In the Castles & Crusades system, Inner Earth (often referred to as the Deep or the Infranight) is a realm of high-stakes resource management and primordial danger.
Below is a d100 table of encounters designed to challenge a party’s Prime Attributes, resource levels, and survival instincts.
D100 Inner Earth Encounters
| d100 | Encounter Type | Description |
| 01-02 | Environmental | Sulfur Pocket. Strong fumes require a Constitution (Physical) save or characters are Sickened (–2 to rolls) for 1 hour. |
| 03-04 | Creature | 1d6 Stirges. They cling to the ceiling like leathery fruit before dropping. |
| 05-06 | Creature | 2d4 Goblins. Scouting for a nearby warband; they will flee to alert others if outmatched. |
| 07-08 | NPC | Dwarven Prospector. A lone miner named Thrain looking for "Star-Iron." He offers info for fresh water. |
| 09-10 | Hazard | Slippery Scree. A steep incline requiring a Dexterity (Physical) save to avoid sliding 40ft into a lower pit. |
| 11-12 | Creature | 1d3 Giant Centipedes. Hiding in a pile of refuse or a discarded corpse. |
| 13-14 | Discovery | Bioluminescent Fungi. A beautiful grove of blue mushrooms that provides "dim" light for 60ft. |
| 15-16 | Creature | 1 Gray Ooze. Appears as a wet patch of stone; targets the party’s metal armor first. |
| 17-18 | NPC | Deep Gnome (Svirfneblin). Hiding using Non-detection. He is tracking a dangerous beast and warns the party. |
| 19-20 | Environmental | Echoing Chamber. All noise is amplified. Checks to avoid being heard are made at CL +4. |
| 21-22 | Creature | 1d4 Darkmantles. They look like stalactites. Wisdom (Mental) save to notice before they drop. |
| 23-24 | Creature | 2d6 Giant Rats. Starving and desperate; they will attack even a well-armed party. |
| 25-26 | Discovery | Ancient Way-marker. A stone pillar with Draconic runes pointing toward "The Sunless Sea." |
| 27-28 | Hazard | Methane Leak. Any open flame (torches) has a 1-in-6 chance of causing a small explosion ($2d6$ fire damage). |
| 29-30 | Creature | 1 Ogre. A mutated, pale-skinned brute chewing on a giant lizard’s tail. |
| 31-32 | Creature | 1d4 Bugbears. Setting up an ambush behind a narrow chokepoint. |
| 33-34 | NPC | Lost Surface Adventurer. A lone survivor of a previous party, now insane and babbling about "the eyes in the walls." |
| 35-36 | Environmental | Narrow Squeeze. The tunnel narrows significantly. Large/Armored characters must spend 1 turn shimmying through. |
| 37-38 | Creature | 1 Carrion Crawler. Scavenging a pile of bones. Its tentacles cause paralysis. |
| 39-40 | Discovery | Abandoned Camp. 1d4 days old. Contains 1d6 days of rations and a discarded, rusted shortsword. |
| 41-42 | Creature | 1d6 Piercers. Waiting above a narrow passage. |
| 43-44 | Creature | 2d4 Kobolds. Guarding a "toll bridge" over a deep chasm. Demand 10gp per head. |
| 45-46 | Hazard | Magnetic Ore. Metal weapons/armor feel heavy. –1 to hit and AC while in this 50ft radius. |
| 47-48 | Creature | 1 Hook Horror. Scraping its hooks against the stone to lure prey. |
| 49-50 | Discovery | Underground Spring. The water is pure but freezing cold. Excellent for refilling supplies. |
| 51-52 | Creature | 1 Gelatinous Cube. Perfectly clear; requires a Wisdom (Mental) check to notice in a 10ft hallway. |
| 53-54 | Creature | 1d3 Rust Monsters. They ignore the players and go straight for the Fighter’s plate mail. |
| 55-56 | Environmental | Heat Vent. The temperature rises to 110°F. Characters without water must make a Constitution save or take 1 Exhaustion. |
| 57-58 | NPC | Shadow Elf (Drow) Patrol. 1d6 scouts. They do not want a fight, but will shadow the party for hours. |
