Showing posts with label D100 Inner Earth Encounters. Show all posts
Showing posts with label D100 Inner Earth Encounters. Show all posts

Saturday, January 17, 2026

D100 Inner Earth Prehistoric Random Encounters For Castles & Crusades & OSR Role Playing Games Includes D100 Prehistoric Loot, The Heart of the Volcano artifact, and More

 



To capture the "Lost World" feel of Castles & Crusades, these encounters are designed to emphasize the pulp-adventure roots of the genre. I’ve organized these into a d100 table categorized by the type of threat or wonder encountered. This is going to pick right up from D100 Inner Earth Encounters Table for Castles & Crusades, Xul’Abas the Ossified NPC, New Monster Ossified Ghoul (Undead), & New Dungeon - The Echoing Sepulcher.

In Castles & Crusades terms, many of these creatures can be found in the Monsters & Treasure guide, but I have included flavorful descriptions to help you wing the stats if needed.

D100 Prehistoric Encounters

Roll (d100)CategoryEncounter Description
01–10Apex PredatorsA Tyrannosaurus Rex is feasting on a fresh kill; it is territorial and aggressive.
11–18The SwarmA cloud of Giant Dragonflies (Anisoptera) obscures vision; 1d6 are hungry enough to attack.
19–25Gentle GiantsA herd of Brontosauri crosses the path. The ground shakes; movement is impossible without a Dex check.
26–32Stalkers1d4 Saber-Toothed Cats (Smilodons) tracking the party from the tall grass.
33–38The SkyA Pteranodon dives from the cliffs, attempting to snatch a Small-sized party member.
39–45Lost TribesA hunting party of Neanderthals (6-12) wielding flint spears. They are wary but open to trade.
46–50Tar PitsA section of the trail is a hidden Tar Pit. A distressed baby Mammoth is trapped inside.
51–56Armored TanksAn Ankylosaurus is agitated by a parasite; it swings its tail club at anything that moves.
57–62Avian TerrorA Terror Bird (Phorusrhacos) sprints toward the party at incredible speed.
63–68Mega-FaunaA Giant Sloth (Megatherium) is lazily eating trees. It is peaceful unless its meal is interrupted.
69–73VenomousA nest of Titanoboa (Giant Constrictor Snakes). The alpha is 40 feet long.
74–79Primitive MagicAn ancient Monolith humming with primal energy. Touching it grants a +1 to Prime checks for 1 hour but causes fatigue.
80–85The Pack2d6 Deinonychus (Raptors) using flanking maneuvers and "distraction" tactics.
86–90VolcanicA sudden Steam Vent erupts. Everyone must make a Save vs. Breath Weapon or take 2d6 heat damage.
91–95The Scavengers1d8 Hyenodons waiting for the party to finish a fight so they can move in.
96–99Cave DenizensA Cave Bear protecting its cubs in a shallow overhang filled with shiny "trash" (treasure).
100The ApexA Giganotosaurus fighting a Triceratops. The collateral damage is the primary threat.

Running the Environment

To make these encounters feel authentic to the Castles & Crusades "SIEGE Engine" system, consider applying these environmental modifiers:

  • Primitive Gear: If the party is using standard metal armor, the humidity and acidic swamps may cause it to rust or degrade over 1d4 weeks without specialized oil.

  • The Primeval Jungle: Navigation (Survival) checks are Challenged (CL) by the density of the flora. A failed check might lead the party directly into one of the "Tar Pit" or "Venomous" encounters above.

  • Foraging: Standard rations are unnecessary if a Ranger is present, as the flora is lush, but 1 in 6 plants are Toxic (Save vs. Poison).

CK Tip: Don't just track HP. Use the prehistoric setting to threaten the party's resources. A Pteranodon might not kill a fighter, but it might fly off with the party's primary pack containing all their rope and torches.

To provide the most useful stats for your Castles & Crusades game, I have scaled these for a Mid-Level Party (Levels 5–7). In C&C, the Challenge Level (CL) represents the number added to the base SIEGE Engine check (usually 12 or 18) for the players to succeed in saves or specialized maneuvers against the beast.

