This is a conversion of The Keep on the Borderlands to Third
Edition Dungeons and Dragons.
This is not a standalone work, specificly
this is a conversion of monster and character stats to fit the new
edition. You will still need to acquire the module for the maps
and descriptions of many of the characters. The original module
is ©1981 by TSR Hobbies, Inc. as is the image at the top
of this page.
Some license has been taken as I consider this module to
be a bit heavy on magic. Some of the +1 items are written up as
masterwork items. Also there was far too much use of plate mail
so I have branched into some of the other armour types. Some of
the characters have bent the rules a bit with respect to skills,
particularly the banker is not penalized cross-class for Profession
Banker. The Castellan is now a Paladin as it seemed appropriate.
Remember this was written for the original basic set and predates
First Edition.
Page 8. Areas of the Keep
- 1. Main Gate:
- Two men-at-arms
SZ M; HD 1d10; HP 7; Init: +4, Spd 20;
1:{ OOOOO OO } 2:{ OOOOO OO }
AC 16 (+6 Splint Mail);
Atk: Halberd +2 (+1 Base, +1 WF)(1d10, X3) May make trip attacks; Face 5ftx5ft; Reach 5ft.;
SV Fort +3, Ref +0, Will +0;
Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10; AL NG;
Skills: Listen +3, Spot +3, Search +1;
Feats: WF: Halberd, Alertness, Improved Initiative(+4 Init);
CR: 1
- 2. Flanking Towers:
- 4 Crossbowmen on each tower
SZ M; HD 1d10; HP 5; Init: 0, Spd 20;
Lt: 1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
Rt: 1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
AC 15/16 (+5 Chain Mail +1 Shield);
Atk:- Hvy Crossbow +2 (+1 base, +1 focus) (1d10, 19-20/X2) RI 120ft
- Longsword +2 (+1 base, +1 focus) (1d8, 19-20/X2); Face 5ftx5ft; Reach 5ft;
SV Fort +3, Ref +0, Will +0;
Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10; AL NG;
Skills: Listen +1, Spot +1, Search +1;
Feats: WF: Crossbow, WF: Longsword, Point Blank Shot (+1 with crossbow at up to 30ft);
CR: 1
- 12 Crossbowmen inside tower as above
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO } 5.{ OOOOO } 6.{ OOOOO }
7.{ OOOOO } 8.{ OOOOO } 9.{ OOOOO } 10.{ OOOOO } 11.{ OOOOO } 12.{ OOOOO }
- 8 Bowmen as above except substitute Longbow +2 (1d8, X3) RI 100ft
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO } 7.{ OOOOO } 18.{ OOOOO }
- 3. Entry Yard:
- Corporal of the Watch
SZ M; HD 2d10; HP 15; Init:+5, Spd 20;
{ OOOOO OOOOO OOOOO }
AC 18 (+7 Half Plate, +1 Shield, +1 Dex);
Atk: Longsword +6 (+2 base, +2 STR, +1 masterwork sword, +1 weapon focus) (1d8+2, 19-20/X2); Face 5ftx5ft; Reach 5ft;
SV Fort +3, Ref +1, Will +0;
Str 14(+2), Dex 12(+1), Con 11, Int 10, Wis 10, Cha 8(-1); AL NG;
Skills: Listen +2, Spot +2, Search +2, Ride +2;
Feats: Weapon Focus: Longsword, Improved Initiative(+4 Init), Mounted Combat(Use riding roll as AC for horse), Ride by attack(May move, attack, and move);
CR: 2
- Scribe, Abral
SZ M; HD 1d4; HP 2; Init: 0, Spd 30;
S.{ OO } W.{ OO }
AC 10; Atk: Dagger -1 (1d4, 19-20/X2); Face 5ftx5ft; Reach 5ft.;
SV Fort +0, Ref +0, Will +0;
Str 9(-1), Dex 10, Con 11, Int 14(+2), Wis 10, Cha 10; AL NG;
Skills: Craft (scribe) +2;
CR 1/4
- 4 men-at-arms
SZ M; HD 1d10; HP 6; Init:+4, Spd 20;
1.{ OOOOO O } 2.{ OOOOO O } 3.{ OOOOO O } 4.{ OOOOO O }
AC 16 (+6 Splint Mail);
Atk: Halberd +2 (+1 base, +1 weapon focus) (1d10, X3) May make trip attacks; Face 5ftx5ft; Reach 5ft.;
