TEXT: Children's Crusade: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A mini-game of adolescent exploration 
   
  By Vance Atkins 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Children’s Crusade 
   
  1 
  V. Atkins 
   
  As many stories and movies tell us, the solving 
  of mysteries, foiling of evil plots, or rescuing of the 
  abducted is much too serious of a matter to be left 
  up to adults. And they wouldn't believe you 
  anyway, so it’s up to you and your chums to go out 
  and make things right. 
   
  This game is intended for players of any experience 
  – from novices to experienced.  The game-
  mastering portion is especially light and more suited 
  to an experienced game-runner.   
   
  The game is built out for low-level play, and 
  includes a mini-adventure, although any 
  appropriately scaled low-level adventure can be 
  used. 
   
  While this game was originally designed with a 
  rural setting in mind, there is no reason that the 
  environment can’t inform the players as peasant 
  kids, street urchins, or little barbarians… 
   
  CHARACTER GENERATION: 
  All player characters (and perhaps the players, as 
  well), whether they realize it or not, are 9-12 years 
  old.  As such, they aren’t as strong or powerful as a 
  typical ‘adult’ player character.  Therefore, the PCs 
  are unlikely to care to go toe-to-toe with foes, 
  perhaps opting for stealth or subterfuge. 
   
  Stats: 
  Roll d6 for simple bonus/penalty (1 [-1], 2-5 [0], 6 
  [+ 1]) for each attribute.  Roll in order or distribute 
  as desired. 
   
  Attribute What’s it good for? 
  Bonus/Penalty 
  Brawn 
  Hitting and lifting 
  things. 
  +/- Melee to-hit and 
  damage 
  Mind 
  Is you smart? 
  +/- Spell/Prayer 
  points 
  Tough 
   Healthy or sickly? 
  +/- Hit Points/ 
  Saving Throws/ 
  Healing 
  Deft 
  Light fingers and 
  feet? 
  +/- Armor Class/ 
  Skills/Missile to-hit 
   
   
   
  CLASSES: 
  Roll or choose, at your discretion. 
   
  1) Bully: 
  You're tough, and you know it. Any two weapons, 
  +1 on armor roll, +2 hit points (HP). 
   
  2) Sneak: 
  You make your way by swiping stuff, and have 
  some wires bent into crude lock picks.  
   
  You have some mad skills: Pick lock/pocket (2 in 
  6), sneak/hide (3 in 6), find hidden thing/hear stuff 
  (2 in 6), con (talk your way out of trouble [2 in 6] or 
  +1 to reaction roll). Any one weapon, no shields, 1 
  extra gear roll. +2 saves vs traps or physical threats 
   
  3) Weird Kid: 
  Maybe you help collect odd things for the local 
  hedge-wizard, and peeked at a few of his books. Or 
  you're touched in the head, and magic flows through 
  you. Sometimes you can control it, sometimes not. 
  One-handed stabby or ranged weapon only, no 
  armor. +2 saves vs spells or magic effects 
   
  Magic points: You have magic points per day equal 
  to your hit points + Mind bonus (if applicable) to 
  use for magic. 
   
  
  Children’s Crusade 
   
  2 
  V. Atkins 
   
  One Point Spells: 
  1. Invisible Hand: Move or retrieve 2lb object 
  up to 20'. 
   
  2. Fixit: Minor repairs to an object (hole in 
  sack, tool handle, broken rope) 
  3. Flash: Blinds one foe within 10' for ld4 
  rounds (vs saving throw) 
   
  4. Nose for Magic: If there is a magic thing 
  within 60 feet, you will sense it. 
  5. Smoke Bomb: Obscuring 10' radius haze, 
  ld4 rounds 
  6. Spark: Light a fire, or provide light as a 
  candle for ld6 turns 
  7. Throw Voice: Illusion sounds, fool foes to 
  think someone is behind them, or to distract 
  them so you can escape or sneak by. 
  8. Trip: One foe falls down or drops held 
  weapon/object 
  Two Point Spells: 
  1. Zap: Bolt of energy, 1d4 damage 
  2. Buddy: Convince one foe to be your friend 
  and do stuff for you (1 day) (vs saving 
  throw) 
  3. Climb: Climb like a spider monkey, no falls 
  (1d4 turns) 
  4. Hold the Door: Magically locks a door (2d6 
  turns) 
  5. Invisible Shield: You are surrounded by a 
  magical barrier: AC17 vs missiles/AC15 vs 
  melee,1 turn  
   
  6. Magic Torch: Cast it upon any object, and 
  you have light equivalent to a torch for 6 
  turns 
  Three Point Spells: 
  1. Find Hidden Thing: Locate secret doors, or 
  'see' an invisible foe, 2 turns. 
  2. Fireworks: Blinds foes within 40' or fills 
  room with smoke, 1 turn. Requires a fire 
  source. 
  3. Float: Lift yourself up to 20 feet off the 
  ground, or lower yourself into a hole 
  without a rope, 1 turn. 
  4. Open Says-me: Unlock a door or sealed 
  container, even if it's magically closed. 
  5. Snooze: Put 1d4 foes to sleep for 1d4+1 
  turns 
  6. Sticky: Make a huge web across a hallway 
  or entrance, or gum up a foe for 5 turns. 
   
  But, because you are a neophyte with magic, or you 
  misremembered the spell, or the forces that flow 
  through you are too much to control, there is the 
  potential for failure with each casting. 10% chance 
  for one point spells, with 10% cumulative chance 
  for two and three-point spells. 
   