Here are four iconic encounters from the table with full SIEGE-ready stats:

1. The Apex: Tyrannosaurus Rex

The ground doesn't just shake; it rhythmically thuds as this multi-ton nightmare emerges from the treeline.

  • HD: 12d10 (75 hp)

  • AC: 17

  • Attacks: Bite (3d8) or Tail Slap (2d10)

  • Special: * Frightful Presence: On a charge, targets must make a Charisma Save (CL 12) or be shaken (-2 to hit) for 1d4 rounds.

    • Swallow Whole: On a natural 19 or 20 bite roll against Medium or smaller targets, the victim is swallowed.

  • CL: 12

2. The Pack: Deinonychus (Raptor)

These aren't mindless lizards; they watch your formation for gaps and communicate with chirps and clicks.

  • HD: 4d8 (20 hp)

  • AC: 15

  • Attacks: 2 Talons (1d6), 1 Bite (1d4), 1 Sickle Claw (2d4)

  • Special: * Pounce: If they move and attack in the same round, they gain all four attacks.

    • Pack Tactics: +1 to hit for every other raptor currently engaged with the same target.

  • CL: 4

3. The Sky: Pteranodon

A shadow passes over the party, and suddenly the Wizard is twenty feet in the air, dangling by their robes.

  • HD: 3d8 (15 hp)

  • AC: 14

  • Attacks: 1 Beak (1d8)

  • Special: * Snatch: If the Pteranodon hits with a beak attack, it can attempt a Strength check (CL 3) to grapple and fly away with any creature weighing 150 lbs or less.

    • Dive: +2 to hit and double damage on its first attack if it dives from at least 50 feet.

  • CL: 3

4. Primitive Magic: The Monolith (Environmental)

A weathered stone pillar covered in glowing blue spirals. It feels like the heartbeat of the world.

  • Interaction: A character may spend a turn meditating at the stone.

  • Check: Wisdom or Intelligence Save (CL 6).

    • Success: The character’s "Primal Spirit" is awakened. They gain a +2 bonus to all Prime checks and may add +1d6 damage to one attack or spell. This lasts for 1 hour.

    • Failure: The raw energy is too much. The character is Stunned for 1 round and takes 1d6 non-lethal damage.

  • CL: 6


CK Design Note: Adjusting the Challenge

In Castles & Crusades, the difficulty is highly modular.

  • To make it harder: Increase the CL (Challenge Level). This directly makes it harder for the players to save against the creature's special abilities.

  • To make it "Ouchier": Don't just add HP; give the dinosaurs a Bonus Action or a "Tail Swipe" that triggers when a player misses them in melee.

 



In Castles & Crusades, the "Lost World" setting demands treasure that feels weighty, primitive, and distinct from the standard "Longsword +1" found in a medieval dungeon.

The following d100 table uses the Loot Categories found in the Monsters & Treasure guide but reskins them for a prehistoric environment.

D100 Prehistoric Loot Table

Roll (d100)Loot CategoryItem Description
01–15Common MaterialsA bundle of 2d6 Obsidian Shards. Can be knapped into arrowheads or daggers (Breaks on a natural 1).
16–25Natural JewelryA necklace of Saber-toothed Cat fangs and turquoise beads (Value: 50gp to a collector).
26–35Primitive ArmsA Mammoth-Rib Greatclub. Deals 2d6 damage but requires Str 15.
36–45Survival GearA Giant Sloth Hide Cloak. Grants +1 to saves vs. Cold; grants a +2 to hide in forest terrain.
46–50Primal ArtifactA Polished Amber Sphere with a prehistoric wasp inside. Can be used as a Focus for Druids/Wizards.
51–56Exotic TrophiesA T-Rex Skull. Intact. Worth 500gp if transported back to a civilized Sage or Museum.
57–62Alchemical1d4 jars of Refined Tar. Can be used like Oil to create fire traps or coat a 10ft area to slow enemies.
63–68Tribal HeirloomsA Neanderthal Ceremonial Mask. Grants +2 to Charisma checks when dealing with primitive tribes.
69–73Magic: Weapon"The Fang of the World": A +1 dagger made from a Dragon’s tooth. Deals +1d6 acid damage to reptilian foes.
74–79Magic: ArmorAnkylosaurus Plate: +2 Breastplate made of natural osteoderms. Light enough to not count as Heavy Armor.
80–85ConsumablesFermented Jungle Berry Juice. Functions as a Potion of Heroism but causes a -2 to Dexterity for 1 hour.
86–90Rare MineralA Meteoritic Iron Ore chunk. Unworked, but a master blacksmith could forge a weapon that bypasses magic resistance.
91–95Mount/PetA Pteranodon Egg. Intact and warm. Could be hatched and trained with a successful Handle Animal check (CL 10).
96–99Ancient RelicThe Sun-Stone Tablet. An ancient map etched in stone showing a hidden "Valley of the Gods."
100LegendaryThe Heart of the Volcano: A red ruby the size of a fist. It radiates heat and acts as a Ring of Fire Resistance while held.