| 59-60 | Creature | 1 Black Pudding. Slowly oozing from a crack in the ceiling. |
| 61-62 | Discovery | Petrified Giant. A 15ft stone statue of a Hill Giant. It looks too lifelike to be a carving. |
| 63-64 | Creature | 1d4 Shadows. Lingering near an old burial cairn. |
| 65-66 | Hazard | Quake/Tremor. Everyone must make a Dexterity save or be knocked prone; 1-in-10 chance of a ceiling collapse. |
| 67-68 | Creature | 1 Roper. Disguised as a large stalagmite near a treasure chest (the bait). |
| 69-70 | Creature | 1d3 Trolls. Hiding in a damp cave filled with rotting meat. |
| 71-72 | Discovery | Crystal Geode. A wall of amethyst. Worth 500gp if the party spends 4 hours mining it (risks more encounters). |
| 73-74 | NPC | Merchant Caravan. 1d4 Duergar on giant lizards. They sell "Mushroom Ale" and "Stone-bread." |
| 75-76 | Creature | 1 Chimera. A stray beast that wandered down from the upper caves. |
| 77-78 | Environmental | Silent Zone. A 30ft area where no sound can be made. Spells with verbal components fail automatically. |
| 79-80 | Creature | 1 Purple Worm (Juvenile). 8 HD. It bursts through the wall, creating a new tunnel. |
| 81-82 | Creature | 1d4 Wraiths. Ancient guardians of a forgotten tomb. |
| 83-84 | Discovery | Statue of Orcus. A defaced altar. A Charisma (Mental) save is needed to avoid a lingering curse. |
| 85-86 | Creature | 1 Cloaker. Hanging on a wall like a discarded leather cloak. |
| 87-88 | Creature | 1 Behir. It views the party as an appetizer before its "main meal" (a dragon). |
| 89-90 | Hazard | Void Crevice. A crack that leads to the Ethereal Plane. Ghostly hands reach out to grab at ankles. |
| 91-92 | Creature | 1 Mind Flayer (Illithid). Searching for a thrall. It will try to use Mind Blast and retreat if hurt. |
| 93-94 | Discovery | Lost Vault. A sealed stone door. Requires a Strength (Physical) check of 20+ to force open. |
| 95-96 | Creature | 1 Stone Giant. Meditating. He will only speak if the party offers a rare gemstone. |
| 97-98 | Creature | 1 Dracolich (Young). A terrifying undead dragon guarding a bridge of bone. |
| 99 | Special | The Gate. A shimmering portal leading to the Elemental Plane of Earth. |
| 00 | Ultimate | The Earth Dragon. A Great Wyrm is sleeping nearby. The party must move with CL +10 Stealth to pass. |
Tips for Inner Earth in C&C
Encumbrance Matters: In the deep, every pound of gear counts. Use the Strength attribute to strictly enforce carry limits.
Light Sources: Torches and lanterns are the party’s lifeline. Keep track of oil and duration.
The Check System: Remember that Castles & Crusades uses the SIEGE Engine (d20 + level + bonus vs. 12 or 18). For Inner Earth, environmental hazards are usually Physical (Str, Dex, Con), while navigating or spotting traps are Mental (Int, Wis, Cha).
Here is a formidable Black Sorcerer designed for Castles & Crusades. In the context of Inner Earth, "Black Sorcery" usually implies a practitioner who draws power from the crushing pressure of the deep earth and the void between the stars.
Xul’Abas the Ossified
Class: Wizard (Necromancer/Earth Focus)
Level: 9
Alignment: Lawful Evil
Prime Attributes: Intelligence, Wisdom, Dexterity
Background
Xul’Abas was once a surface scholar who became obsessed with the "Geological Memory" of the world. He traveled into the Infranight to find the Lithic Heart, a legendary artifact said to be the literal ego of the earth. He found it, but the exposure "ossified" him—his skin has become a translucent, marble-like substance, and his blood has slowed to the consistency of cooling lava. He now rules a small fiefdom of Ghouls and Earth Elementals, seeking to turn the entire world into a static, unchanging tomb of stone.