  Spell Disasters:  
  1. Spell reversed (if applicable), otherwise 
  no effect 
  2. Spell swapped for another random spell 
  of same or lesser points 
  3. Spell misdirects to random player or 
  NPC 
  4. Spell misdirects back on caster 
  5. Spell fizzles out, something random 
  explodes (1d4 damage 5’ radius) 
  6. Game master’s discretion 
   
  4) Altar boy/girl: 
  You've been raised in the temple, perhaps as an 
  orphan or ward. You have vial of holy water you 
  pinched from the altar. You talk to your god, and if 
  you pray just right, good things can happen. Bashy 
  weapon only, any armor, + 1 HP. +2 saves vs 
  poisons and diseases. 
   
  Prayer effects, once per day (two if + 1 Mind): 
  1. Blessed Resistance: Foes strike at -1, you 
  get +1 to saving throws (ld4 rounds) 
  2. Fear of God: Foes up to 1HD save or flee in 
  fear 
  3. Fervor: +1 to-hit/damage (ld4 rounds) 
  4. Lay on Hands: ld4 points healing 
  5. Turn: Turn ld4 undead up to 1HD 
   
  Holy water has two uses.  When thrown on an 
  undead, it causes 1d4 points of damage. When used 
  in conjunction with Lay on Hands, it adds a bonus 
  of +1 points healed. 
   
   
   
  
  Children’s Crusade 
   
  3 
  V. Atkins 
   
  Hit Points: 
  Roll 1d4 Hit Points (HP) to start, and adjust for 
  class and/or Attribute bonus. 
    
  Luck: 
  You're lucky. Otherwise you wouldn't survive being 
  kids. 
   
  At the beginning of each day, roll ld4. This is your 
  luck for the day. One point may be spent for any 
  one of the following events (other luck effects are at 
  the game master’s discretion): 
   
  1. Re-roll a failed to-hit 
  2. Re-roll a failed saving throw 
  3. Decrease damage by 1 point 
  4. Add 1 point to a Sneak skill roll 
  5. Add 1 point to a non-specific skill roll 
   
  6. Weird kids can negate a spell disaster (spell 
  lost)                                                                                                                                                                                     
   
  EQUIPMENT: 
  Roll for gear, adjust where class limitations noted: 
   
  Weapons: 
  1. rusty knife (1d3), stabby 
  2. pitchfork (ld4), two-handed, stabby 
  3. club (ld3), bashy 
  4. iron frypan (ld4), bashy 
  5. old hatchet (1d4), slashy 
  6. shovel (ld4+1), two-handed, slashy 
  7. sling w/ 20 stones (ld3), Range 30' 
  8. darts (3) (ld3), Range 15' 
    
  Armor: 
  1-2: none (AC10) 
  3: pot on head (as helm) (deflects blows to head (1 
  in 6 chance), gives you some confidence, and you 
  can cook with it) 
  4-5: heavy pot lid (as shield, + l) (can't be used with 
  two-handed weapons) 
  6: Pa's over-sized coat or heavy fur (+2) 
   
  Random gear: (roll d20x4, re-roll repeats) 
  (Everyone gets a sack or bindle, waterskin (2qt), a 
  wedge of cheese, half loaf of bread and a blanket or 
  cloak): 
  1. candles (3) 
  2. large sack 
  3. fishing rod with string and hooks 
  4. bag of marbles 
  5. small mirror 
  6. ball of twine 
  7. rope (25') 
  8. block of lard 
  9. bag of dried fruit and jerky 
  10. two flasks of oil and a lantern 
  11. quill, ink, and parchment 
  12. chalk 
  13. whistle  
  14. jar of jam 
  15. swiped wineskin, full 
  16. salve (2HP recovery; two doses) 
  17. hammer and nails 
  18. pet chicken or cat has followed you 
  19. tinderbox 
  20. torches (6) 
   
  Figure out what everyone has, and pool your 
  meager resources... 
   
   
   
  EXPLORATION: 
  Exploration is the purpose of the game, on whatever 
  scale it may occur.  The adventure may be as simple 
  as poking around a single building, solving a local 
  mystery, or going on a multi-day expedition.   
   
   
  
  Children’s Crusade 
   
  4 
  V. Atkins 
   
  Time: 
  Turn = ten minutes 
  Round (typically combat) = six seconds 
   
  Movement: 
  PCs can move at one mile/hour over roads, or 1/2 
  mile/hour through overland terrain.  In structures or 
  underground, movement is reduced to 200 feet/turn.  
  Movement is halved if sneaking or searching. 
   
  Light: 
  Candles last 30 minutes and light a five-foot radius. 
  Torches last one hour and light a 15-foot radius. 
  Lanterns last three hours per quart flask of oil, and 
  light a 30-foot radius. 
   
  Food and water: 
  Each PC requires one pound of food and two quarts 
  of water per day to function normally. Food can be 
  found/foraged, stolen, hunted/fished, or purchased. 
  Decreased quantities or poor quality food and water 
  has deleterious effects, including lack of healing 
  during rest, weakened physical state, slowed 
  reflexes, and potential disease effects (nausea, 
  diarrhea, etc.).   
   
