, they’ll experience this encounter as they near 
  it.
  Two ogres, well-armed and armored, are harassing a 
  small caravan of traders who have gotten lose on the 
  way to the River Mulsantir. Three guards lie dead on 
  the ground, and the ogres are tearing through the wag-
  1 Porculisk (XP 650, AL N, AC 13, Base Attack +4, MV 
  6”; HD 4d8; SZ S, #AT 1-4 or 1; D 1d4-1; SA: Stone 
  Gaze (30’ range, save versus petriﬁcation or turn to stone; 
  leather or other organic armor may absorb the attack 
  50% of the time, but this turns the armor into stone!; SD: 
  anyone picking up the beast is automatically hit with 1-4 
  quills; Severity: d10)
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  7 Skeletons (XP 65, AL N, AC 13, Base Attack +1, MV 
  12”; HD 1d8; SZ M, #AT 1; D 1d6; SA: nil; SD: These 
  screaming meanie skeletons learned defenses against 
  ogres from the dwarves; they get +4 AC versus any L-
  sized opponents; Undead immunities; half damage from 
  blades and puncturing weapons; Severity: d10)
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  1 Minotaur Monster Skeleton (XP 650, AL N, AC 14, 
  Base Attack +6, MV 9”; HD 6d8; SZ M, #AT 1; D 1d10; 
  SA: nil; SD: Undead immunities; half damage from blades 
  and puncturing weapons; Severity: d12)
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  ons looking for valuables and ﬁrewine. Recently hired 
  by Zi’Jachow, these low ogres are too stupid to realize 
  that attacking caravans is likely to draw the wrong kind 
  of attention to their lord.
  The caravan is operated by an old, grandmotherly 
  woman who asks people to call her Auntie Sinkle; she is 
  lying unconscious on the ground underneath one of the 
  wagons.
  If the PCs chase oﬀ the ogres, they’ll ﬁnd that Aun-
  tie Sinkle is okay, as is her nephew Hsun, one of the 
  caravan guards that was knocked silly protecting her. 
  Auntie Sinkle will reward the player with two Potions 
  of Extra-Healing for their eﬀorts. If the players tell 
  her their mission, her nephew will volunteer to ac-
  company them. He wishes revenge against Zi’Jachow 
  after his friends were killed by his ogres. His aunt will 
  reluctantly let him go, though she secretly gives him 
  a Potion of Heroism for good luck.
  The Path to the Iron Fortress
  The Iron Fortress of Zi’Jachow is a small, two story 
  building set into the mountains. It is covered in 
  rusted iron, which gives it its name. Along the rocky 
  uphill road that leads to the fortress are dozens of 
  small tents which are the homes to his own ogres, 
  orcs, and half-ogres. The entire village is similar size to 
  Zaroog, though the ogres here seem more industrious, 
  fashioning metal axes and cleavers and outﬁtting a few 
  great horses with barding.
  If the PCs approach the fortress directly, they will 
  be harassed by several hedge ogres demanding their 
  business. If the PCs give any indication that they are 
  working for Zi’Jachow, the ogres will attack, trying to 
  subdue the PCs. Once unconscious, the ogres will dis-
  arm and drag them into Zi’Jachow’s throne room (see 
  below).
  If the PCs say they are either human nobles of Rashe-
  men or working for the Red Wizards, the ogres will 
  demand proof. If acceptable proof is given, the ogres 
  will escort the PCs into the Iron Fortress.
  If the PCs attempt to sneak up on the Iron Fortress, 
  they’ll likely be able to get up close. A few common 
  ogres guard the fortress at night and walk the perimeter, 
  but a clever rogue will be able to get close and scale the 
  building to the second ﬂoor (the ﬁrst ﬂoor is window-
  less). Each of the rooms in the second ﬂoor has an 
  accessible window, and though all are barred, these bars 
  can be bent (Str check against a 24), sawed, or a gnome 
  or halﬂing can slip between them.
  Zi’Jachow’s Iron Fortress
  Zi’Jachow’s fortress is not terribly big, though its rusted 
  metal armor, heavy studded doors, and tall ornamental 
  spikes make it an imposing, blood-brown sight.
  2 Common Ogres (XP 270, AL CE, AC 15, Base Attack 
  +7, MV 9”; HD 4d8+1; SZ L, #AT 1; D 1d10+7 (two-
  handed sword); SA: nil; SD nil; Severity: d10)
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  Hsun Sinkle, Caravan Guard and 2nd Level Fighter
  (XP 125, AL CG, AC 15 (chainmail), Base Attack +3, MV 
  12”; HD 2d10; SZ M, #AT 1; D 1d8+1 (longsword plus 
  Str bonus); SA: nil; SD nil; Severity: d10)
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  The two-story fortress is divided into eight areas, plus a 
  basement.
  The Basement
  The basement is the home of a trash ogre, a disgusting, 
  drooling half-wit with enormous strength, aggression, 
  and appetite.  The only way into this place is through 
  the trapdoor in Zi’Jachow’s throne room. Scattered in 
  the debris and trash here amongst bones of orcs and 
  half-ogres can be found a Potion of Healing, Dagger 
  +1, and a Potion of Polymorph (Frog). However, adven-
  turers must make a Constitution check to summon the 
  stomach to search the refuse.
  Should the PCs ﬁnd themselves trapped down here, 
  their only escape options include begging for release 
  (unlikely, unless they swear a gawd oath to return to 
  Zi’Zaroog and assassinate him), clever spell use or 
  trickery, or using the scroll that Zi’Zaroog gave them to 
  magically escape.
  The Ground Floor
  The giant, reinforced doors on this fortress are nearly 
  impossible to break down. A Strength check at -15 or 
  doing more than 50 points of damage in a single attack 
  will break them down.
  1. Entrance
  Two hedge ogre guards, armed with two-handed swords 
  watch over this small entrance room. They will immedi-
  ately rush into the throne room at the sounds of com-
  bat to protect their lord.
  2. Armory
  This small room holds the personal armory of 
  Zi’Jachow, though the weapons here are ones of his 
  youth; he has not used them in years. The door to this 
  room is locked, and must be opened by the large cop-
  per key hung around Zi’Jachow’s neck (or picked with a 
  Diﬃculty 22 roll). It includes:
   
