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Castles & Crusades Castle Keepers Guide

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The Castle Keeper’s Guide

by
Davis Chenault & Stephen Chenault
Cover art, logos, logo designs, and layout by Peter “20 Dollar” Bradley
Interior Art by: Peter Bradley, Larry Elmore, and Sarah “Dreamie” Walker
With Casey Christofferson and James M. Ward,
Further Contributions by Mark Sandy, Mike Stewart, Jason Vey and Robert Doyel
Edited by: Tim Burns, Christina Stiles, Mark Sandy & Derrick Landwehr

For more information on Castles & Crusades, and related products or


to Join the Castles & Crusades Society please contact us at:
Troll Lord Games
1818 North Taylor Street, #143, Little Rock, AR 72207
or on the web at www.trolllord.com
or email at troll@trolllord.com or
www.castlesandcrusades.com
©2010 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, SIEGE engine,
Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logos are
Trademarks of Troll Lord Games. All Rights Reserved.
Table of Contents
OGL 3 Chapter 3 — Expanding equipment 51 – 61
Acknowledgements 4 Role -Playing Equipment 51
The Rules We Live by 5 Room & Board 52
Introduction 6–7 Carrying Capacities 54
deconstructing the CKG 6 Maintainance Of Equipment 61
Verbage 7 Chapter 4 — Non-Player Characters 62 – 86
The Siege Engine 7 Non-Player Characters Defined 62
Tyranny Of The Rules 7 The Tyranny of Rules 62
Part one — The character 8 Adherents 63
Chapter 1 — Expanding characters 9 – 34 Henchman 71
Attributes 9 Hirelings 77
Alternative Attribute-Generation Methods 10 Creatures 79
Attribute Modifiers 10 How Not To Use NPC’s 81
Attributes & Character Age 11 Part two — Worlds of Adventure 83
Attributes Expanded 12 Chapter 5 — Worlds of adventure: the world 84 – 101
Beauty 12 The Geography Of The World 84
Epic Adventures and Epic Class Levels 14 Chapter 6 — worlds of adventure: the City 102 – 125
High Level Adventures 14 The Urban Landscape 102
Fighter 14 Culture 103
Ranger 15 Chapter 7 — Worlds of adventure: dungeons 126 – 141
Rogue 18 The Underground 126
Assassin 19 Adventures Underground 132
Barbarian 19 Traps 137
Monk 20 Chapter 8 — Air and Water Adventure 142 – 149
Wizard 21 Keeping It Fun 142
Illusionist 22 Adventures In The Air 147
Cleric 24 Chapter 9 — equipment wastage 150 – 159
Druid 25 Cost Of Goods 150
Knight 26 Equipment Wastage 151
Paladin 27 Expert equipment 159
Bard 28 CHapter 10 — Lands as treasure 160 – 171
Character Races 30 New Horizons 160
Height and Weight 30 Chapter 11 — Going to war 172 – 185
Age 30 The Inevitability Of War 172
Race and Languages 30 Combat On A Grand Scale 173
Expanding Character Races 31 Movement Actions 176
The Mechanics of New Races 32 Chapter 12 — monster ecology 186 – 203
Racial Variants 33 Understanding The Monster Concept 186
Role-Playing Through 33 Monsters And Their Ecology 189
Racial Interactions 34 Encounter Tables 200
Chapter 2 — Magic 35 – 50 Chapter 13 — expanding the genre 204 – 216
Components Of The Trade 35 Merging Fantasy With Technology 204
Playing Without Components 40 Part three — The Siege Engine 212
Magic Items 41 Chapter 14 — advancing the game 213 – 227
Experience Points for Spells 42 Beginning The Game 213
Interpreting Magic In C&C 42 Chapter 15 — The siege Engine 228 – 240
Non Caster Scroll Use 50 The Siege Engine 228

2 Castles & Crusades


Attributes As Part Of A Meta Game 229 Hit Points 259
Understanding Primary & Secondary Attributes 230 Chapter 18 — Skill Packages 263 – 274
Using Attribute Checks 232 Role Playing Skills 263
Chapter 16 — Treasure 236 – 246 Secondary Skills 264
Too Much or Too Little 236 Advantages 266
Expanding Treasure 237 Chapter 19 — Character death and fates 275 – 279
Crafting Magic 242 Negative Impact 275
Destroying Magic 246 Divine Intervention 276
Chapter 17 — Iron & Sulfur: Combat 247 – 262 Luck Points 277
The Ebb And Flow of Battle 247 Hero Points 277
Combat Basics 249 Death & Dying 277
The Action 250 Index — 280 – 285
Terrain 254 Tables Index 286 – 289
Combat 256

OGL
This book is published under the Open Game License version 1.0a by and is an enhancement over the prior art and any additional content clearly License to copy, modify and distribute any Open Game Content originally
permission of Wizards of the Coast, Inc. The Open Game Content appearing identified as Open Game Content by the Contributor, and means any work distributed under any version of this License.
in this book is derived from the System Reference Document v 3.0, copyright covered by this License, including translations and derivative works under 10 Copy of this License: You MUST include a copy of this License with
2000 Wizards of the Coast, Inc. copyright law, but specifically excludes Product Identity. (e) “Product Identity” every copy of the Open Game Content You Distribute.
means product and product line names, logos and identifying marks including
Designation of Open Game Content: The following is designated Open 11. Use of Contributor Credits: You may not market or advertise the
trade dress; artifacts; creatures characters; stories, storylines, plots, thematic
Game Content: the text appearing in the following sections and subsections: Open Game Content using the name of any Contributor unless You have
elements, dialogue, incidents, language, artwork, symbols, designs, depictions,
pages 14-29. Also, the following open game content related words, phrases, written permission from the Contributor to do so.
likenesses, formats, poses, concepts, themes and graphic, photographic and
and abbreviations wherever they appear: Strength (Str), Dexterity (Dex),
other visual or audio representations; names and descriptions of characters, 12 Inability to Comply: If it is impossible for You to comply with any of the
Constitution (Con), Intelligence (Int), Wisdom (Wis), Charisma (Cha), Class,
spells, enchantments, personalities, teams, personas, likenesses and special terms of this License with respect to some or all of the Open Game Content
Fighter, Ranger, Rogue, Assassin, Barbarian, Monk, Wizard, Illusionist, Cleric,
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owner of the Product Identity, and which specifically excludes the Open Game
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Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs
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“Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate
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and otherwise create Derivative Material of Open Game Content. (h) “You” or
round, and turn. unenforceable, such provision shall be reformed only to the extent necessary
“Your” means the licensee in terms of this agreement.
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Designation of Product Identity: Product identity is not Open Game Content. 2. The License: This License applies to any Open Game Content that
The following is designated as product identity pursuant to OGL v1.0a(1)(e) and contains a notice indicating that the Open Game Content may only be 15 COPYRIGHT NOTICE
(7): (A) product and product line names and other names, including Castles & Used under and in terms of this License. You must affix such a notice to any
Crusades, C&C, Castle Keeper (CK), Castles & Crusades: Player’s Handbook, Open Game Content that you Use. No terms may be added to or subtracted Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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engine, and Troll Lord Games, any and all logos, identifying marks and trade Your acceptance of the terms of this License. Castles & Crusades: Players Handbook, Copyright 2004, Troll
dress, or any other trademark or registered trademark clearly identified as product 4. Grant and Consideration: In consideration for agreeing to use this License, Lord Games; Authors Davis Chenault and Mac Golden.
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Castle Keeper’s Guide 3


Acknowledgements
First and foremost we must thank the many loyal fans who have patiently
awaited the release of this tome. Their names are many and their
patience Sisyphean. To those of you who have, over the past three years,
remained loyal to Troll Lord Games and to Castles & Crusades, we thank
you. For a small company, a task of this magnitude is difficult in the best
of times and, as those of you who know Murphy know, it is never the best
of times. Finally, it is for you all that we have completed this task because,
believe you me, I would have quit long ago without you.
Davis Chenault
Winter, 2010

The CKG has definitely undergone many revolutions. From a nascent


idea of how to role-play to a tome filled with optional rules for our
C&C game. It has been a long up hill battle writing and compiling this
material. Innumerable interruptions have delayed the book; rumors
have abounded and distracted the discussion about its eventual shape.

The work, now in its final form, represents a culmination of years


of gaming experience and games. It involves the interaction with
countless people, to list all of whom would be next to impossible. But
most of all, for the hard, gritty work-in-progress gaming that has come
to this tome, I would like to thank that bunch of yahoos who have sat
at the same gaming table for decades and hammered out countless
arguments, the truth of which have come to these pages. I would like
to thank Davis, my brother, the bonehead who got me started in all I must of course echo Davis’ thank you to the fans of this our Crusade,
this; Todd Gray, my oldest and most trusted friend, whose unflagging people who have worked hard to bring this game to the attention of
sense of what is right has kept me on the straight and narrow; Mac so many people and expanded its reach. They are the true reason
Golden, twice now a business partner who never really left the for the game’s success. So to you all a very kind, gracious and very
business and who himself has worked so hard on this system; Mark southern Thank You (which involves lots of brew, food, shoulder
Sandy, who has sat at the table itching to bring his own mold to the slapping and the like).
game for so many years (Class and a half huzah!); and Chris Harris,
who though he joined the table late in its run is an integral part of the I must mention my wife, Kathy Chenault, who has showed an unflagging
game we play and an almost flawless foil for my own roguish style. amount of support for me and this company during all these many years,
never wavering in her belief in me and what TLG could be.
There are others, of course, but I’ll not belabor the point but rather
comment that a special thanks goes to Peter Bradley, who joined our If you find fault with this tome, or it fails in any way, the blame
company in 2004 and has been an unflagging participant of this insane lies squarely on the shoulders of Davis Chenault, please direct all
ride, listening to my belabored opinions, strange toilet bowl blue art complaints to his email address!
comments with both patience and professionalism, and who, through
Stephen Chenault
it all, has become a very good and trusted confidant and friend.
Winter, 2010
I cannot write this page with mentioning Casey Christofferson.
He has become and remains a huge part of TLG the company and
me personally. His undaunted lust for life spills over into every To the Troll Lords. It’s long been a dream of mine to do art for a
thing he creates and writes, a lust reflected in this book and in the game company. Almost as long as I’ve been in gaming. Which is
company. Whenever I talk to Casey my worries seem to erode. longer than I care to think about at times. It may be a silly ambition
to most people. However, I’ve always felt that the individual should
I must thank E. Gary Gygax, a man who in his demeanor, his
follow their dreams and do what makes them happy, no matter how
treatment of TLG, and of me in particular, and the friendship
silly others might think it. Much appreciation goes to the Troll
we developed over the many years of our work together gave me
Lords for helping me realise a dream, and for Steve knowing talent
the impetus and even the desire to do what he did very best of
when Davis see’s it.
all, make games and bring fun to the tables of so many different
people. He was and is an inspiration. Peter Bradley
Winter Dark 2010

4 Castles & Crusades


The Rules We Live By
“The rules we live by.” I have ended the title of this preface in a the game. That is not really the case though. Should I have designed
preposition; this is both appropriate and intentional. One can make such an adventure, why surely I would have devised several methods
the honest claim that, grammatically speaking, the title is incorrect; whereby the party could give chase and have the chance of finding the
a preposition dangles at its end. That is a rule that most of us learn in villain without it being dependent solely upon one roll of the die by
school. Written correctly, or so our schooling teaches us, the phrase a character who can track. If the tracking check or the chasing were
should read, “The Rules by which We Live.” Do not end a sentence with dependent upon the ranger successfully tracking and the tracking roll
a preposition. This is a rule by which we live or one, so they tell us, that failed, the adventure is over. Move on to the next target. Surely there
we should live by. Rules govern our language. However, there is another must be another method or manner?
way of looking at that rule, and many rules. The great English Prime
Minister, Sir Winston Churchill, put it best; in a comment regarding In Castles & Crusades, there is. That other method lies with you, the
the rule on prepositions and their placement at the end of a sentence he Castle Keeper. It lies in your imagination; even more it lies in the
said simply, “That is nonsense up with which I shall not put.” imagination of the players. The need of a tracking limits everyone to the
outcome of the roll; using your imagination to expand the game does not;
Treat the rules presented in the Castles & Crusades Players Handbook it opens up a whole vista of opportunity.
and the Castle & Crusades Monsters and Treasure in the same manner
Churchill treated prepositions. The bugbears of grammatical formality Rules do not guide you; they govern your actions; rules limit your ability to play.
and adherence to those ever evolving rules swirling about the usage of
our language, often do little more than produce stilted phraseology and a What I am saying is that the ability to track, ultimately, should not be
monotonous dialogue little capable of conveying what the writer wishes that important to the game. It may allow the Castle Keeper to convey
to express. The point is, don’t allow the rules presented in our books to information to the party they might otherwise not have been able to
become roadblocks on your path to fun and adventure. In the context of glean; but that is only useful in a limited context. The point is that
your storyline or adventure or the events occurring on the ground, should the Castle Keeper must convey the story irrespective of the presence or
you need to change, ignore, or amend the rules, YOU SHOULD. Don’t absence of the rules; limiting oneself to the rules, restricts the possibilities.
allow the rules to get in the way of telling a good story. In a too strict adherence to the rules, the Castle Keeper restricts his own
ability to plan for the adventure, to allow for outside occurrences, new
Castles & Crusades is a role-playing game designed to allow for the ideas, or original approaches that the players may present. Ultimately, the
interactive telling of an adventure. In order for that adventure to occur, two adventure must have several pathways whereby the characters attain the
events must take place. The Castle Keeper must design an adventure; the ultimate goal. As such, the ability to track is just one of many methods to
players must overcome that adventure’s challenges. The adventure can end convey information to the characters and to propel the story forward.
in disaster, or even go uncompleted; yet still everyone can have some fun
and enjoy themselves. It’s playing through the story that is the fun part; that Despite all that, you are holding in your hands a book of rules. Keep them
is the genius of role-playing games, they allow you to play through a story in context.
you write. Like no other game, RPGs in general, and Castles & Crusades in
particular, allow us to spin yarns of wild abandon and live out those yarns in Shall we begin?
the safety and comfort of the real world.

As such, it is important to ignore the rules on occasion, all in order


to ensure the adventure goes forward. Consider that an elaborate
adventure, with a lot of action and excitement, causes the players
to move in one direction. They are excited and ready to go forward,
extending the night’s play by another two hours just to follow through
with what they have begun. Let’s say that technically, the players
have found themselves in a situation in which the entire adventure’s
continuance depends on one roll of the die by one character: a tracking
check to follow a creature to its lair, a successful find secret door check,
a successful pick pocket check etc. Suddenly you have a whole lot of fun
sitting on the needle of a whole lot of luck.

It seems that having an entire game come down to one of these moments
is somewhat ludicrous. To keep the adventure proceeding, the above must
always be successful. But how does one do that? Actually, its fairly simple
and one need not bend or ignore a rule, but rather simply modify the
situation under which it occurs. Instead have the creature leave an obvious
trail, leave the trunk unlocked and the secret door just a little ajar.

Take, for example, a pet peeve of mine - tracking. Many players like for
their characters to be able to track. Ok. I can understand that the ability
to track sounds really cool. Aragorn could track, frontiersmen could
track, the Ojibiway warrior could track, and Conan could track. A lot
of heroes can track. Tracking can come in handy in the game. Should
the party of a character need to locate a creature or person who has just
escaped into the woods, why they can track them down and find them.
This makes tracking seem like a very important aspect to the game or to
a character’s ability to pursue an adventure or some such.

But is it? Not really. Let us say that I have designed an adventure
wherein the characters have to pursue, capture, and bring someone
to justice. A tracker would seem to be a necessary augmentation to

Castle Keeper’s Guide 5


Introduction
The Siege Engine is the foundation. It is the fundamental mechanic that This is where the Castle Keeper’s Guide comes into play. The book
drives the Castles & Crusades role-playing game. It allows Castle Keepers, includes a host of material for the long-term player as well as the CK. It
the game master, to adjudicate any occurrence in the game fairly, quickly, also includes a wide framework from which CKs can build their games.
and easily. However, though it is the core of the C&C game, the Siege The Castle Keeper’s Guide provides the CK and the player with a host
Engine does not supply the Castle Keeper or the player with every tool of new tools for their use, tools designed to enhance play, not hinder it;
necessary to run a smooth, fast, and thereby fun role-playing game. There designed to be malleable from table to table. The book’s evolution has
are elements missing, simple things such as interaction with NPCs. The been a natural expansion of its original intent, a book designed to teach
Siege Engine provides the tool to settle any interaction that a player new players how to turn a successful game into something greater. While
character (PC) may have with a non-player character (NPC), but it maintaining the original concept, the book’s conception has grown.
cannot supply all the extenuating circumstances that might influence Forces, both internal within the TLG offices, and external, upon the
the outcome that the Siege Engine must inevitably produce. This is the manifold tables where gamers are nightly hacking out adventures, have
responsibility of the Castle Keeper. Governing these circumstances are the given the book this far greater scope.
minutiae that make up any role-playing game, but in a rules-light game
like C&C, they are far more important, for in the absence of regulations,
it is the CK who must provide guidance.
Deconstructing the Castle Keeper’s Guide
In order to understand what the CKG offers and how to best use it, it is
These extenuating circumstances are the very particulars that often make necessary to understand the how the book is structured. Essentially, the
or break a game; knowledge of them, whatever they may be, is often CKG consists of three distinct parts: Expanded Play, Adding Depth, and
required of the CK, but with no base line to act from the CK must fall Optional Rules.
back upon their own devices. Though relying upon one’s imagination to
create a framework to explain such extenuations is not necessarily a bad Expanded Play focuses on the game in general, being flush with expanded
thing, it is problematical in that it causes unnecessary delays in the play of material for the characters and Castle Keeper. No rule contained in this
the game. Something as simple as an NPC’s loyalty to a character, based section is necessary to play Castles & Crusades, though it may add depth
upon time served, awards received, and treatment, is something that can to your game play by expanding upon rules and aspects of gaming not
seriously interrupt a game’s flow, slowing it as beleaguered CKs wrestle detailed in the Castles & Crusades Player’s Handbook.
out their own set of guidelines and rules.

6 Castles & Crusades


Adding Depth’s primary focus is on the dynamics of a role-playing game Verbiage
and how to flesh out the game through adding depth to the adventures,
Throughout the CKG references are made to wizards and illusionists,
the settings, plots, and the host of accoutrements CKs may find useful.
where they are combined, the word magic user is used. This is not a throw
Though written for the Castle Keeper, players may find information
back to other versions of older fantasy role-playing games, but rather a
contained in Adding Depth useful.
common usage to lump those two classes together and stop the too often
Optional Rules contains optional rules for playing C&C. These rules needed reference to wizards and illusionists.
are not necessary to play C&C but offer something many players
like, options and more detail. Section three presents several options The Siege Engine
for reaching any one goal; this specific approach discourages gamers Knowledge of the Siege Engine and how it works is necessary in order to
from becoming overly reliant on rules and developing a “canonical” or play Castles & Crusades. Its elegance of form, however, makes it simple
“purist” approach to C&C. It also facilitates the creation of consistent to understand and easy to adjudicate. The Castles & Crusades Players
home rules through a greater understanding of the rules and the impact Handbook presents and explains the Siege Engine in-depth. A recitation
modifying and expanding them has on the game. of those of those rules would only be redundant in this tome. However,
as a simple refresher, we’ve copied the brief player’s introduction to the
Each chapter of the Castle Keeper’s Guide explores new avenues to solve
Siege Engine from the Players Handbook here.
old problems, supplies frameworks for the CK and player, and adds
optional rules for all modes of play. Many of these rules are new and Almost all non-combat actions in Castles & Crusades for which the
add a whole new layer, or several layers, of structure to a game whose Castle Keeper deems a roll is necessary to determine success or failure are
true value lies in its rules-light approach to role-playing problems. In resolved by an attribute check. Every check has an associated attribute.
order to mitigate the potential for rule-clusters to overbear situational Whenever making one of these checks, the player rolls a d20. Attribute
circumstances within a game properly governed from the hip by the CK, and level modifiers are added to this roll, if applicable. If the result is
the Castle Keepers Guide takes an unusual approach. Where applicable equal to or greater than a number generated by the Castle Keeper, called
the CKG presents several different types of rules to expand the game. the challenge class, then the attribute check is successful.
These options are very generally broken down into three categories:
role playing, rules light, and the tyranny of rules. For instance, skills; in The challenge class is a number generated by the Castle Keeper that
Chapter 18, several systems of skills are presented to the table. The first is represents the degree of difficulty for performing that action. The
a simple approach of role-playing out new skills characters might acquire challenge class is generated in two steps. The first is ascertaining the
and how to balance them with the game. The second is a simple list of challenge base. This is determined by whether or not the associated
skills that one might acquire with very simple explanations of what they attribute is a primary or secondary one. If the associated attribute is
offer to the player, leaving the bulk of it to the CK. In the tyranny is a a primary attribute, the challenge base is 12, and if it is a secondary
more complex, interactive set of skills that players can earn or choose for attribute, the challenge base is 18. Next, the Castle Keeper adds or
the characters that come with a full set of situational modifiers. subtracts the challenge level to the challenge class. The challenge level
represents the degree of difficulty the Castle Keeper believes appropriate
The rules for Castles & Crusades were intentionally designed to be for the action being taken. This usually ranges between 0 and 10, but can
malleable. Those playing the game should find that creating rules go higher. The sum total is the challenge class, and the player must roll
or bringing in rules from other games is not only possible, but also higher than or equal to that to successfully perform the action.
actually fairly easy. This allows players to make the game ‘theirs.’
The game of Castles & Crusades is like a machine that its user can
constantly tinker with in order to create an engine more suited to Tyranny of the Rules
the architect’s needs and tastes. The final game-rules for Castles & The Castle Keepers Guide is a book that presents the C&C player with a
Crusades should come from those playing it, not those creating it. host of new rules and options for their games. In some respects it simply
None of the three options for adding skills to your game inhibits the builds upon existing structures, making them more useful and playable,
ability to do just that. CKs and players must decide which to use, if while offering no real impact upon the way a CK runs a game or what
any, and how to use them. There are no official skills in Castles & is allowed. These options simply expand the working knowledge of the
Crusades. There are only several optional rules systems from which game. In other cases the impact these rules carry can be staggering.
to choose. Several chapters, though not all, of the Castle Keeper’s Though they cannot change the nature of the Siege Engine, they can
Guide mimic this approach. It is your game, and you must choose change the nature of the game you want to run. Take caution while
which best fits at your table. This approach preserves the adaptable expanding your game with new rules and options. The more rules that
nature of the C&C rules. you add to your game, the more clarity it gains, but the more freedom of
action you lose.
The Castle Keeper’s Guide frequently references styles of play. They are
broken down in three general types: gritty, classic, and epic. Very loosely, That aside, the CKG offers a wonderful array of quickly accessible charts
gritty role-playing consists of games that offer little in the way of player and tables that allow CKs to rapidly resolve simple problems, players
aid. The mortality rate is high, magic plays a smaller role in the outcome to expand their characters into high levels and with new equipment,
of events, and chance determines outcome as often as skill. Character treasure, and possibilities. It all begins with Chapter One and the
death comes hard and fast in gritty games. The average is normal, the character attributes.
extraordinary is rare. Attribute modification is tightened up so that
achieving great events is all the more difficult. Classic role playing offers
more in the way of fantastic, reflected in the standard C&C rules of
attribute modification. Here chance plays a smaller role and long shots
enter the realm of very possible. These games enroll the entire standard
fantasy role-paying fare. The final approach, the epic, expands upon the
attribute modification, exploring the realms of heroes. Here players can
attempt and routinely achieve deeds of surpassing valor. The expanded
scope of the possible defines epic games.

Castle Keeper’s Guide 7


8 Castles & Crusades
Chapter 1— Expanding Characters
Characters are the centerpiece of any Castles & Crusades (C&C) game;
without characters, there is no game. C&C players experience the game
through their characters, and while the game’s tone and overall story
certainly emanate from the Castle Keeper, that tone and story only come
alive when the characters are on stage, in action, up front and center.
Take Beowulf’s crossing of the swamps of Denmark, for instance; while
he is merely traversing the swamps and empty lands, his passing is of
little note or consequence. It is not until Beowulf crosses the fens and
enters the tale of Grendel echoing upon Denmark’s winds that the story
comes to life. It’s the same with a role-playing game: characters and their
interactions bring the setting, the adventure, and the entire game to life.

Understanding that characters are the cornerstone of C&C (and of all


role-playing games, really) is necessary to understanding the importance of
character creation within the game. Characters must reflect the game’s tone,
which is something the Castle Keeper (CK) can control. Should the Castle
Keeper desire such control, then establishing character-creation guidelines is
very important and highly advised. From choosing names to rolling attributes,
every character aspect can add or detract from the game. For instance, if a
CK with a serious-minded game has a player who wants to play a foppish,
silly character who prefers playing jokes on others and wreaking havoc,
this character may not suit a campaign in which stoic, iron-bound men
who walk with thick broad swords and axes, eat roasted turkey on the leg,
and down droughts of mead are the setting’s norm. First of all, these men
would likely kill such an annoying character—or the other player characters
might! Second, such a character disrupts the game’s tone and causes in-game
distractions, ultimately detracting from the setting, the adventure, the game,
and the other players’ enjoyment of the campaign. For this reason, the CK
will likely want to govern character design within the game.