SV Fort +3, Ref +0, Will +0;
Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10; AL NG;
Skills: Listen +3, Spot +3, Search +1;
Feats: WF: Halberd, Alertness, Improved Initiative(+4 Init);
CR: 1
- 4. Common Stable:
- Lackeys,
SZ M; HD 1d8; HP 5; Init: 0, Spd 30; AC 10;
Atk: Various, treat as short spear +0 no range (1d8, X3); Face 5ftx5ft; Reach 5ft.;
SV Fort +0, Ref +0, Will +0;
Str 11, Dex 10, Con 11, Int 14(+2), Wis 10, Cha 10; AL NG;
Skills: Profession (Lackey) +2;
CR 1/2
- 5. Common Warehouse Nobody here
- 6. Bailiff's Tower
- Corporal of the Watch
SZ M; HD 3d10; HP 22; Init: +5, Spd 20;
{ OOOOO OOOOO OOOOO OOOOO OO }
AC 18 (+8 masterwork Half Plate, +1 Shield);
Atk:
- Longsword +6 (+3 base, +1 STR, +1 masterwork sword, +1 weapon focus) (1d8+1, 19-20/X2), Face 5ftx5ft; Reach 5ft;
- Longbow +5 (+3 base, +1 Dex, +1 weapon focus) (1d8, X3) RI 100ft;
SV Fort +3, Ref +2, Will +1;
Str 12(+1), Dex 12(+1), Con 11, Int 12(+1), Wis 10, Cha 12(+1); AL NG;
Skills: Listen +2, Spot +2, Search +2, Ride +5, Heal +1 1/2;
Feats: WF: Longsword, WF: Longbow, Improved Initiative(+4 Init), Mounted CombatUse riding roll as AC for horse), Ride by attack(May move, attack, and move);
CR:3;
Magic: 3 +1 Arrows
- 6 men-at-arms
SZ M; HD 1d10; HP 6; Init: +4, Spd 30;
1.{ OOOOO O } 2.{ OOOOO O } 3.{ OOOOO O } 4.{ OOOOO O } 5.{ OOOOO O } 6.{ OOOOO O }
AC 12 (+2 Leather Armour);
Atk: Halberd +2 (1d10, X3) May make trip attacks; Face 5ftx5ft; Reach 5ft.;
SV Fort +3, Ref +0, Will +0;
Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10; AL NG;
Skills: Listen +3, Spot +3, Search +1;
Feats: WF: Halberd, Alertness, Improved Initiative(+4 Init);
CR: 1
- 6 men-at-arms
SZ M; HD 1d10; HP 6; Init: 0, Spd 20;
1.{ OOOOO O } 2.{ OOOOO O } 3.{ OOOOO O } 4.{ OOOOO O } 5.{ OOOOO O } 6.{ OOOOO O }
AC 15 (+5 Chain Mail);
Atk:- Hvy Crossbow +2 (1d10, 19-20/X2) RI 120ft
- Longsword +2 (1d8, 19-20/X2); Face 5ftx5ft; Reach 5ft.;
SV Fort +3, Ref +0, Will +0;
Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10; AL NG;
Skills: Listen +3, Spot +3, Search +1;
Feats: WF: Crossbow, WF:longsword, Point Blank Shot(+1 up to 30ft wit Crossbow);
CR: 1
- 7. Private Apartments:
- a. Jewel Merchant
- Merchant and Wife, Tenë
SZ M; HD 1d4; HP 2; Init: 0, Spd 30;
M.{ OO } W.{ OO }
AC 10;
Atk: Dagger -1 (1d4, 19-20/X2); Face 5ftx5ft; Reach 5ft.;
SV Fort +0, Ref +0, Will +0;
Str 9(-1), Dex 10, Con 11, Int 14(+2), Wis 10, Cha 10; AL CG;
Skills: Craft (Gem Merchant) +4, Appraisal +8; CR 1/4
- two second level fighters
SZ M; HD 2d10; HP 15; Init: +5, Spd 20;
1.{ OOOOO OOOOO OOOOO } 2.{ OOOOO OOOOO OOOOO }
AC 17 (+1 DEX, +5 Chain Mail, +1 Shield);
Atk: Longsword +4 (+2 base,+1 STR,+1 weapon focus) (1d8+1, 19-20/X2); Face 5ftx5ft; Reach 5ft;
SV Fort +3, Ref +1, Will +0;
Str 12(+1), Dex 12(+1), Con 11, Int 10, Wis 10, Cha 8(-1); AL NG;
Skills: Listen +2, Spot +2, Search +2, Ride +2;
Feats: WF: Longsword, Improved Initiative(+4 Init), Combat Reflexes(May make Opportunity Attack versus all foes), Dodge;
CR: 2
- 2 Huge Dogs
SZ M; HD 2d8+4; HP 13; Init: +2, Spd 40;
1.{ OOOOO OOOOO OOO } 2.{ OOOOO OOOOO OOO }
AC 16 (+2 Dex, +4 natural);
Atk: Bite +3 ( 1d8+3 ); Face 5ftx5ft; Reach 5ft;
SV Fort +5, Ref +5, Will +1;
Str 15(+2), Dex 15(+2), Con 15(+2), Int 2(-4), Wis 12(+1), Cha 6(-2); AL N;
Skills: Listen +5, Spot +5, Swim +5, CR: 2
Page 9.
