Source Maps: Castles

Chillon: Adventure Material

The Garrison

The castle also houses numerous lower-level commoners that are responsible for the daily activities of the community. Further, there are troops stationed here that form the bulk of the force that patrols the surrounding lands and defends the castle itself.

There are 20 horsemen available to patrol the road, a mixture of third and fourth level human warriors. They live in the barracks, 13 on the 1st floor. Their horses are in the stables, 10 on the 1st floor. The lord’s horses are also kept in the stables. All of the horsemen are fanatic in their devotion to both Gish and Mardan. Only a threat to their horses can give them pause.

10 Junior Horsemen, Male Human Warrior 3: CR 2; Medium humanoid (human); HD 3d8; hp 17; Init +1; Spd 20 ft.; AC 20, touch 11, flat-footed 19; Base atk +3; Grapple +4; Atk +6 melee (1d8+1/x3, masterwork lance) or +5 melee (1d8+1/19-20, masterwork longsword); AL (C,L,N)E, CN; Sv Fort +3, Ref +2, Will +0; Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8.

Skills: Handle Animal +5, Intimidate +5, Ride +9.

Feats: Mounted Combat, Trample, Weapon Focus (lance).

Possessions: potion of cure light wounds, masterwork lance, masterwork longsword, full plate, light steel shield, 15 gp, belt pouch, light warhorse, leather barding.

Light Warhorse: AC 17, touch 10, flat-footed 17; Spd 60 ft., 40 ft. with armed & armored rider.

10 Senior Horsemen, Male Human Warrior 4: CR3; Medium humanoid; HD 4d8; hp 24; Init +1; Spd 20 ft.; AC 20, touch 11, flat-footed 19; Base atk +4; Grapple +6; Atk +8 melee (1d8+2/x3, masterwork lance) or +7 melee (1d8+2/19-20, masterwork longsword); AL (C,L,N)E, CN; Sv Fort +4, Ref +2, Will +0; Str 14, Dex 12, Con 11, Int 10, Wis 9, Cha 8.

Skills: Handle Animal +6, Intimidate +6, Ride +10.

Feats: Mounted Combat, Trample, Weapon Focus (lance).

Possessions: potion of cure moderate wounds, masterwork lance, masterwork longsword, full plate, light steel shield, 30 gp, belt pouch, heavy warhorse, chain shirt barding.

Heavy Warhorse: AC 18, touch 10, flat-footed 18; Spd 50 ft.

The rest of the Garrison includes forty crossbowmen and forty shieldbearers. Ten crossbowmen and ten shieldbearers live and work in the Guardroom (4 on the first floor) and the rooms above, while another ten crossbowmen and ten shieldbearers live in the rooms above the Gate Tower, 5 on the 1st floor. Ten more of each live in the South Tower, 6 on the 3rd floor, and the South-East Tower, 7 on the 3rd floor. When defending the walls, the shieldbearers carry a heavy wooden shield. When fighting in the open, they each carry a tower shield, and one shieldbearer accompanies one crossbowman. The idea is that a solid line of Shieldbearers forms for the crossbowmen to shelter behind. These foot soldiers live in such complete awe and terror of their officers that they willingly and fanatically fight to the death.

40 Crossbowmen, Male Human Warrior 2: CR 1; Medium humanoid (human); HD 2d8; hp 13; Init +1; Spd 20 ft.; AC 17, touch 11, flat-footed 16; Base atk +2; Grapple +3; Atk +4 ranged (1d8/19-20/, light crossbow) or +3 melee (1d8+1/19-20, longsword); AL (C,L,N)E, CN; Sv Fort +3, Ref +1, Will -1; Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8.

Skills: Climb -2, Intimidate +2, Jump -8, Ride +4, Swim -8.

Feats: Point Blank Shot, Weapon Focus (light crossbow).

Possessions: potion of cure light wounds, masterwork light crossbow, longsword, punching dagger, banded mail, 20 crossbow bolts, 10 gp, 10 sp, belt pouch.

40 Shieldbearers, Male Human Warrior 1: CR 1/2; Medium humanoid (human); HD 1d8; hp 8; Init +1; Spd 20 ft.; AC 19, touch 11, flat-footed 18; Base atk +1; Grapple +2; Atk +3 melee (1d8+1/19-20, longsword) or +3 melee (1d6+1/x3, shortspear) or +3 ranged (1d6+1/x3, shortspear); AL (C,L,N)E, LN; Sv Fort +2, Ref +1, Will -1; Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8.

Skills: Climb -4, Intimidate +2, Jump -10, Ride +4.

Feats: Weapon Focus (longsword) Weapon Focus (shortspear).