A Note of Caution: As important as it is to keep the characters


consistent with the game’s context, it is equally important the CK give
the players some latitude in character creation. Allowing players to create
characters they actually want to play makes the game a great deal more
fun for them. Making a strict set of guidelines for character creation might
maintain the tone, but if it chases away the players, then it’s going to be a When deciding on which method to allow, it is important to note the kinds
quiet day in the fens! of characters the players want to play, as dice-determined attribute scores
go a long way in defining available character classes. Random rolls giving
With this in mind, character creation takes on a whole new importance, a character an 18 intelligence and a 7 strength, for instance, make such a
both for the player and the Castle Keeper. character a far more effective spellcaster than a fighter, thereby limiting the
character’s class choices; and if the affected player does not want to play a
Attributes spellcaster, then the player may decide not to play at all, or the player may
play but be very unhappy with and disinterested in the character and so
Character attributes are the foundation of character creation. As noted in contribute little to the gaming experience. So, dice-determined characters
the Castles & Crusades Players Handbook, there are six attributes: strength, can critically affect a game’s direction, especially if the group ends up with
constitution, dexterity, intelligence, wisdom, and charisma. In the game, only spellcaster-worthy characters!
each attribute has a numeric score ranging from 3-18. To generate each
attribute, players roll 3d6 and total the result for each of the six attributes. CKs should ask the players if they prefer to choose their characters’ classes,
The standard method of creating attributes presented in the Castles & or if they are fine with letting the dice determine their available choices.
Crusades Players Handbook results in a bell curve of scores, with 10 and 11 Normally, players choose a class to play, and they then arrange their attribute
being the most common result and 3 and 18 being the least common. scores to suit that desired class. Long-time players especially may have an
affinity to playing a certain class and not want to stray from it. So, for some
This book presents Castles & Crusades players with five new attribute- players, methods allowing the luck of the dice to provide class selection may
generating options. Castle Keepers, of course, determine which method not be met with enthusiasm, even though playing a non-standard class for
is allowed in their game, but, with the new options, players can now them may be an adventure in itself, one that stretches their role-playing
design their characters as desired, or they may let the luck of the dice abilities. Castle Keepers may also have an issue with such methods, as a
determine their rolls. resulting party heavily swayed toward fighters or spellcasters may have a
detrimental effect on a readied adventure requiring a range of character
CKs should keep in mind the following points regarding attribute generation
classes to survive its dangers. Ultimately, the leaving-it-up-to-luck methods
before choosing any particular method for their game. How powerful do
may not prove suitable for all gaming groups, and so should be used only after
you want the game’s characters to be? The more dice used for attribute
a thorough discussion of their limits.
generation, the greater the characters’ power will be. What fantasy flavor is
desired for the game? CKs running epic-style games where players need truly Also, before choosing a method for generating attribute scores, Castle
heroic characters should go with a method that increases each character’s Keepers should have a handle on the basic attribute ranges for commoners
attribute scores. If the CK wants a standard fantasy role-playing game flavor, within their game. While this information rarely comes into play, C&C
then a method that only incrementally increases the characters’ power characters should be better than the average person in the game’s setting;
should be selected. If a more gritty game is desired, then the CK should select they are the rare souls who possess that extra something which allows them
the method producing the lowest average scores for the attributes. to purposely and willingly pit themselves against the reckless dangers of the

Castle Keeper’s Guide 9


Part one: The Character
world. Knowing the average attribute range of actual commoners allows has the same effect as Method Two in game play, except the player does
CKs to establish a character benchmark, so to speak. not arrange the attribute scores as desired. This method encourages a
player to choose a particular class based upon the final arrangement of
For a standard game, it is suggested that common folk have an attribute the attribute scores.
range of 3-13 (2d6+1). CKs can adjust this range as needed, but use
of this range ensures the player characters are above par. Bear in mind, For Example: Using Method Three, the player received the following
this attribute score range is for the commonest of the common folk, not results: strength 13, constitution 11, dexterity 16, intelligence 9,
those in specialized professions like men-at-arms; for the more specialized wisdom 12, and charisma 17. A paladin and bard benefit most from a
individuals, the CK may want to use the standard method (3d6) for high charisma; a rogue, assassin, and a ranger character benefit from a
attribute scores. Ultimately, the Castle Keeper should feel free to amend high dexterity. Though the player does not have to choose any of those
these suggested rules, deciding what is best for the campaign at hand. classes, the character’s attribute scores indicate which classes would be
most advantageous to play. In the above example, the wizard or illusionist
Finally, consider the game’s genre before choosing any one method. character classes would be the player’s least likely choices.
The following list establishes some very loose guidelines about types
and styles of play. The methods of attribute generation (detailed in In addition to the above-noted effects on play, this character-creation
Alternative Methods below) refer to these genres, giving the CK a method has a resonance of genetic predetermination to it. The player is
better understanding of where each method falls and how each interacts not “in command” of the character’s underlying nature, rather the dice
with the genre. are in command. The attribute scores themselves force players to play
classes they might not otherwise choose to play. This may or may not be a
Epic: Epic role-playing fantasy environments involve confrontations good thing, so the Castle Keeper and players should discuss this issue prior
with vastly powerful creatures and magic, and they often involve or to agreeing to use this method of attribute generation.
lead to world-shattering events. These elements are present from the
very beginning of play. For average characters, these adventures are Method Four: Roll 3d6 and total the results for each attribute. The scores
incredibly deadly. For this game style, the Castle Keeper should seriously are not arranged as desired. Produce 13 characters in this manner. The player
consider allowing players to use Method Three for character creation. then chooses one of the 13 characters to play.
The CK might go so far as allowing the players to choose the attribute
slots for the resulting dice scores. This method only incrementally increases the character’s power, and
only when the character is considered as a whole, as the individual
Classic: Classic games are more of your standard fantasy role-playing character has not received any increase in attribute generation. As
environments; they are designed for characters to experience various with Method Two, this method creates a sense of predetermination
monstrous and magical challenges that can be deadly but aren’t overly in character generation, with forces outside the player determining
so. Thematically, heroic fantasy generally involves adventures which do the best class choice; yet, the ample supply of character choices
not alter the world’s landscape or allow characters to interact with deities generated with this method should provide the player with a
or such. For these games, the CK should consider using Method Two for character of preferable class to play.
character generation. If the Castle Keeper prefers to allow the dice to
decide the characters’ classes, then not allowing players to arrange the Method Five: This method places the onus of attribute generation
rolls as they see fit is the only alteration needed with this method. almost entirely upon the player. The player receives 66 points to divide
among the character’s attributes as desired.
Gritty: Gritty fantasy games involve a more realistic approach to
adventure, where mundane encounters are challenging and there are For Example: The player assigns the character’s 66 attribute points as
often high character mortality rates at all levels. Magic tends to be less follows: strength 9, constitution, 13, dexterity 17, intelligence 9, wisdom
of a concern, and the monsters tend to the more common type, but they 9, and charisma 9.
are more numerous. In gritty games, the preferred method of attribute
generation is Method Six. Method Five places the choice of attribute scores entirely in the
players’ hands. Many players like this method because it allows them
to specifically design the character they want to play. It does encourage
Alternative Attribute-Generation Methods creating minimum and maximum characters, however—meaning the
Method One: This is the standard Castles & Crusades method as character will have many low attribute scores and a few high ones.
outlined in the Players Handbook. Roll 3d6 and total them up for each
attribute. The player adds the results of the three dice together to create The Castle Keeper can adjust the allowed attribute points to increase the
a total score ranging from 3 and 18. Once the six scores are generated, type of game play desired. To increase the characters’ average attribute
each score is assigned to an attribute of the player’s choice. scores, simply have the players add a d4, d6, d8, or even a d10 roll to the
normal 66 points. Note the additional points can increase the attribute
Method Two: Roll 4d6. Discard the lowest-scoring die and total the scores quickly, creating truly powerful characters; for this reason, the
remaining three. Do this for each of the six attributes. This method Castle Keeper should be careful to ensure the resulting characters’ power
raises the average attribute score, increasing the power of the character matches the type of game intended.
as compared to the standard C&C method. Increasing the average
attributes in the game increases attribute modifier bonuses to hit points, Method Six: Use any of the systems above, but reduce any one attribute
to the to-hit roll, and to damage. The character thus becomes more by two points or any two attributes by one point, and then increase a
powerful and is more likely to successfully perform tasks and survive. second attribute by one. Basically, the player trades two points to raise
one attribute by one point.
If the Castle Keeper desires the characters be very powerful, have the players
roll 5d6 and drop the lowest two results for each attribute. Attribute Modifiers
Whether using 4d6 or 5d6, this method creates classic fantasy characters. Attributes, if they are high or low enough, provide the character with
an attribute modifier. This modifier is a number added to or subtracted
Method Three: Choose an attribute and roll 3d6 six times for the from attribute checks, saving throws, to-hit rolls, damage, etc. As noted
attribute; keep the highest score for that attribute. Do the same for each in the Castles & Crusades Players Handbook, each attribute has a standard
attribute. This method allows for high-average attribute scores, and it modifier assigned to it. The modifiers are as follows:

10 Castles & Crusades


Chapter 1 — Expanding Characters
Table 1.1 Standard Table 1.2 Attribute
Attribute Modifiers Modifiers M1
2-3 -3 3-4 -3
4-5 -2 5-6 -2
6-8 -1 7-8 -1
9-12 0 9-12 0
13-15 +1 13-14 +1
16-17 +2 15-16 +2
18-19 +3 17-18 +3
The attribute modifiers reflect a depressed bell curve such that the truly Method Two: This method mimics the bell curve, but increases the
extraordinary modifiers remain extraordinary and the averages fall on the character’s range of modification, potentially making the character much
low end of the modification scale. Some CKs may desire a wider scope of more powerful than the standard C&C character.
modifiers. If Castles Keepers desire to change the attribute modifiers, the
following methods are suggested.
Table 1.3 Attribute
Castles Keepers wanting to adjust the game’s power dynamic without Modifiers M2
affecting the overall Siege Engine might seek to alter the attribute 3 -4
modifiers. Used in tandem with changes in the attribute-generation 4 -3
system, however, the overall change in a character’s power can be
dramatic. By increasing the average attribute score and increasing the 5-6 -2
average bonus for an attribute score, one quickly increases the average 7-8 -1
chance of an action’s success. The change can be as high as 10% at 1st
level, which is quite a shift in the game’s dynamic. 9-12 0
13-14 +1
NOTE: Castle Keepers should be cautious when changing the attribute
modifiers, as this can impact the game directly, offsetting the mechanics of 15-16 +2
monsters, treasure, traps, and other components of the game. 17 +3
18 +4
As with the attribute-generation system, carefully consider the impact
any changes may have on play. How difficult should it be to successfully Method Three: This method increases the character’s power while having a
complete an action? The higher the average attribute modifier, the easier standard attribute modification approach and no bell curve, and it manages
it becomes to complete actions successfully. The standard C&C approach to keep the extraordinary (the +4) extraordinary.
is that a +3/-3 is the furthest and rarest deviation form the norm. By
creating a bell curve and expressing that power as associated with only
one attainable attribute, we have kept what is a 20% bonus fairly rare. Table 1.4 Attribute
Modifiers M3
Alternative Methods For Adjusting Attribute Modifiers 2-3 -4
For those wishing to ratchet up the power dynamic, consider using the 4-5 -3
below-listed modification methods for the desired game style. 6-7 -2
Epic: For epic games, consider using Method Two below. This method 8-9 -1
significantly increases the characters’ power and gives them the ability to 10-11 0
defeat powerful monsters at lower levels, which, in turn, requires the CK
ramp up the game’s challenges more quickly, as well. 12-13 +1
14-15 +2
Classic: The standard fantasy setting is best suited for the standard C&C
attribute-modification rules. However, Method One is also an option that 16-17 +3
only incrementally increases a character’s power, reducing the chances 18-19 +4
for death and increasing the power of the encounters accordingly.

Gritty: The preferred method for low fantasy is the standard C&C attribute Attributes & Character Age
modification. This method maintains the average and the extraordinary. On Castles & Crusades assumes characters begin their adventuring careers
the other hand, because low fantasy has a gritty feel to it and the range of as young adults or adults. A character’s age affects his attribute scores.
challenges can be great, giving the characters a rare but definite edge can With youth, physical attributes wax; with age, they begin to wane, while
greatly increase excitement at the game table. Considering this, Method mental ones become more acute, burgeoning with a lifetime’s worth of
Three would be an optimal choice. experience. When characters reach venerable age, however, their bodies,
both mentally and physically, begin to deteriorate as their inevitable
Method One: This is a standard approach such that no bell curve exists. march toward death encroaches ever closer.
There is little apparent appreciable difference between this method and
the standard method, but close examination reveals the character’s Attribute modifiers for character age are included in the racial section
power is potentially increased. on page 30.

Castle Keeper’s Guide 11


Part one: The Character
Table 1.5 God-like Attributes
Score Bonus Strength Dexterity Constitution Intelligence Wisdom Charisma
Incapable of lifting Wiz/Ill cannot cast Cler/Druid cannot cast
1 -4 -1 to initiative Contracts all diseases Repulses people
objects over 5 lbs spells above 3rd level spells above 3rd level
20 +4 +1 initiative Fascinate as 4th-level Bard
Use 2 - handed +10 feet on normal Wiz/Ill receive Cler/Druid receive
21 +4 Immune to disease Charm as 3rd-level wizard
weapons w/1 hand move extra 4th-level spell extra 4th-level spell
Can sustain damage up to -1 Turn double the
22 +5 +2 initiative
before falling unconscious number of undead
Throw rocks as a Dodge and take ½ Delay poison as a 5th-level Wiz/Ill receive Cler/Druid receive
23 +5 Fascinate as 5th-level bard
hill giant movement ranger extra 5th-level spell extra 5th-level spell
24 +6 +3 initiative
Strike +1 magical Wiz/Ill receive Cler/Druid receive
25 +6 Double natural healing Inspire as 10th-level knight
creatures with fist extra 6th-level spell extra 6th-level spell
26 +7 +4 initiative
Throw rocks as a Wiz/Ill receive See ethereal and
27 +7 Regenerate 1hp per round Fascinate as 6th-level bard
frost giant extra 7th-level spell astral creatures
28 +8 +5 initiative
Wiz/Ill receive Cause fear as 10th-evel
29 +9
extra 8th-level spell wizard
30 +10 +6 initiative Regenerate 2 hps per round

Attributes Expanded
Whether through character design or game interaction, such as
magic spells or magic items, characters may occasionally gain or
earn, temporarily or permanently, attributes beyond the normal
scale provided in the Players Handbook. These attributes reflect
abilities beyond those of normal characters; they are god-like
abilities, granting the one so imbued with extraordinary skills
and powers. Castles & Crusades allows for characters to have
ability scores up to 30. Attribute scores beyond 30 lie within the
CK’s realm of rules creation.

Beauty
The basic Castles & Crusades rules do not have an ability
that corresponds to physical beauty. Many equate charisma
with beauty, but this is not the case. Charisma is the persona
that an individual possesses, their force of personality.
Charismatic people may be, but need not be, beautiful.
Beauty is a combination of physical allure and emotional
satisfaction. Beautiful people are not necessarily people
everyone looks upon with desire, but rather they are ones
who attract by their very nature, engendering emotional
responses of devotion rather than of desire. Beauty does
not appeal to the natural instincts or drives, but rather to
emotive instincts creatures with inferior or above-average
intelligence possess.

Beauty is an optional attribute. CKs should take careful


note of its potential impact on their games before allowing
the attribute in. These rules serve as a general guideline for
those rare encounters where beauty comes into play.

Beauty is highly subjective. Literally dozens of factors


determine someone’s beauty; physical looks are the most
obvious, but the relative importance of these erodes in
the face of cultural norms. Whereas one individual may
be beautiful in one region, people in another area may not
view the same individual in the same light. For this reason,
Castles & Crusades does not consider beauty a normal

12 Castles & Crusades


Chapter 1 — Expanding Characters
attribute. This does not mean that physical beauty does not have a role Beauty Modifier
in C&C. In fact, it already exists. Several monsters have the divine beauty In the case of individuals with a beauty of 13 or more, the modifier
ability. The nymph, for instance, can charm individuals of almost any race is added to the beautiful individual’s level or hit dice to determine
or type with her sheer beauty. Magic partially determines the nymph’s the Challenge Level of the individual’s charm ability. An individual’s
beauty, as the viewer is charmed into seeing her as something beyond his charisma, constitution, and wisdom modifiers augment the modified CL.
normal ken. Even beyond that, however, the nymph possesses a flawless
form and an otherworldly nature. Her beauty is universally acknowledged In the case of individuals with a beauty of 8 or less, the modifier applies
by both sexes and by members of all races; it mesmerizes those viewing toward those affected, becoming a minus to their roll. Other attributes
her, almost charming them. have no effect.
It is certainly possible that characters and NPCs possess such physical
charm. In Castles & Crusades, the beauty attribute determines the extent Table 1.7 Beauty Attribute Modifiers
of an individual’s allure. To determine the character’s beauty, roll 3d6. 1 2-3 4-5 6-8 9-12 13-15 16-17 18-19*
Beauty: This optional attribute represents the inherent beauty of -4 -3 -2 -1 0 +1 +2 +3
individuals; it is their ability to charm or repulse those around them * For any beauty score beyond 19, refer to Table 1.7 God-Like
with their presence alone. This ability to charm or mesmerize those Attributes for the attribute bonus.
around them is dependent on race and sex. These abilities should be
used with care, taking into account their long-term game effects. A Example: All men considered Vivienne, Queen of Kayomar, mother to
creature does not need to “activate” any abilities associated with the Robert Luther, last King of that fabled realm before the Dark descended,
beauty attribute for their effects to occur. The effects occur constantly as the most beautiful woman to grace the histories of the world. The tales
and immediately. Individuals charmed, enthralled, or even following were not far from the truth. Her attributes, 18 wisdom, 16 constitution,
suggestions do so upon meeting the individual. However, rejection, 15 charisma, and 21 beauty, set her above average mortals. When she was
or the realization that the creature is using its beauty for its own ends still very young, men remarked on her ability to enchant those around
can come at a heavy price, as enthralled individuals often react very her. For game purposes, at 1st level she had a CL of 11 (combining her
violently upon learning the truth. level and her attribute modifiers). In later life, after she had achieved 12th
level, her CL became 22.
Table 1.6 Beauty Attribute and Abilities Example 2: Coburg the Undying, Lord of Aufstrag, appears as a man,
Beauty Score Optional Abilities but his life’s evil deeds weigh upon his countenance such that other
men cannot see his form but for the horror of it. This gives Coburg an
Their beauty is so horrid they project a living nightmare. effective beauty of 1. He is a 23rd-level Fighter. To look upon Coburg is to
1-2 Those failing a wisdom save are repulsed and seek to be disgusted, almost to the point of despair. Those who fail their save fall
remove themselves from the person’s presence. back from him, trying to avoid his gaze or notice.
All charisma checks of those around the individual
3-5
are made at -2.
6-15 No appreciable effects.
They have the ability to influence those around them.
Their beauty is such that those failing a wisdom save
16-17
are inclined to follow a particular course of action
suggested to them.
They have the ability to charm people. Their beauty is such
18 that those failing their wisdom save become convinced
they desire to befriend and protect this individual.
Their beauty exceeds that of normal mortals, and
instantly enthralls those viewing them. They can
19-24 even influence those who merely glimpse them.
Individuals failing a wisdom save follow them as if
affected by a mass suggestion spell.
Their beauty is such that is shines from within, transcending
culture and language, allowing the viewer to project
perfection upon them Anyone failing a wisdom save falls
under their sway, lost to the power of their beauty so long
25-29
as the beautiful creature wills it. The failing individual’s
wisdom score determines the effect’s duration: 1-2: 2d4
days; 3-5: 1d4 days; 6-8: 5d4 hours; 9-12: 4d4 turns; 13-
15: 3d4 rounds; 16-17: 2d4 rounds; 18+: 1d4 rounds.
Their beauty transcends the divine. Any who look
upon them must make a successful wisdom save or
30+
become overwhelmingly enthralled, bound to that
individual as with a permanent charm spell.

Castle Keeper’s Guide 13


Part one: The Character

Epic Adventures and extended class levels

High-Level Adventures
Epic, or high-level, adventures take characters into realms far beyond
even the extraordinary struggles of heroes pitted against legendary
monsters and those who plunder the wealth of lost civilizations. Epic-
level adventures reflect a classification of power that is not easy to
discern, for the power itself is immense, encompassing the struggles of
titanic creatures who, through their actions, can alter the landscape
around them or the course of history. Epic adventures carry the story arc
into the realm of sagas, where Achilles battles Hector before the walls of
Troy; where Conan, through the brutality of his primeval will, breaks the
sorcery of the Wizards of the Black Circle; where Gandalf wages war with
the Balrog in the deepest places of the earth and even onto the highest
mountains; and where the Council of Light endures the long march of
Aufstrag’s Halls to enter the Horned God’s chambers, waging a hopeless
war upon the tyranny of his darkness.

For these sagas to unfold, the participants must themselves be of epic


power; or at the very least, they must be on the road to epic power. The
classes presented in the Castles & Crusades Players Handbook stop at 13th
level. Spellcasters gain more spells with level advancement, and others,
such as the fighter, see their abilities improve as their levels continue,
but there are no new abilities. This approach safeguarded the story
element that is critically important to long-running campaigns, where
the story itself is as important as gaining treasure or power. Characters
gaining higher levels and the powerful abilities that go along with those
levels tend to enter realms of Monty Haul campaigns—games where Abilities
the fantastic and outrageous become commonplace and dwarf the
importance of the adventurers and their tales with the attainment of Battle Space: At 13th level, fighters gain greater control over their
outlandish, super-human abilities and vast treasures. battle space. Through use of peripheral vision, anticipation of their
rival’s maneuvers, and a clear understanding of the advantages and
The Players Handbook never denied that such epic play held a place limitations of their equipment, experienced fighters develop a keen,
in the game; indeed, the greatest stories ever told are epic tales of almost instinctive, understanding of their battle space. This allows
endurance and struggle, where the mighty fight the mighty and the fighters to coordinate their own defensive and offensive actions in
world is left aghast by their titanic struggles. How impressive would such a way that if they carry a second weapon, use a shield, or even use
Gandalf be had the Balrog pulled him over the ledge so that the both something as simple as chair leg, they can use it defensively, without it
of them splattered on the ground below? Epic adventures capture the affecting use of their primary weapon. This grants fighters a +1 bonus
imagination in a scope that resonates in the collective gaming memory to their AC. This bonus does not apply if the fighter is using any two-
for long years after the struggle. handed weapon, such as a pole-arm, bow, crossbow, etc. It does stack
with the shield bonus, so use of a shield and Battle Space would grant an
To achieve epic adventure, three things are necessary: epic-level extra 2 to AC, one for the shield and one for the Battle Space ability.
monsters (see the Monsters & Treasure of Aihrde), a CK’s elbow grease
(see Chapter 14), and epic-level player characters. Below are all 13 At 17th level, the fighter’s control of his battle space increases, allowing
classes with their necessary experience point progression, the BtH, hit him to better master combat maneuvers. He gains the following bonuses:
point bonuses, and the abilities associated with levels up through 24. dodge +3, disengage -1, evade +5, flank, +2, and a rear attack +3. At
As you read through these, take note that not all the characters are 22nd level, another increase occurs: dodge+4, disengage 0, evade +6,
balanced at higher level. Rogues may find it increasingly difficult to hit flank +3, and a rear attack +4.
opponents when compared to their fighter counterparts; some may gain
levels faster, and others may have more abilities. We have purposely Weapon Specialization II: At 13th level, a fighter chooses a second
steered away from making all classes equal to one another, focusing weapon for specialization. This ability is identical to the 1st-level Weapon
more on making each class’ tale its own. The intent is not to create Specialization ability. The ability imparts a +1 to hit and +1 to damage
character classes that are so powerful they sweep away mountains, but bonus when using the second chosen weapon. At 19th level, the bonuses
rather to create character classes whose titanic struggles echo in the increase to +2 to hit and +2 to damage. The fighter can choose to
gamers’ hall for a long time to come. double specialize in the weapon initially chosen for specialization at 1st
level; doing so grants the fighter a +3 to hit and +3 to damage at 13th
level and +4 to hit and +4 to damage at 19th level.
Fighter
Fighters continue to hone their skills in battle as they advance in levels. Shield Blow: At 14th level, fighters can employ medium or large metal
Long years of experience through many grueling combats allow them to shields as weapons. Combining the weight of the shield with their skill,
understand the use of the weapons and armor. Even beyond that, their they can strike an opponent with the shield. Upon a successful strike,
experience translates into something similar to instinctive response when the victim suffers 1d6 points of damage. The shield does not count as
in individual combat. Masters of individual combat tactics, they dominate a second weapon; therefore, the fighter does not suffer to-hit penalties
the fields of inter-personal combat. Furthermore, their long years of use when using the shield, but when the shield is used offensively, it also
hone their attributes, improving their muscles and reflexes. does not confer its standard AC bonus. This ability is in addition to the
fighter’s Extra Attack ability gained at 10th level, effectively allowing him
three swings a round if employing a shield, and it augments the Battle

14 Castles & Crusades


Chapter 1 — Expanding Characters
Space ability when using the shield. It does not add any extra attacks if
the fighter is using Combat Dominance.

Strength Bonus: At 15th level, the fighter gains one point of strength.
The fighter’s long use of armor and weapons and his combat experience
increase his strength by 1 point.

Combat Dominance: At 16th level, this ability extends to all 2-HD


creatures; at 20th level, it extends to all 3-HD creatures, and at 24th
level, to all 4-HD creatures.

Attribute Bonus: At 19th level, the fighter gains either 1 point in


strength or dexterity.