Attributes & Stats
HP: 32
AC: 16 (DEX bonus + Bracers of Defense)
Move: 20 ft. (Due to his stone-like skin)
Attacks: Staff of the Cavern (+1, $1d6+1$) or Dagger ($1d4$)
Saving Throws: * Mental: 18+ (Prime: Intelligence/Wisdom)
Physical: 12+ (Non-Prime: Strength/Constitution/Charisma)
Special Abilities
Ossified Skin: Xul’Abas has Damage Reduction (DR) 3 against non-magical piercing and slashing weapons.
Earth Glide: Once per day, he can pass through solid stone as if it were water for 1 turn.
Gaze of Stasis: Once per day, Xul’Abas can force a target to make a Wisdom (Mental) save or be affected as per the Slow spell for 5 rounds.
Prepared Spells
0 Level: Detect Magic, Light (Phosphorescent), Mage Hand, Read Magic
1st Level: Armor, Burning Hands (Molten Spray), Shield, Sleep
2nd Level: Darkness, Mirror Image (Stone Clones), Web (Sticky Tar)
3rd Level: Fireball (Explosive Gas), Dispel Magic, Haste
4th Level: Wall of Ice (Wall of Quartz), Stoneskin
5th Level: Cloudkill (Sulfuric Vapors)
Roleplaying Xul’Abas
Voice/Demeanor: His voice sounds like grinding tectonic plates—slow, deep, and vibrating in the listeners' chests. He does not blink. He finds the rapid breathing and "wet" nature of surface dwellers repulsive.
Tactics: Xul’Abas never fights fair. He prefers to use Web or Wall of Quartz to split the party, then targets the most heavily armored foe with Cloudkill. He views himself as an architect of eternity; he doesn't want to kill the PCs so much as he wants to "preserve" them as statues in his gallery.
Plot Hooks
The Missing Heir: A noble's child was taken by "pale shadows." They are currently being held in Xul'Abas's sanctum, undergoing the ritual to become an Ossified servant.
The Tremor Key: The party needs a specific key to open a mountain vault. Xul'Abas has integrated that key into his own stone ribcage.
The Geode Pact: Xul'Abas offers the party safe passage through the Deep if they can retrieve a "Heart of Magma" from a nearby fire giant forge.
In Castles & Crusades, the Ossified Ghoul is a more durable and sluggish variant of the standard ghoul. Xul’Abas has infused their necrotic flesh with minerals and calcified dust, turning them into living (or unliving) statues of hunger.
Ossified Ghoul (Undead)
These creatures look like standard ghouls, but their skin is a mottled, grey-white crust that cracks when they move, revealing dark, tar-like ichor beneath. Their claws are not bone, but jagged obsidian shards.
Stat Value Hit Dice 3d8 (Large HD) Armor Class 16 Move 20 ft. Attacks 2 Claws ($1d4$), 1 Bite ($1d6$) Special Paralysis, Calcifying Bite, Undead, Resistance Saves Physical (Prime) Alignment Lawful Evil Challenge Level 4 Special Abilities
Resistance: Because of their stone-like hide, Ossified Ghouls take half damage from piercing and slashing weapons. Bludgeoning weapons deal normal damage.
Paralysis: Anyone struck by an Ossified Ghoul’s claw or bite must succeed on a Constitution (Physical) save or be paralyzed for $3d6$ minutes. (Elves are immune to this effect).
Calcifying Bite: If a target is bitten, they must make an additional Strength (Physical) save. On a failure, their joints begin to stiffen with mineral deposits. The victim suffers a –2 penalty to Dexterity and –10ft to movement. This effect lasts until a Remove Curse or Restoration is cast, or until the victim spends 24 hours in a warm, sulfur-free environment.