- Priests Quarters
- Priest
SZ M; HD 3d8; HP 17; Init: +5; Spd 20;
{ OOOOO OOOOO OOOOO OO }
AC: 22 (+1 Dex, +8 Full Plate, +1 Shield);
Atk: Mace +2 (+2 base,-1 STR, +1 masterclass mace) ( 1d8-1, X2 ); Face 5ftx5ft; Reach 5ft;
SV Fort +3, Ref +2, Will +5;
Str:9(-1), Dex:12(+1), Con:11, Int:14(+2), Wis:15(+2), Cha:15(+2); AL CE;
Skills: Concentration +6, Diplomacy +6, Knowledge (Religion) +6, Spellcraft +6, Disguise +4, Bluff +4,Sense Motive +4;
Feats: Enhanced Inititiative(+4 Init), Silent Spell,Still Spell;
Domains: Death (3d6 death touch) and Destruction ( +4 att bonus, +3 damage one attack);
Spells: DC: 12+Spell level
- Level 0: Guidance, Light, Resistance, Virtue
- Level 1: Bane, Command, Summon Monster I, Cause Fear
- Level 2: Death Knell, Darkness, Hold Person
Magic: Ring of Mind Shielding, Scroll of Silence 15' Radius and Hold Person
CR:4
- 2 Acolytes
SZ M; HD 1d8: Hp 5; Init: 0 ; Speed 20ft;
1.{ OOOOO } 2.{ OOOOO }
AC: 16 (+5 Chain, +1 Shield);
Atk: Mace +0 (1d8, X2); Face 5ftx5ft; Reach 5ft;
SV Fort +2, Ref +0, Will +2;
Str:11,Dex:10,Con:11,Int:12(+1),Wis:13(+1),Cha:12(+1); AL:CE;
Skills: Concentration +4, Knowledge (Religion)+4, SpellCraft +4, Speak Languages (Orcish, Goblin, Kobold, Ogre)
Domains: Death (1d6 Death touch) and Destruction (+4ATT bonus, +1 Damage)
Spell DC: 11+Spell Level
- Level 0: Light, Resistance, Virtue
- Level 1: Protection from Good, Hold Person, +Cause Fear
CR:1
- 8. Smithy and Armorer
- The Smith
SZ M; HD 1D10; HP: 11; Init: 0; Speed 30ft;
{ OOOOO OOOOO O }
AC: +14 (+2 DEX, +2 Leather)
Atk: Any handy martial +5 (+1 base, +4 STR); Face 5ftx5ft; Reach 5ft;
SV: Fort +3, Ref +2, Will +0;
STR:18(+4), Dex:14(+2), Con:13(+2), Int:12(+2), Wis:11, Cha:11; AL:LG
Skills: Craft(Smith) +4,Craft(Armour)+4,Handle Animal +4, Intimidate +2;
Feats: Endurance, Power Attack, Cleave(If opponent drops may make another attack);
CR:1
- 2 assistants
SZ M: HD 1D8; HP: 5; Init: 0; Speed 30ft;
1.{ OOOOO } 2.{ OOOOO }
AC: 12 ( +2 Leather )
Atk: Any Handy martial +2 (+2 STR); Face 5ftx5ft; Reach 5ft;
Sv: Fort +1, Ref +0, Will -1
Str:15(+2), Dex:10, Con: 10, Int: 10, Wis:9(-1), Cha:11; AL:LG
Skills: Craft(Smith) +1, Handle Animal +1
Feats: Endurance
CR:1/2
- 9. Provisioner
- Provisioner
SZ M; HD 1D6; HP: 3; Init: 0; Speed 30ft;
{ OOO }
AC: 10
Atk: -1 Shortspear ( 1d8, X3 ) RI:20ft;
Sv: Fort +0, Ref +0, Will +0;
Str:11, Dex:11, Con:11, Int:11, Wis:11, Cha:11; AL:LG
Skills: Appraise +6, Profession (Provisioner) +6, Haggle +6
CR:1/4
- 10. Trader
- Trader
SZ M; HD 1D6; HP: 2; Init: 0; Speed 30ft;
{ OO }
AC: 13 ( +2 Leather Armour, +1 Shield )
Atk: Halberd -1 (1d10, X3) May make trip attacks; Face 5ftx5ft; Reach 5ft.;
Sv: Fort +0, Ref +0, Will +0;
Str:11, Dex:11, Con:11, Int:11, Wis:11, Cha:11; AL:LG
Skills: Appraise +6, Profession (Trader) +6, Haggle +6
CR:1/4
- 2 sons
SZ M: HD 1D6; HP: 3; Init: 0; Speed 30ft;
1.{ OOO } 2.{ OOO }
AC: 13 ( +2 Leather Armour, +1 Shield )
Atk: Halberd -1 (1d10, X3) May make trip attacks; Face 5ftx5ft; Reach 5ft.;
Sv: Fort +0, Ref +0, Will -1
Str:10, Dex:10, Con:10, Int:10, Wis:10, Cha:10; AL:LG
Skills: Appraise +2, Profession (Trader) +2, Haggle +2
CR:1/4
- 11. Loan Bank
- Banker
SZ M: HD 3D10; HP: 12; Init: +6; Speed 30ft;
{ OOOOO OOOOO OO }
AC: 12 ( +2 Dex )[ 19 ( +1 Dex, +6 Banded Mail, +2 Large Steel Shield ) ]
Atk: Longsword +4 ( +3 base, +1WF )(1d8, 19-20/X2); Face 5ftx5ft; Reach 5ft;
Sv: Fort +2, Ref +3, Will +0
Str:10 , Dex:14(+2), Con:8(-1) , Int:13(+1), Wis:9(-1) , Cha:13(+1) ; AL:NG
Skills: Sense Motive +3, Forgery +3, Ride +6, Profession (banker) +6
Feats: Improved Initiative(+4 Init), Expertise, WF: Longsword, Dodge, Mobility
CR:3
- Clerk/Sorcerer
SZ M: HD 2D6; HP: 7; Init: +0; Speed 30ft;
{ OOOOO OO}
AC: 11;
Atk: Dagger -1 (1d4-1, 19-20/X2); Face 5ftx5ft; Reach 5ft.;
SV: Fort +1, Ref +0, Will +3
Str: 9(-1), Dex: 11, Con: 13(+1), Int:11, Wis:13(+1), Cha:11, AL:CG
Skills: Profession C(lerk) +4, Concentration +5, Spellcraft +4, Listen +2 1/2
Feats: Combat Casting, Run(x5 run)
Spell DC: 12+spell level
Sorcerer, May Cast Level 0: { OOOOO } Level 1: { OOO }
- Level 0: Ray of Frost, Mending, Detect Magic, Detect Poison
- Level 1: Comprehend Languages, Magic Missile
CR:2
- Mercenary
SZ M: HD 1D10; HP: 8; Init: +5; Speed 20ft;
{ OOOOO OOO }
AC: 18 ( +1 Dex, +5 Breastplate, +2 Shield, large, steel )
Atk:
- Battleaxe +3 (+1 Base, +1Str, +1 WF) (1d8, X3); Face 5ftx5ft; Reach 5ft;
- Hvy Crossbow +3 ( +1 Base, +1Dex, +1 WF ) (1d10, 19-20/X2) RI120ft;
SV: Fort +2, Ref +0, Will +0
Str:13(+1), Dex: 12(+1), Con:12(+1), Int: 11, Wis: 5(-3), Cha: 3(-4): AL:LN
Skills: Riding +5, Listen -1, Climb +5
Feats: WF: Battleaxe, WF: Crossbow, Improved Initiative(+4 Init)
CR:1
Page 10.