Special Property: The "Fragile" Keyword

In a prehistoric Castles & Crusades game, many items (especially obsidian and bone) are sharper than steel but less durable.

Fragile Rule: If a player rolls a Natural 1 on an attack roll with an obsidian or bone weapon, the weapon must make a Saving Throw (CL 5) or shatter, becoming useless.

Masterwork Primitive Gear

If you want to reward players without using "Magic," offer Masterwork Primitive items:

  • Knapped Obsidian Edge: +1 to Damage (but still Fragile).

  • Dire-Wolf Fur Lining: +1 to AC against non-magical projectiles.

  • Fire-Hardened Wood: +2 to the weapon's Saving Throw against breaking.

In Castles & Crusades, the "Lost World" setting demands treasure that feels weighty, primitive, and distinct from the standard "Longsword +1" found in a medieval dungeon.

The following d100 table uses the Loot Categories found in the Monsters & Treasure guide but reskins them for a prehistoric environment.

D100 Prehistoric Loot Table

Roll (d100)Loot CategoryItem Description
01–15Common MaterialsA bundle of 2d6 Obsidian Shards. Can be knapped into arrowheads or daggers (Breaks on a natural 1).
16–25Natural JewelryA necklace of Saber-toothed Cat fangs and turquoise beads (Value: 50gp to a collector).
26–35Primitive ArmsA Mammoth-Rib Greatclub. Deals 2d6 damage but requires Str 15.
36–45Survival GearA Giant Sloth Hide Cloak. Grants +1 to saves vs. Cold; grants a +2 to hide in forest terrain.
46–50Primal ArtifactA Polished Amber Sphere with a prehistoric wasp inside. Can be used as a Focus for Druids/Wizards.
51–56Exotic TrophiesA T-Rex Skull. Intact. Worth 500gp if transported back to a civilized Sage or Museum.
57–62Alchemical1d4 jars of Refined Tar. Can be used like Oil to create fire traps or coat a 10ft area to slow enemies.
63–68Tribal HeirloomsA Neanderthal Ceremonial Mask. Grants +2 to Charisma checks when dealing with primitive tribes.
69–73Magic: Weapon"The Fang of the World": A +1 dagger made from a Dragon’s tooth. Deals +1d6 acid damage to reptilian foes.
74–79Magic: ArmorAnkylosaurus Plate: +2 Breastplate made of natural osteoderms. Light enough to not count as Heavy Armor.
80–85ConsumablesFermented Jungle Berry Juice. Functions as a Potion of Heroism but causes a -2 to Dexterity for 1 hour.
86–90Rare MineralA Meteoritic Iron Ore chunk. Unworked, but a master blacksmith could forge a weapon that bypasses magic resistance.
91–95Mount/PetA Pteranodon Egg. Intact and warm. Could be hatched and trained with a successful Handle Animal check (CL 10).
96–99Ancient RelicThe Sun-Stone Tablet. An ancient map etched in stone showing a hidden "Valley of the Gods."
100LegendaryThe Heart of the Volcano: A red ruby the size of a fist. It radiates heat and acts as a Ring of Fire Resistance while held.

Special Property: The "Fragile" Keyword

In a prehistoric Castles & Crusades game, many items (especially obsidian and bone) are sharper than steel but less durable.

Fragile Rule: If a player rolls a Natural 1 on an attack roll with an obsidian or bone weapon, the weapon must make a Saving Throw (CL 5) or shatter, becoming useless.