  �   Decorated Longbow (250 gp)
   
  �   Ogre-sized ornate leather armor (300 gp)
   
  �   Large Shield +1 (500 xp, 2500 gp)
   
  �   Arrows +2 (x16)
   
  �   Morning Star +1 (500 xp, 2500 gp)
  3. Dining Area
  A large round table, big enough for four ogres, sits in 
  this room with several cushy chairs. It is usually oc-
  cupied by a single hedge ogre who prepares Zi’Jachow’s 
  meals (the meals are cooked in the village and delivered 
  to this room to be prepared and plated). He wields an 
  enormously large butcher knife (treat as an axe doing 
  2d4+7 damage).
  4. Throne Room
  Zi’Jachow’s throne room is very large and decorated 
  with velvet curtains depicting various avatars of Vaprak, 
  the cruel God of the Ogres. His throne is huge, beﬁt-
  ting of an ogre prince, made of gold and silver. It is eas-
  ily worth 10,000 gp, if it can be hauled away – some-
  thing requiring a wagon!
  If approached in the daytime, Zi’Jachow will be rest-
  ing upon his throne, his fat belly showing through his 
  expensive robes. If the PCs approach peacefully, he will 
  parlay with them and demand to know their alle-
  giances and business. He will ﬂatly refuse to give up the 
  heirloom halberd and laugh at any pitiful attempt to 
  purchase it. Though he is an ogre, he is very bright and 
  well-spoken, and is a clever negotiator to boot. He will 
  oﬀer great riches (5,000 gp) if the PCs swear a blood 
  oath to bring back the head of his enemy, Zi’Zaroog. 
  If the PCs press him on his hostility towards the other 
  ogre-magi, he will tell them that the Red Wizards make 
  far better allies with their dark spells and secret magic 
  than an ogre prince who refuses to do business with 
  either humans or wizards alike.
  If the PCs anger Zi’Jachow, he can magically command 
  1 Gibbering Trash Ogre (XP 292, AL CE, AC 16, Base 
  Attack +4 (+7 with club), MV 9”; HD 4d8; SZ L, #AT 1; 
  D 1d6+7 (bone club) or 1d10 (bite); SA: a bite has a 20% 
  chance of infecting the victim with rabies; those within 
  20’ must make an Intelligence save or suffer the effects 
  of Confusion; SD: immune to mental attacks; foes must 
  make a Charisma save just to look at him; Severity: d10)
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  the ﬂoor to fall away in front of his throne, dropping 
  whoever who stands in a 20’ x 20’ area before him into 
  the basement, where the trash ogre lives. He can com-
  mand the ﬂoor transparent (to watch the arena com-
  bat), or to return to stone at will.
  If Zi’Jachow is cornered, he will ﬁght, loosing a Cone 
  of Cold ﬁrst at any foes, then turning into a gaseous 
  form to escape to his quarters upstairs, where he keeps 
  his well-worn Wand of Fire, the Heirloom Halberd, as 
  well as a loud ogre horn where he can call reinforce-
  ments in from the village to surround his fortress and 
  prevent escape.
  5. Stairwell
  The ogre-sized spiral stairs here lead up to the top ﬂoor.
  6. Top Floor Landing
  This hall, decorated in furs and skins of Zi’Jachow’s 
  enemies, is constantly guarded by a Guardian Golem 
  – a beautiful marble woman carved into a stone pillar 
  in the corner of the room. Zi’Jachow fears thieves (es-
  pecially now that he has stolen the Heirloom Halberd) 
  and purchased a pair of these golems from the Red 
  Wizards to protect his room (the other is in his room).
  7. Study
  This room is Zi’Jachow’s personal study; it is locked 
  with the same lock from downstairs (requires 
  Zi’Jachow’s copper key, or it can be lockpicked with a 
  total Diﬃculty of 22). Large bear-skin carpets pad the 
  ﬂoor, and paper wall-scrolls with various ogre sayings 
  decorate the stone walls. A large desk in the corner 
  holds a great many potions, all labeled in Zi’Jachow’s 
  own secret language. A giant’s skull hangs from the 
  ceiling, an eerie light emanating from within, which 
  provides constant illumination to this room.
  If the PCs loot the room, they will ﬁnd several items:
   