- 12. Watch Tower
- Captain of the Watch
SZ M: HD 3D10; HP: 23; Init: +4; Speed 20ft;
{ OOOOO OOOOO OOOOO OOOOO OOO }
AC: 20 ( +8 Full Plate, +2 Shield, large, steel );
Atk: Longsword +5 ( +3 base,+2 Magic) (1d8+2, 19-20/X2);;
SV: Fort +4, Ref +1, Will +3
Str:10, Dex:11, Con:12(+1), Int:15(+2), Wis:12(+1), Cha:15(+2); LG
Skills: Listen +9, Riding +6, Swim +2, Jump +2, Bluff +5, Diplomacy +3, Spot +6
Feats: Alertness, Combat Reflexes, Improved Inititiative, Mounted Combat, Leadership
CR:3
- 6 men-at-arms
SZ M; HD 1d10; HP 4; Init: 0, Spd 20;
1.{ OOOO } 2.{ OOOO } 3.{ OOOO } 4.{ OOOO } 5.{ OOOO } 6.{ OOOO }
AC 15 (+5 Chain Mail);
Atk: - Shortbow +2 (1d6, X3) RI 60ft
- Longsword +1 (1d8, 19-20/X2); Face 5ftx5ft; Reach 5ft.;
SV Fort +3, Ref +0, Will +0;
Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10; AL NG;
Skills: Listen +2, Riding +4, Spot +2;
Feats: WF: Shortbow, Mounted Combat, Mounted Archery;
CR: 1
- 6 men-at-arms
SZ M; HD 1d10; HP 4; Init: 0, Spd 20;
1.{ OOOO } 2.{ OOOO } 3.{ OOOO } 4.{ OOOO } 5.{ OOOO } 6.{ OOOO }
AC 13 (+2 Leather Armour, +1 Shield);
Atk: Ranseur +2 (2d4, X3); Face 5ftx5ft; Reach 10ft.;
SV Fort +3, Ref +0, Will +0;
Str 11, Dex 10, Con 11, Int 13(+1), Wis 10, Cha 10; AL NG;
Skills: Listen +3, Spot +4, Search +2;
Feats: WF:Ranseur, Expertise, Improved Disarm;
CR: 1
- 13. Fountain Square Nobody Here
- 14. Travellers Inn
- 15. Tavern
- Taverner
SZ M; HD 1D6; HP: 6; Init: 0; Speed 30ft;
{ OOOOO O }
AC: 10
Atk: Cudgel +0 (1d6, X2)
Sv: Fort +0, Ref +0, Will +0;
Str:11, Dex:11, Con:11, Int:11, Wis:11, Cha:11; AL:LG
Skills: Profession (Taverner) +4, Sense Motive +4
CR:1/4
- Son and Pot Boy
SZ M: HD 1D6; HP: 2; Init: 0; Speed 30ft;
S.{ OO } PB.{ OO }
AC: 10
Atk: Cudgel -1 (1d6-1 , X2)
Sv: Fort +0, Ref +0, Will -1
Str:10, Dex:10, Con:10, Int:10, Wis:10, Cha:10; AL:LG
CR:1/4
- 16. Guild Hall
- Guild Master and two clerks
SZ M; HD 1D6; HP: 4; Init: 0; Speed 30ft;
GM.{ OOOO } C1.{ OOOO } C2.{ OOOO }
AC: 10 ( 15 with +4 chainshirt in closet )
Atk: Sword +0 ( 1D8, 19-20/X2 )
Sv: Fort +0, Ref +0, Will +0;
Str:11, Dex:11, Con:11, Int:11, Wis:11, Cha:11; AL:LG
Guild Master Skills: Appraisal +8, Sense Motive +8, Spot +6
CR:1/4
- 4 men-at-arms
SZ M; HD 1d10; HP 6; Init: +4, Spd 20;
1.{ OOOOO O } 2.{ OOOOO O } 3.{ OOOOO O } 4.{ OOOOO O }
AC 13 (+2 Leather Armour, +1 Shield);
Atk:- Shortpear +2 (1D8, X3) RI 20ft;
- Longsword +2 (1D8, 19-20/X3); Face 5ftx5ft; Reach 5ft.;
SV Fort +3, Ref +0, Will +0;
Str 11, Dex 10, Con 11, Int 13(+1), Wis 10, Cha 10; AL NG;
Skills: Listen +3, Spot +4, Search +2;
Feats: WF:Longspear, WF:Longsword, Improved Initiative;
CR: 1
Page 11.
- 17. Chapel
- Curate, Cleric of Heroneous
SZ M; HD 5d8; HP 24; Init: +0, Spd 30;
{ OOOOO OOOOO OOOOO OOOOO OOOO }
AC 11 (+1 ring), or AC20 (+1 ring, +9 masterwork plate);
Atk: Snake Staff +6 (+3 base, +2 Str, +1 magic) (1d6+3/1d6+3, X2), in lieu of damage my use DC:23 grapple for 1d4x10 rounds
SV Fort +4, Ref: +1, Will +5
Str:14(+2), Dex:10, Con:10, Int:10, Wis:16(+3), Cha:12(+1)
Skills: Concentration +8, Diplomacy +5, Heal +7, Knowledge (Religion) +4, Ride +2
Feats: Extra Turning, Combat Casting (+4 on defensive), Quicken Spell
Domains: Good Domain: Cast Good Spells as level 6, Law Domain: Cast Law Spells as level 6.