  Sleep: 
  Each PC requires at least six hours of restful sleep 
  to benefit from healing effects. Regain 1-2HP per 
  night of rest (Plus Toughness bonus, if applicable) 
   
  Treasure/Money: 
  1 gold piece (GP) = 10 silver pieces (SP) = 100 
  copper pieces (CP), other goods and riches have 
  appropriately–assigned values. Remember that this 
  environment is impoverished, and treasure values 
  will accordingly be low. 
   
  INTERACTIONS: 
  Reaction: 
  How you get off on the wrong or right foot with a 
  stranger (intelligent foes only). 
   
  Party rolls 2d6: 
  2-6 – negative (distrustful to outright attack) 
  7-9 – neutral (wait-and-see) 
  10-12 – positive (friendly to outright allied) 
   
  Factors: 
  • 
  Sneak charm: +1 if they take lead in negotiation 
  • 
  one or both sides surprised: -2 
  Surprise: 
  Mutual surprise is possible if both parties/groups 
  come into proximity to one another without 
  warning. In that case, both roll 1d6, with the lower 
  roll being surprised, ties favoring the PCs. If one 
  party is making noise, rooting around through crap, 
  carrying torches into a dark area, etc., they will not 
  surprise the opposite party, although they may be 
  surprised on a roll of 5-6 by the opposing group.  
   
  COMBAT: 
  Because sometimes you ain’t going to talk your way 
  out of a pickle... 
   
  Initiative: 
  Surprised parties/groups always lose initiative - 
  them’s the breaks. 
   
  Otherwise, both sides roll d6, with the higher 
  gaining initial attack. If desired, initiative may be 
  re-rolled each round to determine who gets the 
  upper hand. In the case of a tie - it’s a free-for-all... 
   
  PC To-Hit values: 
  Class/AC 
  10 11 12 13 14 15 16 17 
  Bully/Sneak 10 11 12 13 14 15 16 17 
  Weird Kid/ 
  Altar boy 
  11 12 13 14 15 16 17 18 
   
  Exploding Dice: 
  Part of being an amateur fighter (and yes, that’s all 
  any of you are), is the mechanic of getting a lucky 
  shot in here and there. In this case, damage dice 
  rolled may ‘explode.’ If maximum damage is rolled 
  for a weapon or spell (i.e. 4 on a 1d4), the damage 
  die is re-rolled and the result added to the total (i.e. 
  4+2). If the second roll is also a maximum, then the 
  die is rolled again until a non-max result. (i.e. 
  4+4+1). Likewise, if a natural 20 to-hit is rolled, the 
  damage die may be treated as an exploding die, no 
  matter the result. 
    
  Fire as a Weapon: 
  Sure. Why not? A swung torch can cause 1d2 
  bludgeoning damage plus 1 point burn damage, 
  with a 30% chance of an additional 1 point burn 
  damage the following round.  Thrown or splashed 
  oil will cause 1d4 damage to anyone in a 5’ 
  diameter area with a 50% chance of an additional 
  1d2 point burn damage the following round.  
  
  Children’s Crusade 
   
  5 
  V. Atkins 
   
  Active Defense:   
  Just because you’re fighting doesn't mean that you 
  are going to go toe-to-toe with an opponent. PCs 
  may choose to decrease their likelihood of being hit 
  via ‘active defense’ (dodging, parrying, throwing 
  pocket sand). Add +2 to AC, but PCs are penalized 
  -1 to-hit due to all the flitting about. Intelligent 
  opponents may also choose this technique. Animals, 
  undead and similar low- or non-intelligent critters 
  will not. 
   
  Saving rolls:  
  The game uses a one-save system for all threats 
  requiring a saving throw (e.g. spell effects, poison, 
  instant death…). A luck point may be expended to 
  re-roll a failed save. 
   
  Bully 
  14 
  Sneak 
  15 
  Weird Kid 
  14 
  Altar boy 
  15 
    
  Taking damage: 
  1. At 0 HP, you are unconscious. At the end of 
  battle, an unconscious character may 
  expend 1 luck point to regain consciousness 
  with 1 HP. 
  2. At -2 HP, you are dead dead dead! (Ok, I 
  have a bit of a problem ‘killing off’ kids – 
  so, alternatively – ‘At -2 HP you receive a 
  Really Bad Owie and Run Home’) 
   
  NON-SPECIFIC SKILLS: 
  For skills/actions outside of combat or prescribed 
  sneak skills (e.g. leap a chasm, swing from a 
  chandelier, cook soufflé) use a d6 mechanic where: 
   
  1-2: Easy 
  3-4: Average 
  5: Hard 
  6: Very hard 
  7: Damn near impossible (may be achieved through 
  attribute bonuses and/or a spent luck point) 
   
  Before play, at the game master’s discretion, players 
  may also choose one thing that the PC is ‘good at’ 
  and assign a permanent +1 to that skill (e.g. riding, 
  cooking, barter, swimming, foraging, etc.). 
   
  ADVANCEMENT: 
  Experience is gained through securing treasure, 
  vanquishing foes, and achieving goals. Experience 
  is granted accordingly: 
   
  • 
  1 point per GP value recovered 
  • 
  10 points per foe HD (includes defeating, or 
  perhaps negotiating with a potentially-
  dangerous foe) 
  • 
  Variable points for adventuring or goal, 
  game master’s discretion. 
   
  At 50, 100, and 200 experience points, a PC ‘has a 
  birthday’ and gains 1 HP. 
   
  At 7 HP (weird kid/sneak) or 9 HP (bully/altar boy) 
  you ‘grow up’ and are no longer interested in such 
  nonsense as playing with little kids and solving 
  local mysteries. 
   