Possessions: potion of cure light wounds, longsword, shortspear, banded mail, heavy wooden shield, tower shield, belt pouch, 5 gp, 10 sp.

A third element of the forces found in the castle is the boats' crews. There are ten small galleys, each with 14 oars. They have one man to the oar, but as well as the 14 rowers there are the captain, the helmsman and four crossbowmen. When the boats are pulled up on the boat landing, the crews are accommodated in the East or West Wing, (13 or 14 on the 2nd level). If these rooms are too full the sailors are accommodated in the houses next to the Boat Landing. There are normally at least six boats out patrolling the lake at any one time. The boatmen are less well-equipped than the soldiers on land. This not too surprising, as Lord Graek is less immediately dependent on them for the defense of the castle. As well, he would not like Graggag to be overly tempted to attack the ships in hopes of gaining significant treasure.

140 Oarsmen, Male Human Warrior 1: CR 1/2; Medium humanoid (human); HD 1d8+1; hp 9; Init +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14; Base atk +1; Grapple +2; Atk +2 melee (1d6+1/19-20, short sword); AL (C,L,N)E, LN; Sv: Fort +3, Ref +0, Will +0; Str 13, Dex 10, Con 12, Int 8, Wis 10, Cha 9.

Skills: Intimidate +3, Swim +8.

Feats: Endurance, Skill Focus (Swim).

Possessions: short sword, masterwork studded leather, buckler, 5 gp, belt pouch.

40 Boat-Crossbowmen, Male Human Warrior 3: CR 2; Medium humanoid; HD 3d8+3; hp 21; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base atk +3; Grapple +4; Atk +6 ranged (1d8/19-20, masterwork light crossbow) or +5 melee (1d6+1/19-20, short sword); AL (C,L,N)E, LN; Sv Fort +4, Ref +2, Will +1; Str 13, Dex 13, Con 12, Int 10, Wis 10, Cha 9.

Skills: Intimidate +5, Spot +3, Swim +7.

Feats: Endurance, Skill Focus (Swim), Weapon Focus (light crossbow).

Possessions: masterwork light crossbow, masterwork studded leather, masterwork short sword, buckler, 20 bolts, 25 gp, belt pouch.

The helmsmen are specialists in boat maintenance and navigation. They also carry small supplies of potions of cure light wounds and healers’ kits to tend to their shipmates in the event of injury. Their knowledge of the giantish tongue makes them the usual spokespersons for the crews with respect to their merrow "allies."

10 Helmsmen, Male Human Expert 5: CR 4; Medium humanoid (human); HD 5d6; hp 20; Init +0; Spd 30 ft.; AC 15, touch 10, flat-footed 15; Base atk +3; Grapple +4; Atk +6 melee (1d6+1/x3, masterwork shortspear) or +5 ranged (1d6+1/x3, masterwork shortspear); AL (C,L,N)E, LN; Sv Fort +1, Ref +1, Will +5; Str 12, Dex 10, Con 10, Int 14, Wis 12, Cha 10.

Skills: Concentration +4, Craft (shipmaking) +10, Heal +9, Knowledge (nature) +10, Listen +9, Profession (sailor) +12, Search +6, Spot +9, Survival +9, Swim +9.

Feats: Shield Proficiency, Skill Focus (sailor), Weapon Focus (shortspear).

Languages: Aquan, Common, Giant.

Possessions: +1 studded leather, potion of cure moderate wounds, 3 potions of cure light wounds, potion of water breathing, masterwork shortspear, masterwork bucker, masterwork artisan's tools (shipmaking), healer's kit, 20 gp, belt pouch.

The captains wield +1 tridents that are both symbols of their station and gifts received from Graek upon their promotion to their current positions. They know not to use them as ranged weapons, and not to return to the castle (alive or dead) without them.

10 Captains, Male Human Warrior 6: CR 5; Medium humanoid (human); HD 6d8; hp 33; Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed 15; Base atk +6; Grapple +8; Atk +10 melee (1d8+3/19-20, +1 trident) or +8 ranged (1d8/19-20, masterwork crossbow); Full atk +10/+5 melee (1d8+3/19-20, +1 trident) or +8 ranged (1d8/19-20, masterwork crossbow); AL (C,L,N)E, LN; Sv Fort +5, Ref +3, Will +2; Str 14, Dex 12, Con 10, Int 10, Wis 10, Cha 14.

Skills: Bluff +9, Intimidate +9, Profession (sailor) +4, Swim +14.

Feats: Endurance, Persuasive, Skill Focus (swim), Weapon Focus (trident).

Possessions: +1 trident, +1 studded leather, potion of cure moderate wounds, masterwork light crossbow, masterwork bucker, 20 bolts, 20 gp, belt pouch.