TEXT: Fire in the Hole 
   
   
   
   
   
  a Castles & Crusades® adventure for a party of 4th to 6th level PCs 
   
   
  By 
   
  Derek Jones 
   
   
  
  2 
   
   
   
   
  Special thanks to Bill Meinhardt for inspiring the gecko men and for 
  being a gracious host and friend. 
   
   
  Additional thanks to Melan for layout advice and to Bryce Lynch for 
  mapping advice. 
   
   
  The maps were created using Dungeon Scrawl by Probable Train.  
  Check the app out at DungeonScrawl.com. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © 2021 Derek Jones.  All rights reserved. 
   
  Castles & Crusades ® is a product of Troll Lord Games © 
   
  This work is compatible with Castles & Crusades. 
   
   
   
  v1.11 
  
  3 
   
  BACKGROUND 
   
   
  Blovar Thistletine, a wealthy halfling, 
  decided recently to remodel the wine cellar 
  in his summer home.  Work progressed well 
  for a few days until the crew arrived one 
  morning to find a tunnel had mysteriously 
  appeared in the floor of the cellar.  The crew 
  tied a rope to one of the workers and 
  lowered him down the shaft to explore.  A 
  few minutes later, they could hear the poor 
  worker’s brief scream of agony and the rope 
  went slack.  All they recovered when they 
  pulled up the rope was a charred end.  The 
  workers refused to continue their work.  Mr. 
  Thistletine is offering a handsome reward 
  for a party of adventurers to explore the 
  shaft and eliminate any threats to his 
  beloved wines. 
   
  The shaft leads to a magical bandit hideout 
  created by a Deck of Several Things (see 
  Appendix A).  A particularly craven gecko 
  man (see Appendix B) named Lothuss had 
  the misfortune of finding the Deck and drew 
  the King of Hearts.  He instantly became the 
  lord of a gecko man fortress magically 
  created underneath Mr. Thistletine’s 
  summer home. 
   
  Lothuss initially enjoyed his new status as 
  lord over a tribe of gecko men.  
  Unfortunately, he is a petty and 
  uncharismatic tyrant and has begun to lose 
  the loyalty of his followers.  About half of 
  the gecko men in his fortress have switched 
  loyalties to the fortress’s gecko man priests.  
  Lothuss can sense he will soon be deposed 
  and is desperate for a way out. 
   
  The “normal” entrances to the fortress are 
  magic portals that lead to hidden spots 
  many, many miles from Mr. Thistletine’s 
  estate.  The gecko men have been operating 
  as bandits, using the magic portals to escape 
  from the scenes of their raids. 
   
  The priests in the fortress worship a group of 
  salamanders (see M&T p263) living in a 
  pocket fire dimension accessed through a pit 
  in the fortress’s temple.  The salamanders 
  keep a pet tavis wyrm (see M&T p286).  
  The tavis wyrm has been getting up to 
  mischief recently.  It has burrowed tunnels 
  throughout the north half of the fortress 
  complex.  The tavis wyrm’s burrowing is 
  what connected the fortress to Mr. 
  Thistletine’s wine cellar.  The gecko men 
  are not yet aware the tunnel from the 
  miscellaneous storage room (area 2) leads 
  somewhere outside the fortress. 
   
  The adventure has the potential to be a hack 
  and slash bloodbath if the PCs are reckless 
  or choose a kill-everything-that-moves 
  approach.  The encounters are presented 
  under the assumption the denizens of the 
  fortress view the PCs as invaders to be 
  repelled.  Stealth and/or diplomacy have the 
  potential to dramatically alter the course of 
  events.
   
   
   
   
   
  
  4 
   
  Conditions in the Dungeon 
   
  The gecko man fortress is partially flooded 
  with 4 inches of standing water throughout 
  the fortress except for the elevated fire 
  temple (area 24) and forge (area 12) at the 
  north end of the complex.  The movement 
  rate of PCs will be slowed by 5 feet per 
  round.  The gecko men’s movement rate is 
  not affected by the water. 
   
  All corridors are 10 feet high and 10 feet 
  wide. 
   
  Magical torches are mounted in sconces 
  every 30 feet along the walls of all hallways 
  and common areas, providing lighting at all 
  times.  These torches only work inside the 
  fortress.  Regular torches burn in all other 
  rooms except for the miscellaneous storage 
  room (area 2), the troglodyte pens (areas 15 
  and 18), the giant lizard pen (area 19), the 
  giant frog pen (area 11), the fire temple 
  (area 24), and the Hellhound den (area 25). 
   
  The tavis wyrm has created numerous 
  tunnels throughout the fortress.  The tunnels 
  are 3 feet in diameter and smooth.  The tavis 
  wyrm tunnels are not illuminated. 
   