Undead: Immune to mind-influencing effects, poison, and sleep. They can be turned by a Cleric as a 4 HD undead due to their earth-infused resilience.
Tactics and Behavior
Unlike common ghouls that rush forward in a frenzy, Ossified Ghouls move with a rhythmic, clacking deliberate pace. Xul’Abas often hides them in plain sight—they stand perfectly still in alcoves, masquerading as poorly carved statues until a "living" presence triggers their hunger.
In combat, they act as a "wall." While Xul’Abas casts spells from the rear, 3 or 4 Ossified Ghouls will block a 10-foot-wide tunnel. Their high AC and resistances make them very difficult for low-level Fighters to cut through quickly.
The Cracking Sound: A party can detect them with a Wisdom (Mental) check (CL 3) if they listen closely; the ghouls emit a faint scritch-clack sound as their mineral-heavy lungs expand and contract.
Encounter Idea: The Petrified Guard
The Setup: The party enters a hallway lined with 6 statues of ancient warriors.
The Twist: Two are actual statues; four are Ossified Ghouls. Xul’Abas has cast Darkness on the ceiling. When the party reaches the midpoint, the Ghouls drop from the shadows or step off their plinths, attempting to paralyze the party's "squishier" members to be dragged away for Xul'Abas's collection.
The Echoing Sepulcher is not a tomb in the traditional sense, but a massive, hollowed-out geode suspended over a bottomless rift. In Castles & Crusades, this location serves as a "mega-dungeon" node—a place where sound, light, and gravity behave according to the whims of Xul’Abas.
The Echoing Sepulcher
The Visuals: A Pale Cathedral
The walls of the Sepulcher are composed of milky quartz and jagged selenite crystals that reach up like frozen ribs toward a ceiling lost in gloom. Everything is coated in a fine, white mineral dust that mufflers footsteps but carries whispers for hundreds of yards.
Faint, rhythmic thumping—the "heartbeat" of the earth—vibrates through the floor, requiring a Constitution (Physical) check for anyone trying to sleep here; failure means they gain no hit points or spells back due to the unsettling vibrations.
Key Features & Zones
1. The Acoustic Lens (The Entrance)
The entry tunnel is shaped like a funnel. Because of the unique geometry, a whisper at the entrance can be heard clearly by Xul’Abas in the central sanctum.
The Hazard: Characters must make a Dexterity (Physical) check to move silently. However, the CL (Challenge Level) increases by +1 for every person in the party, as the cave "gathers" the sound of their gear clanking.
2. The Gallery of the Still
A wide hall lined with hundreds of "statues." Some are genuine carvings, but many are former adventurers and cavern denizens coated in the same calcified crust as the Ossified Ghouls.
The Danger: 1-in-6 statues is actually a dormant Ghoul. If the party uses a light source brighter than a candle, the reflections off the quartz walls create a "Dazzle" effect, imposing a –2 penalty to all Wisdom (Mental) checks to spot movement.
3. The Lithic Altar (The Sanctum)
The center of the Sepulcher is a platform of solid obsidian floating over a pit of sulfuric steam. This is where Xul’Abas conducts his "Ossification Rituals."
The Environment: The air here is thin. Spellcasters must succeed on a Strength (Physical) check to provide the somatic components of spells, as the air feels as heavy as water.
4. The Weeping Walls
In the lower reaches, water saturated with lime drips constantly, forming stalactites at an impossible speed.
The Loot: Within the hardening lime are the "treasures" of those Xul’Abas has transformed—magic rings, coins, and a +2 Shield are visible, but they must be hacked out of the stone (taking 1d4 turns and making immense noise).