Table 1.8 Fighter Class Information


Level HD BtH EPP
13 +4 +13 1,250,001
14 +4 +14 1,500,001
15 +4 +15 1,750,001
16 +4 +16 2,000,001
17 +4 +17 2,250,001
18 +4 +18 2,500,001
19 +4 +19 2,750,001
20 +2 +20 3,000,001 points of damage and can trap or ensnare large animals. At 18th level,
21 +2 +20 3,250,001 this ability increases to a +4 bonus to detect traps and 3d4 points of trap
damage; at 24th level, it increases to a +6 bonus to detect traps and
22 +2 +20 3,500,001 4d4 points of trap damage. Rangers can only detect traps in wilderness
23 +2 +20 3,750,001 environments, and they cannot detect magical traps.
24 +2 +20 4,000,001 Survival Instincts: At 15th level, the ranger becomes more in tune
Ranger with his environment, developing a sixth sense for danger. The ranger
can sense if something is wrong, but may not be able to pinpoint the exact
Understanding the wilderness is a constantly evolving skill. The ranger’s nature of the danger. An errant smell, an overturned leaf, or an unnatural
ability to etch a living out of even the most inhospitable environments, quiet all might alert experienced rangers to danger, making it increasingly
find paths through strange country, and to pursue an enemy with deadly difficult to surprise them. They receive a +2 to their wisdom check when
intent all continue to grow with experience. A ranger’s high-level abilities
making a surprise check. This ability increases by one point for every two
reflect this deepening knowledge. The ranger’s combat skills do not grow
as rapidly at these levels, for the ranger’s true gifts lie in his wilderness levels thereafter (+3 at 17th level, +4 at 19th level, etc.).
abilities.
Strength Bonus: At 15th level, the ranger gains one point of strength.
Abilities The ranger’s long journeys of hardship in the wilderness and exposure to
the elements increase his strength by 1 point.
Find Passage: At 13th level, the rangers’ wilderness skills allow them
to find the least obstructed method of moving through an environment. Advanced Tracking: At 17th level, a ranger’s tracking skills surpass
This does not equate to finding secret passages or even paths. Find even those of many animals. Once rangers find a trail with a successful
passage allows rangers to examine their environment, and through track check, their knowledge of tracking is such that they can determine
their knowledge of the natural order of things, find the easiest accurately the number in the party they are tracking, the make-up of
way forward. Find passage allows rangers to halve any movement the party (warband, hunting party, etc.), whether they are well or lightly
penalties existing for any terrain. This ability also applies to their armed, their speed, and their habits(what and how often they eat, etc.).
climbing ability. In order to use this ability, rangers must have some Rangers can determine whether tracked beings belong to one of the
experience in the terrain, and the terrain itself must be terrestrial. following categories: beast, fey, giant, humanoid, plant, vermin, or other
Anyone traveling with the ranger can follow the way, but not as (aberration, construct, dragon, elemental, magical beast, ooze, outsider,
skillfully; their penalties are reduced by one-fourth the normal penalty. shapechanger, or undead).
Favored Enemy: At 13th level, the to-hit and damage rolls against the Example: With a successful track check, Borien, the 18th-level ranger,
ranger’s favored enemy increase to +3/+3. Furthermore, at 20th level, determines he is pursuing 11 foes; four ride on unshod light ponies, and
rangers can intimidate their favored enemies with a successful charisma seven travel on foot; one of the ponies is lame, lagging behind the others.
check; successfully intimidated enemies become disconcerted while Those on foot wear light armor, and two carry pole-arms. The group rests
battling the ranger, suffering a -2 penalty to all to-hit, damage, and infrequently, and they cover vast distances in short spells of time. They are
attribute check rolls. Rangers cannot intimidate more than 15 favored eating lightly, and they stop to water whenever they have the chance.
enemies at a time.
Furthermore, the ranger can anticipate the movement of those he tracks.
Expert Trapper: At 13th level the ranger’s ability to spot traps increases Most animals and humans are predictable in their habits, and recognition
to a +3 bonus. Furthermore, the ranger can create traps that cause 2d4 of those habituations enables the ranger to figure out where foes may be

Castle Keeper’s Guide 15


Part one: The Character
heading or what they are planning. The ranger has a chance of predicting Any non-ranger making a tracking check suffers an automatic -10
his foes’ preferred direction of travel from point “A” to point “B.” In penalty to any dice role.
this case, if the ranger has successfully tracked, he must make a second
successful track check (+1 only and +1 per level thereafter) to determine Items of Note
the enemies’ correct path. Furthermore, the ranger, knowing his foes’
habits, can even predict their eventual destination. The destination has Rangers look for particular signs when tracking. These range from
to be knowable to the ranger, meaning he must know the area and its scattered water, to scat, and even to the reflection of grass in the
possible destinations points based upon the method, direction, and speed afternoon sun. Below is a sampling of tracking signs that rangers may find
of the party’s travel. A successful wisdom check (normal) after the above and would definitely take note of.
indicates the ranger has surmised his foes’ chosen destination.
Large Sign
Note: The Castle Keeper might desire to make this check behind the
Large sign represents easily noticed marks or signs of passage; where
screen so the player does not know if his character successfully deduced creatures usually walk or hunt, feed or drink.
the travelers’ destination.
Trails: Areas that see high traffic for one type of creature, usually going
Example: The ranger Rutifix has chosen lycanthropes as his favored to feeding area or water.
enemy. Rutifix has been fighting them for some time and knows their
habits really well. When he picks up the tracks of one in a rural agricultural Runs: A normal area of traffic, usually to a favorite feeding ground or water.
community, he tries to guess the direction the lycanthrope travels. He
successfully guesses the direction. The ranger knows three thorps, each Pushdowns: An area of brush that is broken and crushed, usually going
with their own distinctive flavor, lie in that direction. The lycanthrope, off trail and represent where a creature fled.
being hungry, headed to one of the villages. With a successful wisdom
check, the ranger picks the correct village—but Rutifix will not know he Eat-Through: Where a creature begins eating at the beginning of an
was successful until he arrives to find the lycanthrope. area, such as a berry patch, and eats straight through the patch, moving
on afterward.
Tracking Bed/Den: An area in thick brush that shows signs of constant use.
Following one’s opponent into the wilderness, through a dungeon, or even
through the tangled streets of a dirty town is one of the constants in Castles Medium Sign
& Crusades. The ranger is a past master at it, but others may attempt it from
time to time, not fully understanding that tracking is a skill that takes years These are less noticeable signs of passage such as a damaged tree, hair,
to learn and real experience to perfect. We’ve all heard the ranger shout claw marks, chewing and similar instances. These signs are where a
“don’t trample the area until I track,” but tracking goes far beyond keeping greater understanding of tracking and what to look for mark the ranger
the trail pure. It is not simply looking in the dirt to see if the tracks of some as the true tracker.
beast blaze the trail in one direction or the other. Rather, it is a science that
involves gathering and interpreting mountains of information. Rubbing: These marks are small signs left on the sides of trees and rocks
that denote where a creature passed and rubbed off the normal bark, dust,
The skilled tracker knows when to track; this goes beyond knowing that or film left on the item in question.
it is easiest to track in the light snow or after a rain. They also know that
tracking in the early morning dew yields the best results as an animal’s Chewing: The way an animal chews at a tree or in the dirt marks what
spore is more noticeable then than in the late afternoon. Experience it is doing and what it is. A clean cut in the bark notes incisors, usually
teaches them about the terrain; it tells them how the terrain looks before a rodent. Serrated edges are animals that pull on the grass or leaves,
ever a creature crosses it — does the bark on the tree flake naturally, or breaking them apart rather than cutting them. No particular order in the
does the flakes of bark on the ground denote that a beast of a certain bite marks denotes a predator chewing up something for minerals within
height passed recently? They learn, as well, about the spores of hosts of or marking its territory. A clean break denotes plant life that has been
beasts, how many toes they have, if they are clawed or not, how long their broken not chewed at all.
stride is, if they move fast or slow; they know that most creatures, when
Breaking: This marks where an animal has passed, breaking small limbs, grass
wounded, travel downhill, rarely going uphill.
blades, knocking of bark, or any similar disturbance of the trail.
Bringing tracking into the game can be fun and challenging. The more
detail that the CK places in the actual encounter, or through the use of Small Sign
the character’s skill, the more realistic and gripping it can become. Below Small sign denotes tiny depressions in the earth, or disturbed dust. These
are items of detail that the CK may want to use when describing the trail signs are only noticeable by a skilled ranger.
the ranger follows. Furthermore, a more detailed understanding of what
the challenge level of any particular situation is can often be very helpful. Dust: A fine layer of dust settled on plant or rock that has been disturbed
may give a ranger a sign even though no track exists. The dust settles once
Take note that too much detail, and laboring over it for too long, may bring it is disturbed in the original creature’s passing. The dust is not in the track
the focus of the game away from hunting and into a more esoteric discussion itself, and the ranger determines where the track is by where the dust is not.
of tracking; keeping the actual text and descriptions brief is the best way.

The Tracking Stick: Many skilled rangers carry tracking sticks, small Scat
measuring devices with marks on them so they can determine the stride of Almost all creatures leave signs of their passing in their scat. By breaking the
an animal. This helps them when they lose a trail, as they can determine scat apart and conducting a careful examination, the ranger may determine
from the creature’s stride, where the next track most likely landed and the time it was dropped, the food they last ate, and how much they ate. Every
guides them where to look. Any ranger using a tracking stick gains a +1 creature leaves different types of scat. In determining the type of scat a monster
on their ability check for the first track check after losing a trail. may leave, reference the below notations and place the monster in the family
you feel it best fits in.
To determine the success of a tracking check, the ranger makes a normal
track check; however, the following circumstances influence the outcome.
16 Castles & Crusades
Chapter 1 — Expanding Characters
Tube: Scat in a long tube shape denotes any canine or similar creature, Table 1.9b Time Track Check is Made
also raccoons, skunks, opossum, wolverines, and bears.
Time CL
Teardrop and Tapered: This scat belongs to any creature in the cat family. Morning -1
The manticore would most likely have this type of scat. Mid-Morning 0
Tapered Tube: This scat belongs to anything in the fox family. A good Noon 1
sample of this type of scat might be the lamia. Mid Afternoon -1
Fattened Threads: These thin bits represent weasels, wolverines, and Afternoon 0
similar creatures. Dragons would most likely have this type of scat. Dusk 2
Pellets, Round: Rabbits and hares drop round pellets when passing. It is Night 9
very frequent as well. A xorn would perhaps leave such pellets behind. Table 1.9c Time Elapsed
Time CL
Pellets, Oblong: These generally represent deer or similar hooved
beasts. They pellets may have a nipple on the end. A satyr might leave 6hrs -2
oblong pellets behind. 12hrs 0
18hrs 2
Pencil Lead: Small pellets about the size of a pencil lead belong to rats
and similar rodents. The stirge might leave these behind it. 24hrs+ 4
Table 1.9d Weight of Creature
Ghost Signs Size/Weight* CL
These consist of faint, telltale signs left in the grass, on leaves, or similar Tiny 7
places. When creatures pass they disturb the normal terrain, a terrain Small 3
that changes throughout the day.
Medium 0
Dulling: This consists of disturbed morning dew. Anything crossing Large 3
through the dew wipes it from the trail or at least scatters it. Gargantuan -5
Shining: In the afternoon, grass is dry, stands generally straight and, in *C&C does not have sizes for tiny or gargantuan; however, for
this posture, reflects the sunlight. Areas where there is no shine mark out very small creatures, such as a rat, or very large creatures, such as a
where grass has been depressed. This depressed grass only lasts a few hours. dragon, use these sizes.
Rangers may note the lack of reflection from several dozen feet away. Table 1.9e Number Encountered
No. Encountered CL
Leaf Sign: Weight on a leaf presses it into the ground, leaving a clear
mark in the earth. The leaf itself may bounce back but usually remains 1 4
somewhat depressed. Looking from the side, along a trail, the skilled 2-4 2
ranger may discern this sign.
5-13 1
13+ 0
Tracking Tables
Table 1.9f Weather Conditions
When attempting to determine the CL of any track check, the CK may
wish to assign an arbitrary number, or they may wish to assign a more Weather CL
detailed value. If the latter is the case, refer to the following Tables. It will Raining -1
be necessary to pre-determine the information, such as time of day the Snowing -3
creature passed, before the roll is made.
Dry 0
Table 1.9g Ground Conditions*
Conditions CL
Muddy -2
Table 1.9a Terrain* Clay 4
Terrain CL Dry 0
Desert 2 Snow -5**
Forest, northern or southern 0 Trail 0
Forest, Deciduous 0 Run 1
Depressions 2 Pushdown 1
Lowlands 1 *These conditions can be cumulative.
Mountains & Hills 4 ** If it is snowing and there is snow on the ground, the two are not
Rivers and Their Courses 3 cumulative; they both together count for a -5.
Wetlands 4
*If the ranger is experienced in any particular type of terrain, the CL
is automatically 0.

Castle Keeper’s Guide 17


Part one: The Character
Table 1.10 Ranger Class Information
Level HD BtH EPP
13 +4 +11 1,175,001
14 +4 +12 1,400,001
15 +4 +12 1,625,001
16 +4 +13 1,850,001
17 +4 +13 2,075,001
18 +4 +14 2,300,001
19 +4 +14 2,525,001
20 +2 +15 2,750,001
21 +2 +15 2,975,001
22 +2 +16 3,200,001
23 +2 +16 3,425,001
24 +2 +17 3,650,001

rogue
Rogues hone their skills as they advance in levels. Years of exploring
secret places, moving through the shadows, learning to watch and listen,
and hiding and striking their enemy when they least expect it begin to
refine their skills. They do not master many new combat skills as they
progress, but they come to perfect what they learned as striplings.
Quick Reaction: At 18th level, rogues add +1 to their initiative roll. At
Note: Unless otherwise noted, armor affects the rogue’s abilities. 24th level, this bonus increases to +2. After 24th level, should the result
be an 11 or higher, rogues can take one more action at the end of the
Abilities round, such as attacking or moving half their movement allowance. They
can only take a ranged attack if they have the ranged weapon in hand.
Sneak Attack: The rogue’s to-hit and damage bonuses for the sneak
Regular melee actions, such as rummaging through a backpack, generally
attack increase as the rogue gains levels. At 13th level, the attack is made
require too much time, so rogues cannot perform them with the second
at +3/+6; at 18th level, it is made at +4/+9, and at 23rd level, it’s +5/
action. CKs may rule on individual actions; for example, grabbing a pinch
+14. The effective range remains unchanged.
of powder from a belt pouch is within reason; stopping to open a chest
Back Attack: Rogues’ to-hit and damage bonuses on their back attack and look through its contents is not.
ability increase as they gain levels. At 14th level, the rogue gains a +6 to
Evasive Maneuver: At 20th level, the rogues’ heightened combat senses
hit and inflicts quintuple damage. At 20th level, the rogue gains a +7 to
allow them to make evasive maneuvers in combat. They are quicker, able
hit and inflicts sextupled damage.
to anticipate blows and offensive maneuvers with such skill that they gain
Detect secret and concealed doors: At 15th level, a rogue can notice a +4 to their AC. This ability does not impair their ability to attack, and
secret and concealed doors similar to an elf by just walking past them. it stacks with their normal armor class. The rogue must be actively using
The rogue must be within 10 feet of a concealed door or within 5 feet of this ability and cannot use it while using ranged attack weapons or any
a secret door to make the check. The rogue does not have to be actively rogue ability, such as picking pockets, climbing walls, etc. They cannot
looking for such doors, but is merely allowed a spot check. A successful use evasive maneuver if surprised.
wisdom check means the rogue discovers the door. If the rogue is actively
searching for the secret or concealed passage, he adds +2 to the check. Table 1.11 Rogue Class Information
Level HD BtH EPP
Hide and Move Silently: At 17th level, the rogue’s abilities to hide and
to move silently increase. Beginning at 17th level, a rogue can move or 13 +2 +4 575,001
hide up to one-half the character’s normal speed at no penalty. At more
14 +2 +4 700,001
than one-half and up to the character’s full speed, the rogue suffers a -4
penalty. This penalty is reduced to -3 at 19th level and to -2 at 21st level; 15 +2 +5 825,001
it reduces to -1 at 22nd level, and there is no penalty at 24th level. 16 +2 +5 950,001
Dexterity Bonus: At 15th level, the rogue gains one point of dexterity. At 17 +2 +5 1,075,001
this level, the rogue’s skills have long become habits, improving his speed and
18 +2 +5 1,200,001
reflexes and increasing his dexterity by 1 point.
19 +2 +6 1,325,001
Sixth Sense: At 14th level, the rogue has become much more in tune
with his environment, developing a sixth sense for danger. The rogue can 20 +1 +6 1,450,001
sense if something is wrong, but may not be able to pinpoint the exact 21 +1 +6 1,575,001
nature of the danger. An errant smell, a shadow, or an unnatural quiet all
22 +1 +6 1,700,001
might alert experienced rogues to danger, making it increasingly difficult
to surprise them. They receive a +1 to their wisdom check when making 23 +1 +7 1,825,001
a surprise check. This ability increases by one point for every four levels
24 +1 +7 1,950,001
thereafter (+2 at 18th level, +3 at 22nd level, etc.).

18 Castles & Crusades


Chapter 1 — Expanding Characters
Assassin Note: This ability does not work on non-bleeding creatures, such as the
Mercenaries with abilities beyond those of normal warriors, assassins, over undead or oozes. Furthermore, it does not work on creatures the assassin has
time, evolve their skills. They often develop peculiar habits, signatures no direct or indirect knowledge about. The Castle Keeper serves as the final
whereby others can recognize their handiwork. With experience, their arbiter in which creatures the slow kill affects.
knowledge of their targets increases and their ability to kill extends beyond
the simple knife in the dark. Table 1.12 Assassin Class Information
Level HD BtH EPP
Abilities
13 +2 +4 650,001
Surprise: At 13th level, the assassin’s ability to surprise his opponents
more often and more successfully increases. Assassins add +1 to those 14 +2 +4 800,001
wisdom checks involving surprising an opponent. Assassins do not add 15 +2 +4 950,001
this bonus when making their own surprise checks, however. The bonus
increases by +1 every five levels; at 18th level, they surprise at a +2, and 16 +2 +5 1,100,001
at 23rd level they surprise at +3. 17 +2 +5 1,250,001
Sneak Attack: At 13th level, the sneak attack increases to +3 to hit and +6 to 18 +2 +5 1,140,001
damage. At 19th level, the bonus increases to +4 to hit and +9 to damage; at 23rd 19 +2 +5 1,550,001
level, it increases to +6 to hit and +12 to damage.
20 +2 +6 1,700,001
Signature Style: Most adventurers develop certain styles, use of 21 +1 +6 1,850,001
weapons, or tactics with which they are most comfortable. These
signature styles, honed to a near-perfect art, define their work and skill; 22 +1 +6 2,000,001
they are a calling card of sorts. At 15th level, the assassin can perfect a 23 +1 +6 2,150,001
signature style enabling him to more effectively eliminate targets. This
only works with one type of attack, whether by weapon, poison, or 24 +1 +7 2,300,001
tactic. The assassin must be familiar with the style, using it frequently
throughout his career. It often behooves the player to choose the style at BARBARIAN
an earlier level, allowing the assassin to immediately utilize the signature These warriors of the primeval world become titans whose philosophy of
style upon achieving 15th level. Any time the assassin strikes with a death blood and iron straddles the world of the civilized and barbaric. These men,
attack with this signature style, he increases his own CL by 2. The target through no mean force, channel an ever greater power of raw force; in
must make a constitution saving throw against the assassin’s level +2. worlds where magic governs so many aspects of the balance, the barbarian’s
power often falls upon the magical world like an unrivaled force of nature.
Dexterity Bonus: At 15th level, the assassin gains one point of dexterity.
The assassin’s constant need to move quickly through the shadows
Abilities
increases his dexterity by 1 point.
Iron Sinews: Magic, in all its splendor, falters as the barbarian batters
Quick Reaction: At 18th level, the assassin adds a +1 to initiative rolls. it down with his unbridled power. The barbarian’s constitution bonus
At 24th level, this bonus increases to +2. After 24th level, should the result compounds the force of his blows, allowing him to wield normal weapons
be an 11 or higher, the assassin can take one more action at the end of the as if they were magical. At 13th level, the barbarian can, with a non-
round, such as attacking or moving half the assassin’s movement rate. The magical weapon, strike a creature requiring magical weapons to be
assassin may only use the additional attack to make a ranged attack if a hit. The barbarian’s constitution modifier serves as his magical to-hit
ranged weapon is already in hand. Regular melee actions, such as rummaging bonus, so he can only hit creatures within his modifier’s bonus range.
through a backpack, generally require too much time, so the assassin cannot For instance, a barbarian with a 15 constitution could use a non-magical
perform them with the second action. CKs may rule on individual actions; weapon to strike any demon requiring a +1 or better weapon to be hit;
for example, grabbing a pinch of powder from a belt pouch is within reason, however, his constitution bonus is not high enough to allow him to hit
while stopping to open a chest and look through its contents is not. creatures requiring a +2 or better weapon to be hit.

Slow Kill: At 20th level, the assassin can utilize his learned skills of Constitution Bonus: At 15th level, the barbarian gains one point of
anatomy to strike opponents in areas difficult to heal. These wounds bleed constitution. The barbarian’s mastery of his own will and its primeval
profusely, draining the target of energy and life. Upon a successful blow, force increase his constitution by 1 point.
the opponent takes normal damage from the weapon. In the following
round, the target continues to suffer damage from that same blow, loosing Force of Nature: The barbarian’s core beliefs are rooted in the animal
1d6 HP in blood loss, whether internal or external. The target continues world, where instincts often override reason, particularly the instinct
to lose 1d6 HP a round thereafter unless healed or bandaged. To use this to survive; the primordial spirit overrides all thoughts of suffering or
ability, the assassin must strike before the intended target does. Though pain and drives the barbarian to struggle against even impossible odds.
the ability’s results are cumulative, the assassin can only successfully This struggle to survive knows no odds; situations do not arise where
strike any one opponent four times with the slow kill attack; he may hopelessness or fate factor into the narrative of life. The barbarian is very
attempt a slow kill against a particular target as many times as necessary blessed, and no matter the source of the power displayed against him,
to make four successful slow kill attacks, however. After four successful his primeval instincts fight where even reason yields. Over time, these
attacks, it is assumed the assassin has struck all the victim’s vulnerable instincts evolve into a natural spell resistance. Beginning at 16th level,
areas. Slow kill works in conjunction with sneak attack. the barbarian has a natural SR of 3. For every three levels thereafter, the
barbarian gains one more point of SR; for example, a 19th level barbarian
At 24th level, an assassin using slow kill causes wounds so severe they heal has an SR of 4, and at 22nd level, his SR is 5, etc.
(even magically) at only half the normal rate and can cause incapacitation,
such as loss of the use of a limb. Upon an assassin’s successful slow kill Warlord: The road of adventure brings spoils of many kinds, not the
attack, the opponent must make a successful constitution check (CL least of which is reputation. At 20th level a barbarian’s reputation
equal to the assassin’s level), or he suffers an incapacitating blow and the resonates throughout the many lands of his conquest. Men of
ability to use a limb (assassin’s choice) until healed. many stripes flock to him, hoping for wealth in coin and prestige. If

Castle Keeper’s Guide 19


Part one: The Character
Monk
The monk’s manifold abilities improve as already noted in the Players
Handbook, but, at higher levels, they continue to evolve, allowing the
monk to learn new skills and master battle techniques. With experience,
the monk’s body becomes honed to rapid action, and he can use the world
around him to his advantage.

Abilities
Deflect Blow: At 13th level, the monk gains the ability to deflect a
blow when struck. To do so, the monk must make a dexterity check (CL
equal to or greater than the opponent’s BtH). If successful, the monk
deflects the blow completely. The monk must use his secondary and
tertiary attack to use the deflect blow ability. As long as the monk has
not used the secondary and teritiary attack, the character may use the
deflect blow at any time of the player’s choosing. This ability does not
work against ranged attacks, spells, or breath weapons.

Constitution Bonus: At 15th level, the monk gains one point of


constitution. The monk’s mastery of mind over body increases his
constitution by 1 point.

Catch Weapon: Once a round, the monk can attempt to catch a


weapon in combat. To do so, the monk must make a normal attack
using his dexterity instead of his strength. The monk must successfully
hit an armor class of 15 + the opponent’s BtH to catch a weapon. If
successful, the monk has grabbed whatever the opponent is holding, or
has caught it in mid- air. In the following round, the monk can attempt
opportunity presents itself, the barbarian can call up an army of 10-100 to wrench it from his opponent’s hand by making a constitution check;
men-at-arms. These 1-HD men come with a standard AC 13, and they for the opponent to do the same, he must make a successful strength
are lightly armed with swords and axes. For every 20 men-at-arms, there check. The target can release the weapon at any time, as the monk is
is one 3rd-level fighter or barbarian. The barbarian must call up the army holding the weapon, not the wielder. The wielder can use any of the
in an area where the local communities know his name and his deeds. weapon’s magical effects while the monk is holding it.
Furthermore, the area must have a population of 500 for every 10 men
called up. Generally ruffians, mercenaries, barbarians, and the like, Quick Reaction: At 18th level, monks add +1 to their initiative roll.
these men fight for up to 30 days without pay, requiring only food and At 24th level, this bonus increases to +2. After 24th level, should the
water. After that time, the army disbands, unless the barbarian compels result be an 11 or higher, monks can take one more action at the end of
them to remain through payment. the round, such as attacking or moving half their movement rate. Monks
may only make a ranged attack if they have a ranged weapon already in
The barbarian can only call up a small army once a month—or more hand. Regular melee actions, such as rummaging through a backpack,
times at the Castle Keeper’s discretion. Many circumstances affect the generally require too much time, so the monk cannot perform them with
outcome of the call. For instance, a barbarian who calls up an army the second action. CKs may rule on individual actions; for example,
and subsequently leads it to disaster may find it more difficult to call up grabbing a pinch of powder from a belt pouch is within reason; stopping
another band later. Repeated failures lead to the loss of this ability until to open a chest and look through its contents is not.
the barbarian regains his reputation.
Weaponry Master: At 20th level, monks can hone their weapons skill.
They can choose one weapon to master, learning to use it to its fullest
Table 1.13 Barbarian Class Information
extent. When using the mastered weapon, the monk receives a +1 to
Level HD BtH EPP all to-hit, damage, and attribute rolls. In effect, the weapon becomes a
13 +5 +12 1,200,001 part of the monk, allowing him to reach further and faster than normal;
where before he broke his fall with his own hands and feet, now he uses the
14 +5 +13 1,400,001 weapon as a tool to slow his descent, enhancing his attributes. Furthermore,
15 +5 +14 1,600,001 the weapon becomes an extension of the monk, allowing him to extend the
reach of his extraordinary abilities; with the weapon in hand, the monk can
16 +5 +15 1,800,001 stun, deflect missiles, slow fall, and launch a death strike.
17 +5 +16 2,000,001
Example: Karaghi chooses the staff for his weapon mastery. While
18 +5 +17 2,200,001 moving through the ruins of an old monastery up the Pig’s Trail from
19 +5 +18 2,400,001 the Mistbane River, he encounters a group of orcs. The orcs immediately
launch a volley of arrows at him. He attempts to deflect them, and with
20 +3 +19 2,600,001 a successful dexterity save, knocks two of them aside with his staff, the
21 +3 +20 2,800,001 staff being an extension of his deflect missiles ability. He then uses the
staff to pole vault up on a broken wall. He runs the length of the wall, and
22 +3 +20 3,000,001 then drops down into a roofless corridor using the staff as a balance bar.
23 +3 +20 3,200,001 Running the length of the corridor, he vaults up and out of it at the end
of the corridor, all the while using the staff as an extension of his abilities;
24 +3 +20 3,400,001 it also enhances all his attribute checks by +1.

