Jan 15 2009
Castles & Crusades Encounter: “None Shall Pass…”
The path breaks away from the woods to show a very small stream ahead, no more than five feet across at the widest point. The path leads to a small bridge across the stream, just wide enough for a cart or wagon. Standing astride the small bridge is a figure in black full plate armor. His face is completely obscured by the horned helmet he wears, and his gauntleted hands rest on the pommel of a greatsword which has its point in the wood of the bridge. Nearby, on the same side of the stream, is a small campsite, including a burlap tent, that looks like it has been in use for some time. As you approach, the guardian of the bridge shows no signs of stepping aside…
This is an encounter written for use with the Castles & Crusades game system. It’s intended for low level characters, but with some modification could be used for more experienced parties of adventurers. This encounter is also meant to take place in the daytime.
Indeed, the armor-clad figure guarding the bridge has no intention of letting anyone cross it, and he will say so in short and simple terms (refer to the title). If anyone tries to cross, he will attack ferociously, and fight to his last breath. If the PCs try to engage him in conversation, he will be unresponsive. He will also accept no offers of money or valuables to stand aside.
The stream is indeed tiny, and presents no real obstacle to unarmored and lightly encumbered individuals. To cross it requires a Level 1 Strength save, while those with heavy armor may need a level 3 or 4 save. Horses can jump the stream easily. The guardian of the bridge will make no attempt to stop someone who crosses the stream this way- he only cares about the bridge. It is entirely possible for the party to circumvent this imposing warrior completely, and be on their way unmolested. That is, unless they posses a cart or a wagon, in which case the bridge will be necessary.
Smart players may stop to question this, and wonder why he guards the bridge so fervently but is willing to let anyone cross the stream with no trouble. Any attempt to read his thoughts will reveal that he cannot remember who he is, or how he came to be here, or even why he must guard the bridge in the first place. While a charm person spell may make him slightly more talkative, it will not make him step aside to allow the party to pass. For them to use the bridge, he must be forcibly dealt with.
The Guardian of the Bridge
Human Fighter, Lvl 5, AL lawful evil
AC 19 (full plate)
Attack: Greatsword +2 (+8 atk, 2d6+4 dmg)
Str 14 (prime), Dex 13 (prime), Con 13 (prime), Int 12, Wis 8, Cha 13
Treasure: 350gp in his pack, hidden under the bridge.
Magic Items: Greatsword +2, Potion of Remove Curse.
However, there is another way. If the PCs wait until sunset, the guardian will suddenly leave his post and retire to his small camp by the stream. He will take off his armor, prepare himself a meal, eat it silently, and then fall asleep in his tent. Once he has stepped away from the bridge, anyone can pass as they see fit, and he will make no attempt to stop them. Indeed, local farmers and merchants will begin to show up around sunset to use the bridge. Throughout the night, anyone can cross as they please, but once the sun begins to rise, the guardian rises from his tent, has a morning meal, dons his armaments, and takes up his position on the bridge. If the PCs are intrigued enough to wait around for some time, every week or so, a seedy-looking merchant will come by to sell the guardian food at an outrageous price. The guardian doesn’t haggle and just pays the price for the supplies.
The warrior goes through his odd routine because he is the victim of a curse. His name is Kersch Hagan, and some time ago he had a love affair with a powerful but vindictive sorceress. In the end, he jilted her for a younger woman, and the sorceress cursed him to guard the bridge where they originally met until the day he died. Ironically, Kersch has been carrying a potion that would remove the curse for months now, only he is not aware of what the potion does, nor does the curse allow him enough clarity of thought to ask a passing wizard about it.
If the PCs are intrigued enough to investigate this strange guardian, and go as far as to remove the curse, Kersch will offer up his (insincere) gratitude, and offer to accompany the party on their travels as gratitude for his freedom. In actuality, Kersch will betray the party at first opportunity, steal their valuables, and go off to seek vengeance on the former lover who cursed him. The Castle Keeper should keep in mind that the curse in no way masks the guardian’s alignment, so he will always radiate evil if they think to check for it.
Tips for the Castle Keeper:
- The guardian can be scaled up to match higher level PCs, although it is not recommended for him to be less than 5th level, as this makes him susceptible to a sleep spell. If he his scaled up, you might include something that will make him more resistant to spells of greater power.
- This encounter can be a simple combat, or can blossom into a small mystery. Let the PCs drive the action through their own choices.
- Remember that the air speed of an unladen swallow has no bearing at all on this situation.