Saturday, 2 May 2026

Kriegenstadt Castle - A Keep on a different Borderland




Inland from Kamminer Bay, not far from Isoldur Village and on a hill rising up from the southern bank of the Forton River there is Kriegenstadt Castle. This is a fortress controlled by the Heldannic Knights with two main functions. Firstly it is a bastion of the Heldannic Knights against their foes, both chaotic humanoids and also Heldanner rebels and freedom fighters. Secondly it is a high-security prison that has become a lot more busy since the subjugation of Landfall by the Knights. Although the knights don’t often take prisoners, they sometimes take hostages to ensure compliance, and also those the knights want to interrogate, typically prisoners with information about the knights’ enemies. None have escaped from the castle, and only a few have been released alive and well. 

Borderland Protection

Kriegenstadt Castle was originally built about 100 years ago by a Heldanner nobleman who governed swathes of northern Heldannic Freeholds. His holdings were raided by orc and bugbear tribes from the Hettafjall mountains, so he built the castle as a military base from which to launch counterattacks and also provide safe haven for his subjects within the area. When the Knights of Vanya invaded the Freeholds in 950AC this nobleman’s son, who was never keen on the castle anyway, decided to leave for Landfall. The knights found the castle mostly abandoned and promptly took it over. 

Since then the castle has still served its original purpose as  orcs of the Gnass-Dol tribe and the Suth-Vlak bugbears continued to harass human settlements regardless of the new rulers. The local villages have some farms but tend to focus on herding sheep, cattle and horses, all of which are excellent meals for orcs and bugbears. Hettafjall hill giants and trolls have also been known to accompany these raids on the off chance of picking up tasty morsels. The knights will often launch counter-raids into tribal territories to kill their warriors and drive the survivors deeper into the mountainous wilderness. 

A new foe has also emerged - Heldanner freedom fighters, the successors to the original freeholders. Of course the rebels are sensible enough not to attack the castle directly, but harassing patrols and supply caravans with hit-and-run tactics has become quite common. As well as strengthening these targets with additional troops, the knights are also trying to track the freedom fighters down to their bases in the wilderness, trap them and then destroy them. 

There are several civilian settlements nearby including Isodur village and these are often the targets of humanoid and bandit raids. However, the knights do not allow these civilians to seek shelter within the castle - they are not trusted and the knights believe that rebel sympathisers may enter the castle on the pretext of seeking sanctuary, and then gather information on castle defences and activities. As such, Isodur village has had to develop its own defences (currently a ditch and wooden palisade) and nearby farmsteaders have learned to seek safety in Isodur rather than being turned away at the castle gates.   

There is an inn immediately outside the castle, the Crusaders Rest. Although perhaps more vulnerable to raiders and monsters, it is the only place in the keep’s vicinity where the knights will allow adventurers to stay. Some of these adventurers are after humanoid loot and will launch expeditions against the orcs, bugbears and trolls - thus Kriegenstadt plays a similar role to other bases of adventurers such as Castellan Keep in northern Karameikos. Other adventurers take a darker path and have put their unorthodox methods to finding and killing Heldanner freedom fighters on behalf of the knights. Although the knights appreciate this enough to pay a bounty for heldanner heads (10gp each!), many folks outside of the Knights are more sympathetic to the Heldanners and regards such mercenary adventurers as no better than assassins. Other folk also appear at the Crusaders' Rest and as it is at least nominally a non-military establishment anyone can come and go. Heldannic traders bringing supplies will stay here (useful for selling loot from adventures) and it is also where some espionage takes place - both agents of the Knights and the free Heldanners sometimes hang out here trying to gather information without being identified. Traders from both Oceansend and the Northern Reaches (particularly Vestland) occasionally turn up here though since the miltary operation in Landfall there have been no traders from that city. 

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The Prison

The cellars of Kriegenstadt were already extensive before the knights came along but they expanded them further and used enslaved locals to turn the subterranean parts of the castle into a prison complex. The quality of the cells vary considerably from the almost decent to the absolutely squalid. The two main groups of prisoners are hostages (who tend to be treated slightly better - after all it becomes awkward if a hostage dies accidentally or from neglect) and suspects with information for whom horrible accommodation is part of their torture. 

Although there are similar prisons in other strongholds of the knights, particularly Freiberg, Altendorf and Hockstein, Kreigenstadt’s closeness to Landfall has meant a sudden rise in prisoners since the subjugation of that previously free city.  The city itself is not considered safe and under control enough by the knights to keep valuable prisoners there, so Kriegenstadt is both close enough and secure enough to be the best option. Although there are 50 cells, the knights have recently taken to doubling or trebling up cell mates so currently there are probably 140 or so prisoners - the knights are reluctant to divulge exact numbers or names of who might be there. 