  There are pit traps in several places within 
  the fortress.  The pits drop 20 feet into an 
  underground lake.  The water in the lake is 4 
  feet deep.  1d4 carnivorous turtles (see 
  Appendix B) will appear within 1d4 rounds 
  of any object splashing into the water. 
   
   
  The Gecko Men 
   
  All gecko man soldiers are armed with 
  bone-tipped spears created in the forge (area 
  12).  There is a 1 in 6 chance at the end of 
  every combat that a bone weapon forged in 
  area 12 breaks.  The bone spears can strike 
  creatures who can only be hit by +1 
  weapons, although the bone spears to do not 
  provide any bonus to to-hit or damage rolls.  
  Bone weapons emit wisps of green magical 
  light (about the brightness of a candle).
   
   
   
   
   
  
  5 
   
  Random Encounters 
   
  Roll 1d6 whenever the party’s progress comes to a halt (e.g., if they attempt to rest, search for 
  secret doors, or cannot decide what to do next).  A result of 1 means a random encounter.  Roll 
  1d8 and consult the able below. 
   
  Die Roll 
  Encounter Description 
   
  1-6 
  1d4 gecko men wander nearby.  Roll 1d12 to see what the gecko men are up to: 
   
  1 
  Complaining about Lothuss’s tyrannical rule 
  2 
  Discussing how cool salamanders are 
  3 
  Tormenting a cuddly little animal 
  4 
  Picking food from their teeth and discussing their most recent meal 
  5 
  Speculating about where the forge ogres came from 
  6 
  Criticizing the gecko men who have fallen under the sway of the priests 
  7 
  Discussing where their next raid will take place 
  8 
  Singing a popular gecko man drinking song 
  9 
  Plotting to harvest a little stink juice from the troglodytes in areas 15 and 
  18 
  10 
  Robbing a weaker gecko man 
  11 
  Dragging a halfling to the temple to be sacrificed to the salamanders 
  12 
  Patrolling the fortress for intruders or misbehaving off-duty gecko men 
   
  7 
  Lothuss (see area 20) passes nearby under an invisibility spell.  He is spying on 
  the other gecko men to determine who is still loyal to him and what the fire priests 
  are up to. 
   
  8 
  The tavis wyrm (see area 24) burrows out of a nearby wall.  
   
   
  Gecko men (1d4): HD 1d8; HP 3 each; AC 16 (18 ceiling); Move 30 ft, 20 ft (ceiling), 15 feet 
  (walls); Jump 30 feet horizontal or 15 feet vertical; Attacks spear (1d6) or 2 claws (1d3 each) or 
  bite (1d4); Special: Walk on Walls and Ceiling, Jump Charge, Darkvision 60 ft.; Saves P; AL 
  NE; XP 16 
   
   
   
  
  6 
   
  Room Descriptions 
   
   
  1. Tunnel to Wine Cellar 
   
  The salamanders’ tavis wrym has burrowed 
  a 150 feet long tunnel from the fortress’s 
  miscellaneous storage room (area 2) up to 
  the wine cellar.  This particular tunnel is 
  meandering and on average slopes upward at 
  a 30 degree angle toward the wine cellar 
  above.  The tunnel is vertical for the last 30 
  feet before opening into the floor of the wine 
  cellar. 
   
  Noise in the tunnel echoes.  If PCs do not 
  take precautions to be quiet, the sounds of 
  armored PCs working their way down the 
  tunnel will alert the guards outside the 
  miscellaneous storage room that invaders 
  are on the way.  Alerted guards will obtain 
  assistance to repel the invaders, resulting in 
  a large force attacking any PCs emerging 
  from the miscellaneous storage room. 
   
  Order of Battle (if gecko men are alerted): 
   
  20 gecko men (from areas 5, 6, and 7) armed 
  with spears will swarm into the hallway 
  outside the miscellaneous storage room 
  (area 2) 10 rounds after the PCs’ presence in 
  the tunnel is detected. 
   
  5 rounds later, the 3 gecko man sentries 
  from area 17 will drive the 5 troglodytes 
  from area 18 toward the party. 
   
  2 rounds later, the 3 gecko man sentries 
  from area 14 will drive the 5 troglodytes 
  from area 15 toward the party. 
   
  5 rounds later, the gecko man captain, the 4 
  gecko man guards, and the gecko man 
  sorcerer from the audience chamber (area 
  20), will arrive with the gecko man captain 
  mounted on the giant lizard from area 19. 
   
  For a greater challenge, have an additional 
  10 gecko men arrive a few rounds after the 
  gecko men from the audience chamber. 
   
   
  2. Miscellaneous Storage Room 
   
  The room is filled with barrels of 
  miscellaneous items such as torches, fabric, 
  iron rods, etc. 
   
  Two gecko man guards stand outside the 
  room to the west. 
   