Masterwork Primitive Gear

If you want to reward players without using "Magic," offer Masterwork Primitive items:

  • Knapped Obsidian Edge: +1 to Damage (but still Fragile).

  • Dire-Wolf Fur Lining: +1 to AC against non-magical projectiles.

  • Fire-Hardened Wood: +2 to the weapon's Saving Throw against breaking.

In Castles & Crusades, a legendary item like The Heart of the Volcano is more than just a stat-booster; it is a "Lore Item" that can drive an entire campaign arc.


The Heart of the Volcano

Type: Legendary Wondrous Item (Artifact) Weight: 5 lbs. (Size of a human heart)

Backstory: The Blood of the Fire-God

Legends of the Sun-Eaters (a lost clan of proto-humans) speak of a time when the sky turned black for a generation. To keep their people from freezing, the clan’s High Shaman journeyed into the bowels of the Great Smoking Maw—the world's most active volcano.

It is said the Shaman did not find a stone, but a drop of blood shed by a Fire Giant or a primordial deity during the world's creation. He encased the liquid fire in a shell of volcanic glass (obsidian) to carry it home. The stone saved his people, but its heat eventually consumed the Shaman from the inside out. When the clan vanished, the Heart remained, hidden in a temple of basalt and ash.


Artifact Powers (C&C SIEGE Engine)

The Heart is a double-edged sword, pulsing with a low, rhythmic thrumming sound.

  • Radiant Warmth: The holder and all allies within 30 feet are immune to the effects of extreme cold.

  • Flame’s Protection: The holder gains Fire Resistance (half damage from fire-based attacks).

  • Primal Command: Once per day, the wielder may cast Wall of Fire or Fireball (CL 10).

  • The Price of Heat (The Curse): Every time a "Primal Command" power is used, the wielder must make a Constitution Save (CL 8). Failure results in 1d6 permanent HP loss as their blood begins to "simmer." This HP can only be restored by a Greater Restoration or by submerging the wielder in a glacial lake for 24 hours.


Quest Hooks

1. The Frozen Migration A massive ice shelf is moving south, threatening to crush the last remaining Neanderthal village. The village elder claims only the "Heart" can melt the path forward and save his people. The party must race against the encroaching ice to find the stone.

2. The Fire-Cult’s Resurrection A group of fanatical Fire Giant kin has occupied the Smoking Maw. They seek the Heart to ignite a dormant volcano, intending to wipe out the surrounding "green lands" to create a new empire of ash. The party is hired by a panicked Druid circle to steal the stone before the ritual is completed.

3. The Burden of the Bearer The party finds the stone in the hands of a dying explorer. He begs them to return it to the Altar of Deep Earth because the stone is "waking up." As they travel, the stone grows hotter and heavier, attracting fire-elemental predators and causing the ground to smoke wherever they camp.


Visualizing the Heart

The gem is a deep, translucent crimson. At its center, a flickering orange light dances, looking less like a reflection and more like a trapped, living flame. When held, you don't just feel heat—you feel a heartbeat.

 To protect an artifact as powerful as the Heart of the Volcano, the environment itself has birthed a guardian. This creature is a Magma-Infused Smilodon, a prehistoric apex predator fused with the elemental fury of the earth.

The Cinder-Tooth (Guardian of the Heart)

This massive saber-toothed cat is composed of blackened, cracked basalt. Glowing orange lava seeps from its joints like blood, and its six-inch fangs are translucent, glowing daggers of superheated obsidian.

HD: 9d10 (60 hp)

AC: 20 (Magma-hardened stone hide)

Attacks: 2 Claws (1d8 + 4), 1 Bite (2d10 + 4)


Special Abilities (SIEGE Engine)

  • Heat Aura: Any creature starting its turn in a melee engagement (within 5 ft) of the Cinder-Tooth takes 1d6 fire damage from the intense heat radiating from its body.

  • Searing Bite: On a successful bite attack, the target must make a Constitution Save (CL 9). Failure indicates the obsidian fangs have cauterized the wound, preventing any magical healing on that wound until the "magical sear" is removed via Purify Food & Drink or a successful Wisdom (First Aid) check (CL 9).