Spell DC: 13+Spell Level
Spells: - Level 0: Detect Magic, Light, Mending, Purify Food and Drink, Purify Food and Drink.
- Level 1: Bless, Command, Detect Evil, Remove Fear, +Protection from Evil
- Level 2: Consecrate, Spiritual Weapon, Zone of Truth, +Aid
- Level 3: Spiritual Weapon (quicken), Remove Disease, +Circle of Protection from Evil
CR:5
- 3 Acolytes
SZ M; HD 1d8; HP 6,5,5; Init: +3, Spd 30;
1.{ OOOOO O } 2.{ OOOOO } 3.{ OOOOO }
AC:9 or AC:16 ( -1 Dex, +5 Chainmail +2 Large Steel Shield )
Atk: Longsword +2 (+1 Str, +1 WF ) (1d8+1, 19-20/X2)
SV: Fort +0, Ref +0, Will +3
Str:13(+1), Dex:8(-1), Con:7(-2), Int:11, Wis:13(+1), Cha(+1)
Skills: Knowldedge(Religion) +4, Concentration +4, Heal +4
Feats: Longsword Proficiency(free), WF: Longsword(free), Combat Reflexes, Improved Initiative
Domains: Good Domain: Cast Good Spells as level 1, War Domain: Above free feats
Spell DC: 11+Spell Level
Spells: - Level 0: Guidance, Purify food and drink, Virtue
- Level 1: Shield of Faith, Bless, +Magic Weapon
CR:1
- 18.Inner Gatehouse
- Captain of the Guard
SZ M; HD 3D10; HP 24; Init: +4, Spd 20;
{ OOOOO OOOOO OOOOO OOOOO OOOO }
AC: 22 ( +9 masterwork Full Plate, +3 masterwork Shield, large, steel );
Atk:
- Lance, Heavy +8 ( +3 base, +3 Str, +1 masterwork, +1 WF ) (1d8+3, X3); 10ft reach, X3 damage if mounted and charging;
- Longsword +9 ( +3 base, +3 Str, +2 Magic, +1 WF) (1d8+5, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +4, Ref +2, Will +2
Str:16(+3), Dex:11, Con:12(+1), Int:13(+1), Wis:12(+1), Cha:15(+2); LG
Skills: Riding +6, Disguise +3, Sense Motive +3, Swim +5, Intuit Direction +3, Listen +3, Spot +2
Feats: WF:Longsword, WF: Lance, Mounted Combat, Ride-by Attack, Spirited Charge
CR:3
- Sergeant of the Guard
SZ M: HD 2D10; HP 16; Init: +1; Speed 20;
{ OOOOO OOOOO OOOOO O }
AC: 19 (+1 Dex, +5 Chainmail, +2 Large Shield, +1 ring of deflection)
Atk:
- Lance, Heavy +6 ( +2 base, +3 Str, +1 WF ) (1d8+3, X3); 10ft reach, X3 damage if mounted and charging;
- Longsword +6 ( +2 base, +3 Str, +1 masterwork ) (1d8+3, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +4, Ref +1, Will +0
Str:17(+3), Dex:13(+1), Con:13(+1), Int:12(+1), Wis:11, Cha:11
Skills: Riding +5, Search +2, Rope Use +2, Listen +2, Jump +1, Spot +2
Feats: WF:Lance, Mounted Combat, Ride-by Attack, Spirited Charge
CR:2
- 8 men-at-arms
SZ M: HD 1D10; HP 5; Init: +0; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO } 7.{ OOOOO } 8.{ OOOOO }
AC: 15 ( +5 Chainmail )
Atk:
- Guisarme +3 ( +1 base, +1 Str, +1 WF ) (2d4, X3) May make trip attacks; 10ft reach;
SV: Fort +2, Ref +0, Will +0
Str:12(+1), Dex:10, Con:11, Int:13(+1), Wis:11, Cha:11
Skills: Listen +2, Heal +2, Spot +2, Ride +2
Feats: WF:Guisarme, Expertise (May apply base to attack or defense), Improved Trip (Free attack if successful).