  Gecko men (2): HD 1d8; HP 4, 4; AC 16 
  (18 ceiling); Move 30 ft, 20 ft (ceiling), 15 
  feet (walls); Jump 30 feet horizontal or 15 
  feet vertical; Attacks spear (1d6) or 2 claws 
  (1d3 each) or bite (1d4); Special: Walk on 
  Walls and Ceiling, Jump Charge, Darkvision 
  60 ft.; Saves P; AL NE; XP 13+1 
   
  3. Larder 
   
   
  4. Kitchen 
   
  A staff of 6 gecko men cooks works here.  
  Each has 1 hit point with the exception of 
  the head chef who has 3 hit points.  The 
  cooks are generally non-combatants and will 
  try to run for help rather than attack 
  intruding PCs. 
   
  Gecko men (6): HD 1d8; HP 3, 1, 1, 1, 1, 1; 
  AC 16 (18 ceiling); Move 30 ft, 20 ft 
  (ceiling), 15 feet (walls); Jump 30 feet 
  horizontal or 15 feet vertical; Attacks 2 
  claws (1d3 each) or bite (1d4); Special: 
  Walk on Walls and Ceiling, Jump Charge, 
  Darkvision 60 ft.; Saves P; AL NE; XP 
  13+1 
  
  7 
   
  5. Dining Room 
   
  Unless alerted to the parties’ presence, there 
  will be 10 gecko men eating a meal here. 
   
   
  6. Gecko Man Living Quarters 
   
  Unless alerted to the parties’ presence, there 
  will be 5 gecko men resting here. 
   
  Gecko men (5): HD 1d8; HP 8, 6, 6, 4, 3; 
  AC 16 (18 ceiling); Move 30 ft, 20 ft 
  (ceiling), 15 feet (walls); Jump 30 feet 
  horizontal or 15 feet vertical; Attacks spear 
  (1d6) or 2 claws (1d3 each) or bite (1d4); 
  Special: Walk on Walls and Ceiling, Jump 
  Charge, Darkvision 60 ft.; Saves P; AL NE; 
  XP 13+1 
   
   
  7. Gecko Man Living Quarters 
   
  Unless alerted to the parties’ presence, there 
  will be 5 gecko men resting here. 
   
  Gecko men (5): HD 1d8; HP 8, 6, 6, 4, 3; 
  AC 16 (18 ceiling); Move 30 ft, 20 ft 
  (ceiling), 15 feet (walls); Jump 30 feet 
  horizontal or 15 feet vertical; Attacks spear 
  (1d6) or 2 claws (1d3 each) or bite (1d4); 
  Special: Walk on Walls and Ceiling, Jump 
  Charge, Darkvision 60 ft.; Saves P; AL NE; 
  XP 13+1 
   
   
  8. Gecko Man Living Quarters 
   
  Empty.  The gecko men who live here are 
  out on a raid. 
   
   
  9. Gecko Man Living Quarters 
  Empty.  The gecko men who live here are 
  out on a raid. 
   
  10. Armory 
   
  Filled with racks of bone spears and a few 
  miscellaneous weapons taken from the 
  victims of the gecko men’s raids. 
   
   
  11. Giant Frogs 
   
  The gecko men keep 8 giant frogs here.  
  The frogs have been trained to take 
  commands from the priests in the fire 
  temple.  The frogs will jump out of area 11 
  to attack PCs in the hallway if the priests are 
  alerted to the PCs’ presence. 
   
  Giant frogs (8): HD 2d8; HP 10, 9, 8, 7, 7, 
  7, 6, 6; AC 12; Move 10 ft, 30 ft (jump); 
  Attacks tongue (1d4); Special: Swallow, 
  camouflage; Saves P; AL N; XP 15+2   
   
   
  12. The Forge 
   
  4 forge ogres operate a magical forge here.  
  One forge ogre works with a massive 
  hammer over an anvil while the other 3 
  forge ogres bring it bones to fashion into 
  weapons.  A green fire burns in one corner.  
  Bones (with or without flesh attached) are 
  shoved into the green flame to heat up, then 
  worked like hot metal with the hammer and 
  anvil. 
   
  Any PCs who had the misfortune to draw 
  the Ace of Spades from the Deck of Several 
  Things will work with the forge ogres as an 
  automaton. 
   
  The forge ogres will ignore any conscious 
  beings that come into the forge unless the 
  forge ogres are attacked or someone tries to 
  interfere with their work (e.g., by trying to 
  extinguish the forge). 
   
  
  8 
   
  The 3 forge ogres (and any automaton PCs 
  recruited through the Deck of Several 
  Things) can magically sense whenever a 
  living being dies or loses consciousness 
  (sleep doesn’t count) within the fortress.  
  They will leave the forge immediately to 
  collect such dead/unconscious creatures and 
  drag the bodies back to the forge where they 
  will be tossed into the fire, then hammered 
  into weapons. 
   