  • Lava Breath (Recharge 5–6): The Cinder-Tooth exhales a 20-ft cone of molten ash. Targets take 6d6 fire damage (Dexterity Save, CL 9, for half). The area becomes "Difficult Terrain" for 3 rounds as the lava cools.

  • Death Throes: When the Cinder-Tooth reaches 0 HP, it doesn't just die; it shatters. All creatures within 15 ft must make a Dexterity Save (CL 9) or take 3d6 piercing damage from exploding basalt shards.


Combat Tactics

  1. Stalking the Heat: The Cinder-Tooth is invisible to infravision because its body matches the ambient temperature of the volcanic cavern. It prefers to Surprise the party (CL 5 to detect).

  2. Melting the Steel: If a player hits the Cinder-Tooth with a non-magical metal weapon, they must make a Strength Save (CL 4). On a failure, the weapon becomes warped by the heat, taking a permanent and cumulative -1 penalty to damage.

  3. The Heart's Resonance: While within 30 feet of the Heart of the Volcano, the Cinder-Tooth regens 5 HP per round. To kill it, the party may need to move the Heart away from the Guardian or vice versa.


CK Meta-Note: Challenge Level

  • For Level 5 Parties: This is a "Boss" encounter. Ensure the players have a way to deal cold damage, which should slow the creature (reducing its AC by 2 and removing its Lava Breath for 1 round).

  • For Level 8 Parties: Add 2–3 Lesser Magma Cats (4 HD, no breath weapon) to flank the players while the Cinder-Tooth focuses on the primary spellcaster.

 


Wednesday, January 14, 2026

D100 Inner Earth Encounters Table for Castles & Crusades, Xul’Abas the Ossified NPC, New Monster Ossified Ghoul (Undead), & New Dungeon - The Echoing Sepulcher