  �   Scroll of Protection from Water (750 xp, 2750 gp)
   
  �   Potion of Fire Resistance (250 xp, 400 gp)
   
  �   Elixir of Health (350 xp, 2000 gp)
   
  �   Potion of Vitality (300 xp, 2500 gp)
   
  �   Potion of Levitation (250 xp, 400 gp)
     
  �   Philter of Lust (150 xp, 250 gp)
  8. Zi’Jachow’s Personal Quarters
  This large room (also locked) is decorated with giant 
  pillows and fur rugs piled atop a mammoth bed. Hang-
  ing on the wall, above the bed, is the Heirloom Hal-
  berd. Fastidious PCs who search the bed can ﬁnd the 
  following buried in the mattress (basically, Zi’Jachow’s 
  loose change...).
   
  �   Smokey quartz (50 gp)
   
  �   Aquamarine (small and badly ﬂawed; 500 gp)
   
  �   Chalcedony (small with minor inclusions; 50 gp)
   
  �   8 gp
   
  �   60 pp
  Sitting next to the bed, on the ﬂoor, is Zi’Jachow’s 
  Wand of Fire. If he is under attack, he will immediately 
  reach for this as his ﬁrst defense.
  A beautiful Guardian Golem sits in the corner of the 
  room, programmed to defend both the room’s contents 
  and Zi’Jachow himself.
  Retrieving the Halberd
  There are many ways into Zi’Jachow’s citadel. Though 
  the windows on the top ﬂoor are barred, a gnome or 
  halﬂing-sized PC can sneak in easily enough. An invis-
  ible character can walk into the fortress as well, though 
  Zi’Jachow might still be able to spot him.
  At night, the ogres usually get themselves silly drunk 
  on ﬁrewine, and the guard around the fortress loosens 
  quite a bit. Stealing into the building at night is fairly 
  simple, especially if the PCs can distract the few guards 
  outside and quickly dispatch them.
  2 Golem Guardians (XP 420, AL N, AC 15, Base Attack 
  +5, MV 6”; HD 5d8; SZ <, #AT 1; D 2d4; SA: nil; SD: 
  half damage from normal weapons; 25% chance of a 
  weapon breaking upon impact (-5% per plus); Severity: 
  d10)
  1) HPs  
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  •   Monsters have a critical hit “Severity” listed. For 
  simplicity’s sake, this is bonus damage the creature 
  inﬂicts on a natural to hit roll of 20. A more detailed, 
  Hackmaster-inspired system can be found at www.
  threefates.com.
  •   XP values are Hackmaster ones, which tend to be 
  higher than oﬃcial Castles & Crusades values.
  •   Hackmaster players can likely use this adventure as is, 
  noting that monsters’ Armor Classes are high (convert 
  to Hackmaster AC with (20 - AC), so an AC 16 Ogre-
  Magi in this adventure converts to an AC 4 Hackmaster 
  Ogre-Magi).
  Negotiating with Zi’Jachow is a bit tougher. If they 
  present themselves to him (or are captured by him), 
  he’ll obviously refuse to give up Zi’Zaroog’s heirloom 
  weapon. Though he’s cruel and enjoys watching others 
  get mauled by his guards, Zi’Jachow is an ogre of his 
  honor and will not try to destroy the PCs unless they’ve 
  insulted his honor by trying to burglarize him or assault 
  him. He prefers to turn his foes into his allies, and is 
  willing to pay 5,000 gp to double-cross Zi’Zaroog, 
  return to him, and assassinate the sick ogre lord.
  If the PCs ﬁnd themselves over-their-head and about to 
  perish, they can always use Zi’Zaroog’s Scroll of Return 