  The magic forge can be disenchanted by 
  dousing the fire with a large amount of 
  water.  If the forge is extinguished, the forge 
  ogres will disappear and any PCs who drew 
  the Ace of Spades from the Deck of Several 
  Things will be revived. 
   
  Forge ogres (4): HD 4d8; HP 20 each; AC 
  16; Move 30 ft; Attack slam (1d10) or by 
  weapon (+3 damage); Special: Harvest 
  sense, Darkvision 60 ft; Saves: P; AL N; XP 
  140 
   
   
  13. Exit Portal 
   
  This corridor ends at a shimmering wall.  
  The wall operates as a portal to a distant 
  area where the gecko men conduct raids 
  before fleeing back to their hideout. 
   
   
  14. Gecko Man Guard Post 
   
  3 gecko men stand guard over the exit portal 
  in area 13. 
   
  Gecko men (3): HD 1d8; HP 4 each; AC 16 
  (18 ceiling); Move 30 ft, 20 ft (ceiling), 15 
  feet (walls); Jump 30 feet horizontal or 15 
  feet vertical; Attacks spear (1d6) or 2 claws 
  (1d3 each) or bite (1d4); Special: Walk on 
  Walls and Ceiling, Jump Charge, Darkvision 
  60 ft.; Saves P; AL NE; XP 13+1 
   
  15. Troglodyte Pen 
   
  The gecko men keep 5 troglodytes in a pen 
  here.  The troglodytes will be driven at 
  intruders by the guards in area 14. 
   
  Troglodytes (5): HD 2d8; HP 8 each; AC 
  15; Move 30 ft; Attacks 2 claw (1d2 each) 
  and bite (1d4+1); Special: Stench (within 30 
  feet, save vs. CON (-1 per troglodyte) or 
  suffer -1 to hit and damage), Darkvision 90 
  ft; Saves P; AL CE; XP 18 
   
   
  16. Exit Portal 
   
  This corridor ends at a shimmering wall.  
  The wall operates as a portal to a distant 
  area where the gecko men conduct raids 
  before fleeing back to their hideout. 
   
   
  17. Gecko Man Guard Post 
   
  3 gecko men stand guard over the exit portal 
  in area 16. 
   
  Gecko men (3): HD 1d8; HP 4 each; AC 16 
  (18 ceiling); Move 30 ft, 20 ft (ceiling), 15 
  feet (walls); Jump 30 feet horizontal or 15 
  feet vertical; Attacks spear (1d6) or 2 claws 
  (1d3 each) or bite (1d4); Special: Walk on 
  Walls and Ceiling, Jump Charge, Darkvision 
  60 ft.; Saves P; AL NE; XP 13+1 
   
   
  18. Troglodyte Pen 
   
  The gecko men keep 5 troglodytes in a pen 
  here.  The troglodytes will be driven at 
  intruders by the guards in area 17. 
   
  Troglodytes (5): HD 2d8; HP 8 each; AC 
  15; Move 30 ft; Attacks 2 claw (1d2 each) 
  and bite (1d4+1); Special: Stench (within 30 
  feet, save vs. CON (-1 per troglodyte) or 
  
  9 
   
  suffer -1 to hit and damage), Darkvision 90 
  ft; Saves P; AL CE; XP 18 
   
   
  19. Giant Lizard 
   
  Lair of 1 giant lizard.  It is used as a battle 
  mount by the gecko man captain in area 20. 
   
  Giant lizard (1): HD 4d8; HP 24; AC 17; 
  Move 30 ft, 30 ft (climb); Attacks bite 
  (2d6); Special: Twilight Vision; Save P; AL 
  N; XP 136 
   
   
  20. Audience Chamber 
   
  Lothuss holds court from a throne in the 
  middle of this chamber.  He is attended by 
  the Captain of the Guard, 4 gecko man 
  guards, and a gecko man sorcerer (all of 
  whom are still loyal to Lothuss).  If the PCs’ 
  presence in the fortress has been detected, 
  Lothuss’s attendants will respond to the 
  threat and Lothuss will be left behind (he is 
  a coward at heart). 
   
  The walls of the chamber are decorated with 
  magic wall hangings depicting scenes with 
  Lothoss on one end, gecko man priests on 
  the other, and gecko man bandits in 
  between.  As Lothuss has lost the loyalty of 
  the bandits, more and more of the bandits 
  depicted in the wall hangings are shown 
  attending to the priests rather than Lothuss.  
  The wall hangings cannot be removed by a 
  gecko man, much to Lothuss’s 
  consternation.  There are 6 of these wall 
  hangings displayed throughout the chamber.  
  Each is worth 200 gp or 500 gp to a leader 
  who is amused by magical depictions of the 
  extent of his followers. 
   