Sensory Table: The Atmosphere
| Sense | Experience |
| Sight | Pale whites, translucent grays, and the occasional spark of purple amethyst. |
| Sound | High-pitched "singing" from the wind through the crystals; the grinding of stone. |
| Smell | Chalky, dry, and metallic—like a blacksmith's shop after the forge has cooled. |
| Touch | A constant, low-frequency vibration that makes teeth ache and armor rattle. |
SIEGE Engine Challenges in the Sepulcher
Navigating the Crystal Spires: Dexterity (Physical) to climb the slick, glass-like surfaces. (CL 4)
Resisting the Crushing Gloom: Wisdom (Mental) save or become Shaken (–1 to all rolls) by the claustrophobic weight of the miles of rock above. (CL 2)
Deciphering the Wall Runes: Intelligence (Mental) to realize the etchings on the walls are actually a map of the surrounding Inner Earth tunnels. (CL 6)
In a Castles & Crusades Sword & Sorcery campaign, treasure should feel ancient, heavy, and often a bit dangerous. Gold is common, but true "treasure" often consists of ivory, strange gems, and artifacts with a history.
Below is a d100 table for Sword & Sorcery treasures.
D100 Sword & Sorcery Treasures
| d100 | Treasure Item | Value / Description |
| 01-05 | Loose Silver | 2d100 thin, hand-stamped silver coins from a fallen empire. |
| 06-10 | Golden Torc | A heavy neck-ring of braided gold. Worth 150gp. |
| 11-13 | Obsidian Idol | A squat, hideous carving of a spider-god. Worth 300gp to cultists. |
| 14-16 | Tiger-Eye Gems | 1d6 polished stones found in a silk pouch. 50gp each. |
| 17-19 | Ivory Scrimshaw | A mammoth tusk carved with a map of the Inner Earth. Worth 400gp. |
| 20-22 | Ancient Wine | 3 amphorae of "Black Wine" from Xylos. Potent, worth 100gp each. |
| 23-25 | Jeweled Pommel | A ruby-encrusted hilt from a shattered greatsword. Worth 600gp. |
| 26-28 | Silk Tapestry | Depicts a forgotten queen; bulky but worth 500gp to a collector. |
| 29-31 | Silver Mirror | Highly polished; shows the viewer as they will look when they die. Worth 200gp. |
| 32-34 | Copper Ingots | 10 heavy bars stamped with a merchant's seal. 10gp each (Heavy!). |
| 35-37 | Lapis Lazuli Bowl | Deep blue and cold to the touch. Worth 120gp. |
| 38-40 | Bag of Lotus Dust | 1d4 doses of Yellow Lotus. Grants visions but is highly addictive. |
| 41-43 | Amber Necklace | Contains a prehistoric wasp. Worth 250gp. |
| 44-46 | Ceremonial Mask | Beaten gold with emerald eyes. Worth 800gp. |
| 47-49 | Bronze Greaves | Elaborately etched with scenes of battle. Worth 75gp. |
| 50-52 | Scroll of Skin | Human parchment; contains a random 2nd-level Wizard spell. |
| 53-55 | Alchemical Mercury | 3 vials of shimmering liquid. Essential for crafting. Worth 150gp. |
| 56-58 | Ebony Statuette | A lithe warrior woman. If broken, releases a Shadow. |
| 59-61 | Mithral Chain Link | A small bag of links. Can be sold for 300gp. |
| 62-64 | Serpent Ring | An emerald snake that bites its own tail. +1 to saves vs. Poison. |
| 65-67 | Incense of Irem | 5 sticks of blue incense. Calms animals in a 30ft radius. |
| 68-70 | Star-Iron Ore | A heavy, magnetic black rock. Worth 500gp to a Master Smith. |
| 71-73 | Casket of Spices | Saffron and Cinnamon. Worth their weight in gold (600gp total). |
| 74-76 | Opal Diadem | Found on a skeletal priestess. Worth 1,200gp. |
| 77-79 | Iron Bound Tome | A wizard's diary. Contains secrets of the "Echoing Sepulcher." |
| 80-82 | Whistle of Bone | Carved from a dragon’s tooth. Summons 1d4 Giant Bats. |
| 83-85 | Phial of Lich-Dust | Used to paralyze foes (as per Ghoul touch). 2 doses. |
| 86-88 | Glass Dagger | Made of volcanic glass. +1 to hit, breaks on a natural 1. |
| 89-91 | Cloak of Giant Bat Skin | Grants +4 to Stealth in darkness. |
| 92-94 | King’s Ransom | A chest containing 2,000gp in assorted ancient coins. |
| 95-97 | The Sun-Gem | A fist-sized diamond that glows in the presence of Undead. |
| 98-99 | Sorcerer’s Staff | A blackened oak staff. Can cast Fireball 1/day (6d6). |
| 00 | Artifact | The Heart of Magma. A pulsing red stone. Grants immunity to fire. |
Handling Treasure in C&C
In a gritty Sword & Sorcery setting, Encumbrance is the primary limit on wealth.