  Or, you might head off to bigger and better things – 
  apprentice mage, thieves’ guild cutpurse, temple 
  acolyte, or man-at-arms…. 
   
   
  
  Children’s Crusade 
   
  6 
  V. Atkins 
   
  A FEW CRITTERS: 
   
  Monsters, animals and such, inhabit the world 
  around the kids.  Some are threats, others less 
  harmful.  
   
  Individual monster hit points are based on a d6 hit 
  die (HD) unless otherwise noted. 
   
  To-Hit values used by Monsters: 
  HD/AC 10 11 12 13 14 15 16 17 
  ≤ 1 
  11 12 13 14 15 16 17 18 
  2 
  10 11 12 13 14 15 16 17 
  3 
  9 
  10 11 12 13 14 15 16 
  4 
  8 
  9 
  10 11 13 13 14 15 
   
  Boggins – Little evil people who live in forests and 
  caves – some say they kidnap and eat children:  
  HD1-1, AC11, dmg ld3 dagger or ld4 shortbow. 
   
  Bonies – Hang out in old tombs, clattering and 
  chattering: HP3-4, AC11 (AC12 if shield), dmg ld4 
  (broken sword), bashy and slashy weapons cause 
  full damage, others cause half damage, undead. 
   
  Clubber – Sorta giant, smashes things, eats 
  everything: HD4, AC14, dmg ld8 (big club). 
   
  Creepies – Too many legs, bitey: little one - HP2, 
  AC11, dmg 1, save vs. poison or nausea (ld6 turns): 
  bigun – HP4, AC11, dmg 1d2, save or die (+4 
  save). 
   
  Diggercat – Burrowing hunter, mean and don’t 
  care!: HD1+1, AC13, dmg 2 claw (1d2) or 1d4 bite. 
   
  Fungis – Mushroom men, like the dark and wet 
  places: HD1, AC11, dmg ld4, save or be reanimated 
  by spores (as zombi, below) if killed. 
   
  Gazer – Lizard with big glowing eyes, turns ya to 
  stone: HD3, AC14, dmg 1d8, save or be turned to 
  stone, can be safely viewed in mirror. 
   
  Gribblers – Lizard-dudes, who like fish and poking 
  things: HD1, AC12, dmg ld4 (club or javelin). 
   
  Screamer – Big mushroom, squeals if you get close: 
  HD2, AC10, dmg: deaf for 1d4 turns, 15’ radius. 
  Slithery – No legs, bitey: HD1, AC15, dmg ld3, 
  save vs. poison or die. 
   
  Snickers – Waayy too many legs, bitey: HP2, AC11, 
  dmg 1, save vs. poison or paralyzed limb (ld4 
  rounds, +4 save). 
   
  Squeezy – No legs, constricts: HD1, AC15, dmg 1 + 
  ld3 constriction per round until hit. 
   
  Squeakers – Nasty teeth and beady eyes, sometimes 
  there's lots of them (1d4+1): HP1-2, AC12, dmg 
  ld2, 5% carry disease. 
   
  Stickler – Flying, blood-sucking nuisance, may 
  occur in swarms (2d4), HP2, AC12, dmg 
  1HP/round from blood loss until dislodged. 
   
  Walkin Wolf – Might be a man, might be a wolf: 
  HD3, if human – AC10 (or armor): if wolf – AC13, 
  dmg 1d8 or weapon; if in wolf form, can only be hit 
  by silver or magic, save or become a walkin wolf 
  yourself if bit. 
   
  Wolfy – Stalks the woods, packs (2d4), eats sheep, 
  probably won’t attack unless sick or starving: HD2, 
  AC12, dmg 1d6 bite. 
   
  Wyrm – Scales, breathes fire, steals gold, likes to 
  sleep: HD4, AC15, dmg ld6 (x2 attacks), fiery 
  breath 3x day dmg ld8. 
   
  Zombis – Grumpy dead, annoyed at those who walk 
  on their graves, but not that fast: HD1, AC10, dmg 
  ld2, save or be frozen in fear 1 round, never strikes 
  first, undead. 
   
  
  Children’s Crusade 
   
  7 
  V. Atkins 
   
  The Adventure: 
   Polva’s Pig 
   
  Widow Polva’s prized sow Petunia has gone 
  missing. The adult-folk aren’t too worked up about 
  it, but you kids know that Petunia is the widow’s 
  sole means of income, and she (the pig, not the 
  widow) is pregnant with her latest litter of piglets. 
  Time is of the essence to find Petunia, hopefully 
  unharmed… 
   
  Petunia’s pen was found breached, with a trail 
  leading east. Indistinct footprints surrounded the 
  pig, showing that she was lead or driven away, but 
  the trail was lost in rocky ground east of the village.  
   
  Your little village huddles in the wilderness, carved 
  out of a corner of the forest along a trade road.  
  Accordingly, the grown-ups keep you kids close, 
  not allowing you to stray much beyond the fields 
  and orchards, and hopefully insulated from the 
  hazards of the surrounding area.   
   
  You and your chums have decided that valor and a 
  fine little mystery supersedes the grown-ups’ 
  concerns for safety.  
   
  So, after all have gone to bed, and the village 
  watchman has passed by, you gather behind Pietre 
  Levsky’s barn, inventory your few pilfered 
  belongings, and share what you know of the area 
  surrounding the village. 
   