  Lothuss’s standard response to something 
  unknown or threatening is hostility and 
  verbal aggression.  However, he will quickly 
  capitulate if he does not believe his 
  attendants can protect him.  He would 
  generously reward anyone who could help 
  him defeat the priests in the fire temple and 
  restore his command over the gecko men 
  bandits.  He would settle for getting out of 
  his situation alive and with a modicum of 
  treasure. 
   
  Lothuss: HD 1d8; HP 3; AC 16 (18 
  ceiling); Move 30 ft, 20 ft (ceiling), 15 feet 
  (walls); Jump 30 feet horizontal or 15 feet 
  vertical; Attacks spear (1d6) or 2 claws (1d3 
  each) or bite (1d4); Special: Walk on Walls 
  and Ceiling, Jump Charge, Darkvision 60 
  ft.; Saves P; AL NE; XP 16. He wears a gold 
  crown worth 200 gp and carries a gold 
  scepter worth 150 gp. 
   
  Gecko Man Captain: HD 3d8; HP 20; AC 
  16 (18 ceiling); Move 30 ft, 20 ft (ceiling), 
  15 feet (walls); Jump 30 feet horizontal or 
  15 feet vertical; Attacks spear (1d6) or 2 
  claws (1d3 each) or bite (1d4); Special: 
  Walk on Walls and Ceiling, Jump Charge, 
  Darkvision 60 ft.; Saves P; AL NE; XP 120. 
   
  Gecko Man Guards (4): HD 1d8; HP 6 
  each; AC 16 (18 ceiling); Move 30 ft, 20 ft 
  (ceiling), 15 feet (walls); Jump 30 feet 
  horizontal or 15 feet vertical; Attacks spear 
  (1d6) or 2 claws (1d3 each) or bite (1d4); 
  Special: Walk on Walls and Ceiling, Jump 
  Charge, Darkvision 60 ft.; Saves P; AL NE; 
  XP 19. 
   
  Gecko Man Sorcerer: HD 5d4; HP 13; AC 
  17 (19 ceiling); Move 30 ft, 20 ft (ceiling), 
  15 feet (walls); Jump 30 feet horizontal or 
  15 feet vertical; Attacks spear (1d6) or 2 
  claws (1d3 each) or bite (1d4); Special: 
  Walk on Walls and Ceiling, Jump Charge, 
  Darkvision 60 ft., Spells; Saves P; AL NE; 
  XP 265.  The sorcerer can cast the following 
  spells: Magic missile (3x/day), Fireball 
  (1x/day), Invisibility (1x/day), Cure light 
  
  10 
   
  wounds (2x/day), Knock (1x/day), Faerie 
  Fire (2x/day).  He has a ring of protection 
  +1. 
   
   
  21. Treasury 
   
  The bandits’ ill-gotten gains are stored in 
  several chests. 
   
  Chest #1: 2,500 gp, 500 sp, gems worth a 
  combined 800 gp. 
   
  Chest #2: 400 gp, 700 sp. 
   
  Chest #3: 1,500 cp 
   
  Chest #4: A platinum dining set worth 800 
  gp. 
   
  Chest #5: A collection of ancient religious 
  scrolls that are worth 10,000 gp to followers 
  of the applicable faith or possibly historians, 
  but have no value to anyone else. 
   
  Chest #6: A highly complicated wood and 
  brass clock that counts down the time until a 
  radioactive meteor strikes the planet and 
  unleashes chaos. 
   
   
  22. Lothuss’s Private Chambers 
   
  The room is dominated by a large bed.  
  Various stolen rugs (worth 25 gp each) have 
  been converted to wall hangings.  A secret 
  door in the northeast corner of the room is 
  covered by one of the rugs. 
   
  The secret door can be opened by muttering 
  the magical pass phrase (“Stupid 
  salamanders”) or by brute force (CL 10 
  strength check). 
   
   
   
  23. Lothuss’s Private Treasury 
   
  Lothuss has stashed away a small chest with 
  the Deck of Several Things.  The Deck is his 
  greatest treasure, although he has begun to 
  resent it now that he is losing control over 
  the gecko men bandits. 
   
  The chest also contains 4 large gems (300 gp 
  each), a scroll (Web, Lightning Bolt, Read 
  Magic), and 3 potions (Healing, Invisibility, 
  and Neutralize Poison). 
   
   
  24. Fire Temple 
   
  Two gecko man high priests and 6 gecko 
  man assistants occupy the fire temple.  The 
  temple is reached by going up ramps to the 
  north and south.  Unlike the rest of the 
  fortress, the floor in the temple area is dry.  
  The only light sources in the temple are 
  braziers burning in the northeast, southeast, 
  southwest, and northwest “corners” and a 
  deep red glow coming from the large pit at 
  the center of the temple. 
   
  If the party reaches the temple undetected, 2 
  high priests and 6 assistants are praying to 
  their salamander “gods.” 
   