 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

d100Encounter TypeDescription
01-02EnvironmentalSulfur Pocket. Strong fumes require a Constitution (Physical) save or characters are Sickened (–2 to rolls) for 1 hour.
03-04Creature1d6 Stirges. They cling to the ceiling like leathery fruit before dropping.
05-06Creature2d4 Goblins. Scouting for a nearby warband; they will flee to alert others if outmatched.
07-08NPCDwarven Prospector. A lone miner named Thrain looking for "Star-Iron." He offers info for fresh water.
09-10HazardSlippery Scree. A steep incline requiring a Dexterity (Physical) save to avoid sliding 40ft into a lower pit.
11-12Creature1d3 Giant Centipedes. Hiding in a pile of refuse or a discarded corpse.
13-14DiscoveryBioluminescent Fungi. A beautiful grove of blue mushrooms that provides "dim" light for 60ft.
15-16Creature1 Gray Ooze. Appears as a wet patch of stone; targets the party’s metal armor first.
17-18NPCDeep Gnome (Svirfneblin). Hiding using Non-detection. He is tracking a dangerous beast and warns the party.
19-20EnvironmentalEchoing Chamber. All noise is amplified. Checks to avoid being heard are made at CL +4.
21-22Creature1d4 Darkmantles. They look like stalactites. Wisdom (Mental) save to notice before they drop.
23-24Creature2d6 Giant Rats. Starving and desperate; they will attack even a well-armed party.
25-26DiscoveryAncient Way-marker. A stone pillar with Draconic runes pointing toward "The Sunless Sea."
27-28HazardMethane Leak. Any open flame (torches) has a 1-in-6 chance of causing a small explosion ($2d6$ fire damage).
29-30Creature1 Ogre. A mutated, pale-skinned brute chewing on a giant lizard’s tail.
31-32Creature1d4 Bugbears. Setting up an ambush behind a narrow chokepoint.
33-34NPCLost Surface Adventurer. A lone survivor of a previous party, now insane and babbling about "the eyes in the walls."
35-36EnvironmentalNarrow Squeeze. The tunnel narrows significantly. Large/Armored characters must spend 1 turn shimmying through.
37-38Creature1 Carrion Crawler. Scavenging a pile of bones. Its tentacles cause paralysis.
39-40DiscoveryAbandoned Camp. 1d4 days old. Contains 1d6 days of rations and a discarded, rusted shortsword.
41-42Creature1d6 Piercers. Waiting above a narrow passage.
43-44Creature2d4 Kobolds. Guarding a "toll bridge" over a deep chasm. Demand 10gp per head.
45-46HazardMagnetic Ore. Metal weapons/armor feel heavy. –1 to hit and AC while in this 50ft radius.
47-48Creature1 Hook Horror. Scraping its hooks against the stone to lure prey.
49-50DiscoveryUnderground Spring. The water is pure but freezing cold. Excellent for refilling supplies.
51-52Creature1 Gelatinous Cube. Perfectly clear; requires a Wisdom (Mental) check to notice in a 10ft hallway.
53-54Creature1d3 Rust Monsters. They ignore the players and go straight for the Fighter’s plate mail.
55-56EnvironmentalHeat Vent. The temperature rises to 110°F. Characters without water must make a Constitution save or take 1 Exhaustion.
57-58NPCShadow Elf (Drow) Patrol. 1d6 scouts. They do not want a fight, but will shadow the party for hours.
59-60Creature1 Black Pudding. Slowly oozing from a crack in the ceiling.
61-62DiscoveryPetrified Giant. A 15ft stone statue of a Hill Giant. It looks too lifelike to be a carving.
63-64Creature1d4 Shadows. Lingering near an old burial cairn.
65-66HazardQuake/Tremor. Everyone must make a Dexterity save or be knocked prone; 1-in-10 chance of a ceiling collapse.
67-68Creature1 Roper. Disguised as a large stalagmite near a treasure chest (the bait).
69-70Creature1d3 Trolls. Hiding in a damp cave filled with rotting meat.
71-72DiscoveryCrystal Geode. A wall of amethyst. Worth 500gp if the party spends 4 hours mining it (risks more encounters).
73-74NPCMerchant Caravan. 1d4 Duergar on giant lizards. They sell "Mushroom Ale" and "Stone-bread."
75-76Creature1 Chimera. A stray beast that wandered down from the upper caves.
77-78EnvironmentalSilent Zone. A 30ft area where no sound can be made. Spells with verbal components fail automatically.
79-80Creature1 Purple Worm (Juvenile). 8 HD. It bursts through the wall, creating a new tunnel.
81-82Creature1d4 Wraiths. Ancient guardians of a forgotten tomb.
83-84DiscoveryStatue of Orcus. A defaced altar. A Charisma (Mental) save is needed to avoid a lingering curse.
85-86Creature1 Cloaker. Hanging on a wall like a discarded leather cloak.
87-88Creature1 Behir. It views the party as an appetizer before its "main meal" (a dragon).
89-90HazardVoid Crevice. A crack that leads to the Ethereal Plane. Ghostly hands reach out to grab at ankles.
91-92Creature1 Mind Flayer (Illithid). Searching for a thrall. It will try to use Mind Blast and retreat if hurt.
93-94DiscoveryLost Vault. A sealed stone door. Requires a Strength (Physical) check of 20+ to force open.
95-96Creature1 Stone Giant. Meditating. He will only speak if the party offers a rare gemstone.
97-98Creature1 Dracolich (Young). A terrifying undead dragon guarding a bridge of bone.
99SpecialThe Gate. A shimmering portal leading to the Elemental Plane of Earth.
00UltimateThe 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.

    StatValue
    Hit Dice3d8 (Large HD)
    Armor Class16
    Move20 ft.
    Attacks2 Claws ($1d4$), 1 Bite ($1d6$)
    SpecialParalysis, Calcifying Bite, Undead, Resistance
    SavesPhysical (Prime)
    AlignmentLawful Evil
    Challenge Level4