20 Castles & Crusades


Chapter 1 — Expanding Characters
Table 1.14 Monk Class Information
Lvl HD BtH EPP
13 +5 +12 1,500,001
14 +5 +12 1,750,001
15 +5 +13 2,000,001
16 +5 +13 2,250,001
17 +6 +13 2,500,001
18 +6 +14 2,750,001
19 +6 +14 3,000,001
20 +6 +14 3,250,001
21 +6 +14 3,500,001
22 +1 +15 3,750,001
23 +1 +15 4,000,001
24 +1 +15 4,250,001

TABLE 1.15 MONK SPECIAL ABILITIES


A rmor P r i m a r y S econdary Tertiary
Level Move
Class Attack Attack Attack
13 15 1d10 1d8 60
14 15 1d10 1d8 60
15 16 1d10 1d8 60
16 16 1d10 1d8 1d4 60
17 16 1d10 1d8 1d4 60
18 16 1d10 1d10 1d4 60
19 16 1d10 1d10 1d6 60 This ability does not act as the spell, and it does not have an area of effect;
the wizard must concentrate on the item, be it door, sword, or stone.
20 17 1d10 1d10 1d6 60
Intelligence Bonus: At 15th level the wizard gains one point of
21 17 1d10 1d10 1d6 60
intelligence. The wizard’s mastery of his craft and the ever-growing
22 17 1d10 1d10 1d6 60 complexity of his spells increase his intelligence by 1 point.
23 17 1d10 1d10 1d8 60
Counterspell: Sorcery is a practiced craft in which the wizard channels
24 17 1d10 1d10 1d8 60 magic through the use of willpower, components, gestures, and language.
Long turns of experience ingrain wizards with an intimate knowledge of
almost any spell, allowing them to readily determine the exact spell
Wizard others are casting. At 17th level, the wizard, using this knowledge,
can attempt to counter an opponent’s casting. A wizard can attempt to
Magi are arguably the most powerful of the epic adventurers. Their sorcery counter any spell cast at him by another wizard or illusionist which the
delivers extreme punishment; it opens gates to other realms, and it tampers wizard can correctly identify. To use this ability, the wizard must make a
with the fabric of time. Wizards can command the very world around them. successful intelligence check (CL equal to the level of the spell’s caster)
Very powerful wizards are few in number, but those who exist are truly to determine whether the wizard recognizes the spell. If successful,
forces of nature in and of themselves. the wizard can possibly cast a counterspell. The player determines the
best spell to stop or mitigate the effects of the spell cast at his wizard
Abilities character. To successfully cast the counterspell, the wizard must win
initiative that round or come close enough to allow the casting of a
Detect Magic: Starting at 13th level, the wizard’s long career allows quicker spell. The CK determines the final impact of the counterspell,
him to detect the telltale signs of magic without casting a spell; after whether it counteracts the opponent’s cast spell or not.
five rounds of study and concentration, he can see the essence of an
item, determining whether or not it is magical. With a successful Example: Aristobulus is a very powerful 26th-level Arch Magi. A younger
intelligence check, the wizard can ascertain the magic’s origins, mage, Imach, attempts to attack him with a cone of cold spell. Aristobulus
whether made by dwarves, elves, ancient civilizations, etc. This easily makes his intelligence save and, winning initiative, counterspells
aspect of the ability presupposes the wizard has encountered this type with a wall of fire, thereby blocking the younger mage’s spell.
of magic before. An item crafted by the ancient Ethrum will not reveal
itself to a wizard even if he makes a successful intelligence check if Note: This ability can add a great deal of excitement to the game;
the wizard has not previously encountered magic from the ancient however, in order to avoid tremendous frustration, the Castle Keeper
Kingdom of Ethrum. At 18th level, the wizard can determine the should give the player a few minutes to determine the best spell to foil the
power of the item, whether great or small, as well as its nature insofar opponent’s casting. It is not reasonable for the CK to assume the player
as its importance to a people, history, cult, or similar entity. has an in-depth knowledge of all the spells in his character’s arsenal.

Castle Keeper’s Guide 21


Part one: The Character
Perfect Recall: At 20th level, the wizard can recall any previously Detect Magic: Starting at 16th level, the illusionist’s long career allows
cast 0-level wizard spells at will. Recalled spells allow the wizard to cast him to detect the telltale signs of magic without casting a spell; after five
spells beyond his regular allotment. To recall a spell, wizards must make a rounds of study and concentration, he can see the essence of an item,
successful intelligence check (CL 0) to recall and cast the spell, and they determining whether or not it is magical. With a successful intelligence
can only recall a specific spell once that day. For instance, a wizard who check, the illusionist can ascertain the magic’s origins, whether made
successfully recalls a detect poison spell he cast earlier may only recall it by dwarves, elves, ancient civilizations, etc. This aspect of the ability
for one additional casting that day. At 24th level, the wizard can recall presupposes the illusionist has encountered this type of magic before. An
previously cast 1st-level spells at will. The wizard must make a successful item crafted by the ancient Ethrum will not reveal itself to an illusionist
intelligence check as with 0- level spells. even if he makes a successful intelligence check if that illusionist has not
previously encountered magic from the ancient Kingdom of Ethrum. At
Table 1.16 Wizard Class Information 18th level, the illusionist can determine the power of the item, whether
great or small, as well as its nature in so far as its importance to a people,
Level HD BtH EPP history, cult, or similar entity.
13 +1 +3 1,250,001
Change Self: At 19th level, illusionists have so long walked in the worlds
14 +1 +4 1,500,001 of illusion that they may now alter their own persons, shaping themselves
15 +1 +4 1,750,001 into a different guise, shape, or form. Illusionists may change self as the
spell once per day. Unlike the spell, however, this innate ability allows
16 +1 +4 2,000,001 them to alter their racial appearance as well as the smell, sound, and even
17 +1 +4 2,250,001 the tactile sensations of their new identity. Additionally, the effect lasts
until the illusionist dispels it.
18 +1 +4 2,500,001
19 +1 +4 2,750,001 Perfect Recall: At 20th level, illusionists can recall any previously
cast 0-level illusionist spells at will. Recalled spells allow illusionists to
20 +1 +4 3,000,001 cast spells beyond their regular allotment. They must make a successful
21 +1 +4 3,250,001 intelligence check (CL 0) to recall and cast the spell, and they can only
recall a specific spell once that day. For instance, an illusionist who
22 +1 +5 3,500,001 successfully recalls a ghost sound spell he cast earlier may only recall it
23 +1 +5 3,750,001 for one additional casting that day. At 24th level, illusionists can recall
any previously cast 1st-level spells at will. They must make a successful
24 +1 +5 4,000,001 intelligence check as with 0-level spells.

Magnum Opus: At 24th level, illusionists master their magnum opus,


Table 1.17 Spell continuation the height of their spell-casting prowess. In a day-long ritual drawing
Level 1 2 3 4 5 6 7 8 9 power from the plane of shadow and combining the spells distort reality,
mirage arcana, permanent image, polymorph any object, and shades, master
21 7 7 6 6 5 5 4 4 3
illusionists blend what lies in their mind’s eye with that of the world
22 7 7 6 6 5 5 4 4 3 around them.
23 8 7 7 6 6 5 5 4 4 Magnum opus allows the illusionist to create any one object or being,
24 8 7 7 6 6 5 5 4 4 or one area up to 10 ft. by 10 ft. per level, with this ritual. The illusion
reflects perfection; so great is the power of the illusion that it cannot be
dispelled for 1 day per level of the caster, except by a wizard or illusionist
Illusionist of equal or greater abilities. The ritual blends the line between reality and
phantasm; the illusionist’s power breathes life into the illusion. The ritual
The borders between what is real and what is not blur to the long- effect has a 1% chance per the illusionist’s level to become real. If the
experienced illusionist; reality becomes little more than a state of mind. image becomes real, it cannot be dispelled or disbelieved, and a paladin’s
This blurring of reality allows the illusionist to see where others cannot cleanse soul ability will not reveal it as ever having been an illusion.
and to hear the essence of things.
Example: An illusory sword created to slay a powerful monster
Abilities may indeed become a physical object; a landscape created by this
ritual may become a real place, with all thermal and environmental
See Invisible: At 13th level, the Illusionist has learned to distinguish conditions present. A “person” created by this spell has a chance
shades of light, and because of this, has a chance to see any invisible object of becoming a real, living, breathing being. The master illusionists
or person. The illusionist must make a successful intelligence check to see Cascalian and her brother Priussan are said to be products of this
the invisible object or person; even then, the illusionist does not see the ritual; each claims to be the true “person,” while the other is the
object as if wholly revealed, for the illusionist can only ascertain its general result of the ritual taking on a life of its own.
location and movement. Periodic attribute checks are required to continue
viewing it. There is no time limit on this ability; it works continuously. Illusionists may only attempt the magnum opus once per month. They
At 18th level, the illusionist’s abilities improve so that, after a successful must spend a day in the casting and remain undisturbed. Unless the illusion
check, they can ascertain the shape and size of the target. At 24th level becomes real, illusionists can only have one magnum opus at a time.
the master illusionist’s innate ability to distinguish the real from the unreal
reaches a supernatural level. The illusionist gains a second sight, and may
permanently see the reality of things as per the true seeing spell.

Intelligence Bonus: At 15th level, the illusionist gains one point


of intelligence. The illusionist’s mastery of the real and unreal, what
constitutes the ethereal world of magic and the tactile world of the
mundane, increases his intelligence by 1 point.

22 Castles & Crusades


Castle Keeper’s Guide 23
Part one: The Character
Table 1.18 Illusionist Class Information The Castle Keeper must manage the details of the holy campaign, as
the movement and calling up of troops taxes any society, government,
Level HD BtH EPP or region. Within the CKG are rules for NPCs, followers, loyalty, morale,
13 +1 +3 1,050,001 and warfare. Please refer to those sections for a general idea on how to
manage this ability.
14 +1 +4 1,200,001
15 +1 +4 1,350,001 Perfect Recall: At 20th level, clerics can recall any previously cast 0-
level cleric spells at will. They must make a successful wisdom check (CL
16 +1 +4 1,500,001 0) to recall and cast the spell, and they can only recall a specific spell once
17 +1 +4 1,650,001 that day. For instance, a cleric who successfully recalls an endure elements
spell he cast earlier may only recall it for one additional casting that day.
18 +1 +4 1,800,001 At 24th level, clerics can recall any previously cast 1st-level spells at will.
19 +1 +4 1,950,001 They must make a successful wisdom check as with 0-level spells.

20 +1 +4 2,100,001 Divine Monolith: At 22nd level, the cleric is such a paragon of her
21 +1 +4 2,250,001 deity that she constantly emanates an aura of holy or unholy energy.
The high-level cleric radiates a magic circle against evil (or whatever is
22 +1 +5 2,400,001 appropriate: good, chaos, law) in a 20-foot radius that does the following:
23 +1 +5 2,550,001 the cleric is immune to all death attacks, including those by spell, item,
other character classes (such as the assassin), poison, etc.; the cleric gains
24 +1 +5 2,700,001 a +3 to all turn checks within the radius of divine monolith; the cleric
gains +2 to all attributes checks and saves. This spell-like ability cannot
be dispelled or dismissed, and it has a permanent duration.
Table 1.19 Spell continuation
Level 1 2 3 4 5 6 7 8 9 Banish: At 21st level the cleric gains the ability to banish extra-planar
creatures. Banish acts like turn undead; the cleric must make a successful
21 7 7 6 6 5 5 4 4 3 wisdom check to banish the target creature or creatures. The banishment
22 7 7 6 6 5 5 4 4 3 drives the target creature from the material plane. It cannot immediately
return. For every level of the cleric, the banished creature must linger on
23 8 7 7 6 6 5 5 4 4 the outside for at least 1 day. A 21st level cleric banishes a creature for
24 8 7 7 6 6 5 5 4 4 21 days, etc.

Mark of the Saint: At 23rd level, the cleric’s order, sect, or deity
Cleric recognizes her as a saint—no matter the cleric’s alignment. The cleric’s
High-level clerics are rare. They are lords and ladies of their deities’ wills, word becomes law to the faithful. Lower ranking members of the order
and wisdom lies upon the long roads of their careers. In them rests the flock to the saint’s side. The saint gains 1d10 followers per point of
good, or evil, of their sect, and they grow to govern it, both literally and wisdom. For every 10 followers gathering at the cleric’s call, a 1st-level
figuratively. High-level clerics affect more than the world their feet so cleric heeds the call, as well. When 40 followers have been attracted, a
readily trod. cleric of at least 4th level is also attracted. When 80 followers gather, a
cleric of 8th level joins the saint. When over 100 followers have gathered,
Abilities a 10th-level cleric is attracted. The saint must have a church, abbey,
temple or some other consecrated site for the faithful to gather, or she
Wisdom Bonus: At 15th level, the cleric gains one point of wisdom. The loses these followers. These followers are in addition to those mentioned
cleric’s power in his order and his proven devotion to his deity increase previously, and they are different in that they are of undying loyalty, never
his wisdom by 1 point. question their purpose, and are quite willing and eager to lay down their
lives in the name of the sainted cleric.
Holy Campaign: Once clerics gain 18th level, they can call for a Holy
Campaign. For each follower the clerics have, they can raise 1-10 0-level As with all followers, these require maintenance and must be housed and
supporters and gather 1-100 0-level peasants to also follow them on fed. Refer to Chapter 4 for more details on cost of hirelings.
whatever campaign they deign important. The campaign must have a
defined purpose, such as overthrowing a rival temple or church, liberating But Sainthood has other benefits, as well. The saint gains additional spells
a town from an evil tyrant, assaulting a good church to recover an evil over her standard allotment. Once a week, without recourse to prayer,
text, besieging a forgotten catacomb to recover a lost relic, etc. The the Saint can cast heal, cure blindness, cure disease; once per day, she can
campaign lasts for up to one week per point of the cleric’s charisma. In create holy water. In addition to these properties, the saint may speak a
battle, these troops receive a +1 bonus to all checks including combat holy/unholy word once per day to drive away evil or good, and once per
rolls, with the exception of damage, so long as the cleric is present and week, she can return the dead to the living realm with resurrection.
still active. The point of this ability is not to create a war-game adventure
(though that is feasible if using Fields of Battle), but to allow the player to Table 1.20 Cleric Class Information
call upon an army for a short time to assault an otherwise impenetrable
fortress where other adventures can occur and culminating events Level HD BtH EPP
involving the cleric can happen. 13 +3 +6 1,150,001
As the cleric advances in levels, the ability to call for a holy campaign 14 +3 +6 1,400,001
increases; at 19th level, the number of followers doubles, and the
15 +3 +6 1,650,001
bonus increases to +2; and at 23rd level, it quadruples, with the bonus
increasing to +3. For every 20 troops, there will be a 1st-level leader. For 16 +3 +7 1,900,001
every 20 1st-level troops, there is a 2nd-level leader, and for every 20 17 +3 +7 2,150,001
second levels, there is a 3rd-level leader, etc.
18 +3 +7 2,400,001

24 Castles & Crusades


Chapter 1 — Expanding Characters
19 +3 +7 2,650,001 Elemental Mastery: At 20th level, this ability confers immunity to the
damaging effects of one of the following: fire or heat, electricity, ice or
20 +1 +8 2,900,001 cold, earth, water or air. The player must choose the element. Any spell-
21 +1 +8 3,150,001 based attacks using the druid’s chosen element to cause damage no longer
affect the druid. For example, should a druid choose resistance to fire,
22 +1 +8 3,400,001 fireball spells no longer cause damage to the druid; furthermore, the druid
23 +1 +8 3,650,001 can walk through fire without taking any damage. Likewise, a cone of cold
no longer affects a druid who has selected to resist ice or cold.
24 +1 +9 3,900,001
With this mastery, comes control of that one element, as well. When
attacked with spells of his selected element, the druid can make a
Table 1.21 Spell Continuation successful wisdom save (CL equal to the attacker’s HD or level) to
Level Spell Level counter attack his opponent. If successful, the druid gathers the force
of the attack and hurls it back at the wielder (or other chosen target),
1 2 3 4 5 6 7 8 9 doing damage equal to the attack’s original damage. For example, a 6-dice
21 6 6 6 5 5 5 4 4 3 fireball spell would cause 6d6 points of damage against the caster or the
druid’s chosen target. The selected target must, of course, be within the
22 7 6 6 6 5 5 4 4 3 spell’s range as starting from the druid.
23 7 6 6 6 5 5 5 4 4
Language of the Wilderland: At 21st level, druids master the
24 7 7 6 6 6 6 5 4 4 language of all birds, beasts, trees, and all growing things. “Speaking”
with these creatures or plants does not involve normal talking, but
Druid rather an understanding of their method of communication; these beings
might communicate through sounds (not words), motion, or even via a
Long journeys in their wilderness domains bring druids into a symbiotic
sort of communion. CKs should decide the being’s appropriate vehicle
relationship with their environments. They gain greater knowledge of
of communication. Most creatures have low intelligence and little
flora and fauna, master the elements, and learn the wisdom of creatures
understanding of the world as understood by the various races, so unless
great and small.
made aware or awakened, they can only relate things in very simple ideas
and with a limited understanding of events or things they encounter. For
Abilities instance, a tree might relay to the druid that something hit its stem and
Nature Lore: At 13th level, druids extend their knowledge of the flora hurt its bark, thereby draining its sap—and it might communicate this by
and fauna of another region or regional type. This ability is identical to rustling its leaves and moving its branches; a tree, however, would not be
Nature Lore, except the druids’ experience covers another environmental able to impart what that something looked like, smelled like, or be able to
area in which they are experts. They can gather food in this environment, provide much more information about it.
as well. At 21st level, druids gain a third area of expertise.
Awaken Woodland Servant: At 24th level, druids develop a deep bond
Resist Elements: At 13 level, the druid’s resist elements modifier
th with the natural world through which they walk. Long experience has
increases to +3. This modifier increases to +4 at 18th level and to +5 taught them the language of things, both plant and animal, and has given
at 22nd level. them a deep understanding of these beings. Druids can awaken both flora
and fauna, making them aware of the greater world around them and
Wisdom Bonus: At 15th level, the druid gains one point of wisdom. unleashing a level of consciousness on par with that of humans, elves,
Embracing the indifferent power of nature and learning to channel it and dwarves. The awakened plants or animals can see the world, hear
both increase the druid’s wisdom by 1 point. it, touch it, feel it, and voice their thoughts about their experience of it.
Druids can awaken one creature a month, and they must spend several
Dismiss woodland Creatures: At 18th level, the druid gains the ability days with the creature for it to achieve the awakening.
to dismiss any wilderness creatures falling into the following categories:
animal, beast, plant, or vermin. The creatures must be native to one of The druid can communicate perfectly with the awakened creature or
the regions of the druid’s Nature Lore for the druid to be able to dismiss plant, and it can actually speak in the druid’s native tongue and can
them. To successfully dismiss a creature, the druid must make a charisma clearly confer its life’s experiences to the druid. An empathetic bond
check (CL equal to the creature’s HD—or their total HD if more than one develops between the druid and the being, and it always looks favorably
creature attempted). The druid can dismiss 10+ his charisma bonus in hit upon the druid, so long as the druid does not abuse or cause it harm.
dice worth of creatures per day, at no penalty. Dismissed creatures flee from The being will fight for and defend the druid if necessary. If possible, the
the druid, leaving the area and not returning until after the druid departs. awakened being stays with and serves the druid as best it can for as long
as the druid desires. After it leaves or is dismissed, it retains a deep-seated
Example: Morgana, an 18th-level druid, has a charisma of 17. Charisma loyalty to the druid for its life’s duration.
is not a prime attribute for Morgana. She encounters two owlbears (5HD)
destroying a field she particularly enjoys lounging in. Morgana attempts Furthermore, awakened creatures or plants are empowered, their
to dismiss the creatures. Morgana needs to roll a 28 to dismiss both new-found knowledge granting them strength and endurance beyond
creatures (CB 18 + 10 for their combined HD). She has +20 for her their normal ken. Such awakened beings receive two additional HD;
level and attribute bonus. Any roll of eight or better successfully dismisses maximum hit points; and a +2 bonus to their armor class, all damage
the creatures. rolls, and all saving throws.

Perfect Recall: At 20th level, druids can recall any previously cast 0- This ability increases as the druid gains levels. For every two levels after
level druid spells at will. They must make a successful wisdom check (CL 24th, druids can awaken one more animal or plant. Hit dice measure the
0) to recall and cast the spell, and they can only recall a specific spell maximum number of beings druids can have under their command.
once that day. For instance, a druid who successfully recalls a create water Druids can have a maximum of 5 times their charisma attribute score in
spell he cast earlier may only recall it for one additional casting that day. hit dice under their command. For example, a druid with a 12 charisma
At 24th level, druids can recall any previously cast 1st-level druid spells at could have up to 60 HD of creatures under her command.
will. They must make a successful wisdom check as with 0-level spells.

Castle Keeper’s Guide 25


Part one: The Character
Table 1.22 Druid Class Information Charisma Bonus: At 15th level, the knight gains one point of charisma.
The knight’s knowledge of the battlefield and his natural lordship over
Level HD BtH EPP men increase his charisma by 1 point.
13 +3 +6 825,001
Honor Attack: At 17th level, knights can deal an honor attack. In any
14 +3 +6 1,000,001 formal situation, such as a joust, one-on-one combat, or any fight in which
15 +3 +6 1,175,001 knights are involved in individual combat, they can call upon their noble
spirit to disconcert their foe. So long as the battle is nobly fought and the
16 +3 +7 1,350,001 knight does not yield or retreat, the knight’s renown disconcerts his foe so
17 +3 +7 1,525,001 much that it reduces his opponent’s AC by the knight’s charisma modifier
for the honor attack. In that round, the knight can strike a blow, adding his
18 +3 +7 1,700,001 charisma modifier, if any, to his to-hit roll and dealing double his normal
19 +3 +7 1,875,001 damage, to include strength and magical modifiers. The knight can only
do this once during any one combat fought between him and one other
20 +1 +8 2,050,001 creature. The knight can use the honor attack multiple times each day, but
21 +1 +8 2,225,001 only once against the same target.
22 +1 +8 2,400,001 Battle Lord: At 20th level, the knight achieves a level of battlefield
23 +1 +8 2,575,001 mastery that allows him to influence his troops as never before; men look
to him for guidance and act upon his cues. All mass-combat rolls receive
24 +1 +9 2,750,001 the knight’s charisma bonus to their to-hit and damage rolls and provide
allies with a +1 to their armor class. Furthermore, any troops of men,
great or small, required to make a morale check add the knight’s charisma
Table 1.23 Spell Continuation modifier to their roll. The troops must be able to see the knight upon the
Level Spell Level field. The knight must place himself prominently upon the field, fight and
lead vigorously. If the knight leaves the battle due to wounds or by choice,
1 2 3 4 5 6 7 8 9 the modifier is lost. If the knight dies, the troops must make a morale
21 6 6 6 5 5 5 4 4 3 roll in the following round. The knight’s charisma bonus is no longer in
effect; furthermore, the knight’s death demoralizes the men, and they
22 7 6 6 6 5 5 4 4 3 consequently suffer a -4 penalty on their morale checks. At 24th level,
23 7 6 6 6 5 5 5 4 4 the knight’s attack bonus equals double the knight’s charisma bonus, and
it provides a +2 bonus to the allied troops’ armor class and a +2 bonus to
24 7 7 6 6 6 6 5 4 4 the morale of those who can see him on the battlefield. Player characters
are not affected by the knight’s battle lord ability.
Knight
The knight’s knowledge of war increases with time and experience; Conversion to Knighthood: At 21st level, knights gain the
the application of this knowledge allows him to master the art of war, extraordinary ability to confer knighthood upon others. Any converted
improving his leadership skills as well as his personal combat skills. Epic NPCs gain a permanent +1 bonus to their to-hit rolls and armor class.
knights begin to set aside their normal desires for adventure in favor of Converts must desire the knighthood and act courageously. They must
becoming Lords of Men. also be of like alignment with the knight (good or evil; lawful or chaotic)
and be aware of the knight’s own renown. Any converted, non-class-
Note: Knights are excellent troop leaders, and their skills are very
much suited to mass combat. The epic powers listed below are excellent
additions to any Fields of Battle mass-combat game. In addition, embedded
epic knights provide other powers to their troops, as described in Fields of
Battle boxed set. Also, note that the knight as presented here in the Castle
Keeper’s Guide was not available at the time of the boxed set’s release, so
these powers were not drawn upon for embedded knights.

Abilities
Expert in Arms: The knight’s experience in the art of war consumes his
waking hours, and the battlefield hones his skills in the use of weapons and
armor. But his thoughts, ever geared toward tactics and leadership, are not
squandered on improving his own abilities, but rather are more attuned to
utilizing the skills of others. At 13th level, during any combat where the
knight is fighting alongside others, such as friends or allies, he can exert
himself for one round, thereby improving the combat maneuvers of the
party or group with him. All allies within 40 feet of the knight gain a +1
bonus to any combat maneuver, including
those from Fields of Battle. However, the
knight must take command of the group to
provide this bonus. Any group member failing
to follow the knight’s orders does not receive the
bonus. When the knight achieves 17th level, the bonus
improves to +2. This bonus stacks with any other in-place
bonuses benefiting characters or NPCs, including the fighter’s battle space
ability. It does not improve the knight’s bonus.