  If the party has been detected before 
  reaching the temple, the priests are finishing 
  a ritual summoning the salamanders from 
  their extradimensional lair at the bottom of 
  the pit in the center of the temple. 
   
  The ritual only requires one high priest and 
  takes 3 rounds to complete.  Once the ritual 
  is completed, 2 salamanders will rise from 
  the pit in 2 rounds.  2 more salamanders will 
  rise from the pit after another 2 rounds.  A 
  final wave of 2 more salamanders will arrive 
  2 rounds after the second wave. 
   
  
  11 
   
  Assuming combat occurs, a high priest or 
  one of the assistants will immediately blow 
  a whistle opening the secret door to area 25 
  releasing the hell hounds.  If the giant frogs 
  in area 11 have not been used to ambush the 
  party, the whistle will cause the giant frogs 
  to report to the temple and attack the party.  
  If the party reaches the temple undetected, 
  one of the high priests will immediately 
  begin the ritual to summon the salamanders 
  from the pit while the remaining high priest 
  and assistants will try to provide cover. 
   
  In the event of combat, the salamanders’ pet 
  tavis wyrm will burrow its way to the 
  temple from a random direction and attack 
  the party 1d10 rounds after the start of 
  combat. If seriously wounded and if the 
  salamanders have not arrived, the tavis 
  wrym will attempt to flee down the pit.  If 
  the tavis wyrm escapes down the pit, it will 
  have the same effect as the summoning 
  ritual’s completion (i.e., the salamanders 
  begin to emerge from the pit in 2 rounds if 
  they are not already on their way up). 
   
  Tavis wyrm (1): HD 3d8; HP 13; AC 16; 
  Move 30 ft, 20 ft (burrow); Attack bite 
  (1d8); Special: Heat, Coil, Immunity to Fire, 
  Vulnerability to Cold, Darkvision 60 ft; 
  Saves P; AL NE; XP 79 
   
  Gecko Man High Priests (2): HD 4d8; HP 
  20 each; AC 16 (18 ceiling); Move 30 ft, 20 
  ft (ceiling), 15 feet (walls); Jump 30 feet 
  horizontal or 15 feet vertical; Attacks spear 
  (1d6) or 2 claws (1d3 each) or bite (1d4); 
  Spells; Special: Walk on Walls and Ceiling, 
  Jump Charge, Darkvision 60 ft.; Saves P; 
  AL NE; XP 180.  The high priests can cast 
  the following spells: Cure light wounds 
  (x2/day); Cause light wounds (x2/day); 
  Silence (x1/day); Hold person (x1/day); 
  Faerie fire (x1/day); Magic missile (x1/day); 
  and Blur (x1/day). 
   
  Gecko Man Priest Assistants (6): HD 1d8; 
  HP 4 each; AC 16 (18 ceiling); Move 30 ft, 
  20 ft (ceiling), 15 feet (walls); Jump 30 feet 
  horizontal or 15 feet vertical; Attacks spear 
  (1d6) or 2 claws (1d3 each) or bite (1d4); 
  Special: Walk on Walls and Ceiling, Jump 
  Charge, Darkvision 60 ft.; Saves P; AL NE; 
  XP 17 
   
   
  The Pit 
   
  Enormous heat radiates up from the pit.  A 
  ledge spirals down the pit’s shaft which the 
  salamanders use to enter and exit.  At the 
  bottom is a pocket fire dimension.  6 
  salamanders live in the pocket dimension. 
   
  Salamanders (6): HD 5d8; HP 20 each; AC 
  19; Move 20 ft; Attacks: by weapon (+1 
  spears) or Tail Slap (1d6); Special: 
  Constrict, Heat (+1d6 heat damage with any 
  successful attack), Immunity: fire and 
  enchantments, Vulnerability to cold; Saves 
  P; AL CE; XP 420 
   
  The pocket dimension is quite small, 
  roughly 40 feet in diameter.  It is intensely 
  hot.  If the party manages to protect 
  themselves from the heat (and if the 
  salamanders are defeated), the party will 
  easily find a heat proof chest containing the 
  Hammer of Dwur (see Appendix A) and 
  3,000 gp.  The chest itself is worth 1,000 gp. 
   
   
  25. Hellhound Den 
   
  The lair is hidden at the top of a ramp 
  leading up from the fire temple.  If one of 
  the high priests or priest assistants blows 
  their magic whistle, the secret door will 
  spring open and the hellhounds will charge 
  into the temple. 
   
  
  12 
   
  Hellhounds (4): HD 4d8; HP 22 each; AC 
  16; Move 40 ft; Attack bite (2d6); Special: 
  Breath Weapon, Fiery Bite, Immunity to 
  Fire, Tracking 5; Saves P; AL LE; XP 178. 
   
   
  26. Egg Repository 
   
  This cavern is filled with eggs that will one 
  day hatch into new gecko men.  The priest 
  assistants from the fire temple tend to the 
  eggs when not working in the temple or 
  resting. 
   