    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

SenseExperience
SightPale whites, translucent grays, and the occasional spark of purple amethyst.
SoundHigh-pitched "singing" from the wind through the crystals; the grinding of stone.
SmellChalky, dry, and metallic—like a blacksmith's shop after the forge has cooled.
TouchA 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

d100Treasure ItemValue / Description
01-05Loose Silver2d100 thin, hand-stamped silver coins from a fallen empire.
06-10Golden TorcA heavy neck-ring of braided gold. Worth 150gp.
11-13Obsidian IdolA squat, hideous carving of a spider-god. Worth 300gp to cultists.
14-16Tiger-Eye Gems1d6 polished stones found in a silk pouch. 50gp each.
17-19Ivory ScrimshawA mammoth tusk carved with a map of the Inner Earth. Worth 400gp.
20-22Ancient Wine3 amphorae of "Black Wine" from Xylos. Potent, worth 100gp each.
23-25Jeweled PommelA ruby-encrusted hilt from a shattered greatsword. Worth 600gp.
26-28Silk TapestryDepicts a forgotten queen; bulky but worth 500gp to a collector.
29-31Silver MirrorHighly polished; shows the viewer as they will look when they die. Worth 200gp.
32-34Copper Ingots10 heavy bars stamped with a merchant's seal. 10gp each (Heavy!).
35-37Lapis Lazuli BowlDeep blue and cold to the touch. Worth 120gp.
38-40Bag of Lotus Dust1d4 doses of Yellow Lotus. Grants visions but is highly addictive.
41-43Amber NecklaceContains a prehistoric wasp. Worth 250gp.
44-46Ceremonial MaskBeaten gold with emerald eyes. Worth 800gp.
47-49Bronze GreavesElaborately etched with scenes of battle. Worth 75gp.
50-52Scroll of SkinHuman parchment; contains a random 2nd-level Wizard spell.
53-55Alchemical Mercury3 vials of shimmering liquid. Essential for crafting. Worth 150gp.
56-58Ebony StatuetteA lithe warrior woman. If broken, releases a Shadow.
59-61Mithral Chain LinkA small bag of links. Can be sold for 300gp.
62-64Serpent RingAn emerald snake that bites its own tail. +1 to saves vs. Poison.
65-67Incense of Irem5 sticks of blue incense. Calms animals in a 30ft radius.
68-70Star-Iron OreA heavy, magnetic black rock. Worth 500gp to a Master Smith.
71-73Casket of SpicesSaffron and Cinnamon. Worth their weight in gold (600gp total).
74-76Opal DiademFound on a skeletal priestess. Worth 1,200gp.
77-79Iron Bound TomeA wizard's diary. Contains secrets of the "Echoing Sepulcher."
80-82Whistle of BoneCarved from a dragon’s tooth. Summons 1d4 Giant Bats.
83-85Phial of Lich-DustUsed to paralyze foes (as per Ghoul touch). 2 doses.
86-88Glass DaggerMade of volcanic glass. +1 to hit, breaks on a natural 1.
89-91Cloak of Giant Bat SkinGrants +4 to Stealth in darkness.
92-94King’s RansomA chest containing 2,000gp in assorted ancient coins.
95-97The Sun-GemA fist-sized diamond that glows in the presence of Undead.
98-99Sorcerer’s StaffA blackened oak staff. Can cast Fireball 1/day (6d6).
00ArtifactThe 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.

d20ResultOutcome
1The Dark CellYou wake up in a dungeon. You’ve been stripped of all equipment. You are charged with a crime you (probably) committed.
2-3Gambling DebtYou lost more than you had. You owe a local crime lord or a crooked merchant 2d6 x 100gp. They expect payment or a "favor."
4-5Magical BlightYou drank something strange. You are under the effect of a random 1st-level curse or have turned a strange color.
6-7The Wrong CrowdYou wake up in a different city or a deeper layer of the Earth with no memory of how you got there.
8-9Brawl SurvivorYou started a riot. You have –2 to Charisma checks in this city until you pay for the damages ($3d6 \times 10$ gp).
10-11New RivalYou insulted a high-ranking official or a rival adventurer. They are now actively plotting against you.
12-13Fuzzy MemoryYou woke up with a strange map tattooed on your arm. It leads to a "guaranteed" treasure... or a trap.
14-15Local HeroYou were the life of the party! You gain a +1 bonus to Charisma checks in this specific town for one month.
16-17The Romantic InterestYou are now "engaged" to someone influential. They (or their family) take this very seriously.
18-19Deep ConnectionsYou befriended a master thief or black-market dealer. They will sell you "restricted" items at a 10% discount.
20Inner Earth LegendStories 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.