26 Castles & Crusades


Chapter 1 — Expanding Characters
based NPCs become 1 -level knights, and they advance according to
st Paladin
their own experiences. In any case, they are bound to the knight and The paladin exemplifies the holy champion, a noble warrior-priest without
must obey him and follow the knightly code under even dangerous peer. Evil fears the paladin, shunning his very presence, but the distraught
circumstances, or the knight will strip them of their knighthood. turn to him for succor. His long road leads him to the halls of sainthood.
Converted class-based NPCs become 1st-level knights. They must chose
whether or not they will continue their career in their normal class or Abilities
take up the new role of knight. It is important to note that not all knights Bequeath Virtue: The essence of law and good graces every paladin.
begin their career this way. If the knight confers knighthood upon the At 13th level, this grace manifests as a virtue which the paladin passes
character class, treat the character as being multi-classed. These knights on to small items of great beauty, such as flowers, a maiden’s hair,
do not gain the to-hit bonus detailed above. garments of silk or soft cottons, and other such innocuous items. These
items become imbued with a calming goodness, which immediately
Breaking the code of knighthood is a serious offense to the granting soothes the soul of the person to whom the paladin bestows the item.
knight. The conferring knight must hunt down and slay the offending The item’s enchantment lays a guise of healing upon the person, passing
knight or force him to atone for his offense. the grace as a virtue on to the individual. So long as the person is at
rest, he heals at double the normal rate. Furthermore, the virtue can
Path of Greatness: This is a permanent ability and one the knight must bring someone back from negative hit points. After holding a virtuous
choose to take. He can choose to take his path to greatness at 24th level. item for 24 hours, any individual who has between -1 and -5 hit points
The knight is now of such great renown and so powerful that he has returns to zero hit points. The paladin can use this ability only once
become legendary. The knight is emblematic of a desire, hope, or dream. per level, so a 24th-level paladin can only bequeath virtue 24 times.
The knight may never back down from a fight or challenge no matter Every time the paladin bequeaths an item, he temporarily looses a point
how great or small, and must strike with righteous fury at everything of constitution that requires one day to heal; magical healing has no
dishonoring or opposing him personally. When in a fight against stronger effect on this restoration. The item itself wilts after it passes its virtue on
opponents, the knight receives the HD/level differentiation as a bonus unless the paladin chooses to permanently lose a point of constitution;
to his to-hit and damage rolls. Furthermore, once a month, the knight in this case, the virtue and its effects are permanent.
can alter the weather as the control weather spell, casting as a 10th-level
spellcaster. Those friends and allies who can see him or are aware of Example: Angrod’s battle with the ogre went poorly. With a great
him never suffer from poor morale, and they do not flee so long as he blow, the ogre split Angrod’s helm, delivering a grievous wound to
remains on the battlefield. Creatures of animal or lower intelligence or the dwarf’s skull, dropping Angrod to -5 hit points. His companion,
anyone of half the knight’s level must make a successful charisma or Merrick, brings him to the Temple of St. Luther, where the elder
intelligence check, or they shun the knight, refusing to attack him; and if paladins see to Angrod’s care. The Lord Paladin there bequeaths virtue
he approaches them, they flee before his righteousness. to a golden coin and places the coin in Angrod’s hand. The paladins
then allow the dwarf to rest for 24 hours, after which Angrod’s hit
If a knight on the path of greatness ever shows cowardice in the face of points rise to zero. His friend Merrick lays on hands for 2 additional
adversity, quits the field, or flees in the face of certain death, his path is points of healing, bringing Angrod back to the land of the living. The
ruined, and he looses all of his knightly ability, becoming a normal fighter Lord Paladin who bequeathed the coin suffers the loss of one point of
of equal level. constitution, but by the following day, the point has returned.

Table 1.24 Knight Class Information When a paladin reaches the 18th level, his bequeath ability extends to -7;
when he reaches 20th level, it extends to -9. The virtue stops all bleeding
Level HD BtH EPP
as well as heals the one holding the virtue. Also, at 20th level, the paladin
13 +4 +12 1,075,001 can reverse the effects of aging. He can imbue an item with such restful
virtue that it lays a deep enchantment of sleep upon it. Anyone so willing
14 +4 +13 1,250,001
sleeps for a full year, and in that time, the sleeper regains five years of life
15 +4 +14 1,425,001 as if he were five years younger. The paladin temporarily suffers 5 points
of constitution loss each time he uses this ability; each constitution point
16 +2 +15 1,600,001
requires 1 month to heal. The item itself wilts after it passes its virtue on
17 +2 +15 1,775,001 unless the paladin chooses to permanently lose a point of constitution; in
18 +2 +16 1,950,001 this case, the virtue and its effects are permanent.

19 +2 +16 2,125,001 The paladin cannot personally use these items, nor may other paladins.
20 +2 +16 2,300,001 Divine Intervention: At 13th level, the paladin achieves a rank in the
21 +1 +16 2,475,001 hierarchy of his order that draws the attention of the deity, allowing the
paladin to call upon the deity for aid. The paladin may call upon divine
22 +1 +17 2,650,001 intervention for one of three following purposes:
23 +1 +17 2,825,001
1. The intervention allows the paladin player character to re-roll one
24 +1 +17 3,000,001 dice roll. The dice roll is restricted to the following: to-hit, damage,
saving throw, or attribute check.
2. The intervention grants the paladin a +4 bonus to hit and doubles any
damage for one round. The divine aid surpasses any magical resistances
the creature may have for that one round.
3. The intervention reduces all the damage the paladin suffers in that round
by half; the intervention surpasses any magical effects in the area.

The paladin can use this ability once a week at 13th level, twice a week
at 17th level, and 3 times a week at 22nd level.

Castle Keeper’s Guide 27


Part one: The Character
Aura of Courage: At 15th level, the paladin’s range extends up to 30 feet.
At 20th level, the paladin’s range extends up to 50 feet.

Smite Evil: At 15th level, the paladin can use this ability twice per day.
At 20th level, he can use it three times per day.

Charisma Bonus: At 15th level, the paladin gains one point of charisma.
The paladin’s holiness, the light that shines from within, increases his
charisma by 1 point.

Divine Will: At 20th level, the paladin earns the right to compel others
to engage in holy acts or call for a holy war. Once per month, the paladin
can exert himself and force any who can hear his voice to take up whatever
cause he calls upon them to do. Individual Castle Keepers must determine
how many can hear the paladin’s voice; in very noisy environments, only as
few as a half-dozen may hear his call; if an entire army quietly listens to the
paladin, then his call may compel many hundreds to join him.

Recipients of this divine will suffer as if geased unless they make a


successful charisma check (CL equal to the paladin’s level). Not all
the restrictions of a geas apply to the divine will, for those compelled
willingly put themselves into harmful situations, and if so called upon,
they willingly sacrifice their lives. The geas only lasts as many days as the
paladin has levels unless some outside force dispels it (such as dispel magic
cast upon the targets), or the paladin himself dispels it.

Divine Will does not affect chaotic or lawful evil creatures, NPCS, or
player characters.
Table 1.25 Paladin Class Information
Cleanse Soul: The 24th-level paladin gains mastery over other Lvl HD BtH EPP
men’s minds; this ability reveals deception and alignment, penetrates
any disguise or illusion, reads minds, can lift charms or any other 13 +4 +12 1,250,001
bemusements, dispels magic, and exorcises evil from those unnaturally 14 +4 +12 1,550,001
possessed; the power lays the dead to rest, atones for actions, and allows
the paladin to commune with others. 15 +4 +13 1,850,001
16 +4 +13 2,150,001
Upon attempting to cleanse soul, the paladin must constrain the target
for a number of rounds equal to the target’s HD or level and make a 17 +4 +14 2,450,001
successful charisma check (CL equal to the target’s HD or level, with 18 +4 +14 2,750,001
any applicable bonuses). The paladin must also overcome the target’s
spells resistance, if any. If successful, the paladin automatically knows the 19 +4 +15 3,050,001
target’s state of mind. He can detect his alignment (good, evil chaotic, 20 +2 +15 3,350,001
neutral, or any combination); knows his state of mind, whether angry or
fearful; he can see through any illusions; the paladin can detect if the 21 +2 +16 3,650,001
target is under any mind-altering spell or spell-like effect; he can read the 22 +2 +16 3.950,001
creature’s thoughts, seeing the target’s origins, hopes, fears and dreams;
in short, the paladin sees out of the target’s eyes and knows the target for 23 +2 +17 4,250,001
who and what he is, no matter the deceptions. 24 +2 +17 4,550,001
Once cleanse soul reveals the full scope of the creature to the paladin, he BarD
may chose to exorcise the creature. If he successfully does so, the paladin
forces any madness or evil out of the host. Many targets die from such an The bard’s abilities of song and lute become only one chord in his mastery
event, but others the paladin wholly cures, bringing them back to the path of voice, music, and sound and all their power. His chords fire the soul of
of the righteous. The recipient of the cleansing must make a successful the willing and brandish iron in the minds of the unwary.
charisma save (CL equal the paladin’s level), or he succumbs to the paladin’s
power. Inherently evil creatures, such as vampires, demons, or devils, are Abilities
completely destroyed by the cleansing. Others, such as lycanthropes, are
cured by the cleansing. The dead, such as wraiths, ghosts, and specters, gain Sway Crowd: At 13th level, the bard’s ability to influence others is strong.
eternal peace, and their souls are released from bondage—unless they were When he spins tales, whether through his music or voice alone, he can sway
evil in life; in which case, they are banished to whatever hell awaits them. all who listen. When the bard uses this ability, anyone listening to him must
Any creature who survives the exorcism casts the paladin out of its mind make a charisma save or be spellbound by his tale or song. The bard simply
and is freed from all the effects of the cleanse soul, including the paladin’s holds them in rapture, not allowing them to leave his presence so long as he
ability to know the target’s true self. Thereafter, the paladin can never again continues to perform; additionally, the crowd remains held for one round
attempt to cleanse soul on that creature. per level of the bard even after he ceases to perform. The bard affects up to
20 HD worth of targets at 13th level. This number exponentially doubles
The paladin must rest one hour for every hit dice of the creature he thereafter, so that bards can charm 40 HD worth of targets at 16th level, 80
cleanses; the rest must come immediately after, for the cleansing drains HD at 19th level, 160 HD at 22nd level. This (160 HD) is the maximum
the paladin of his fortitude. He is bedridden and unable to fend for number of HD the bard can sway. He can affect any human, demi-human,
himself during this rest. or humanoid creature with his tales or songs.

28 Castles & Crusades


Chapter 1 — Expanding Characters
Charisma Bonus: At 15 level, the bard gains one point of charisma.
th
company of that person for at least 1 hour per day for a month and be
The bard’s mastery of his abilities and his recitations of wonder increase able to communicate with him freely for that length of time. After one
his charisma by 1 point. month, the target makes a charisma check (CL equal to the bard’s level);
if successful, nothing happens, but if the target fails, the target changes
Words of Power: At 17th level, the bard’s ability with song and music alignment one step (chaotic to neutral, for example, or good to neutral).
allows him to wound creatures like never before. When he sends forth his This process goes on for as long as the bard wishes to continue altering
power, his words can harm an enemy; his target must make a successful the target’s alignment. The bard must stay in contact with the recipient,
charisma save or, in the following round, the target suffers all of the listed spending at least 1 hour per week with the target. If he does not, every
effects, based on his HD: week thereafter, the recipient must make a charisma save to break free of
the alignment change; if successful, the alignment change slowly fades,
Level or HD Effect and the target returns to his normal state within several months (one
gradation per month).
12 or more Deafened
Less than 12 Blinded, deafened Table 1.26 Bard Class Information
Less than 8 Paralyzed, blinded, deafened Level HD BtH EPP
Less than 4 Killed 13 +4 +12 975,001

Deafness lasts 1d4 rounds. Blindness lasts 2d4 rounds. Paralyzation lasts 14 +4 +12 1,150,001
1d10 minutes, with the subject being unable to move or act in any way. 15 +4 +13 1,325,001
Killed means the living creature instantly dies (undead are destroyed).
16 +4 +13 1,500,001
Using this ability is a standard action; the bard cannot strike with normal 17 +2 +13 1,675,001
weapons or use other abilities while doing so; he must concentrate on his
target, precluding most movement. Being attacked, however, does not 18 +2 +14 1,850,001
interrupt the ability. 19 +2 +14 2,025,001
At 24 level, the bard can sing even greater words of power; these words
th 20 +2 +14 2,200,001
carry the weight of the world’s legends, and with such, weave a mist of 21 +1 +15 2,375,001
magic around the bard and those nearby. This potent song, pregnant with
magic, offers a barrier and shield against other magic, whether natural, 22 +1 +15 2,550,001
illusionary, divine, or arcane. The barrier acts as an antimagic shell, 23 +1 +15 2,725,001
making the area around the bard, up to 40 feet, impervious to magical
effects, including spells, spell-like abilities, magic from most items, and 24 +1 +15 2,900,001
supernatural abilities. The bard must be singing, playing an instrument,
etc., for his words of power to take effect. Any magical effect that enters
the area must make a successful charisma save (CL equal to the bard’s
level) or fail. Furthermore, the words of power erode illusions, exposing
the reality beneath; upon a successful save, the bard overcomes any
illusion (not including the illusionist’s Magnum Opus ability). The time
it takes to reverse charms or destroy illusions is equal in rounds to the
original caster’s level.

The bard can use this ability once a week.

Rally: At 18th level, the bard’s skill offers a cure to fear and disheartening
events, and he can rally those who hear his voice or music. Anyone
within earshot of the bard’s rallying cry can make a save against any type
of fear or morale effects (even if they previously failed the save or morale
check), including the pall of dragon fear. The bard may rally once per day,
and he must be singing/playing/talking to rally, taking no other actions
that round. Those who rally do not suffer from fear or morale for one
round per level of the bard unless extreme circumstances should weaken
the rally’s effects. The CK is the final arbiter of what might constitute
“extreme circumstances.” Such events might include witnessing the
following: the bard’s death; the collapse of an allied army; the massive
destruction of people or terrain via magic or natural disaster; the arrival
of a deity on the battlefield; or the occurrence of some world-shattering
event. In such an instance, the CK may allow a new save, with possible
modifiers, for the rally to remain in effect for its full duration.

Quest: At 20th level, the bard can use his abilities to lay a quest upon
another. The target must make a successful charisma saving throw or
have a geas placed upon him. This effect acts in all respects as the geas
spell. The effect can last up to 1 month per level of the bard.

Change Alignment: At 22nd level, the bard can change the alignment
of any non-player character he targets. The target must be willing to
listen to him, and the process takes time. The bard must be in the

Castle Keeper’s Guide 29


Part one: The Character
Character Races AGE
Racial traits and characteristics play an important role in the Castles & A character’s minimum starting age is indicated on the chart below.
Crusades RPG. Though the Players Handbook discusses the particulars of the A player may always elect a starting age higher than the mandatory
seven main races in C&C and the Monsters & Treasure revisits them, there minimum.
are many more factors the Castle Keepers and players may wish
to consider and even include in the framework of both characters Table 1.28 Minimum Starting Age
and NPCs. Also, racial variants, such as different types of dwarves Race Adulthood F/R/A/C/D/B* Ran/Pal Bard/Mon/Wiz/I
or halflings, often play a role in the game.
Dwarf 150 +4d6 +7d6 +10d6
HEIGHT AND WEIGHT Elf, High 200 +7d6 +9d6 +12d6
A player may choose his character’s height and weight based Elf,Twilight(Drow) 100 +4d6 +6d6 +8d6
upon the chart below. The base ranges below for both men and Elf, Wild 40 +3d6 +5d6 +8d6
women are simply guidelines for the average height and weight
for a character of that race. Elf, Wood (Gray) 60 +4d6 +6d6 +8d6
Gnome 30 +3d6 +4d6 +6d6
Table 1.27 Height and Weight by Race
Half-Elf 20 +1d6 +2d6 +3d6
Race Height Weight
Half-Orc 13 +1d4 +1d6 +2d6
Dwarf 3’ 10” to 5’ 2” 140-180
Halfling 16 +1d4 +1d6 +2d6
Elf, High 4’ 0” to 6’ 0” 100-135 lbs.
Human 15 +1d4 +1d6 +2d6
Elf, Twilight (drow) 4’ 0” to 5’ 6” 90-115 lbs.
*Fighter, rogue, assassin, cleric, druid, barbarian
Elf, Wild 4’ 4” to 5’ 8” 100-125 lbs.
Elf, Wood (gray) 4’ 8” to 6’ 6” 110-165 lbs. Table 1.29 Aging
Gnome 3’ 6” to 4’ 8” 70-90 lbs. Race Middle Age Old Venerable Maximum
Half-elf 4’ 2” to 6’ 2” 90-175 lbs. Dwarf 300 450 600 +2d100 years
Half-orc 4’ 10” to 6’ 5” 120-180 lbs. Elf, High 500 750 1000 +3d100 years
Halfling 3’ 0” to 4’ 6” 45-70 lbs. Elf, Twilight(Drow) 200 300 400 +2d100 years
Human 4’ 8” to 6’ 8” 100-200 lbs. Elf, Wild 100 150 200 +1d100 years
Elf, Wood (Gray) 150 225 300 +1d100 years
Gnome 75 112 150 +3d20 years
Half-Elf 62 93 125 +3d20 years
Half-Orc 30 45 60 +1d10 years
Halfling 40 60 80 +2d20 years
Human 35 53 70 +2d20 years

Effects of Aging
Everyone ages, and as they do, their worldly knowledge and wisdom often
increase, but their strength and constitution wane. Below is a brief table
listing the cumulative effects of aging.

Table 1.30 Effects of Aging


-1 strength, constitution, +1 intelligence, wisdom,
Middle Age:
dexterity; charisma
-2 strength, constitution, +1 intelligence, wisdom,
Old Age:
dexterity; charisma
-3 strength, constitution, -1 intelligence, wisdom,
Venerable:
dexterity; charisma

RACE AND LANGUAGES


All beginning characters speak the common tongue, called Vulgate or
Common. A character also begins play knowing how to speak additional
languages depending upon the character’s race. The descriptions of each
race detail a character’s starting languages. The character’s intelligence
determines how many more languages he can learn. Characters with an
intelligence of 13 can learn one additional language; characters with an
intelligence of 17 can learn two additional languages.

30 Castles & Crusades


Chapter 1 — Expanding Characters
Learning new languages takes time. The amount of time depends on how Root-Derived: These languages share the same root language, possess
much effort the character spends on the task. Immersion can communicate similar cultural norms, and share many environmental reference points
rapid results, whereas traveling with someone and occasionally speaking with the native tongue’s vocabulary and grammar.
the language takes much longer. The character’s intelligence plays a huge
Root-Familiar: A root-familiar language shares some of the same source
role in the time required to learn a language, as well.
words, but is different enough from the learner’s native tongue that it has
To determine the required time, the Castle Keeper must assign a challenge many foreign elements to master.
level to the language; this challenge level establishes the time its takes to learn
Foreign: Languages that are foreign share no common traits, but they do
the language and the target number of the intelligence check the character
have the same cultural background and are more readily accessible to the
must achieve to master it. Establishing the CL of any given language can
learner through common idiomatic references.
be very difficult. Many influences affect a language’s development and
complexity: the language’s root source, the environment and culture it Alien: The learner possesses no cultural, historical, linguistic, or
developed in, its history, and its proximity to other language groups all play a philosophical reference points to the new language; without these
part in a language’s development. Learning a language can be easy or difficult common references, learning the alien language will be extremely
depending upon these manifold influences. complex for the learner.
Anyone who attempts to learn a language is allowed an intelligence
check at the end of the time period allotted by the CK. If successful, they Immersion
gain a partial understanding of the language; after a year of speaking the If the learner immerses himself in the language, meaning he cannot
language regularly (CK decides the needed regularity based on language’s communicate in his own language and has no other outlet for communication
complexity and surrounding society), they can speak it fluently. Any than speaking the new language. This total immersion reduces the time limits
failed check means they have a limited understanding of the language on Table 1.31 by three-fourths. The language’s challenge level does not
and gain a +2 to their next attempt to master the language, and they only change due to the immersion.
require half the time to learn it.

Example: For instance, in the world of Aihrde, all human tongues originate Literacy
from Dwarven, so a human would have an easy time learning it, while Characters cannot necessarily read and write the languages they speak.
it would be difficult for an elf to learn Dwarven. The human will find Writing and reading are not common skills for people in pre-industrial
familiar words and grammatical structures, whereas the elf will not find any societies. For most adventurers, the need to read or write is very small,
common reference points. and the opportunity to learn such skills is uncommon. The Castle
Keeper should first determine whether or not the character can learn
The Castle Keeper must determine the relative difficulty of learning the such skills; if their background precludes literacy, then such skills are
new language. This can be done by determining the language’s proximity impossible to achieve at beginning play. The player, too, must decide if
to the learner’s own base tongue. If you feel that the language is close to he wants his character to be literate; many players may find that literacy
the learner’s language, then learning the new tongue will be easier for the does not fit their image of their character, so they choose to forgo
character. If the new language is completely foreign, then the language is having such skills. If the situation warrants it and the player deems
complex or extremely difficult for the character to learn. it fits the character, an intelligence check determines literacy in the
desired language. Of course, the CK can always make a determination
Table 1.31 Learning Languages ascribes a challenge level to learning a on a character’s literacy based on the character’s background.
new language. The language’s proximity refers to how close the language is
to the learner’s native tongue. The challenge level is what the learner must Characters can always choose to be literate in their primary language,
overcome to achieve learning the language during the chart’s prescribed whether Vulgate, Elven, Dwarven, etc. They are not necessarily literate in
time. The learner must successfully achieve “limited” before he can learn the other languages they speak. They must make an intelligence check to
“partial,” and so on. The chart assumes active study at least 2 hours a day. determine literacy for each known language.
Limited: The learner knows enough to get by with simple expressions Characters must be able to partially speak a language before they may
in an area where the language is predominate. Knowledge includes attempt to learn to read and write in that language. If they have learned to
traditional greetings and common reference points, such as the words for partially speak a language, they are entitled to an intelligence check, the
foods, types of shelters, travelling directions, etc. challenge level being equal to the CL listed on Table 1.31. Success means
the character can read and write simple structures in the language.
Partial: The learner can speak the language using complex sentences, but is
not able to share in complex commentary. For instance, discussions on military For more complex structures, the character must make a successful intelligence
tactics, philosophical discourse, scientific theories, the nature of magic, and so check against a challenge level equal to those listed on Table 1.31 +2.
on would not be possible with the character’s language skill level.

Fluent: The character can speak and understand the language in all its Expanding Character Races
varied complexity. The Castles & Crusades Players Handbook details seven different
character races available to players: dwarf, elf, gnome, halfling, half-elf,
TABLE 1.31 Learning Languages half-orc, and human. These seven races represent the archetypes of
racial creatures; we find them in most branches of fantasy literature, from
Language comics, to movies, to novels, to video games. Castles & Crusades, as a
CL Fluent Partial Limited
Proximity game of archetypes, does not readily provide any information about other
Root-Derived 12 6 months 3 months 1 month races, whether variants of the seven or altogether new races. However,
players, particularly experienced players, often desire to expand their
Root-Familiar 15 12 months 6 months 2 months own horizons, branching out of the normal racial barriers. This character
Foreign 18 24 months 12 months 4 months expansion may be something as simple as a variant race, such as wanting
to play an aquatic elf, for instance. Or it may be something far more
Alien 24 60 months 30 months 10 months complex to integrate, such as a bugbear. Whatever the case, the Castle
Keeper must carefully weigh the addition of new races or racial variants.

Castle Keeper’s Guide 31


Part one: The Character
Three types of racial additions exist: racial variants, monster races, and adventures and building a story. Dragons are dragons, and they should
new races. These bring a whole new level of complexity to the game. remains so. Dwarves are dwarves, and they should remain so.

Racial Variants: These are new races built upon the foundations of already If racial variants must enter the game, severely limit their racial abilities,
existing races. In the world of Aihrde, the wild elf classifies as a racial variant. much as dwarves in the Monsters & Treasure differ from dwarves in the
These elves possess many of the traits of the high elf, with some lessoned Players Handbook. Any monsters making the leap to player-character
powers common to all elves, which offsets their racially unique powers. races should suffer the same limitations.

Monster Races: These are monsters converted to the class system. The Mechanics of New Races
New Races: New races consist of completely new racial constructs. Looking at the standard races in Monsters & Treasure and comparing
them to the comparable races in the PHB reveals subtle differences. For
Things to Consider instance, the M&T dwarf possesses three primes (they have a P for their
Primes, which represents all the physical attributes); the character dwarf
Adding any new rules, monsters, classes, or even races requires in the PHB, on the other hand, possesses only two primes. How is it that
adjustments to the game’s balance. Mechanically, C&C has an internal dwarves, arguably the same creatures, possess different rules sets one from
game balance, where the monsters roughly equate to character levels, the other? The answer is simple.
allowing monsters to challenge the ever-advancing character. The
Siege Engine balances the character’s levels, hit points, abilities, and In Castles & Crusades, monsters are monsters, and characters are
attributes with other characters as well as with a monster’s hit dice, characters. Different rules apply to each. In this case, the dwarves in
armor class, and abilities. Merging the two may cause complications, the M&T represent the normal, everyday dwarves one might encounter.
and the CK must take this into account before integrating any new Though on the surface, the M&T dwarf possesses three primes and
monster race as a player race. Allowing a monster race to gain class seems more powerful, he is, in fact, much weaker, for his hit dice remain
levels on top of its natural abilities may set that race heads above the permanently locked at one. The character dwarf, on the other hand, is
other races. On the surface, this may sound okay, but it immediately not the average, run-of-the-mill dwarf; instead, he is the best of the best,
creates a problem in running the game, as encounters that were a bold, brave, adventurous soul who plows through the maelstrom of the
challenging for the entire party may no longer be challenging to the underworld with his axe, all the while singing songs of the world’s ending.
new player race; or conversely, if they are challenging for the new player He is a hero, and different rules apply.
race, they may prove too deadly to the other party members.
When the decision to allow a new race or new racial variant enters the
Example: Allowing a player to play a hill giant ranger combines skills, game, it is important to note that the rules for the race in Monsters &
such as favored enemy, with an already tremendous ability to deal massive Treasure no longer apply. The race enters the realm of the PHB, and
damage. At 5th level, the hill giant ranger rolls 2d8 damage for his weapon, assumes the rules governing his class. This makes the entire integration
and when the situation calls for it, adds a Combat Marauder bonus of +5. process very easy. A bugbear ranger is now simply a ranger who may be
After tossing in his strength bonus of +3, the hill giant ranger does an allowed a few racial attributes (CK’s choice). Doing this allows the CK to
average of 16 points per swing, which is significantly higher than rangers avoid creating a new race.
of normal character races.
Role-playing the new race or racial variant is the easiest approach, but
Monsters occupy a vital place in any C&C game, and turning them several factors must be considered when doing so. The following sections
into player characters runs the risk of unmasking a host of challenges touch on the most important, establishing simple, thematic guidelines
the CK may not want to unleash. In order for a player to play a monster concerning game balance.
as a character, he must know the monster’s abilities and limitations.
Enterprising CKs change those abilities constantly during the course of Primes: Whether creating new races or variants, the number of assigned
the game to either make the game more challenging or to lighten the primes is critically important. The primes determine the relative ability of
danger. CKs should caution any player that the monster or variant race he a race to save against any number of events or attacks. Assigning more
creates is not subject to the rules detailed in the Monsters & Treasure book; than three primes makes creatures extremely powerful. Generally, only
instead, the character is subject to the rules and guidelines governing the high-level monsters have six primes; allowing any playable class six primes
character’s class (as the CK determines they are applicable). is unbalancing. Humans maintain an equal balance with other races due
to their three primary attributes; assigning non-human races three primes
For their own games, CKs should make certain the desired player monster is also unbalancing. The general rule of thumb is that non-human races
race actually exists in their game’s setting and that allowing players to or racial variants should not have more than two primes.
play a member of said race does not unbalance the adventure or setting or
work against any cultural or historical themes inherent to their game. Hit Dice: Monsters possess an established hit dice that does not
advance as the monster adventures or grows older. Discard this hit
Second only to game balance is consideration of the other players at the dice entirely and instead use the chosen class’ established hit dice.
gaming table. Allowing one to player to play an outlandish monster or strange A bugbear with 3d8 HD becomes a 1st-level fighter with 1d10 hit
racial variant may be off-putting to the other players, making it harder for points. Even very large creatures should loose their natural hit dice,
them to play their own archetypical races. This problem becomes particularly exchanging it for the class’ hit dice.
poignant when the character in question gains certain abilities, such as
Twilight Vision, extra damage, or special magical abilities that make them Armor Class: Many monsters have a higher AC, even if they do not
more powerful than the other players’ characters. These character imbalances wear armor. This armor class does not carry over to the monster class. A
often severely impact the flow of play, as some players will react negatively to character monster may attempt to regain some of this lost AC by having
what they view as the CK show favoritism to a particular player. a high dexterity and wearing good armor.