The Weight of Wealth: 10 gold pieces weigh 1 pound. A chest of 2,000gp (Roll 92-94) weighs 200 lbs. The party will need pack animals or hirelings to get it out of the Inner Earth.
The Squalor Rule: If players spend their gold on carousing, wine, and high living in cities, give them 1:1 Experience Points for the gold spent. This encourages the "easy come, easy go" cycle of the genre.
In a Castles & Crusades Sword & Sorcery campaign, the "Carousing" mechanic is essential. It represents the pulp fantasy cycle of finding a fortune, descending into a city's underworld, and waking up days later with no money but a lot of new problems (and XP).
When the party returns to a surface city or a massive subterranean trade-hub like a Duergar Deep-Port, they can spend their gold on "Carousing." For every 1gp spent on debauchery, they gain 1 XP.
The Carousing Table (d20)
After declaring how much gold you are spending, roll 1d20 to see how the "festivities" ended.
| d20 | Result | Outcome |
| 1 | The Dark Cell | You wake up in a dungeon. You’ve been stripped of all equipment. You are charged with a crime you (probably) committed. |
| 2-3 | Gambling Debt | You lost more than you had. You owe a local crime lord or a crooked merchant 2d6 x 100gp. They expect payment or a "favor." |
| 4-5 | Magical Blight | You drank something strange. You are under the effect of a random 1st-level curse or have turned a strange color. |
| 6-7 | The Wrong Crowd | You wake up in a different city or a deeper layer of the Earth with no memory of how you got there. |
| 8-9 | Brawl Survivor | You started a riot. You have –2 to Charisma checks in this city until you pay for the damages ($3d6 \times 10$ gp). |
| 10-11 | New Rival | You insulted a high-ranking official or a rival adventurer. They are now actively plotting against you. |
| 12-13 | Fuzzy Memory | You woke up with a strange map tattooed on your arm. It leads to a "guaranteed" treasure... or a trap. |
| 14-15 | Local Hero | You were the life of the party! You gain a +1 bonus to Charisma checks in this specific town for one month. |
| 16-17 | The Romantic Interest | You are now "engaged" to someone influential. They (or their family) take this very seriously. |
| 18-19 | Deep Connections | You befriended a master thief or black-market dealer. They will sell you "restricted" items at a 10% discount. |
| 20 | Inner Earth Legend | Stories of your exploits have spread. Gain double XP for the gold spent, and an NPC offers you a high-paying contract. |
Carousing Mishap: The "Blackout" Side-Quest
If a player rolls a 1 (The Dark Cell) or a 2-3 (Gambling Debt), don't just take their gold—give them a way out.
The Jailbreak: The party must break their friend out of a stone-prison guarded by 1d6 Veteran Guards (HD 2).
The Debt Collection: The merchant demands the party go back into the Echoing Sepulcher to retrieve a specific crystal "Xul’Abas keeps in his private chambers."
Managing the "Squalor" Cycle
To keep the game moving, use the SIEGE Engine for carousing-related social checks:
Intelligence (Mental): To remember a piece of vital info overheard while drunk.
Charisma (Mental): To talk your way out of a city fine.
Constitution (Physical): To see if you can handle the "Deep-Earth Ale" without taking a permanent penalty to your next day's rolls.
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