The Garrison

The castle holds 480 troops, of whom 70 are knights and squires and another 30 are clerics of Vanya. The rank and file are organised into 7 companies of 55 men each, composed of 48 soldiers (F1), 4 sergeants (F2-3), 1 lieutenant (F3), a captain (F4) and a company chaplain (C3). Their equipment varies with their roles but they are usually heavy infantry (chain mail, spear, sword, shield) or crossbowers (light crossbow, chain mail, sword, 20 bolts)

The  knights are organised into7 x 10-man Lances of 4 squires (F1-2), 4 knights (F3), 1 Knight Bachelor (F5-6) and 1 Knight Chaplain (C4-5), and are always equipped as heavy cavalry (banded armour for squires, plate mail for knights and above, with shield, sword, lance and warhorse). 

Saturday, 25 April 2026

Mutated Dinosaurs of Davania

On an Alphatian expedition to Davania, the mages of the Skyship Glory of Aar, set off from the flying city Aalthir, as it hovered over the Thyatian town of Cittinova. One of the aims of the expedition was to catalogue and observe the monsters and wildlife of Davania. They flew south beyond Herakanthia and deep into the jungle. While they initially observed many natural dinosaurs, including Brontosaurus, Triceratops, Ankylosaurus and the infamous Tyrannosaurus, when they passed beyond the Ruins of Ervvos they noticed dinosaurs that were anything but normal. Members of the Alphatian expedition agreed that this was the result of experimentation, perhaps one of their countrymen, though nobody knew which wizard might be responsible for these magically mutated dinosaurs. Others have suggested these might have been the result of alchemical enhancement of dinosaurs by pre-human sorcerers such as serpent-men of the Mogreth empire or perhaps the even more ancient Carnifex empire.   

Spewing Baryonx

Armour Class7
Hit Dice8+8*
Avg. Hit Points44
Movement150ft/Swim 90ft
THAC012
Attacks1 bite/2 claws
Damage2d10/1d8/1d8
No. Appearing1
Morale8
Save AsF4
AlignmentNeutral
Intelligence2 (animal)
Size & TypeHuge Animal
XP Value1100
The Spewing Baryonx is a dweller of tropical swamps, rivers and lakesides. It is a piscivore and carnivore, eating most animals smaller than itself, which includes humans - an adult Baryonyx is typically 30ft long and 10ft tall.  It has two prominent sacs on either side of its upper throat - these generate acidic digestive juices, and once per day the Baryonyx lives up to its name as it spews this caustic saliva at opponents that do not die quickly to its claws and jaws. The acid forms a line 20ft long and any creature in this line must save vs dragons breath or suffer 4d8 acid damage. Those that succeed only take half damage. 

Sapient Dakotaraptor

Armour Class7
Hit Dice4+4
Avg. Hit Points22
Movement180ft
THAC015
Attacks2 claws/1 bite
Damage1d4/1d4/2d6
No. Appearing3d4
Morale8
Save AsF4
AlignmentChaotic
Intelligence6-8 (Low)
Size & TypeLarge Animal
XP Value125
The Sapient Dakotaraptor is a relative of the better-known Velociraptor and Deinonychus but larger, standing as tall as a man and nearly as intelligent. They have formed a basic language of whistles and cawing like crows, and can form sophisticated societies as well as very cunning tactics when hunting, usually as a pack. They initially attack with their front claws and teeth, but if both front claws hit an opponent then the dakotaraptor has grasped hold of the opponent, and it will then attack with its bite (same damage but at +4 to hit) and with its raking hind claw (again +4 to hit and for 2d8 slashing damage per hit). Dakotaraptors have a basic tribal society and hunting packs will communicate with each other to establish territory, hunting rights and to attract females from other packs in the mating season. However Dakotaraptors are not interested in talking to other intelligent beings - if it isn't a raptor, it is potential prey. 