Be very cautious in allowing players to play other races or racial variants. Special Weapons: Many monsters use special weapons, and CKs may
Allowing them to do so can also open the Pandora’s box of monster consider allowing them. Any such weapons cannot conflict with the
characters, culminating in strange half-dragon creatures that have little class’ own weapons or armor limitations. When allowing special weapons,
place in any fantasy milieu; such characters ruin the archetypes and engross address the game’s balance, making certain the new weapon doesn’t
players with super-powering their characters rather than experiencing overpower the racial character.

32 Castles & Crusades


Chapter 1 — Expanding Characters
Special Abilities: Many races possess special abilities, such as Enmity: When fighting goblins and orcs or other like-minded denizens
shapechange, spell resistance, spell-like-abilities, etc. These abilities of the deep, the deep dwarves gain a +2 to hit and a +1 to damage.
do not merge with existing class abilities well, nor do they normally Withdrawing from combat against these foes requires a charisma check.
allow for any kind of game balance. The best way to handle these is The check is normal if the total dwarven HD outnumber or equal that of
to slow the character’s level advancement. For each special ability, their opponents. They make the check with a +1 bonus if the humanoids
the CK should add 1000 experience points to the character’s level have up to twice the dwarves’ hit dice, +2 if up to three times their hit
progression chart and double the amount for each successive level; at dice, +4 if up to 4 times their HD, and +8 if 5 times, etc.
2nd level add 1000, at 3rd level 2000, and at 4th level 4000, and so on.
Resistance to Arcane Magic: Deep dwarves receive a +4 to all saves
versus arcane magic.
Role-Playing Through
Before embarking on the onerous task of creating a new race, consider Resistance to Poison: As normal.
conferring with the player to find a way of using existing examples. By
consulting with the player, the Castle Keeper can pinpoint why the Stonecraft: As described in the Players Handbook but +3 and +6.
player wants to play something different and gain an understanding
of what the player views as his character’s desires. For abilities coming Daylight Fighting: Deep dwarves have spent little or no time above
naturally to a monster-turned-player-character race, simply exchange ground. In full daylight (not lamplight or torchlight), deep dwarves suffer
them for class abilities. By working with the player, retaining game a -2 penalty to to-hit rolls and all constitution saving throws.
balance becomes easier and a new and exciting race, monster race, or
racial variant enters the game’s fray. Weapon Limitation: Deep dwarves never use two-handed weapons or
pole-arms; if they do so, they suffer a -4 penalty to use. All bows except
Example: Mark has decided he wants to play an aquatic elf monk in the crossbows are likewise at a -4 penalty. Essentially, they can use only
ongoing campaign. His choice reflects the game’s setting, which seems to medium and small weapons.
be concentrated around Darkenfold’s many rivers and lakes. Mark’s main
desire is to gain a character with superior swimming skills and the ability Languages: Dwarven, Goblin, and Orc, plus one other.
to hold his breath for extended periods (or even breathe water). If granted, Size: Small (they tend to be slightly smaller than standard dwarves)
these abilities expand the game’s entire playing field. Knowing this, the
Castle Keeper readily agrees to this if Mark sacrifices the monk’s fast Movement: 15 feet
movement ability while on land. Mark agrees and notes the changes on his Typical classes: Fighter, Monk, Barbarian, Rogue, Bard, Cleric.
character sheet. With little effort and no unbalancing effects, a new race
Attribute modifier: +1 Strength, +1 Constitution, -1 Dexterity, -2 Charisma.
enters the game. Mark is happy with a new character, and the CK can not
only utilize whole regions of woodlands in the setting, but he can now have Monk Modifier: Monk deep dwarves receive a +1 bonus to their natural AC
the adventurers explore both lake and river bottoms, as well.
Notes on Deep Dwarves
Racial Variants Deep dwarves have essentially the same abilities as standard dwarves, though
they are altered for their terrain type. However, the defensive expertise ability
The development of racial variants is fairly common. Monsters & Treasure
has been traded for a bonus when attacking certain humanoids, creating a
already allows for several elf variants: drow, gray elf, high elf, wood elf,
slightly different racial variant.
half-elf, and the wild elf. The elf presented in the Players Handbook is
the standard high elf. The other elves are racial variants, each with
their own unique traits. Playing a variant elf is entirely possible; the Example 2: Longleaf Halflings
foundation for the variant’s use as player characters is already in place These halflings are wilder than most of their brethren. They tend to live
in Monsters & Treasure. As with the elves, one can easily create variant near wilderness areas or hide in small enclaves deep in the wilds. A sturdy
dwarves, gnomes, and halflings. Variants for goblins, orcs, gnolls, or the group of halflings, they pride themselves on their wilderness skills. Longleaf
like can be created from their monster base and are limited only by the halflings tend to avoid encounters with the outside world as much as possible,
imagination of the player and the CK. and they rely primarily on their hiding abilities to survive rather than their
fighting abilities. They tend to be slightly larger than the average halfling.
The following are possible variants for a Castles & Crusades campaign. They
are by no means to be considered official racial variants, but are merely offered Fearless: Because longleaf halflings are in near-constant danger,
as examples of how one might go about creating a racial variant. Official they have learned that fear is sometimes a worthy trait as a survival
variants are the Castle Keeper’s purview. mechanism; controlling or even harnessing it has its advantages. This
balance equates to an internal resolve. They receive a +1 bonus to all
Example 1: Deep Dwarf saving throws versus fear and to morale checks.
These dwarves live deep underneath the earth and rarely—if ever—come Hide: Longleaf halflings spend much of their lives avoiding the prying
to the surface. They are primarily tunnelers, miners, smiths, masons, eyes of others. They receive a +2 to all conceal or hiding checks while
and warriors who fight continuous wars and battles against their fellow outdoors (this bonus does not apply to hiding indoors). If they try to
denizens of the deep. moving silently and hide at the same time, they suffer a -2/-5/-10 to
their checks. Moving at more than twice their normal speed makes it
Animosity: Deep dwarves have an instinctive, intense hatred for orcs,
impossible for longleafs to hide or move silent.
goblins, and humanoids of the deep. All interactions with humanoids
the deep dwarves encounter are nearly impossibly to manage peaceably. Move Silently: The penalties are -5 and -10 at a full charge, but in all
All charisma checks between the two groups are at -8, and any dealings, other respects are as described in the Players Handbook.
including trade, require a charisma check.
Duskvision: They possess normal Duskvision.
Deepvision: Deep dwarves have the Deepvision ability up to 180 feet.
Resistance: Longleaf halflings are resistant to natural magic (druidical-
Determine Depth and Direction: Deep dwarves accurately determine based and nature-based magic), and they receive a +1 bonus to all saving
their depth and direction 100% of the time unless magic or something throws when afflicted by such.
else interferes with their ability.
Castle Keeper’s Guide 33
Part one: The Character
Arcane Weakness: Longleaf halflings are susceptible to arcane magic, Languages: Orc and Goblin
having only rarely felt its pinch and having little knowledge of it. They
Size: Medium
suffer a -2 penalty to all arcane-based magic/spell saving throws.
Movement: 20 feet
Wilderness Lore: This ability is the same as the druid’s Wilderness Lore Typical Classes: Fighter
ability for the specified area.
Attribute Modifiers: +2 Strength, -1 Dexterity -1, +2 Constitution, -3
Susceptible to Disease: Less contact with the outside world has left Intelligence, -3 Wisdom, -4 Charisma
these halflings more susceptible to diseases; they suffer a -2 penalty to all
saves versus contracting diseases. Racial Interactions
Surprise: Longleaf halflings gain a +1 to all surprise checks. In C&C, races refer to different species of creatures, from dwarves to orcs,
hobgoblins, and humans. It is entirely up to the Castle Keeper as to how
Languages: Halfling, plus one other these races interact, whether they share similar language patterns, history,
culture, religion, or economic structures. In general, C&C treats each
Size: Small
race as a different monster or player type, and the CK who plays them
Movement: 20 feet along these lines finds the game runs much smoother. To complicate their
Typical Classes and Limitations: Druid, Ranger, Rogue, and Bard. game with racial issues only detracts from the purpose behind the game’s
Longleaf halflings must have an intelligence of 16 and charisma of 16 to inclusion of the various races: to broaden the pool of player options.
become illusionists or wizards.
Creatures like orcs, goblins, hobgoblins, and gnolls are monsters, and
Attribute Modifiers: -2 Strength, +1 Dexterity +1, -1 Constitution the CK should treat them as such; worrying about racial divides causes
Ranger Modifier: Tracking +2 distractions in even the best of circumstances. Evil greater than any racial
antipathy drives these creatures.
Example 3: Orc Player races are marginally different, as character races interact more
Orcs are a very aggressive and warlike race; they enjoy the fight and lust with each other and other NPCs on a non-violent level. When these
in the carnage of war. They tend to eschew magic with the exception races do interact, they can be influenced or the game impacted by
of their spiritual leaders, whose primary role is as adjunct attacker and diplomacy, trade, or other types of communications. When doing so, it
enforcer of the cruel lifestyle orcs live. They hold martial prowess in the is up to the Castle Keeper to determine what, if any, racial antipathy or
highest esteem. Orcs are less intelligent than other creatures. sympathy exists between them. The following charts offer a guide for
both the standard racial antipathies/sympathies that might exist and the
Move Silently: All orcs receive a -1 penalty to move silently checks. effects such emotions have on the relevant charisma checks.

Hide: All orcs receive a -2 penalty to all hide checks. Table 1.32 Standard Racial Interactions reflects the manner in
which each of the seven standard races views the other. The scale is set
Horrendous Stench: Orcs smell. They do not consider bathing and on a numerical scale of 1-6; one is the most favorable, while six is the least
cleaning themselves a trait worthy of their time. As such, anyone can favorable. The number before the slash is the charisma score that ranks the
smell an orc’s reek a long way off, covered as they are in the debris of their highest possible charisma the viewer sees in the other race. The number
life’s work. Orcs suffer a -2 penalty on surprise attempts. following the slash is the bonus to any charisma checks made between the
parties. The race rolling the check adds or subtracts the bonus.
Darkvision: Orcs have Darkvision and can see 120
feet in pitch blackness. TABLE 1.32 Standard Racial Interactions
Enhanced Smell: All orcs can smell like a blood Dwarf Elf Gnome Halfling Half-Elf Half-Orc Human
hound. They can smell anything (different from their
own scents) within 60 yards. This makes it nearly Dwarf 1/+3 6/-2 4/0 4/0 5/-1 8/-4 4/0
impossible to surprise an orc. They receive a +2 to Elf 6/-2 1/+3 4/0 4/0 5/-1 6/-2 4/0
all surprise checks when being surprised.
Gnome 5/-1 2/+2 1/+3 2/+2 2/+2 5/-1 4/0
Tough Hide: Orcs have thick hides; their skins are
normally three times as thick as a human’s or dwarf’s Halfling 4/0 2/+2 2/+2 1/+3 2/+2 5/-1 2/0
skin. Furthermore, it is leathery, consisting of a bark- Half-Elf 5/-1 2/+2 2/+2 2/+2 2/+2 4/0 4/0
like quality and affording the orc an automatic +2
bonus their AC. Half-Orc 5/-1 4/0 4/0 4/0 4/0 4/0 4/0
Human 3/+1 3/+1 2/+2 2/+2 2/+2 3/+1 4/0
Resistance to Disease: A nasty and grimy race, orcs have
an ingrown resistance to most diseases, receiving a +4 1: Reverent: They view this race in more-than-favorable light. Charisma 19
bonus to all checks versus diseases. They also recover from 2: Affable: They view this race as friendly and easy to get along with. Charisma 17
illness at twice the normal rate.
3: Friendly: They view the race with respect. Charisma 15
Susceptible to Fear: Orcs tribes bear the onus of a 4: Respectful: They view the race in very friendly, empathetic terms. Charisma 12
herd mentality; they usually follow their leaders into
and out of battle. Loss of a leader or being removed 5: Considerate: They view the race sympathetically. Charisma 8
from their leader brings out the flight instinct in orcs. 6: Aloof: They have a serious dislike of the race. Charisma 5
They receive a -2 to all fear-based saving throws and 7: Animosity: They have a strong hatred for the race. Charisma 3
morale checks.
8: Disdain: They abhor the race, avoiding it when possible. Charisma 1

34 Castles & Crusades


Chapter 2 — Magic
Magic is one of the pillars of Castles & Crusades. From spells to items to
magical creatures, magic governs the fantasy milieu. Its relative impact,
how common it is, lies at the discretion of the Castle Keeper and the game’s
players. The Players Handbook clearly outlines the rules governing the use of
magic in C&C, from spellcasting to magic item creation. But the PH leaves
many of the details up to the Castle Keeper. The cost of spell construction,
the cost of purchasing spells, the specllcaster’s actual starting spells, and the
cost of components, are a few of the details left up to the Castle Keeper
or player. The following provides several solid guidelines for pricing, spell
construction, and use of magic in Castles & Crusades. This chapter also
presents several alternative approaches to magic in Castles & Crusades; these
approaches to spellcasting involve more rules mechanics, and at times, more
role-playing, and though far more complicated and time-consuming, they are
worth a trying for those who desire to break the mold of normal play.

Components of the Trade


Spellbooks
All 1st-level wizards and illusionists begin play with a spellbook. Their
master, instructor, guild, order, or trainer grants them a spellbook upon
completion of their studies. The spellbook contains a number of spells
equal to the number of spells they can cast at 1st level. The spellbook is
not a normal book; it is magical.

The spellbook possesses an automatic Spell Resistance (SR) of 10,


allowing it some protection against magical attacks. A spellbook failing its
spell resistance check against magical attacks from spells such as fireball,
lightning bolt, or any other spell causing catastrophic equipment damage
suffers massive damage; each spell within the book is subject to another
SR check, but at a reduced SR of 5. The attack permanently destroys any
spell within the damaged book failing its check.

The magical nature of spellbooks allows them to withstand a great deal


of normal punishment, as well. They do not suffer the normal effects of
water damage, wear and tear, or even battle damage. The ink inscribed in
the spellbook is magical; it does not run or smear. The pages themselves,
laden with magical residue, rarely tear, and when they do, it is almost
always on the edges. Spellbooks age very slowly, their pages rarely
becoming brittle or dry. Extended exposure to sunlight does not fade their
pages. In short, no normal weathering occurs to spellbooks.

Catastrophic damage, such as being swallowed by a black dragon, struck


by a magical weapon, tossed in a vat of acid, engulfed in fire, or even being
struck by a normal weapon with a massive blow can damage the spellbook,
as these are not normal battle wear and tear situations. The Castle Keeper
decides when battle damage is extensive enough to incur a check.

When a spellbook must make a save, the CK must note the origin
and power of the spellbook. Spellbooks crafted by greater wizards are
more powerful than those awarded to young neophyte wizards. When
a spellbook must make a save against catastrophic damage, it always
saves as a prime, with a challenge base of 12. Consult Table 2.1 Types of
Spellbooks for the power of the book and its check bonus. The character
must make the save for the spellbook.

Table 2.1 Types of Spellbooks


Spellbook Type Bonus Spellbook Type Bonus
Prestidigitator +3 Warlock +8
Theurgist +4 Gramaryian +9
Thaumaturge +5 High Mage +10
Magician +6 Wizard +10
Magus +7 Arch Mage n/a*
* A book crafted by an arch mage cannot be damaged by anything
short of an ancient wyrm’s breath weapon.
Castle Keeper’s Guide 35
Part one: The Character
Writing in Spellbooks Table 2.3 Starting 1st-Lvl Wizard Spells
The average spellbook is finite, only holding a limited number of spell Informational Offensive Defensive
levels. Generally speaking, higher level spells contain more content and
consume more pages within the book. On average, a starting spellbook 1 Com. Languages Burning Hands Alter Size
contains 300 pages and can hold 75 spell levels; i.e., 75 1st-level spells or 2 Erase Charm Person Change Self
25 2nd-level spells and 25 1st-level spells, etc. The Castle Keeper should
raise or lower this standard if necessary. Spellbooks are small, generally 3 Floating Disk Jump Feather Fall
about nine inches tall and six inches wide, with a spine depth of roughly 4 Hold Portal Magic Missile Hold Portal
two inches; they weigh about two pounds.
5 Identify Shocking Grasp Jump
Casting Spells from a Book 6 Prt. Alignment* Sleep Prt. Alignment*
At times a wizard or illusionist must resort to casting spells from books. 7 Read Magic Spider Climb Shield
These instances are rare, brought on by extreme danger, where survival
8 Sum. Familiar Unseen Servant Spider Climb
outweighs the value of the magical tome. Casting from the spellbook is
very similar to casting from a scroll, offering the possibility of damage to *Protection from chaos, evil, good, or law
both the spell and the book. Table 2.4 Starting 0-Lvl Illusionist Spells
Casters do not need any material components when casting from spellbooks; Informational Offensive Defensive
however, they must have focus components, if required. The cast spell is
1 Arcane Mark Dancing Lights Dancing Lights
immediately destroyed upon casting, its pages dissolving in the book from the
channeled magic. Furthermore, the surrounding pages run the risk of damage 2 Detect Illusion Dragon Mark Dragon Mark
or destruction. Each spell listed before and after the cast spell must make a
3 First Aid Influence First Aid
successful physical save (prime), with the CL equal to the level of spell the
wizard or illusionist actually cast from the book. The higher level the spell, 4 Influence Light Ghost Sound
the greater chance it damages the book. Books crafted from magical materials 5 Magical Aura Message Light
may gain a bonus to their savings throws (see Chapter 3: Equipment). The
spellbook’s SR does not protect it against spells cast from the book. 6 Message Prestidigitation Mending
Table 2.5 Starting 1st-Lvl Illusionist Spells
Starting Spells Informational Offensive Defensive
The Players Handbook clearly establishes the number of beginning
1 Erase Charm Person Change Self
spells for 1st-level spellcasters. Clerics and druids pray daily for
their spells, their wisdom dictating their number of starting spells. 2 Faerie’s Glam Color Spray Darkness
Wizards and illusionists must roll their spells on the appropriate
3 Hypnotism Darkness Daze
charts in the Players Handbook, or the CK assigns them. Rolling
randomly has its advantages, for it challenges the players’ skill, 4 Read Magic Dragon Image Dragon Armor
forcing them, at times, to use spells they would not normally choose.
5 See Invisibility Ill. Hounds Head Fog
Assigning spells presents the same challenges.
6 Silent Image M. Dark Chaos Ill. Hounds
On the downside, either approach may create an unbalanced character and
7 Un. Aura Ventriloquism Obscuring Mist
one less enjoyable to play, as mages may find themselves with a bundle of
defensive or informational spells but no offensive spells at all. With low hit 8 Ventriloquism W. Strength W. Strength
points and a low AC, magic users may find themselves outclassed at low
levels unless they have a good, solid spell base that mixes a variety of spells. Components
The following tables (Table 2.2 - Table 2.5) allow for a more balanced The Players Handbook lists five types of components: verbal, somatic,
approach to beginning play, dividing the spells into three different material, focus, and divine focus. The PH provides adequate explanation
categories: informational, offensive, and defensive spells. Allow players for the components, using and acquiring them, pricing them, etc. Of the
to choose one category from which to roll for their first spell. For their five types of components, physical components, which include focus
second spell, roll randomly on the chart, disregarding any roll duplicating and divine focus components, often require more management. The
the chosen category. If the players have characters entitled to a 3rd components’ availability and quality may affect whether a magic user can
beginning spell due to high intelligence, roll randomly again. The tables cast a spell, and they may even affect the spell’s quality.
list duplicate spells, allowing the players’ characters a better chance to
begin play with very useful spells. Reroll any duplicate spells. Purpose of Components
As mentioned above, three types of physical components exist: material,
Table 2.2 Starting 0-Lvl Wizard Spells focus, and divine focus. For all practical purposes, these components play
Informational Offensive Defensive only a minor mechanical role in the game. They force the magic user
to purchase, or at least actively acquire, items in order to cast spells;
1 Arcane Mark Dancing Lights Dancing Lights components limit the number of times a magic user can cast a spell, which
2 Detect Magic Ghost Sound Endure Elements brings them in line with all the other characters whose equipment limits
their fighting abilities. A fighter in the desert who loses his sword has no
3 Detect Poison Light Ghost Sound weapon with which to fight, much the same as a magic user who uses his
4 Light Mage Hand Mending last lump of coal can no longer cast fireball. Simply put, requiring the use
of components allows a control mechanism for the CK and a balancing
5 Message Message Open/Close
mechanism in regards to the other characters.
6 Open/Close Prestidigitation Prestidigitation

36 Castles & Crusades


Chapter 1 — Expanding Characters
Role-playing component management and acquisition can be an arduous any check they must make, or in the case that the spell affects someone/
task, forcing the character to keep up with multiple items for his many something else, the victim suffers a -1 to any required checks.
spells. This becomes particularly true for high-level characters. However,
disregarding the necessity of obtaining components unbalances the game, Exceptional items would include components derived from magical beasts,
especially at high levels, for the magic user, who already deals 18d6 points holly or mistletoe taken from a sacred grove, a holy symbol blessed by a
of damage with his fireball, then has no limit on how many he may cast. high-level cleric or one that has returned from a holy quest, etc. The Castle
Balanced against a fighter, who on average deals 2d8 points of damage, Keeper must adjudicate the effects of such items, but in general, any item
the wizard becomes monstrously powerful. enhancing the spellcaster’s spell, through magic, enhances its effects.

Note: This balance does not make for happy spellcasters, but the balance Example: A wizard possesses the eye of a basilisk. When he casts arcane
ensures a fun time for all the game’s players. The CK who plans a large eye, the magical nature of the eye grants him a +1 to his spot checks.
encounter that is instantly destroyed by rapid-fire spellcasting finds
himself with a bunch of players bored at their inability to do anything Availability of Material Components
during the encounter and with one magic-casting player who is overly
excited by his ability to defeat everything in his path. Almost every town or city gives ready access to material components
through shops designed for just such a clientele; even small villages have
In short, components provide game balance. their seers who stock many items common to the magic-using trade.
Enterprising magic users can harvest many components while on the
Yet, overplaying this balance is easy very easy to do. Mildly adjudicating road, and very careful ones scavenge the bodies of the fallen monsters for
component management is the best approach for CKs to take. Forcing such materials they deem might enhance their spellcasting.
a player to keep up with 300 different components, the amounts he
possesses, and where he keeps them makes playing the high-level mage The Castle Keeper must determine the availability of any items the magic
absolutely tedious, proving the dictum that soldiers experience many long user may want to find on the road due to geography, season, etc. For
hours of tedious boredom and a few minutes of stark terror. This should example, finding clay in the desert or air underwater may be difficult.
not be the case at the game table.
Focus components are harder to locate while on the trail, but are readily
Manufacturing their own components, acquiring them, role-playing available in most villages, towns, and cities. Prices vary; consult Table
without them, or a combination of different approaches often makes for 2.8 below.
the best game play.
Divine Focus items must generally come from their guild, order, or church,
or in some circumstances, the druid or cleric may manufacture them (see
Material Components below). Valuable ones, or ones high-level NPCs manufacture, may exist
Material components disintegrate upon the spell’s casting. The in treasure hoardes or be in the possession of villains or monsters. The
channeled magic destroys the items, forcing the magic user to replace Players Handbook covers costs of normal or silver holy symbols; for more
the material component. Material components act much like arrows: elaborate symbols, consult the following table.
when an archer shoots his arrow, it is spent, and the archer must
replace it. Material components act the exact same way, only the magic Loss of and Manufacturing New Holy Symbols
consumes or ruins the material components during the casting. Wizards
and illusionists must replace these components regularly, or casting Druids and clerics both require holy symbols or something similar to cast
their spells becomes very difficult, if not impossible. their spells. These range from the very simple to the very ornate. A wooden
holy symbol or one cast in gold and encrusted with jewels serves the same
Players must acquire these components by purchasing them or purpose. Generally speaking, casters purchase their holy symbols, which
finding them on their adventures. For general costs and acquisition of are made in silver according to the Players Handbook, or their guild/order/
components, consult Table 2.8 below. church awards them one. However, the rigors of the trail, the machinations
of evil creatures, the constant engagement in combat, and the power of
Material components include religious materials required by clerics and monsters often destroy holy symbols, leaving the druid or cleric without
druids during their casting. recourse to commune with the deity and procure new spells.