  to teleport back to Zi’Zaroog’s bed chambers. Anyone 
  within 10’ of the caster will return with him, though 
  Zi’Zaroog has cleverly omitted ogres from this radius.
  Returning to Zi’Zaroog
  If the quest is complete and the halberd returned, 
  Zi’Zaroog will be greatly pleased. He will reward the 
  PCs with the 5,000 gp he promised them, and give 
  them a case of ﬁrewine as a bonus reward. Though he 
  still remains gravely ill, he does not perish anytime 
  soon... he still has weeks left in his old ogre body.
  GM’s Option: If a half-ogre is in the party, Zi’Zaroog 
  will reveal to him that he’s his father, and that the Heir-
  loom Halberd is his to keep. However, Zi’Zaroog will 
  not give it up until “his body is as cold as a stone,” and 
  demands the PC wait until then.
  If the PCs fail the quest, Zi’Zaroog will be very ir-
  ritated and deny them their payment. If, however, the 
  PCs tell him a story of grand adventure resulting in the 
  embarassment of Zi’Jachow (even if untrue!), he’ll give 
  them 1,000 gp for their eﬀort.
  About this Adventure
  This adventure uses the basic Castles & Crusades system, 
  with a few modiﬁcations from Hackmaster. Namely:
  •   Small monsters typically receive a +10 hp kicker. 
  Larger monsters (and PCs!) receive a +20 hp kicker.
  •   Some monsters, magic items, and spells are taken 
  from the Hackmaster Player’s Handbook, though GMs 
  are free to change them to something more suitable.
  Zi’Jachow, Ogre Magi (XP 650, AL LE, AC 16, Base 
  Attack +9, MV 9”; HD 5d8+2; SZ L, #AT 1; D 1d10+7 
  (halberd, see below); SA: Spell use; SD: Regenerates 1 
  hp/round; Severity: d12)
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  Heirloom Halberd +1 (+3 versus Ogre-kind) -- Inﬂicts 
  1d10 damage (1d8 versus Small; 2d6 versus Large), +6 
  for Strength, for a typical total of 1d10+7.
  Spells and Abilities:
    Fly – Lasts 12 rounds. Zi’Jachow often hovers above his 
  fortress surveying the lands at nightfall.
    Invisibility – At will. Zi’Jachow often uses this on one 
  of his guards if he suspects an ambush.
    Cause Darkness 10’ Radius – Zi’Jachow may use this 
  to facilitate an escape if he has already cast his Gaseous 
  Form spell.
    Polymorph Self (Human or Demi-human) – If forced 
  to escape (usually with Gaseous Form), Zi’Jachow will 
  use this spell to take the form of a human woman captured 
  in his bedroom. He’ll try to lure the PCs in and attack 
  them with his Cone of Cold.
    Charm Person – Once each day. He will always attempt 
  this spell on an enemy wizard ﬁrst.
    Sleep – Once each day. Zi’Jachow does not like using 
  this magical ability; he ﬁnds it cowardly.
    Gaseous Form – Once each day. Zi’Jachow will use this 
  to escape if he is attacked and wounded.
    Lyggl’s Cone of Cold – Once each day, Zi’Jachow may 
  cast this spell which creates a 60’ long, 12’ wide cone 
  that does 12d4+12 damage (half to those who save). 
  Zi’Jachow doesn’t often use this, preferring to defeat 
  people through more interesting ways (he enjoys his Wand 
  of Fire), but if cornered or hurt he won’t hesitate.
  
SOURCE: textdata/thevault/OSR(ic)/Castles & Crusades; Siege Engine/Castles & Crusades Adventures & Settings/C&C Gabor Lux/Iron Fortress (C&C).pdf