  The rest of the story is for the game master’s eyes 
  only: 
   
  Hex generalities: 
  The village of Rusoz (0404) hunches along the 
  West Trade road.  Approximately 100 people live in 
  the village, which is ringed by a defensive ditch and 
  hedge. The village is surrounded by small orchards 
  and fields carved from the forest, and acts as a 
  waypoint for patrols, travelers, and traders 
  continuing to and from the west.   
   
  The forest is deciduous, with oak as the primary 
  tree. Numerous game trails crisscross the area, some 
  leading to interesting features. Village hunters seek 
  out the deer and wild pig inhabiting the forest. 
   
   
  Sulet Creek flows south through the area.  The main 
  channel of the creek bounds Rusoz on the west.  
  The creek has a few tributaries and drains toward a 
  marshy area to the southeast. 
   
  Rusoz is not the first settlement.  A second village 
  (Sersberg, 0503) was abandoned a generation ago, 
  and is located northeast of Rusoz.  The trade road 
  was shifted south to Rusoz, and the old road 
  abandoned and overgrown. One bridge on the old 
  road is mostly intact (0403), and the second bridge 
  is collapsed (0603). 
   
  Standard monster stats are listed on Page 6, above. 
  Unique or modified monster stats are included in 
  the text and Pages 12-13. 
   
  Rumors known or heard.   
  Each PC will know two rumors from either list A or 
  B: 
   
  List A: 
  1. The witch eats kids, especially the slow ones. 
  (F) 
  2. A nightmare monster stalks the old village. (T) 
  3. The gribbler village practices human sacrifice. 
  (F) 
  4. Magic trees will imprison you in their bark. (F) 
  5. The boggins are led by an evil magician. (T) 
  6. Avoid the poison well. (T) 
  
  Children’s Crusade 
   
  8 
  V. Atkins 
   
  List B: 
  1. The witch can make you strong. (T) 
  2. Forest fairies are helpful. (F) 
  3. The bear is scary but nice. (T) 
  4. The graveyard is haunted, and anyone 
  disturbing it will be cursed. (Sorta T) 
  5. The magic well will make you grow. (F) 
  6. Gribblers keep to themselves in the swamp. 
  (T) 
   
  Village and Surroundings: 1 Hex = 1 Mile 
   
   
  Graveyard (0505): 
  Those buried here worshipped a god who fell out of 
  favor some time ago. The graveyard is now mostly 
  overgrown, abandoned and no longer used. It is still 
  secretly visited by a few relatives and adherents of 
  the old god. A few of the graves are cared-for, with 
  offerings left behind. There are 11 graves and two 
  small tombs here. 
   
  In spite of the clandestine maintenance, the 
  abandoned god is in quite a snit, and has woken a 
  few of the dead to deter interlopers. 1d6 chance of 
  encounter per turn searching: 
   
  1. Zombis (1d2) 
  2. Bonies (1d4) 
  
  Children’s Crusade 
   
  9 
  V. Atkins 
   
  3. Bonies (1d2) 
  4. Squeakers (1d3) 
  5. Squeakers (1d2) 
  6. Snickers (1d2) 
   
  Grave goods (random, 1d6 chance per grave 
  inspected): 
  1. Dried meat of indeterminate age (1 lb.) 
  2. 1 GP coin wrapped in a map of the region 
  3. Silver whistle (5 SP) 
  4. 5 SP 
  5. 49 CP 
  6. Ivory dice (2 GP) 
  7. Two bottles of applejack 
  8. Minor potion (50/50: Brawn +1 for one 
  day; or Heal, 2-4 HP) 
  9. Bag with 6 SP, 53 CP 
  10. Ring of keys (1d12 chance of opening any 
  lock found in area) 
   
  Abandoned Village (0503): 
  The ‘village’ of Sersberg consists of a small group 
  of rotten buildings surrounded by a fallen palisade. 
  The village was abandoned a generation ago when 
  the well serving the settlement went bad. Anyone 
  drinking from the well will suffer its detrimental 
  effects (save or lose 1HP and become nauseous for 
  1 day [-2 all throws]). 
   
  Most of the buildings have collapsed or burned, but 
  a few still hold structure.  Other than a few 
  moldering residences, the following buildings of 
  note are still standing.   
   
  1. Shrine – Hidden outside the palisade, this 
  stone and log structure holds a small altar 
  and incense-font, long overgrown. Hidden 
  in the detritus is a small relic-idol. An altar 
  boy/girl will recognize it and insist it be 
  returned to the temple – otherwise it is an 
  ivory figurine worth 25 GP. Any altar 
  boy/girl carrying the idol will gain +1 to all 
  prayer effects. 
  2. Inn – A single-floor building, of stone and 
  wood. Little is left of use, other than half-
  burned candles stuck in wall sconces. A 
  good dagger (1d4) is hidden under the bar. 
  3. Furrier – A few rotted furs are still piled on 
  the old workbench.  The furrier left a rusty 
  trap set by the door, partially obscured 
  under a mangy fur (25% chance to spring, 
  1d3 dmg) 
  4. Barber – A handful of bottles are on shelves 
  or in rotted boxes. However, the contents 
  are long dried or expired, and of no use. 
  5. Tailor – A chest left by the door during the 
  owner’s departure contains a packet with a 
  few needles and two pieces of heavy cloth 
  useful as cloaks or blankets. 
  6. Smithy – Left in the forge is a hammer with 
  a loose handle (1d4, breaks on a 1 or 20). 
   