   
  27. Egg Repository 
   
  This cavern is filled with eggs that will one 
  day hatch into new gecko men.  The priest 
  assistants from the fire temple tend to the 
  eggs when not working in the temple or 
  resting. 
   
   
  28. Priest Sanctum 
   
  Priest vestments and supplies are stored in 
  the adjoining closet. 
   
   
  29. Priest Quarters 
   
   
  30. Priest Quarters 
   
   
  31. High Priests’ Quarters 
   
  The high priests have squirreled away some 
  treasure in their closet: 2,000 gp; a diamond 
  tiara worth 750 gp; a collection of 6 silver 
  rings with a single ruby set into each worth 
  250 gp apiece (the pupils of anyone wearing 
  one of the rings will look like flames); and a 
  potion of fire-breathing. 
   
   
  
  13 
   
  Appendix A: New Magic Items 
   
   
  Hammer of Dwur 
   
   
  Early in his career, the legendary dwarven 
  hero Dwur bore his Hammer.  It is a +1/+3 
  vs. humanoids and giants weapon.  If the 
  Hammer is held by a dwarf, all charisma 
  checks by the PC are treated as prime. 
   
  Dwur set aside the Hammer in favor or more 
  powerful weapons after his first resurrection.  
  It was stored for many years in a shrine near 
  his childhood home on Krag Mountain.  
  However, it was stolen long ago by 
  unknown thieves and remains lost despite all 
  efforts to locate it.  Any dwarf observing the 
  Hammer in the possession of a non-dwarf is 
  likely to take extremely hostile action to 
  recover the weapon. 
   
   
   
   
  Deck of Several Things 
   
   
  This is a less-powerful version of the artifact 
  Deck of Many Things (see M&T p358).  Any 
  wizard, illusionist, or bard will immediately 
  recognize the Deck of Several Things and be 
  familiar with the Deck’s properties.  Like its 
  artifact bigger brother, a PC drawing a card 
  from the Deck must specify how many cards 
  (from 1 to 4) they are drawing in advance.  
  Once a PC starts drawing, they must 
  continue to draw until they have drawn the 
  number of cards they declared (assuming 
  their PC is still alive to do so).   
   
  2 spades 
  Horrible body odor – 
  never surprise 
  2 diamonds 
  Defeat next monster you 
  meet to gain +4 hit 
  points permanently 
  2 hearts 
  Gain gems worth 500 gp 
  2 clubs 
  -1 to all Intelligence 
  checks.  May draw 
  again. 
  Jack spades 
  Halflings hate you 
  Jack diamonds Healed of all damage or 
  receive answer to one 
  dilemma 
  Jack hearts 
  Gain service of an ogre 
  Jack clubs 
  Arm wrestle studly 
  gnome (CL 3).  Win or 
  you lose a random magic 
  item 
  Queen spades 
  -1 to all saves 
  Queen 
  diamonds 
  Gain 1d8 hit points 
  permanently and 2 luck 
  points 
  Queen hearts 
  Gain 10 luck points 
  Queen clubs 
  Enmity between you and 
  Squishsquash, a water 
  elemental 
  King spades 
  Lose all weapons 
  King 
  diamonds 
  Gain 10,000 gp gem and 
  Chime of Opening (6 
  charges) 
  
  14 
   
  King hearts 
  Gain command of a 
  gecko man fortress 
  King clubs 
  Act last each round for 
  next week 
  Ace spades 
  Teleport to work in the 
  forge (area 12).  Cancel 
  by extinguishing the 
  forge. If the forge was 
  previously extinguished, 
  drawing this card will 
  reignite the forge and 
  summon 4 forge ogres to 
  work it. 
  Ace diamonds 
  Can’t be surprised for 
  the rest of the adventure 
  Ace hearts 
  Make one attack against 
  you auto-miss 
  Ace clubs 
  Lose one magic item 
  Joker (red) 
  Lose 4 hit points 
  permanently and draw 
  again 
  Joker (black) 
  Gain +4 hit points 
  permanently and draw 2 
  more times 
   
   
   
  
  15 
   
  Appendix B: New Monsters 
   
   
  Gecko Men 
   
  Number: 4-16, 40-400 
  Size: Medium 
  HD: 1d8 
  AC: 16 (18 when fighting from ceiling) 
  Saves: P 
  Move: 30 ft, 20 ft on ceilings, 15 ft on 
  walls, 30 ft swim, 15 ft vertical jump, 30 ft 
  horizontal jump 
  Attacks: By weapon or 2 claws (2d3) or 1 
  bite (1d4) 
  Special: Walk on Walls and Ceilings.  Jump 
  Charge.  Darkvision 60 ft. 
  Int: Average 
  Alignment: Any 
  Type: Humanoid 
  Treasure: 2 
  XP: 13 + 1 
   
  Gecko men appear human at first glance, but 
  close inspection will reveal slightly webbed 
  toes and fingers, knife-like teeth, and short 
  claws.  They disdain armor, typically 
  wearing nothing but capri pants.  They 
  prefer to fight with spears.  They enjoy a 
  naturally high unarmored AC due to their 
  agility and training for combat. 
   