In such cases, most druids and clerics can fall back on their training and
Focus Components manufacture a facsimile of their holy item, allowing them to cast spells
Focus components are reusable. The spell’s casting does not destroy again. Doing so requires they make some type of penance to their deity
them. These include items such as the gem necessary to cast identity. A to make amends for being careless with their holy symbol. The penance
single, one-time purchase by the caster and the item is kept until lost, is entirely at the Castle Keeper’s discretion; however, the CK must take
stolen, or destroyed. into account the unusual nature of adventuring clerics, the cleric’s value
to the deity, the method the holy item was lost, and any other extenuating
Divine Focus Components circumstances that may come into play.

Divine focus components refer to holy symbols or holy items necessary for Characters should be encouraged to choose a penance on their own,
druids and clerics to cast their spells. These foci help channel their deity’s one that adheres to the game’s ongoing themes, and one that does not
will and desire through the character, and the cleric or druid cannot cast distract from the adventure or become too dogmatic with any religious
spells without them. If destroyed in battle or lost, the divine caster must interpretation of spellcasting, events, etc. A good Castle Keeper works
do without casting spells until he replaces the focus component. with the character to make the loss of the item a compelling moment
in the adventure. The higher the caster’s level, the more rigorous the
Quality of Components required penance.
Magical components are generally unaffected by age or storage, and once
purchased, they can serve the same purpose with the same outcome as
if fresh and new. However, casters can purchase or acquire exceptional
components. In this case, any such components grant the caster a +1 to

Castle Keeper’s Guide 37


Part one: The Character
Table 2.6 Penance *The addition of gems to pieces of jewelry also increases the value of each
Level Penance item. Also, intricately designed items should possess a greater value.

Low Loses the ability to cast 1st-level spells for 30 days Cost of Material Components
Cannot speak for x days, losing such spells that require The Players Handbook lists material components having no price listing
Low
verbal components in the spell description as possessing no material value of consequence.
Mid Loses the ability to cast 1st-3rd level spells for 30 days The interpretation is often that they are “free.” This approach creates a
simple, easy-to-follow magic system that does not require the players to
Mid Must take the forefront in any battle. keep up with distracting minutia. Role-playing through the acquisition
High Loses the ability to cast 1st – 7th level spells for 30 days and management of material components is often the easiest way to
determine whether a player has the necessary items to cast spells.
High Must embark upon quest or found a church
When role-playing through the use and acquisition of material
Creating New Holy Symbols components, it is necessary to charge the magic user some price at some
To create a holy symbol from scratch, the cleric or druid must have some point. Generally, wizards and illusionists require more components, and
type of material available with which to actually craft the holy symbol. they are more difficult to replace than those druids and clerics require.
Wood or iron, grass to weave the pieces together, ink and brush to cast Every few games, the Castle Keeper should charge wizards and illusionists
the symbol upon another surface, etc., will serve this purpose. For druids, 20gp per level for the acquisition of components, which is more than
mistletoe or holly also suffices. Casters must rest and commune for 24 fair. For example, a 4th-level wizard would pay 80gp every few games to
hours, at the end of which time, they are granted a bless spell. Casting resupply his material components. Castle Keepers should charge clerics
the bless spell on the item in question opens it as a channel to the deity, and druids only 10gp per level every few games.
allowing the characters to gain full access to their spells — after any
penance is paid, assuming the CK determines penance is necessary. This method works, but it lends itself to giving spellcasters an advantage in
that it assumes they always have the necessary components on-hand to cast
Table 2.7 Value of the Holy Symbol their spells, when this would certainly not always be the case. The CK must
adjudicate this according to circumstances. For instance, a fireball spell requires
Description Average GP Value a lump of coal. If the character is adventuring in the Burnvetse Hills, where the
Clay 10 hobgoblins routinely mine and use coal, then coal is probably readily available,
found on the streets of a town, or in old camp sites, etc. However, if the party
Wood 50 adventures to a city on the edge of the Frozen Salt Flats, where no coal is
Wood with silver inlay 100 available, then the price is going to be much different.
Wood with gold inlay 250
The CK must not overplay this. Making it impossible to acquire material
Wood with gemstones 500 components for spells can limit the players’ ability to play their characters.
Stone 100 However, it is essentially no different from a fighter losing his sword at
sea: the fighter cannot immediately get a replacement, so he must find
Stone with gemstones 500 something else to use in the meantime. But just as swords and armor
Bone with jewels 1000 are common in Castles & Crusades, so too are merchants and wizards
selling magical component to magic users of all shapes and sizes. Stores
Silver 250
specializing in magical components naturally exist in all larger towns and
Silver with gold 500 cities, as well as in some smaller ones. The price of components these
Silver with platinum 750 stores offer depends, like all things, on availability.
Silver with gemstones 1250 It is important to note that many components may be picked up along
Ivory 500 the trail for no cost at all. A magic user finding a small lump of clay along
the road and securing it for future use with an idol of death spell need not
Ivory with silver 750 worry about purchasing the clay.
Ivory with gold 1000
Table 2.8 establishes a simple base price for the listed components for spells
Ivory with gemstones 3000
in the Players Handbook. These represent the components’ baseline cost.
Jade* 750 Table 2.9 establishes the amount of inflation CKs might decide to charge
Jade* with ivory 1000 for components uncommon to a certain region. Use the base pricing for the
items listed in Table 2.8 for an item not currently on the list. Some of these
Jade* silver or gold 1250 items are readily replaceable, such as the vial of water. The base price denotes
Jade* with platinum 2000 the cost of the container as much as it does the container’s contents.
Jade* with gemstones 5000
Table 2.8 Price of Material Components
Gold 1000
Spell Component Price
Gold with platinum 3500
Acid Arrow Acid (vial, 10 drops) 5gp
Gold with gemstones 7500
Animal Friendship Food (small bag) 1sp
Platinum 10000
Animal Messenger Food (small bag) 1sp
Platinum with gemstones 15000
Animate Dead Bones 5sp
Platinum with mithril 20000
Arcane Eye Eye (dried, one) 1gp
Mithril 50000
Barkskin Bark (5 pieces) 1cp
*Or other precious stone.

38 Castles & Crusades


Chapter 1 — Expanding Characters
Bind Elemental Vial of Element1 1gp Invisibility Tar Wrapped Eye 1gp
Binding Iron Dust (bag, 5 pinches) 5sp Invisibility Sphere Fur Wrapped Eye (animal) 5sp
Clone Flesh Special Ironwood Iron Dust (bag, 5 pinches) 5sp
Color Spray Colored Stones 2sp Jump Cricket Leg (5) 1cp
Commune Religious Item Special Legend Lore Materials 250gp
Cone of Cold Vial of Water — Lightning Bolt Iron Rod 1sp
Consecrate Religious Materials 25gp Magic Circle Salt (pure, box/bag) 2sp
Control Water Air n/a Magic Jar Gem 1000gp
Control Weather Storm Giant Hair2 170gp Magic Stones Stones n/a
Create Greater Undead Religious Items 100gp Major Creation Ghost’s Breath 10gp
Create Undead Bone Dust 3gp Mass Invisibility Spider Eyes (dust) 1gp
Darkness Dust of Broken Mirror 5sp Mass Suggestion Wool (5 pinches) 5cp
Daze Wool (5 pinches) 5cp Minor Creation Piece of Material Special
Delayed Blast Fireball Coal (1 lump) 2cp Minor Globe of Invul. Bead/Sphere 1gp
Disintegrate Cockatrice Feather 5sp Mirage Arcana Dust of Nixie Arrow 10gp
Divination Religious Materials 1gp Mnemonic Enhancer Materials 100gp
Dragon Breath Dust of Dragon 1gp Move Earth Earthworm 1cp
Dragon Mount Dust of Dragon 1gp Nondetection Mirror 50gp
Dragon Scales Dragon Scale 3gp Passwall Candle Wax (5 pinches) 2sp
Dragon Shadow Dust of Dragon 1gp Permanent Image Lens 100gp
Dreaming Blood of a Nightmare 5gp Polymorph Any Object Butterfly Wings/Clay 1sp
Earthquake Chip of Stone cast/Giant 10gp Polymorph Butterfly Wings 5cp
Enhance Attribute Animal Hair 1sp Programmed Image Lens 100gp
Faithful Hound Dust of Dog Bone 5sp Project Image Doll 1sp
False Trap Broke/Dist. Mirror Glass 5gp Protecion from C/E/G/L Load Stone 5sp
False Vision Broke/Dist. Mirror Glass 5gp Pyrotechnics Open Flame n/a
Fireball Coal (1 lump) 2 cp Refuge Materials 1000gp
Fire Seeds Acorn, Holly Berries (5) 1cp Resurrection Diamond Dust/Urn 1000gp
Fire Shield Open Flame Special Scare Undead Flesh/Bone 5gp
Fire Trap Flint/Charcoal 1gp Scrying Glass Object 5gp
Floating Disk Glass or Metal Disk 5gp Secret Page Paste of Fish 50gp
Fly Feather (5 wrapped) 1cp Secure Shelter Chip/Material 1cp
Ghost Sound Ear Wax (3 plugs) 1cp See Invisibility Pinch of Dust/Powder 1cp
Globe of Invulnerability Bead & Glass Sphere 1gp, 1sp Sending Parchment 1cp
Glyph of Warding Religious Materials 200gp, 3sp Sequester Eye/Eyestalk 500gp
Greater Scrying Gem 1000gp Shapechange Materials 2500gp
Guards & Wards See PH 28gp Shape Stone or Wood Wood Chip 1cp
Hallow Religious Materials 1000gp Shatter Shell or Similar 5sp
Hallucinatory Terrain Dust of a Nixie Arrow 10gp Shield of Faith Holy/Unholy Water Drop 1sp
Haste Hawk Feather 5sp Simulacrum Materials 1000gp
Hold Animal/Person Spider Silk 5gp Sleep Sand/Pillow Feather 1cp
Hold Monster Spider Silk, Giant 20gp Snare Tree Vine 3sp
Humanoid Finding Possession Special Soul Bind Gem 5000gp
Ice Storm Vial of Water 1cp Spider Climb Spider 2cp
Identify Gem, Ink 100gp Stinking Cloud Foul Smelling Material 5cp
Idol of Death Clay 5cp Suggestion Wool (5 pinches) 5cp
Illusory Script Special Ink 50gp Summon Familiar Material 100gp
Instant Summons Item Special Symbol Material 5000gp

Castle Keeper’s Guide 39


Part one: The Character
Teleportation Circle Golden Thread 100gp Table 2.10 Value of Components
Temporal Stasis Diamond 5000gp Component Value Component Value
Tiny Hut Opaque Glass Ball 1gp Eye 100gp Nail/Claw 15gp
Transmute Flesh to Stone Clay/Stone 5sp Hair 10gp Horn 35gp
Trap the Soul Gem 1000gp Scale 10gp Feather 8gp
True Resurrection Materials 5000gp Skin 5gp Ears 15gp
True Seeing Materials 250gp
Blood 5gp Teeth/Fang 20gp
Unseen Servant Gem 5gp
Wall of Fire Burnt Wood 2cp Playing Without Components
Wall of Force Materials 200gp As previously mentioned, role-playing component management can
Wall of Ice Materials Special be irksome, and often players and Castle Keepers alike ignore the spell
component issue for spellcasting. Keeping tabs of the materials, their
Wall of Iron Iron Dust (bag, 5 pinches) 5sp cost, and the amount on hand, etc., can create a tremendous amount
Wall of Stone Wall Stone 7cp of note-taking for the player. Then there is the issue on placing them on
the character’s body in such a manner as to be retrievable in a matter of
Wall of Thorns Thorn (vial 5) 5cp
moments, which is more note-taking. It is easy enough to downplay this
Water Breathing Straw (5 in bundle) 2gp aspect of components, requiring the magic user, instead, to pay a lump
Unless noted, the component is for one casting. sum for components, and not worry about storing them.
Special prices refer to those the CK must put in place. Some, however, may wish to jettison this approach altogether. Before doing
Religious Materials consist of incense, bones, holy cloth, beads, etc. this, consider game balance. Several alternate magic systems are offered
below that may help to address this issue, but for Castle Keepers who do not
1
These vials contain the element of choice: air, earth, water, or fire. desire to take on any new rules systems, it is a simple matter of role-playing
They are magically contained and vibrant. component acquisition.
2
Storm giant hair is very heavy, about 20 pounds per inch.
Castles & Crusades is deliberately designed as a role-playing game with
As discussed, some components may be rare in some regions, thus a loose, open rules system to allow players some interpretation, and,
making the prices slightly higher, or they may be more common, making in fact, it encourages players and CKs to adjust the rules to suit their
the prices slightly lower. Consult Table 2.9 for cost adjustments due to own gaming style. In general, any time a gaming group abandons a
availability. Use the established baseline as listed above. balancing rules system such as component management, they should
create some counter-balance to replace it; failure to do so often results
Table 2.9 Availability and Cost of Components in one-sided games; in the case of spellcasters, higher level characters
Availability Price Adjustment become very unbalancing.
Magical* +100%
The Wizard’s Wand and Cleric’s Holy Symbol
Indigenous +5%
In lieu of using spell components as traditionally envisioned and
Non-Indigenous +10% employed, imagine if the wizard, illusionist, cleric, or druid simply had
Alien +50% to use a wand or holy symbol to focus the energies of those components.
Not only does this dispense with the vast amount of problems in keeping
*As in an item derived from a magical beast; for instance, a character up with spell components, it brings into play the traditional wizard’s wand
desiring to buy the eye of a basilisk would take the price for a normal and makes the cleric’s holy symbol very useful.
eye, 1gp, and multiply it by 100. The cost of a basilisk eye is 100gp.
Note: The wand and holy symbol are not replacements for spellcasting in
Selling Material Components/Materials general, and have no effect on casting time, duration, range, power, etc.; they
From time to time, characters may seek to sell magical components. are just used to channel the components’ power for spells.
Adventures often yield the enterprising magic user a host of items that others
may manufacture into magical potions or use as spell components. They must The Wand and Holy Symbol as Receptacles of Power
first find a market for them; these are almost always in larger towns, though These are the two enigmatic identifiers for the spellcasting classes.
at the CK’s discretion, some smaller towns may have a seer or magic user in However, in traditional Castles & Crusades they offer little in the way of
need of such components. use and are often overlooked or ignored, except in extraordinary moments,
such as turning undead or when a wizard finds a magical wand.
For the vast majority of components, consult Table 2.8 for the base market
price. Cross reference the price with Table 2.9 for its availability in the In this alternative method, the wand and holy symbol hold power. The
region. Divide the total by half, and that is the going price for that component essential concept is that spellcasters gather the material components of a
at any merchant shop in the area. Any negotiations beyond that point are spell they wish to cast and confer the material components to the wand
entirely up to the Castle Keeper. or holy symbol. When casting the spell, spellcasters must use their wand
or holy symbol to focus the energies held within. This method presents
For exotic components, such as a dragon scale, basilisk hide, cockatrice eye,
another method of gathering and managing spell components.
wyvern blood, and the like, consult Table 2.10 Value of Components, and
then multiply the value of the item by the creature’s HD to come up with the
component’s base value. The table does not provide an exhaustive list, so CK’s Conferring Spell Components to a Wand or Holy Symbol
should use it as a reference. To manage this, the spellcaster must still gather all the requisite material
components for a spell. In some cases, spells have material components

40 Castles & Crusades


Chapter 2 — Magic
already detailed in their description. In other cases, consult Table 2.8 Casting Spells with a Wand or Holy Symbol
Price of Material Components above.
The spellcasters cast spells normally, except the use of material
Example: Augury requires an item of at least 25gp in value to cast; on components is only necessary upon charging the wand or holy symbol with
the other hand, barkskin simply requires a piece of bark. Gathering bark spells. Each time the spellcaster casts a spell, he marks off the component
is simple, easy, and cheap (0gp), whereas the item for augury could be a number for the wand or holy symbol. The wand or holy symbol is included
25gp gem, a platinum disc worth 25gp, a mirror, etc. These items would as part of the somatic movement for casting the spell, as well.
need to be collected.
Magic items
A wand or holy symbol should be limited in the number of spell
Using this method opens the door for the development of several new magic
components (per spell) it can hold. The cost and limitations are discussed
items. The magic items would be those with the component imbued within
below. However, let’s take an example where a wand can hold up to 30
the wand, making spellcasting easier. Also, the use of wands and holy symbols
spell components for spells. That means, the components for 30 spells
would become emblematic of holy orders or wizard guilds. Acquiring them
must be ”placed” within the item. For instance, this can be 30 pieces
could be expensive, or the temple/church/order/guild could confer the items
of bark, enabling the druid to cast barkskin 30 times with the material
as gifts to the characters for performance of duties or adventures.
components coming from the holy symbol.

But, let’s assume the druid wants to put in material components for Buying, Selling, Trading
barkskin, animal messenger, and animal friendship, enough for 10 castings of There are several ways for wizards or illusionists to acquire their spells.
each. The druid must gather the material components for 10 castings of Wresting them from the clutches of long-dead wizards, plundering them from
each spell and enter them into the holy symbol. dungeons, or stealing them from a dragon’s hoard offer the erstwhile mage
the most common approaches. However, the wizard may seek particular
So, the rule is that the wand or holy symbol can hold a certain amount of
spells that he has not located through the usual methods; at such times, the
spell components limited by its description. The number of times the wand
wizard may, instead, seek to purchase any sought spells or trade for them.
or holy symbol can be used to focus those material components is equal to
the amount of material components placed into the wand or holy symbol.
Buying
A Ritual for Placing the Material Components into Wands To purchase a spell, the character must have access to another wizard, an
and Holy Symbols order, or guild willing to sell spells. Spells are not like weapons, and they
are rarely sold on the open market. Many wizards in possession of spells
Although the CKG offers no specific method for placing the power of
have little or no interest in selling them, as they most likely earned the
the material components into a wand or holy symbol, it can be assumed
spells through a long, hard road of toil and danger. Yet, some wizards exist
that the wand or holy symbol is magical and that simply touching the
who may be interested in selling them for whatever reason. Such wizards
material components absorbs them into the wand. If the CK requires a
generally dwell in both large and small communities or even alone; player
more involved ritual, then perhaps gathering the components and placing
characters have the greatest likelihood of encountering a wizard with
them together with the item in question and either melting, crushing, or
spells to sell in one of the larger towns (consult Chapter 4: NPCs for the
immolating them binds all these items together; the item is forged after
chance to encounter wizards). In the end, the CK must determine if the
that with an incumbent cost in gold and time.
character can encounter such a person or institution and whether or not
Example: A 5th-level cleric wants to imbue his holy symbol with some it fits into the mold of the game’s ongoing adventures.
spells’ material components. He collects the material components for
When the character finds someone willing to sell spells, consult the
10 animate dead spells and 10 control water spells. He then locates a
following table:
large metal pot to place the items in. He then builds a fire in a holy
spot or sanctified area and places his holy symbol in the pot with the
items. He then places the pot over the fire and chants, prays, etc., Table 2.11 Spell Purchase Cost
while the action takes place. Level Cost of GP
Whatever ritual the CK or players design should cost about 1sp per spell 1 100
in material components. 2 200
The length of time required to perform the ritual should be one hour per 3 400
level of the spell times the number of spells. So, a cleric undertaking this
4 800
action for control weather (7th level) and control water (4th level) would
perform an 11-hour ritual to meld the components into his holy symbol. 5 1600
It does not matter how many spell component parts are in the cauldron;
6 3200
the number of components does not affect the ritual’s time.
7 6400
Holy Symbols and Wands and Cost 8 12800
The cost of a holy symbol or wand should reflect its power to hold spell 9 25600
components. In general, the cost is 1gp per component times the level
of the spell being placed in the item. This means a wand that can hold Many factors can contribute to the cost of the spell. The seller’s
enough components to cast 50 1st-level spells would cost 50 gp (0-level alignment, the market conditions, the spell’s rarity, the spell’s power, the
spells cost nothing). Likewise, a holy symbol’s cost for holding the same player character’s reputation, etc. The Castle Keeper must make on-the-
amount of spells is comparable. A wand holding component parts for 10 spot decisions about possible influences on a spell’s final cost. The above
1st-level spells and 10x 2nd-level spells would cost 10gp+20gp, for a total table is just a suggested reference; the CK should raise or lower (in the
of 30gp. The cost of the wand and holy symbol can become exorbitant. In case of a good reputation or good deed provided) the spell’s cost by a spell
a low-fantasy setting, a CK might want to halve the cost. rank if any of the influences mentioned affect the sale.

Castle Keeper’s Guide 41


Part one: The Character
Trading Experience Points for Spells
Trading spells is a more common practice among wizards and illusionists than For magic-using classes, casting spells is a major source of knowledge and
selling them. Characters entering a town in hopes of gaining new spells must experience. Each time casters learn and cast new spells, they learn new
first find someone or some institution likely to have the desired spells; local things. Granting experience points for spellcasting is an optional rule wherein
wizards, apothecaries, guilds, and other similar organizations might have each new spell the caster uses grants him a certain amount of experience (see
spellcasters willing to trade with the characters. Trading spells requires a Table 2.13 Spell Experience Points). Magic users (as noted, this includes
great deal of NPC interaction (see Chapter 4 below), and the CK must prep the wizard, illusionist, cleric, and druid classes) only earn experience points
the game for it. The town must be large enough or possess reason enough for casting spells they have never cast before, and then only for the first time
to attract a high-level wizard or illusionist. The availability of a wizard in they cast them. Consider any extra benefit they may gain from casting the
any given settlement is entirely up to the CK’s discretion. One contributing spell a second or third time as part of the normal experience point acquisition
factor on a wizard’s availability would be how commonplace wizards are in due to monster death, role-playing, or adventure totals.
the Castle Keeper’s campaign setting.
Table 2.13 Spell Experience Points
For CK’s preferring a quick reference, roll on Table 2.12 Availability to
Trade to determine if a particular settlement type has a wizard/guild with Level Cost of GP Level Cost of GP Level Cost of GP
which the character can trade. A successful roll denotes a wizard/guild 1 50 4 400 7 5000
is available to trade and has something interesting for the character, as
2 100 5 900 8 12000
appropriate for the character’s level. Roll an unmodified d20.
3 200 6 2000 9 25000
Table 2.12 Availability to Trade
Interpreting Magic in C&C
Habitation Size CL
The rules as established in the Players Handbook supply the basics for all
Thorp @40 18 spells, but certain spells and types of magic are open to interpretation or
Hamlet @200 15 may require more explanation and clarification. The following section
provides further explanation about divine magic, the illusionist’s magic,
Village @500 12 and the behavior of certain spells. It also presents optional magic systems
Town @2000 9 for the CK to consider implementing into the C&C game.
City @10000 6
Divine Magic
Metropolis @20000+ 3
Clerics and druids derive their power from the deities they worship, so
Once the CK determines if such a wizard/guild is present, the trade their magic is considered divine magic. These deities’ channeled magic
can begin. The general rule when trading is that NPCs expect an even originates, in some cases, from the ether, but at times, the gods draw it
trade: a 9th-level spell for a 9th-level spell, for instance. The trading wizard directly from their own beings; in the latter case, this channeled magic
possesses 2-5 tradable spells. The Castle Keeper must roll the spells is a part of them they have chosen to place within the divine caster.
randomly from the trading caster’s appropriate spell lists; the spells traded The greater the cleric or druid, the greater the trust his god places in
must be useful to the NPC and not simply throw-away spells or spells he him, and the greater the divine caster’s powers and abilities are. As a
already possesses. cleric or druid moves up in the hierarchy of his deity’s followers, the
recognition he gains from his powers grows, and with this growth comes
Alignment, personality, and the player character’s reputation all may responsibility, influence, and—just as importantly—expectations. The
affect the transaction; such things must be adjudicated by the CK, but Players Handbook’s level system and accompanying spell lists provide for
in general, raise or lower the price by one spell rank. If the character the divine caster’s power growth, reflecting the ever-greater powers his
attempts to woo the trader, he may make a charisma check; if successful, deity or deities grant him. However, they do not provide for deeds done
the spell’s ranking is raised by one level, allowing the player character to in the service of the god or recognition from the deity for that service and
gain more than the traded spell’s value, which may be helpful if the caster those deeds. Yet the gods pay heed to those who serve them well, and they
has very few spells. forget or ignore those who serve them poorly or not at all.