  Other random treasure to find (1d6 chance per 
  building): 
  1. 87 CP in a crockery jar 
  2. Lodestone on a string (points north) 
  3. Page from a spellbook – random spell, no 
  points expended, 0% chance failure, 
  crumples to ash after use. 
  4. Minor potion – Poison (save or addtl 1d6 
  dmg) or Fast (2x speed/2 hits per round for 
  1d4 turns) (sigil on bottle hints at contents) 
  5. Gem (citrine) – 20 GP 
  6. Chalk 
  7. Oil flasks (1d4) 
  8. Old journal – partially legible, mentions 
  boggin cave 
   
  The buildings will also have signs of something 
  rooting through them and perhaps nesting.  The 
  creature, the ‘Blightwood Hydra,’ is a large lizard 
  twisted and deformed by the effects of the well. The 
  critter has two heads, although one is stunted and of 
  little use (2HD (8 HP), AC 11, dmg: bite 
  [1d4+poison on 1st bite (Save or die)], or tail slap 
  [1d3]). The creature prowls about its territory 
  (40%), or is nesting (60%). There is a 1d6 chance of 
  encountering it in any building entered. The ‘Hydra’ 
  is territorial and belligerent, but will not pursue if 
  the PCs escape outside the palisade. 
   
  ‘Witch’ (0502):  
  Imelda Ley (HP4, AC10, dmg 1d3 (carving knife)) 
  lives in a compact hut hidden within the forest, 
  surrounded by a garden of unfamiliar plants.  She is 
  rumored to be an evil witch, with a preference for 
  fat, slow children. However, Ley is a simply a 
  hermit with a number of both beneficial and 
  detrimental skills. She does not have the pig, and is 
  unaware of its fate. Her reaction and help or 
  hindrance to the party is greatly dependent upon the 
  party’s attitude and approach… 
   
   
  
  Children’s Crusade 
   
  10 
  V. Atkins 
   
  Things she may help with: 
  1. Provide one good meal for the party 
  2. Provide one useful potion (Fast - 2x speed/2 
  hits per round for 1d4 turns; or Antidote - 
  cures poison) 
  3. Boon (+1 to saves, 1-2 days) 
  4. Hale and hearty: temporary +1 HP for 1-2 
  days. 
   
  Things she may harm with: 
  1. Curse (-1 to saves, 1-2 days) 
  2. Attempts to charm one PC to remain with 
  her, motive unclear (save to avoid) 
  3. Spoils PCs’ foodstuffs 
  4. PCs followed by swarm of biting insects for 
  one day (incomplete rest, no HP recovery) 
   
   
   
  Gribbler Settlement (0606): 
  Population: 18 (10 adult, 8 immature). Comprised 
  of partially-submerged mud huts and a longhouse 
  on the bank of the swamp and surrounded by a 
  rough pole palisade. The gribblers are insular and 
  neutral. They will tend to chase off any trespassers 
  in a hail of javelins and pidgin curses. However, if 
  the party approaches and encounters an amicable 
  individual (1d10 chance) they may trade for goods. 
  The gribblers have very little, but may be willing to 
  part with dried fish and root vegetables. They also 
  have one rusty sword to trade (1d6, breaks on a 1 or 
  20). They like shiny things and any fishing 
  equipment. 
   
   
  Boggin Caves (0702) (Map, Page 14): 
  The caves are situated in the Dragonbone hills, 
  named for the ‘stone-bones’ occasionally found 
  eroded from face of the nearby cliffs.  These bones 
  are considered bane, and are generally avoided for 
  fear of incurring the wrath of some long-gone 
  dragon-folk.  A tributary to Sulet Creek flows from 
  a cave in the cliff wall, and other caves are known 
  to occupy the hills.  
   
  The cave entrance is partially obscured by brush 
  and trees, although a footpath may be spotted 
  leading to the access.  The main cave corridor is an 
  abandoned creek channel outlet.  While the room 
  ceiling height is 8 to 12 feet, the corridor ceiling 
  height is typically 4 to 5 feet, making it awkward 
  for tall characters, and anyone over 5 feet in height 
  will fight at -2 to-hit due to crouching and limited 
  range of movement.  The floor of the caverns 
  generally consists of packed sand and rock. Side-
  corridors and rooms are rough-hewn within the 
  jointed rock.  Occasional luminescent fungus give 
  the passages a gloomy half-light, but serve 
  primarily to simply make the shadows darker... 
   
  There are 1d4+4 normal boggins present in the 
  caves. Three are immature and non-combatant. The 
  remainder are capable of defending themselves, but 
  attack at initiative -1 due to poor morale. See Area 
  6, below. 
   
  Map Key: 
  1.  The main cave entrance is watched by a single, 
  somewhat bored, guard (HP 3, AC13, dmg ld4 
  (shortbow)). There is a 1/6 chance that he will 
  wander off, either back into the cave, or away from 
  the cave entrance. 20 feet inside of the entrance 
  cavern is a deadfall trap (rope net full of rocks, 1d4 
  dmg).  Each PC passing under will have a 1d4 
  chance of breaking the tripwire, unless it is spotted. 
   