  They are adept swimmers and can hold their 
  breath for extraordinary lengths of time.  
  Their strong legs allow them to jump 
  vertically 15 feet or horizontally 30 feet. 
   
  WALK ON WALLS AND CEILINGS: 
  Gecko men have the ability to walk on 
  ceilings (they cling to the ceiling with their 
  feet and must have one foot on the ceiling at 
  all times to prevent falling) and walls (they 
  must keep at least one hand on a wall in 
  order to stay upright).  Their AC increases to 
  18 when fighting from a ceiling due to their 
  opponents’ inexperience fighting in that 
  orientation.  Gecko men can jump onto a 10 
  feet ceiling and attack in the same round. 
   
  JUMP CHARGE: Gecko men can launch 
  themselves into a leaping charge against 
  opponents five or more feet away from 
  them.  Doing so grants +2 to hit due to 
  surprise and momentum as well as +2 to 
  damage. 
   
  The original gecko men were the offspring 
  of a druid anthropologist, Professor Ayn, 
  who settled with a tribe of lizardfolk and 
  began interbreeding.   
   
  Gecko men can speak common, gecko man, 
  lizardman, troglodyte, and kobold. 
   
   
   
  
  16 
   
  Carnivorous Turtle 
   
  Number: 1-4 
  Size: Medium 
  HD: 2d8 
  AC: Shell 18, head 14, torso 12 
  Saves: P 
  Move: 40 ft, 30 ft swim 
  Attacks: 1 bite (1d8) 
  Special: Darkvision 60 ft 
  Int: Animal 
  Alignment: Neutral 
  Type: Beast 
  Treasure: 2 
  XP: 15 + 2 
   
  Carnivorous turtles are quite large (typically 
  5-7 feet in length) and shockingly fast.  
  Their heads have a good AC despite being 
  unprotected when attacking due to their 
  ability to quickly duck and weave.  Their 
  soft torsos are normally unexposed, but 
  carnivorous turtles are quite vulnerable 
  should they be flipped over or somehow 
  attacked from below. 
   
  Carnivorous turtles are rapacious hunters 
  that only eat fresh meat.  They are 
  indiscriminate killers, but seem to prefer a 
  gecko man diet. 
   
   
  Forge Ogres 
   
  Number: 2-8 
  Size: Large 
  HD: 4d8 
  AC: 16 
  Saves: P 
  Move: 30 ft 
  Attacks: Slam (1d10) or by weapon (+3 to 
  damage) 
  Special: Darkvision 60 ft, Twilight vision, 
  Harvest sense 
  Int: Low 
  Alignment: Neutral 
  Type: Giant 
  Treasure: 3 
  XP: 60 + 4 
   
  Forge ogres are magical beings connected to 
  a magical forge.  Physically, they look just 
  like normal ogres, but they are robotic in 
  nature, existing solely to bring bones to their 
  forge and convert them to bone weapons.  
  They ignore all living creatures so long as 
  the creatures do not interfere with their 
  work. 
   
  Forge ogres prefer to fight with two handed 
  swords forged from leg bones.  These 
  swords are outlined with green flames that 
  do not interfere with darkvision. 
   
  Bone weapons created by forge ogres have a 
  1 in 6 chance of breaking at the end of every 
  combat.  Bone weapons can strike creatures 
  that require a +1 weapon to hit, although 
  bone weapons do not provide a bonus to to-
  hit or damage rolls.  Bone weapons emit 
  wisps of green magical light (about the 
  brightness of a candle). 
   
  Forge ogres will immediately vanish and 
  cease to exist if their forge is extinguished. 
   
  HARVEST SENSE: Forge ogres can sense 
  when living creatures (with bones) drop to 
  zero hit points within 1,000 feet of their 
  forge.  A forge ogre will immediately go to 
  the fallen creature and drag it back to the 
  forge so it can be thrown into the forge’s fire 
  and crafted into weapons. 
  
  1 square = 5 feet
  X = pit trap
  S = secret door
  GM Map
  
  VTT Player
  Map
  
  Appendix C: The Open Game License 
   
  OPEN GAME LICENSE Version 1.0a: The following text is the property of Wizards of the 
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  System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Castles and Crusades Players’ Handbook, 7th Printing, Copyright 2017, Troll Lord Games; Authors Davis Chenault and Mac Golden. 
  Castles and Crusades Monsters and Treasure, 5th Printing, Copyright 2019, Troll Lord Games, Authors Robert Doyel and 
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