CR:1
- 8 Crossbowmen
SZ M: HD 1D10; HP 5; Init: +0; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO } 7.{ OOOOO } 8.{ OOOOO }
AC:10 or 15 (+5 Chainmail)
Atk:
- Hvy Crossbow +2 ( +1 Base, +1 WF ) (1d10, 19-20/X2) RI120ft;
- Longsword +1 ( +1 base ) (1d8, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:11, Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Listen +2, Heal +2, Spot +2
Feats: WF:Crossbow, Point Blank Shot, Precise Shot
CR:1
- 8 Longbowman
SZ M: HD 1D10; HP 5; Init: +0; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO } 7.{ OOOOO } 8.{ OOOOO }
AC:10 or 15 (+5 Chainmail)
Atk:
- Longbow +2 ( +1 Base, +1 WF ) (1d8,X3) RI150ft;
- Longsword +1 ( +1 base ) (1d8, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:11, Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Listen +2, Heal +2, Spot +2
Feats: WF:Longbow, Point Blank Shot, Far Shot
CR:1
- 19. Small Tower
- 8 Crossbowmen
SZ M: HD 1D10; HP 5; Init: +0; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO } 7.{ OOOOO } 8.{ OOOOO }
AC:10 or 15 (+5 Chainmail)
Atk:
- Hvy Crossbow +2 ( +1 Base, +1 WF ) (1d10, 19-20/X2) RI120ft;
- Longsword +1 ( +1 base ) (1d8, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:11, Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Listen +2, Heal +2, Spot +2
Feats: WF:Crossbow, Point Blank Shot, Precise Shot
CR:1
- 20. Small Tower
- Corporal of the Guard
SZ M: HD 1D10; HP 9; Init: +0; Speed 20;
{ OOOOO OOOO }
AC: 17 (+5 Chain mail, +2 Dex)
Atk:
- Longsword +3 (+1 base, +2Str) (1d8+2, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
- Longbow +3(+1 base, +2Dex)(1d8, X3) RI 100ft;
SV: Fort +2, Ref +2, Will +0;
Str:15(+2),Dex:15(+2),Con:11, Int:12(+1), Wis:10, Cha:9(-1)
Skills: Ride +6, Listen +2, Spot +2, Wilderness Lore +2
Feats: Point Blank Shot (+1 within 30 ft), Precise Shot (no penalty for firing into combat), Rapid Shot (2 shots at -2)
CR:1
- 8 men-at-arms
SZ M: HD 1D10; HP 5; Init: +0; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO } 7.{ OOOOO } 8.{ OOOOO }
AC: 15 ( +5 Chainmail )
Atk:
- Guisarme +3 ( +1 base, +1 Str, +1 WF ) (2d4, X3) May make trip attacks; 10ft reach;
SV: Fort +2, Ref +0, Will +0
Str:12(+1), Dex:10, Con:11, Int:13(+1), Wis:11, Cha:11
Skills: Listen +2, Heal +2, Spot +2, Ride +2
Feats: WF:Guisarme, Expertise (May apply base to attack or defense), Improved Trip (Free attack if successful).
CR:1
- 8 Crossbowmen
SZ M: HD 1D10; HP 5; Init: +0; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO } 7.{ OOOOO } 8.{ OOOOO }
AC:10 or 15 (+5 Chainmail)
Atk:
- Hvy Crossbow +2 ( +1 Base, +1 WF ) (1d10, 19-20/X2) RI120ft;
- Longsword +1 ( +1 base ) (1d8, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:11, Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Listen +2, Heal +2, Spot +2
Feats: WF:Crossbow, Point Blank Shot, Precise Shot
CR:1
- 8 Longbowman
SZ M: HD 1D10; HP 5; Init: +0; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO } 7.{ OOOOO } 8.{ OOOOO }
AC:10 or 15 (+5 Chainmail)
Atk:
- Longbow +2 ( +1 Base, +1 WF ) (1d8,X3) RI150ft;
- Longsword +1 ( +1 base ) (1d8, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:11, Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Listen +2, Heal +2, Spot +2
Feats: WF:Longbow, Point Blank Shot, Far Shot
CR:1
- 21. Inner Bailey
- 22. Cavalry Stables
- Castellan's Light Warhorse
SZ Large; HD 6D10; HP 35; Speed 60ft;
{ OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO }
AC: 17 { -1 SZ, +4 Natural, +4 Paladins Warhorse bonus }
Atk:
- 2xhooves +5 ( -1 SZ, +4 Natural, +1 STR from PW) (1d8+1, X2)
- Bite +4 ( -1 SZ, +3 Natural, +1 STR from PW) (1d6+1, X2)
SV: Fort +5, Ref +2, Will +2
Str:22, Dex:11, Con:11, Int: 6, Wis: 13, Cha: 9
CR:6
- 30 Warhorses
SZ Large; HD 4D10; HP 22; Speed 60ft;
{ OOOOO OOOOO OOOOO OOOOO OO }
AC: 17 { -1 SZ, +4 Natural, +4 Chain }
Atk:
- 2xhooves +3 ( -1 SZ, +4 Natural ) (1d8, X2)
- Bite +2 ( -1 SZ, +3 Natural ) (1d6, X2)
SV: Fort +3, Ref +0, Will +0
Str:21, Dex:11, Con:11, Int: 2, Wis: 11, Cha: 7
CR:4
- 1-4 Riding Horses
- 23. Great Tower
- Corporal of the Guard
SZ M: HD 1D10; HP 9; Init: +0; Speed 20;
{ OOOOO OOOO }
AC: 17 (+5 Chain mail, +2 Dex)
Atk:
- Longsword +3 (+1 base, +2Str) (1d8+2, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
- Longbow +3(+1 base, +2Dex)(1d8, X3) RI 100ft;
SV: Fort +2, Ref +2, Will +0;
Str:15(+2),Dex:15(+2),Con:11, Int:12(+1), Wis:10, Cha:9(-1)
Skills: Ride +6, Listen +2, Spot +2, Wilderness Lore +2
Feats: Point Blank Shot (+1 within 30 ft), Precise Shot (no penalty for firing into combat), Rapid Shot (2 shots at -2)
CR:1
- 8 men-at-arms
SZ M: HD 1D10; HP 5; Init: +0; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO } 7.{ OOOOO } 8.{ OOOOO }
AC: 15 ( +5 Chainmail )
Atk:
- Guisarme +3 ( +1 base, +1 Str, +1 WF ) (2d4, X3) May make trip attacks; 10ft reach;
SV: Fort +2, Ref +0, Will +0
Str:12(+1), Dex:10, Con:11, Int:13(+1), Wis:11, Cha:11
Skills: Listen +2, Heal +2, Spot +2, Ride +2
Feats: WF:Guisarme, Expertise (May apply base to attack or defense), Improved Trip (Free attack if successful).