  2. Store-room, containing boggins’ provisions and 
  random crap they’ve pilfered. The boggins have 
  been a thieving bane of the area for quite some time, 
  and have amassed a pile of goods - in the 
  disorganized detritus can be found: 
   
  Tools: 
  1. Pitchfork 
  2. Sickle 
  3. Chisel 
  4. Hammer 
  
  Children’s Crusade 
   
  11 
  V. Atkins 
   
  5. Crowbar 
  6. Handsaw 
   
  Foodstuffs: 
  1. Salted Ham (4 lb.) 
  2. Small Cask of Sausages (5 lb.) 
  3. Wedge of Cheese (1 lb.) 
  4. Bottle of Common Wine (1 GP) 
  5. Bottle of Good Wine (5 GP) 
  6. Bag of Chestnuts (1 lb.) 
  7. Bag of Rare Spice (10 GP) 
  8. Small Cask of Molasses (2 lb.) 
  9. 3 Bags of Flour (5 lb. ea.) 
  10. 2 Sacks of Animal Feed (50 lb. ea.) 
    
  Miscellany: 
  1. Bag of 10 Iron Spikes 
  2. Game Board 
  3. Pouch of Tobacco 
  4. Box of Charcoal 
  5. Box of 20 Arrowheads 
  6. 7 Flasks of Oil 
  7. Pair of Oars 
  8. Small Hunting Trap 
  9. Box of Wigs 
  10. 12 Sacks 
  11. 5 Baskets 
  12. Wheelbarrow (100 lb. capacity) 
   
  Two squeakers are rooting through the goods (HP 1, 
  2, AC12, dmg ld2, 5% diseased). 
   
  3. Common room - Smoky and filled with drying 
  fish and meat from hunts. Two female boggins and 
  an offspring are here.  They will cringe and cower, 
  but not flee. 
   
  4. Common room, empty. Smells like old cheese. 
   
  5. Creek entrance - PCs may notice 1-2 boggins 
  hand-fishing in the creek before disappearing back 
  into the cave, following the creek.  If the PCs 
  choose to follow, the stream is 1-3 feet deep.  
  Anyone walking up the creek will have a 2/6 chance 
  of stepping into a deep channel or hole, unless they 
  are probing ahead with a staff or similar.  Anyone 
  falling into a hole must save or lose a held object.  
  Any carried light (torch, etc.) will be dowsed. 
   
  6. Common room - The boggin tribe surrounds their 
  ‘leader,’ who is chanting in preparation of some 
  dark ritual. The room is lit by a pair of braziers on 
  tripods. The sorcerer holds the local tribe in fear and 
  thrall, cowed by his powers, and goaded to seek 
  random objects of his desires.  He is thoroughly 
  insane... 
   
  Babbling and screeching, he commands his tribe 
  and other minions to attack. 
   
  Boggin Sorcerer ‘Zhi Bone-Snoot’: (2HD (8 HP), 
  AC12 (shell armor), dmg 1d4 (staff), spells (6 pts 
  available): Flash, Ghostly Image (3pt spell, appears 
  shadowy, with 1d4 ‘duplicates’ -1 to-hit per 
  duplicate generated, may be dispelled with 
  successful hit or Find Hidden Thing), Trip, Sticky). 
   
  Guards (2) - A bit beefier than your run-of-the-mill 
  boggin: HP 5, AC12 (wooden shield), dmg ld4 
  (club or small axe). 
   
   
   
  If the party closes with the sorcerer chief and his 
  goons, the normal boggins may choose to take 
  advantage of the situation. 
   
  Reactions: 
  1. If the party appears weak in the face of the 
  sorcerer and his minions, the normal 
  boggins will halfheartedly attack, hiding or 
  fleeing after one round. 
  2. If the party appears matched to the sorcerer 
  and his minions, the boggins will withdraw 
  and watch the battle develop, hedging their 
  bets. 
  3. If the party appears strong or gains initiative 
  in the opening stages of the battle, the 
  boggins will aid the party, attacking the 
  sorcerer's minions. 
  
  Children’s Crusade 
   
  12 
  V. Atkins 
   
  The boggins are armed with clubs (1d4) or long 
  knives (1d3). 
   
  If the sorcerer and at least one of his goons is killed, 
  the resistance will collapse, with the boggins either 
  fleeing or simply dropping weapons and backing 
  away yelling ‘no kill’ in pidgin.  
   
  7. Stockaded cave containing Petunia. The boggins, 
  if defeated, will not resist the reclamation of the pig.   
   
  After-Action: 
   
  Petunia may be led home after being freed from her 
  incarceration. Care must be taken to avoid predators 
  and wandering critters on the way home.  Widow 
  Polva will be grateful, showering the rescuers with 
  hugs and kisses.  The PCs’ parents, on the other 
  hand, will scold them rightly for undertaking such a 
  foolhardy affair.   
   
  The boggins, bereft of leadership, will be reduced to 
  squabbling among themselves for 1d4 weeks until a 
  leader arises (i.e. a surviving guard). During this 
  time, their predations of the surrounding area will 
  all but cease.   
   
  If the PCs managed to haul off a significant portion 
  of the foodstuffs and other materials from the loot 
  pile, the boggins will be impoverished, and may re-
  establish raids, either upon the village or travelers 
  on the road.   
   
  However, their lair is now known, and a more 
  capable force may be employed to dislodge them.  
  However, adults may have a difficult time in the 
  caverns because of the low ceilings (4-5 feet). 
   