Bellowing Dreadnoughtus 

Armour Class5
Hit Dice30
Avg. Hit Points135
Movement120ft
THAC010
Attacks1 tail swipe or 1 trample
Damage2d12 or 4d10
No. Appearing1d10
Morale10
Save AsF12
AlignmentNeutral
Intelligence2 (animal)
Size & TypeGargantuan Animal
XP Value3000
The Bellowing Dreadnoughtus is one of the largest dinosaurs seen in Davania, rivalling Brachiosaurus and towering over even Brontosaurus. The Bellowing Dreadnoughtus is recognisable from other sauropods due to the two rows of air sacs protruding down both sides of its neck.When agitated or angry, or sometimes as part of a mating display, the Dreadnoughtus will inflate these in one round and the next round exhale the air as a deafening roar. All creatures within 40ft that are not dreadnoughtuses must suffer 2d10 damage and must save vs paralysis or be deafened for 1d10 hours. The dreadnoughtus may also try to trample on any creature at its front, its massive weight inflicting 4d10 damage on a successful hit, while creatures to its rear are apt to get slapped by its big muscular tail. Dreadnoughtuses are herbivores, browsing on the tall trees of Davania and moving around in small family herds. Baby and subadult dreadnoughtuses may have fewer than the full 30hd and do proportionately less damage.  

Long-tongued Megalosaurus 

Armour Class

5

Hit Dice

10

Avg. Hit Points

45

Movement

150ft

THAC0

10

Attacks

2 claws/1 bite or 1 tongue

Damage

1d4/1d4/2d8 or special

No. Appearing

1

Morale

10

Save As

F5

Alignment

Neutral

Intelligence

2 (animal)

Size & Type

Huge Animal

XP Value

900

These are ambush predators that tend to hunt alone. Their skin is a dappled green that blends in with vegetation and while in jungles or forests they surprise other creatures on 1-3 on d6. Similar to chameleons and giant toads, long-tongued megalosauruses have long muscular tongues with sticky grabbing ends that they use to catch prey and drag it towards them. Their tongues can reach up to 20ft from the dinosaur and on a successful hit can grab and pull any target of Large size or smaller. The Megalosaurus can bite any creature captured by its tongue at +4 to hit. Although it can only grab one creature at a time, the tongue stays attached to the target until either the Megalosaurus decides to let go or is killed, during which time the +4 to hit the grabbed target still applies. 
Megalosauruses prefer dense jungle where they have a chance to grab prey before they are detected, and will go after almost anything smaller than themselves, including humanoids such as elves, humans, rakastas and bugbears. These big predators only avoid the largest carnivorous dinosaurs such as Tyrannosaurus and Allosaurus. 

Scorpion-tailed Pinacosaurus 

Armour Class

3

Hit Dice

9+9

Avg. Hit Points

50

Movement

90ft

THAC0

12

Attacks

1 tail club/possible side spikes

Damage

2d10 + paralysis/1d8

No. Appearing

1d10

Morale

10

Save As

F5

Alignment

Neutral

Intelligence

2 (animal)

Size & Type

Large Animal

XP Value

900

These ornery herbivores are covered in armoured plates and spikes - any creature engaging them in melee must make a save vs wands or be attacked by side spikes (usual to hit roll) for 1d8 damage. Note that the side spikes are a passive thing and the Pinacosaurus does not need to be alert for the attacker to impale themselves. The spiked tail club is very much under conscious control, and the Pinacosaurus’s tail is long and flexible enough that the club can reach over and hit creatures to the Pinacosaurus’s front. Anyone hit by the tail club will take the usual 2d10 piercing damage as well as make a saving throw vs paralysis or be paralysed for 1d6 turns by a toxin exuded from glands on the tail.  
Pinacosauruses are a bit like rhinos and buffalos - they are grazers but they will defend themselves without hesitation, and may become hostile towards creatures they are not sure about. They are found in small herds, typically in light forests and savannah where there is a range of plants to graze on.  They are tolerant of other herbivorous dinosaurs that they recognise as not threats and sometimes mingle with stegosauruses or triceratopses. 

Scintillating Spinosaurus 

source

Armour Class

6

Hit Dice

12

Avg. Hit Points

55

Movement

120ft/swim 120ft

THAC0

10

Attacks

1 bite

Damage

3d8

No. Appearing

1 or 1d4

Morale

7

Save As

F6

Alignment

Neutral

Intelligence

3-4 (semi)

Size & Type

Huge Animal

XP Value

2300

These are amphibious predators - usually fish-eating but they can vary their diet with humanoids or other small prey. They are found in swamps, rivers and lakes of Davania and are usually solitary except during the breeding season when they are in small family groups. The most outstanding feature of the Spinosaurus is its sail along its back, which is multicoloured and can change colour like a cuttlefish or chameleon. If the Spinosaurus wants to, it can generate a hypnotic pattern on its sail and any creature seeing it must make a save vs Spells or else be entranced for 1d6 rounds during which it will stand still and not attack (and PCs cannot cast spells or speak). Note that this effect is broken if the entranced creature is attacked (usually by the Spinosaurus) or else becomes affected by another significant effect such as drowning.