CR:1
- 8 Crossbowmen
SZ M: HD 1D10; HP 5; Init: +0; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO } 7.{ OOOOO } 8.{ OOOOO }
AC:10 or 15 (+5 Chainmail)
Atk:
- Hvy Crossbow +2 ( +1 Base, +1 WF ) (1d10, 19-20/X2) RI120ft;
- Longsword +1 ( +1 base ) (1d8, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:11, Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Listen +2, Heal +2, Spot +2
Feats: WF:Crossbow, Point Blank Shot, Precise Shot
CR:1
- 8 Longbowman
SZ M: HD 1D10; HP 5; Init: +0; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO } 7.{ OOOOO } 8.{ OOOOO }
AC:10 or 15 (+5 Chainmail)
Atk:
- Longbow +2 ( +1 Base, +1 WF ) (1d8,X3) RI150ft;
- Longsword +1 ( +1 base ) (1d8, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:11, Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Listen +2, Heal +2, Spot +2
Feats: WF:Longbow, Point Blank Shot, Far Shot
CR:1
- The Keep Fortress
- 12 Heavy Lancers
SZ M: HD 1D10; HP 8; Init: +0; Speed 20;
1.{ OOOOO OOO } 2.{ OOOOO OOO } 3.{ OOOOO OOO } 4.{ OOOOO OOO }
5.{ OOOOO OOO } 6.{ OOOOO OOO } 7.{ OOOOO OOO } 8.{ OOOOO OOO }
9.{ OOOOO OOO } 10.{ OOOOO OOO } 11.{ OOOOO OOO } 12.{ OOOOO OOO }
AC: 18 (+1 Dex, +5 Chainmail, +2 Large Shield )
Atk:
- Lance, Heavy +3 ( +1 base, +1 Str, +1 WF ) (1d8+1, X3); 10ft reach, X2 damage if mounted and charging;
- Longsword +2 ( +1 base, +1 Str ) (1d8+1, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:12(+1), Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Riding +4, Heal +2, Spot +2
Feats: WF:Lance, Mounted Combat, Ride-by Attack
CR:1
Page 12.
- 18 Medium Cavalry
SZ M: HD 1D10; HP 6; Init: +0; Speed 20;
1.{ OOOOO O } 2.{ OOOOO O } 3.{ OOOOO O } 4.{ OOOOO O }
5.{ OOOOO O } 6.{ OOOOO O } 7.{ OOOOO O } 8.{ OOOOO O }
9.{ OOOOO O } 10.{ OOOOO O } 11.{ OOOOO O } 12.{ OOOOO O }
AC: 18 (+1 Dex, +5 Chainmail, +2 Large Shield )
Atk:
- Crossbow, Light +2 ( +1 base, +1 Dex ) (1d8, 19-20/X2); RI 80FT;
- Handaxe +2 ( +1 base, +1 Str ) (1d6+1, X3);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:12(+1), Dex:12(+1), Con:11, Int:10, Wis:11, Cha:11
Skills: Riding +5, Listen +2, Spot +2
Feats: Mounted Combat, Point Blank Shot, Ride-by Attack
CR:1
- 25. Tower
- 6 Crossbowmen
SZ M: HD 1D10; HP 5; Init: +0; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO }
AC:16 (+6 Banded Mail)
Atk:
- Hvy Crossbow +2 ( +1 Base, +1 WF ) (1d10, 19-20/X2) RI120ft;
- Longsword +1 ( +1 base ) (1d8, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:11, Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Listen +2, Heal +2, Spot +2
Feats: WF:Crossbow, Point Blank Shot, Precise Shot
CR:1
- 6 Swordsmen
SZ M: HD 1D10; HP 5; Init: +4; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO }
AC:18 (+6 Banded Mail, +2 Large Steel Shield)
Atk:
- Longsword +2 ( +1 base, +1WF ) (1d8, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:11, Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Listen +4, Heal +2, Spot +4
Feats: WF:Longsword, Improved Initiative (+4 Init),Combat Reflexes
CR:1
- 26L. Central Tower (left)
- Scribe/Cleric of Heroneous
SZ M: HD 2D8; HP 11; Init: +1; Speed 20;
{ OOOOO OOOOO O }
AC:21 (+1 Dex, +8 Full Plate, +2 Large Steel Shield)
Atk: Heavy Mace +3 (+1 base, +2 Str) (1d8+2, X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +3, Ref +1, Will +5
Str:15(+2), Dex:13(+1), Con:11, Int:11, Wis:15(+2), Cha:15(+2);AL:LG
Skills: Concentration +5, Profession (Scribe)+7, Knowledge (Religion)+5
Feats: Dodge (+1 to AC vs 1 opponent), Combat Casting (+4 to Concentration while on the defensive)
Domains: Good Domain: Cast Good Spells as level 3, Law Domain: Cast Law Spells as level 3
Spell DC: 12+Spell Level
Spells: - Level 0: Read Magic, Light, Mending, Purify Food and Drink
- Level 1: Comprehend Languages, Shield of Faith, Summon Monster I, +Protection from Evil
CR:2
- 6 Crossbowmen
SZ M: HD 1D10; HP 5; Init: +0; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO }
AC:16 (+6 Banded Mail)
Atk:
- Hvy Crossbow +2 ( +1 Base, +1 WF ) (1d10, 19-20/X2) RI120ft;
- Longsword +1 ( +1 base ) (1d8, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:11, Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Listen +2, Heal +2, Spot +2
Feats: WF:Crossbow, Point Blank Shot, Precise Shot
CR:1
- 6 Swordsmen