  Wandering critters and forest denizens: 
   
  Vorjang - A scarred, one-eyed bear wielding a 
  massive halberd and a bulging rucksack may be met 
  on the road (1/6 chance per mile travelled). A 
  retired ‘War-bear,’ (3HD+2 (13 HP), AC14, dmg: 
  1d10+1 [halberd] or 2x1d4 [claws]), Vorjang now 
  wanders and trades. Jovial beneath his intimidating 
  visage, he enjoys telling long-winded stories that 
  may or may not be true. He has no interest in 
  joining the quest, claiming that his fighting days are 
  behind him, but is happy to provide a bit of 
  information or material assistance. He knows a few 
  rumors or facts. He is willing to trade, especially for 
  alcohol. 
   
  Vorjang’s satchel is filled with goods that he has 
  traded for or found... 
   
  1. Scroll (random spell, no points 
  expended, 0% chance failure, crumples 
  to ash upon use) 
  2. Lantern with 1d4 flasks of oil 
  3. Map of the kingdom 
  4. Cook set 
  5. Tent (2 person, 3 if you huddle) 
  6. Bear-Pemmican (dried berries and 
  indeterminate meat, slightly furry) 
  7. Cloak with lots of pockets 
  8. Bag with wire and nails 
  9. Bag of pretty rocks (15% chance of 
  valuable uncut stone, 10-20 gp) 
  10. Fishing net 
  11. Flint & Steel 
  12. Bear-medicine (bunch of dried 
  medicinal plants - 3 in 4: recover 1d4 
  HP, 1 in 4: hallucinate for 1d4 hours) 
  13. Good axe (1d4+1 dmg) 
  14. Pipe and pipeweed 
  15. Bottle of perfume 
  16. Backpack 
  17. Good boots (1d6 chance of fit per PC) 
  18. Huntsman’s horn 
  19. Prayer book (+1 to one altar boy prayer 
  effect/day) 
  20. Brass periscope 
   
   
   
  Vorjang has also picked up some information in his 
  wanderings. Under his bumbling appearance, he’s 
  very observant, and has a bear’s sense of truth over 
  
  Children’s Crusade 
   
  13 
  V. Atkins 
   
  rumor. If asked, he will mention one thing that 
  comes to mind (random, or pick to help move things 
  forward):  
   
  1. “The abandoned well smells of poison. 
  Nothing good grows near it.” 
  2. “Vorjang ran into a fairy-thing - it tried to 
  trick Vorjang and steal his goods.” 
  3. “Gribblers ain’t so bad if they is left alone. 
  But they do know how to catch the best 
  fish!” 
  4. “The boggins is up to something. Vorjang 
  nearly had a run-in with a scavenging party 
  – they is crazier than usual!” 
   
   
   
  Xobepo: An androgynous fairy/fey critter named 
  Xobepo pretends to befriend the party (1/6 chance 
  per day in forest), but soon is revealed to be a 
  nuisance, if not a downright hazard. S/he will 
  happily join the party, flitting about on iridescent 
  wings, happily chatting, asking about where they 
  are headed, before her more base nature eventually 
  takes over... 
   
  Things s/he likes to do: 
  1. Misdirect party 
  2. Steal 1d3 random items (4/6 chance 
  success) 
  3. Be loud (warns or attracts wandering 
  monsters or foes) 
  4. Directs or betrays party to baddies 
  5. Puts out fire or torch, most likely at an 
  inopportune time 
  6. Causes PC to trip or fumble 
   
  When the PCs tire of her, they can attempt to chase 
  her off (2HD (9 HP), AC16, dmg: 1d2, or small 
  spell [Flash, Smoke Bomb, Throw Voice, Trip]) As 
  fey, she may only be struck by iron or magic). She 
  will flee after receiving damage. If driven off, there 
  is a 50% chance she will hold a grudge and direct 
  1d4 wandering monsters at the party. 
   
  Wandering Critters: 
   
  Stats and brief descriptions on rulebook Page 6. 
   
  1d6 chance of encounter per three hours of 
  exploration outside of described encounter areas: 
   
  1. 1d3+1 boggins 
  2. 1d2 bonies 
  3. 1d2 creepies (d4: 1-3:little one; 4: bigun) 
  4. 1 squeezer 
  5. 1d4 squeakers  
  6. 1 diggercat
  
  Children’s Crusade 
   
  14 
  V. Atkins 
   
  Boggin Caves; 1 Square = 5 Feet 
   
  
   
  15
   
  End notes and credits: 
   
  DESIGNATION OF PRODUCT IDENTITY 
  Designation of Product Identify of Leicester’s Rambles ™ includes, but is not limited to: all artwork, logos, author names, and presentation are product identity, with 
  the exception of artwork used under license.  
  OPEN CONTENT: Except for material designated as Product Identity (see above), the contents of this game product are Open Game Content, as defined in the Open 
  Game License version 1.0a Section 1(d). 
  OPEN GAME LICENSE Version 1.0a 
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  edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  END OF LICENCE 
  COPYRIGHT NOTICE‘Children’s Crusade, Copyright © Leicester’s Rambles, 2017, Author: Vance Atkins All line art is presumed public domain, except: Silhouettes and p6 
  illustration are courtesy of Telecanter (http://recedingrules.blogspot.com/).  Vorjang compliments of Chris Kutalik (http://hillcantons.blogspot.com/) 
   
  Other nonsense I’ve come up with can be found at: http://leicestersramble.blogspot.com/ 
   
  
SOURCE: textdata/thevault/Children's Crusade/Children's Crusade.pdf