SZ M: HD 1D10; HP 5; Init: +4; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO }
AC:18 (+6 Banded Mail, +2 Large Steel Shield)
Atk:
- Longsword +2 ( +1 base, +1WF ) (1d8, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:11, Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Listen +4, Heal +2, Spot +4
Feats: WF:Longsword, Improved Initiative (+4 Init),Combat Reflexes
CR:1
- 26R. Central Tower (right)
- Advisor/Elf Level 1 Fighter, Level 2 Wizard
SZ M: HD 1D10 + 2D6; HP 18; Init: +3; Speed 20;
{ OOOOO OOOOO OOOOO OOO }
AC: 18 (+2 Dex, +5 Elvish Chain)
Atk: Shortbow +6 (+2 base, +3 Dex, +1 WF) (1d6, X3); RI 60ft;
SV: Fort +3, Ref +3, Will +5
Str:11, Dex:17(+3), Con:12(+1), Int: 14(+2), Wis:13(+2), Cha:13(+2): AL:CG
Skills: Concentration +6, Spellcraft +7, Craft (Bowyer/Fletcher) +5, Knowldge(Arcana) +5, Riding +5, Listen +5, Spot +5, Search +5
Feats: Immunity to Sleep, +2 versus Enchantments, Low Light Vision,Scribe Scroll, Spell Mastery(Sleep, True Strike), WF: Bow, Point Blank Shot (+1 within 30 ft)
Spell DC: 12 + spell level
Spell Failure: 20% for Elvish chain
Spell Book: - level 0:ALL
- Level 1: Alarm, Shield, Mount, Identify, True Strike, Feather Fall, Sleep
Spells Known: - Level 0: Disrupt Undead, Detect Magic, Read Magic, Light
- Level 1: True Strike, Sleep, Mount
Magic Items: 10 Arrows +1, Ring of Resist Fire (negates first 12 points of fire damage per round)
CR:3
- 6 Crossbowmen
SZ M: HD 1D10; HP 5; Init: +0; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO }
AC:16 (+6 Banded Mail)
Atk:
- Hvy Crossbow +2 ( +1 Base, +1 WF ) (1d10, 19-20/X2) RI120ft;
- Longsword +1 ( +1 base ) (1d8, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:11, Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Listen +2, Heal +2, Spot +2
Feats: WF:Crossbow, Point Blank Shot, Precise Shot
CR:1
- 6 Swordsmen
SZ M: HD 1D10; HP 5; Init: +4; Speed 20;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } 4.{ OOOOO }
5.{ OOOOO } 6.{ OOOOO }
AC:18 (+6 Banded Mail, +2 Large Steel Shield)
Atk:
- Longsword +2 ( +1 base, +1WF ) (1d8, 19-20/X2);Face 5ftx5ft; Reach 5ft.;
SV: Fort +2, Ref +0, Will +0
Str:11, Dex:10, Con:11, Int:10, Wis:11, Cha:11
Skills: Listen +4, Heal +2, Spot +4
Feats: WF:Longsword, Improved Initiative (+4 Init),Combat Reflexes
CR:1
- 27. Castellan's Chamber
- Castellan, 6th Level Paladin
SZ M: HD 6D10; HP 48; Init: +2; Speed 20;
1.{ OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOOOO OOO }
AC: 25 ( +2 Dex, Plate Mail +1, +3 Large Steel Shield +1, +1 ring of deflection )
Atk:
- Longsword +10/+5 ( +6/1 base, +1 Str, +2 longsword, +1 WF ) (1d8+3, 19-20/X2)
- Lance +7/2 (+6/1 base, +1 Str)(1d8+1, X3) Does X3 damage if charging;
SV: Fort +7, Ref +7, Will +6
Str:12(+1), Dex:16(+3, +2 in armour), Con:9(-1), Int:12(+1), Wis:13(+1), Cha:16(+3) ; AL:LG
Skills: Riding +11, Diplomacy +9, Knowledge (Religion) +4, Profession (Castellan) +5
Feats: Detect Evil at will, Heal 18 HP per day, Immune to fear, Allies within 10 ft +4 versus fear, smite evil (+3 to attack, +6 damage), Mounted Combat (may attempt to beat attack roll on mount), Ride-by-attack, Spirited Charge, WF: Longsword
Spells:
- Level 1: Protection from Evil, Bless Weapon
CR:6
The following table represents the military forces under the command of
the Castellan, it does not count private fighters, advisors, or other
non-military personnel. Some of the non-military personnel would be
very affective if the need arose.
Order of Battle
| Name | Class | Level | Number | CR |
| Castellan | Paladin | 6 | 1 | CR6X1 |
| Captain of the Watch | Fighter | 3 | 1 | CR3X1 |
| Captain of the Guard | Fighter | 3 | 1 | CR3X1 |
| Corporal of the Watch | Fighter | 3 | 1 | CR3X1 |
| Corporal of the Watch | Fighter | 2 | 1 | CR2X1 |
| Corporal of the Guard | Fighter | 1 | 2 | CR1X2 |
| Sergeant of the Guard    | Fighter | 2 | 1 | CR2X1 |
| Curate | Cleric | 5 | 1 | CR5X1 |
| Accolyte | Cleric | 1 | 3 | CR1X3 |
| Halberdiers | Fighter | 1 | 12 | CR1X12 |
| Crossbowmen | Fighter | 1 | 72 | CR1X72 |
| Longbowmen | Fighter | 1 | 32 | CR1X32 |
| Mounted Shortbow | Fighter | 1 | 6 | CR1X6 |
| Ranseur | Fighter | 1 | 6 | CR1X6 |
| Guisarme | Fighter | 1 | 24 | CR1X24 |
| Warhorses | horse | 4 | 30 | CR4X30 |
| Heavy Lance | Fighter | 1 | 12 | CR1X12 |
| Medium Cavalry | Fighter | 1 | 18 | CR1X18 |