Example: Boris, a 5th-level wizard, finds a local guild willing to trade Note: It is important to remember that clerics are generally different
spells. Upon entering the establishment, he begins negotiating. The from the priesthood. Clerics serve as the fighting arm of their patron,
CK rolls a d4+1 to determine the establishment’s number of tradable god, or pantheon, and as such, they do not normally concern themselves
spells. With a 3 result, the establishment has 3 tradable spells available. with the comings and goings of lay persons, conversions, the concerns
As a 5th-level wizard, Boris can cast 0, 1st-, and 2nd-level spells. The CK of worshipers, or the like. They are answerable only to the priesthood
rolls randomly, coming up with two 1st-level and one 2nd-level spell. Boris occupying the holy sanctuaries.
attempts to influence the transactions with his charisma. He makes the
check against the HD of the trading wizard (5th level) with no bonuses. A 1st-level cleric, unless granted some benefice from his heritage or the
Boris possesses a +1 due to his charisma, which is one of his prime Castle Keeper, should be assumed to be only one of many serving his god,
attributes. He rolls 17+1 for attribute bonus and adds +5 for his level, and, for this reason, he receives little or no recognition from his deity.
giving him a total of 23. With charisma a prime, he needs only roll a 17 Though the deity surely recognizes him as a devoted worshiper who calls
to make the check (12+5, the trading wizard’s level). Boris successfully upon him, the god’s mind is bent elsewhere, and whether this small,
rolls 17 or higher. Boris now gains one extra spell slot and can trade one wandering cleric lives or dies is of little import to the god. But as that
1st-level spell for two 1st-level spells or for one 2nd-level spell; or he can cleric gains experience, builds a name for himself and his god, destroys
trade a 2nd-level spell for a 3rd-level spell (which he cannot yet cast, but evil in the name of the deity, and brings recognition and glory to the
he can certainly add to his spellbook). deity’s power, the god begins to take note, watching him more intently,
and offering his aid in ever greater amounts to keep the cleric alive.
Lawful good wizards/guilds do not trade spells with evil creatures or evil
persons unless it serves the greater good. Even more, when a cleric establishes holy ground, sanctifying it in the
name of the deity, creating a place to bring others into the fold, then that
cleric becomes a treasure to the deity, a treasure he will guard carefully,

42 Castles & Crusades


Chapter 2 — Magic
keeping him from harm when he may. The ground, too, becomes sacred, +1 bonus to all attribute checks associated
the god settling upon it powers that reside in the earth, stone, water, and 16-18 Elder
with any spell
fire of the place. Clerics residing on holy ground may actually benefit
when casting spells or performing service while on the sacred ground. Hierarch, High Automatic cure disease, blindness, and
19-21
The older the ground, the more residual power resides there, so that Priest remove curse 1/day
ancient temples become pillars of power in their own right, whether the Patriarch,
god resides there still or has long been forgotten in the minds of men, 22-23 Voice carries the power of a geas spell 1/day
Pontiff, Prelate
dwarves, elves, or any of the peoples of the world.
24 Apostle Lesser undead automatically destroyed
Holy Ground Example: Angrod the dwarf, Merrick the paladin, and Koetel the cleric,
This optional rule allows for clerics casting spells upon holy ground to gain stumble through the forest, fleeing from a pack of ghouls. To their
special advantages from the temple itself, where the deity has placed his will amazement, they find the ruins of an ancient temple built to the glory of
and power within; his will and power enhance the serving clerics’ casting Koetel’s own deity. Immediately upon entering the holy ground all three
abilities. As the clerics’ divine magic is attuned to the god or gods they worship, gain the protection of a sanctuary spell. Unbeknownst to them, the Bishop
the greater the clerics’ powers are when serving their lord upon his spiritual Hasunoff, a 17th-level cleric, created the holy ground, giving it the powers
ground. Basically, while on his sacred ground, the deity’s clerics can draw forth of a 17th-level holy ground; the sanctuary affecting them acts as if a 17th-level
any residual magic the god has settled upon the sanctified ground. cleric cast it, making the ghouls have to overcome a CL 17 check to attack
the characters on the holy ground. Furthermore, Koetel, as a 4th-level cleric,
enjoys all the abilities Table 2.14 grants to 1st- through 4th-level clerics.
Creating the Holy Ground
Holy ground is ground consecrated and hallowed with the appropriate Healing in the Temporal World
spells, consecrate and hallow, and permanently holds at least 100,000gp
worth of religious buildings or artifacts dedicated to the deity upon it. In a world where magic dominates and clerics can heal and cure disease, it
Ancient holy ground, where perhaps the wealth of religious buildings would seem most improbable that any illness or long-term suffering should
has declined from the value of 100,000gp, may act as holy ground purely exist. But the cleric’s healing abilities should not translate into a willingness
at the behest of the Castle Keeper. Unoccupied holy ground retains its to heal everyone or even equate to a desire to see all suffering removed from
power purely at the Castle Keeper’s discretion, as well. the continual struggle that defines life. Every deity and every religion and
its followers view the world in a different light and act accordingly. Many
At minimum, the holy ground’s level equals its creating cleric’s level, but religions believe the fire of suffering brings forth the courage of redemption;
it may actually exceed it if its main occupant is more powerful than the this philosophy reads much differently than the belief that all beings should
sacred land’s creator. For example, it requires a 7th-level cleric to cast the live the life of an orgiastic, drug-induced philosopher, where all beings
spell hallow, which is necessary to create holy ground, so the holy ground deserve an equal share. So clerics, sitting upon their holy ground, see the
is minimally 7th-level. However, if a 24th-level Apostle occupies the holy world through the prism of their own god, and his own musings govern their
ground, the ground attunes to him and elevates itself to 24th level, so long outlook. Whether or not they cure the suffering is up to the deity, not the
as that Apostle occupies the ground. All holy ground has a permanent cleric, and more often than not, the deity is unconcerned with the suffering
sanctuary cast upon it—at least until an equal-level cleric successfully of those unable to bear a great deal of suffering themselves.
curses it. Any individual of a similar alignment or in the service of the
deity benefits from the sanctuary upon entering the holy ground. It is not uncommon for unbelievers to come to the holy ground to seek aid
and cures from the resident priesthood; it is uncommon for the resident
Table 2.14 Magical Effects of H oly Ground reflects advantages, priests to actually render that aid, however. They do so only if it benefits
called benefices, the cleric gains upon entering onto or casting the priesthood or their god. If enough sacrifice is made, then the priests
spells while upon holy ground. The cleric’s level determines what may be more willing to cast the necessary spells to cure those seeking aid.
benefices he gains. These benefices are cumulative. The cleric gains But in general, clerics, paladins, and priests generally avoid mass healings,
them only if the cleric is a servant of that deity or at least a servant rarely worrying about the suffering of man.
of that deity’s pantheon.
Clerics as Medics
Table 2.14 Magical Effects of Holy Ground Clerics almost never wander about casting spells on people, as they are the
Level Cleric Benefice Gained spear point of any religion, its fighting arm, and worrying over healing the
sick and wounded rarely comes into play; they leave that to the priesthood
1 Deacon Acts as consecrated ground as per spell of their varying religions. If a cleric heals one of his adventuring comrades,
+1 bonus to all attribute checks associated it is more to serve his own ends and to personify the power of his deity than
2 Acolyte
with any spell it is to aid the character who has fallen wounded. Though aiding a friend
3 Lector Automatic augury 1/day may play a role in the decision to heal, the greater glory of the deity is far
more important than the friend’s life. “Allow me to grant my god’s benefice
4 Sacrodote They can know the truth when spoken to 3/day upon you so that you may know her strength and power, mended now only
5 Warden Permanent protection from evil as if a paladin through the will and sufferance of Wenafar.”
6 Priest Alignment is revealed 3/day Generally, portraying or playing clerics as walking-medics leads to the
7 Exarch Spell duration doubles wrong impression of what a cleric truly is. Clerics do not hang in the back
to heal others, but surge forward in battle in order to display the courage
+1 bonus to all attribute checks associated
8 Officiate Priest of their patron and god—that is, unless theirs is a healing god whose
with any spell
clerics best serve him by remaining in the rear and aiding the fallen. But
9 Canon Fear or similar attacks are powerless in general, clerics best exemplify their patron with their unbridled courage
Bishop, and willingness to fight and die for their patron’s causes, whether that be
10-11 Acts as hallowed ground as per spell protecting the “weak” or their battle companions or riding off to war.
Cardinal Priest
12-15 Confessor Voice possesses the power of a command spell

Castle Keeper’s Guide 43


Part one: The Character
Worshipers & Conversion Illusionist
Religions in Castles & Crusades are generally pantheistic religions which do Illusionist spells tend to baffle and confuse players and Castle Keepers
not act as proselytizing religions. Odin does not care if three people worship alike. The source of the illusion is often as confusing as the illusion
him or three million. Odin is a god, a creature in his own right, born of the itself. The word “illusion” itself seems to connote the magic user’s
god Borr and the giantess Bestla. He lived long before the making of the magic is purely illusionary, unreal, meaning a strong or schooled
world, struggling with the frost giants. To him, men are but insignificant mind can see through the illusion’s trickery and machinations and
creatures passing through his memory, their only value lying in their entirely ignore its effects. Yet, this could not be more wrong. Some of
courage and their battle usefulness in the final battle of Ragnarok. the illusions are, in fact, simple illusions, while others are the mind’s
conquest over matter, and still others are channeled magic displayed
It would no more occur to a follower of Odin to convert someone to his with such force that their conjured elements are as real as a wizard’s
worship than it would to Odin himself. If a traveler paid homage to Odin magic missile or a cleric’s spiritual weapon.
along the road, and in doing so tried for a place in Valhalla, it would not
matter to Odin if the traveler worshipped him or not. The traveler’s valor To understand the illusionist’s spells, we must first understand the
places him above those who call Odin father but do not possess the courage illusionist. The illusionist is a magic-using class whose title does not
to defend Asgard in the final battle. necessarily equate to his skill set. “Illusionist” is a class description, a
generalized word establishing distance from the wizard. It defines a class
Conversion, for most of these pantheistic religions, is irrelevant, as is the that uses magic in a subtle but very different manner than the wizard, druid,
number of worshipers a god may or may not have. Some RPGs connect a or cleric. He is not a trickster. The illusionist has no skills that allow him to
god’s power to the number of worshipers he or she possesses; but, in the “fool” or “trick” his targets into believing something is what it isn’t. Such
grim reality of a god’s existence, this number surely ebbs and flows, and skills belong in the domain of a street urchin, jester, or some other buffoon
so does not generally serve as a good indicator of the god’s power. A god’s who has no recourse in making his way in the world than tricking others
power lies outside the world of man, is drawn from the magical power of through his sleight of hand. The illusionist is a master of magic; he bends
the cosmos, and each deity is different, having more or less access to this his back in years of study to rise to the level of even a beginner in his craft.
cosmic power—with some gods perhaps having stolen it from other gods. The illusionist is a master of time and substance. His abilities transcend the
That being said, a CK may certainly choose to attach a god’s power to his simple “illusions” of a trickster; rather the illusionist conjures material from
worshippers, but C&C does not assume worshippers to be the source of any the essence of the world around him. His “illusions” are not simple parlor
deity’s power, so conversion is not an assumed duty of the cleric’s class. tricks to fool the weak of mind, but are powerful incantations drawing
upon his own powerful mind; he weaves these musings with magic drawn
Pantheons from the world around him, thereby fabricating the very stuff of reality.
Illusionists can literally create something from nothing.
In a pantheistic religion, the cleric should not necessarily be restricted
to the worship of any one deity. In a world where they all exist, calling Note: A misconception exists that someone knowing an illusionist is
upon any one of many loosely related deities can gain the cleric an illusionist would, therefore, possess some kind of immunity to his
the attention he or she needs. In general, clerics should choose the illusions; this idea is an absolute misreading of the class’ descriptor. First,
pantheon they worship, not the deity; however, for the cleric to gain no illusionist would introduce himself as an illusionist. That would be as
particular benefits, such as weapon choice, he must call one deity his silly as someone introducing himself as an “assassin,” “rogue,” or “thief.”
patron and be faithful to that one deity. Such titles would immediately make others wary of the individual, and in
some cases, could prove to be an automatic death sentence.
Holy Water
Second, an illusionist’s magic does not require belief. As noted above, this
On the open market, holy water costs 30gp for a flask; this is roughly is a misconception of the class and its abilities; the illusionist is no trickster,
equal to 1 pint of holy water. Generally, any cleric of 1stlevel or higher and one cannot simply choose to “disbelieve” the illusionist’s magic, thereby
possesses the ability to create holy water through the spell bless water. rendering his spells ineffective. This is simply not the case. Though some of
By casting the spell, the blessed water assumes a holy nature, sanctified the illusionist’s spells are hypnotic, many if not most of the illusionist’s spells
with the ability to harm the undead and evil creatures in general. Only have real, tangible effects regardless of their victim’s belief.
holy water created on holy ground can be used by anyone other than the
creating cleric; holy water created by a cleric outside holy ground has The illusionist is not a less-than-adequate mage; he is an adventurer
limited abilities, see Spell Behavior below. with the ability to wield powerful sorcery, summoning and shaping the
world around him like no other, bringing to life reality created by his own
Holy water serves as a weapon in the hands of a cleric or anyone able mind. His power does not reside within the victims of his spells; instead,
to use it. If splashed with a full dose of holy water, an evil or undead the illusionist’s power lies within the illusionist himself and his ability to
creature suffers 2d4 points of damage. Each pint of holy water holds manipulate the world around him and the magic inherent in the world.
four doses. Holy water can serve as a holy symbol, as well, so long as the If anything, the illusionist is superior to the standard mage, as he can
vessel containing it has been hallowed by a 7th-level cleric casting hallow. fabricate something from nothing.
Furthermore, if sprinkled upon the ground around the cleric or party, the
holy water acts as a magic circle for 1d8 melee rounds. The CK should roll Additionally, it is worth noting that not every spell the illusionist casts is
the holy water’s effective rounds behind the screen, keeping the potency an “illusion,” and all illusions don not work the same way.
of the holy water a secret to heighten the game’s tension.
Castle Keeper’s cannot have a too-literal definition of the illusionist. Doing
Holy Water Sprinkler so kills the usefulness and creative potential of the class itself. As with many
things in the C&C game, the CK and players must think outside of the
The holy water sprinkler is a mace, hammer, or morningstar whose damage- box. The following section details four different interpretations of illusions.
inflicting end is hollow and able to contain holy water. Upon any successful These might apply to only a few spells or all of them as the game requires.
strike, the water in the holy water sprinkler may splash out of small holes drilled It is up to the Castle Keeper, often consulting with the player, to determine
in the metal, splattering an enemy. This water cannot be controlled; if it is the nature of the illusionist and his spells. Each spell may be different than
in the holy water sprinkler, any time that weapon strikes an opponent with the next, but some understanding of this must be arrived at before the game
enough force to score an actual hit, the jarring nature of the blow shakes some begins. This is not something the Castle Keepers Guide addresses, as each
of the water out, inflicting 1d4 points of damage on undead or evil creatures. game table should interpret the illusions for themselves.

44 Castles & Crusades


Chapter 2 — Magic
Photonic: Illusions composed solely of light, photonic illusions have no after the character casts out the illusionist’s magic. Such physical effects
substance and cannot be affected by physical means, but can be affected by of mental attacks should not be limited to causing damage. After all, if
anything which specifically affects light (such as a darkness spell). Sighted the character’s own mind actually caused wounds to the body because of
creatures can perceive the image, and intelligent creatures should be able an illusionary attack, then it stands to reason (and maintains a sense of
to quickly determine its nature. Photonic objects cannot be picked up or consistency, balance, and fair play) that the character’s own mind can heal
moved (unless they are anchored to a real object), burned, or broken, those same wounds if he were the recipient of an illusionary healing potion.
because there is literally nothing there but an image. In that same respect, Anything the mind can do, it can undo. Treat other types of effects the
the photonic illusion can cause no direct harm, but may lead to indirect same way: if the character believes there is a bridge over the bottomless pit,
harm, such as using an illusion to conceal a real trap. Barriers of this type then his own mind will carry him safely across that bridge; if he believes
can be passed through as if they are not there. At middle to high levels, the that he has grown wings out of his back, then his own mind will give him
caster may be able to support the visual illusion by adding sound, smell, or the power of flight. If he believes he carries a magic item, then that item will
even tactile characteristics to the illusion. A saving throw does not appy have all of the magical effects of the real thing. It is important to note that
to the photonic illusion because in and of itself the illusion cannot cause mental magic derives its power NOT from the target’s inability to make his
harm; it might conceal harm, but it does not directly cause damage. saving throws, but rather the illusionist’s ability to channel his magic and
manipulate the world around him through his target.
Examples: Continual flame and darkness.
Example: Color spray.
Plasmic: These illusions are actually physical in nature, composed of an
ectoplasmic substance which takes the shape of the simulated object and In any case, it is important to note that the illusionist is a magic user, and
which the illusionist colors by photonic means to appear real. These objects many of his spells are every bit as real as a wizard’s magic missile.
are delicate in nature, having no more than one hit point per caster level, so
destroying them is relatively easy. Because these types of illusions are “real” Illusionist & Healing
in the sense that they have physical substance, they can cause physical
harm. In that same sense, a caster of middle level could actually create C&C has taken a wholly unique approach to illusionary magic in making
simple, useful objects, such as a weapon or a tent or a rope, that function as the illusion real. This is not because of the weakness of the target, nor
if they are real. At higher levels, the illusionist may even be able to create because of his inability to discern the real from the unreal. It rests in the
objects which simulate more esoteric characteristics, such as lantern oil power of the illusionist. The more powerful the illusionist, the greater the
which burns or food and water that can provide real sustenance. Illusions of impact the illusionist and his spells can have on the game. If the illusionist
this type cannot simulate voids, such as pits or passageways, through solid is an actual spellcaster capable of manipulating the world around him, then
objects. A saving throw does not necessarily apply to a plasmic illusions; the logic and the enterprising player eventually arrive at the healer’s door.
spell-caster could use such illusions to swing in melee combat or drop rocks
from above, etc. Though the saving throw does not apply, the caster or his In C&C illusionists can heal damage. They heal damage in the same
creation has to successfully hit as in melee combat, or the target must make manner in which they cause damage—not by tricking their targets but
a dexterity check to dodge the rock. rather by projecting their own magical power into the target and changing
the nature of time and substance. They do not trick the target’s mind into
Example: Minor creation and fog cloud. psychically healing itself; that assumption assumes the target is mentally
able to do such a thing. The power of the illusionist does not reside in the
Hypnotic: These types of illusions only exist in the mind of those affected by target; the illusionist’s power solely resides in the illusionist. Illusionists
the magic. Virtually anything may be simulated this way, provided that both heal through their own magic, while a cleric channels the magic of a deity,
the caster and the spell’s target have the mental capacity to conceive the serving as a bridge between the deity and the target to heal it. An illusionist
illusion. This type of illusion does not affect mindless creatures. The power of channels or controls the natural magic of the world around him, using the
the hypnotic illusion is in the belief that it is real. As long as this belief lasts, target’s own mind as a bridge between the magic and the target; the more
those who perceive the illusion act and react as though it truly exists. Passing powerful the illusionist, the greater his ability to cross that bridge.
through physical barriers is impossible; on the other hand, picking up objects
is possible, and created traps or monsters can cause damage. However, these Note: C&C is about risk and danger. Damage is a constant factor in the
things only exist in the believer’s mind. Any damage taken is perceived to be game, and it comes quickly and is often hard to heal, leaving characters
physical, but it is actually a figment of the mind. A character eating illusionary in the lurch for quick healing. In some RPGs, the role of the cleric is
food could starve while he thinks his belly is full. A character believing he has usually that of a healer, a walking-medic who begs for donations from his
taken enough damage to die may actually die of shock, but he will have no protectors, the other players, in order to keep them in fighting trim. This
real wounds. As soon as belief in the illusion ends, the character realizes the walking-medic concept is not one C&C encourages. Every player at the
damage isn’t real, and he regains any hit points lost to the illusion. Characters table should drink deeply from the adventurer’s cup, each sharing the risk
successfully defeating their belief in the illusion may be able to convince of death. If the cleric is the only source of consistent healing for the party,
others of its illusory in nature. then healing spells must take up a significant number of the cleric’s spell
slots. This does not allow the player to really exercise the power of his
Example: Hypnotic pattern. class. By allowing illusionists the capacity to heal through their projected
power of sorcery, relieves some of the cleric’s healing burden in the party.
Mental: The mental illusion works similar to the hypnotic one in that the And, of course, having healing illusionists invites the CK to provide more
illusion exists only in the believer’s mind. What makes a mental illusion dangerous adventures where monsters deal even more damage.
different from a hypnotic one is the nature of the spell’s effects. Hypnotic
illusions can only damage the psyche, and once the illusion is disbelieved, Illusionist Spells on the Mindless
the damage goes away; mental illusions cause real, physical damage, even
after the target realizes the attack was only an illusion. Mental illusions The illusionist’s power resides in the magic he conjures and his ability
do not affect mindless creatures such as a mold. The target’s belief in the to project that magic into another’s mind, which acts as a bridge. An
illusion is so strong that his own mind causes the damage; the illusionist, illusionist cannot use his mental and hypnotic magic against targets
of course, is the source of this damage, channeling the magic of his craft possessing no minds whatsoever, such as zombies, as such targets cannot
through the target’s mind and psyche; the target’s psyche itself is a conduit provide a bridge for the illusionist’s projections. This does not make
for the illusionist’s magic. The illusionist projects his power into the target’s zombies immune to all the illusionist’s spells, however; the CK must
mind, causing the target’s own belief to actually break his own bones or determine the spell’s source, whether it is purely illusionary or not, to
split open his own flesh. Any damage caused in this way remains, even decide whether or not it can affect the zombie.

Castle Keeper’s Guide 45


Part one: The Character
Illusions & the Unconscious Mind Levitate: Levitate only allows for vertical movement. The caster can carry
himself and all his belongings as if weightless. If casting on some other target,
Illusionists can affect the unconscious mind. The illusionist’s skill allows
the caster cannot lift more than 100 pounds per level.
him to project himself, through his spells, into the minds of the conscious or
unconscious, where he channels his magic to alter time and space. To heal Magic Stones: These stones only last 1 turn per level of the caster.
a target, the (conscious or unconscious) recipient of an illusionist’s healing Stones crafted by a 9th-level druid last 9 turns.
spell must fail an intelligence check in order for the healing to succeed.
Phantasmal Killer: The spell’s range is the range the caster must be
Disbelieving Illusions from the target when initially casting. The phantasmal killer materializes
next to the target, attacking in the following round. The killer must
No mechanic exists in Castles & Crusades for disbelieving any spell.
attack the target normally, including making an initiative roll. The
There would be no reason or justification for disbelieving anything, when
target of this spell cannot damage the phantasmal killer, even though he
anything is possible. To attempt such a thing invites disaster, as it weakens
may believe his strikes are true. The phantasmal killer must successfully
the targets’ mental ability to deal with the reality of what is coming at
strike the target before the target is required to roll a saving throw. Once
them. Castles & Crusades allows for various attribute checks and saving
the killer has materialized, it pursues the target until it dissolves, which
throws when encountering magic or magical effects. If someone attempts
it does the round after it scores a successful strike or upon the spell’s
to “disbelieve,” then allow the player to make the saving throw he would
expiration, whichever occurs first.
normally make (this is not a second saving throw, just the normal saving
throw), adding all the necessary bonuses or CL into the equation. Sleep: Sleep does not affect elemental creatures.

The Healing Power of the Illusionist Summoning Monsters: There is no easy way to establish tables
for summoning monsters, as each of the spells are based upon
To bring greater continuity to the table and to better express the
the amount of hit dice summoned. But the below serve as quick
illusionist’s power as a manipulator of time and space in regard to his
reference tables that allow CKs and players to generate monster
ability to heal, it may simply make more sense to have the illusionist
rapidly. In Table 2.16 us different die as noted for each type of spell,
make an attribute check to succeed at casting any curing spells. When
lesser hit dice, medium or greater.
an illusionist attempts to heal, the recipient, either unconscious or
conscious, receives the magic only if the illusionist successfully makes his
attribute check. In this case, the CL equals the level of the target. Table 2.15 Summoning Animals
Die Roll 1HD (roll1d6) 2HD (roll 1d8) 3HD (roll 1d4)
Use this rule in place of the target making the check against the
illusionist. This approach expresses the nature of the class better than 1 Ant, giant, worker Ant, giant, soldier Ape, giant
when the target makes a save. 2 Baboon Boar, wild Bear, black
3 Dog Frog, giant Crocodile
Spell Behavior
4 Jackal Herd animal Spider, med
What follows is a listing of spells requiring further explanation.
5 Rat, giant Lynx, giant
Banishment: There are many objects which the caster can use to amplify the 6 Spider, small Pony
power of this spell, but the objects must be particular to the target and known by
him. For example: The Vontalot devils dwelling in Aihrde once were servants 7 Tick, giant
of Corthain, the god of law and good, but they were cast out and driven from 8 Wolf
his side. Now, they hate all things to do with Corthain, so displaying Corthain’s 4HD (roll 1d6) 5HD (roll 1d4) 6HD (roll 1d4)
holy symbol serves as a perfect focus component and causes the Vontalot to
suffer a -2 on their saving throw against banishment. Using garlic during a 1-2 Bird of prey Lion Snake, constr
banishment casting versus a vampire would have the same effect. 3-4 Lizard, giant Spider, large Bear, brown
Bless Water: Bless water allows the spellcaster to transform a pint of normal 5-6 Toad, giant
water into holy water. Unless the spellcaster casts the spell inside a holy
sanctum, one relevant to the caster, only the caster can use the holy water;
Table 2.16 Summoning Monsters:
it is ineffective in anyone else’s hands, and if anyone else even touches the
Lesser, Medium and Greater
holy water or its container, it reverts to plain water. The sole exception to
this rule is if the caster gives the holy water to someone possessing a similar Die Roll 1HD 2HD 3HD
alignment who is serving the caster’s purposes, then the holy water may L 1d8 L 1d5 L 1d6
possibly retain its blessed properties. In this case, the caster must make a
wisdom save with a CL equal to the level of the person attempting to use M 1d10 M 1d6 M 1d10
the holy water. If successful, the water retains its properties. However, if the G 1d10 G 1d8 G 1d10+1
caster creates the holy water inside a holy sanctum dedicated to his deity,
then the water becomes permanently blessed and anyone can use it. 1 roll animal roll animal roll animal
2 Orc Dryad Bugbear
A caster can only possess a number of pints of holy water, created by the
3 Goblin Gnoll Flesh crawler
bless water spell, equal to his level.
4 Sprite Troglodyte Harpy
Continual Flame: Casters cannot cast continual flame continually. They can 5 Stirge Lizard folk Nymph
only keep a number of flames burning at any given time equal to their level.
6 Hobgoblin Blink dog Satyr
Floating disk: The caster cannot ride on the disk he is controlling. He 7 Jaculus Pseudodragon Were rat
must concentrate to maintain the disk, and he cannot cast other spells
while controlling it. 8 Kobold Boar, wild Hippogriff

46 Castles & Crusades


Chapter 2 — Magic
9 Imp Tavis worm Dragon, hatchling
6 Remorhaz Dragonne
10 Quasit Arrowhawk gld, slv, or red
Dragon, wht Dragon, fledgling
11 7 Rakshasa Hydra (9)
hatchling blu, grn, brz, brs
4HD 5HD 6HD 8 Hydra (7) Invisible stalker Lamia
M 1d10 M 1d10 M 1d8 9 Were bear Naga (dark or spirit)
G 1d12 G 1d12 G 1d10 10 Night mare Sphynx, hieraco
Gibbering 11 Minotaur Troll or Giant, hill
1 Ankheg Medusa
mouther
12 Wyvern Hag, green
2 Hell hound Ettercap Manticore
Shadow Wish: The wish spell serves as a fail-safe for characters in dire circumstances
3 Rust Monster Were tiger or for the wizard desiring to conjure epic levels of power. As such, wish spells
Mastiff
are easy to abuse. CKs must adjudicate the wish very carefully, and they
4 Pegasus Owl bear Winter wolf always have final say on how the wish is interpreted and how it works.
5 Ghost naga Cockatrice Basilisk Because of this, the wish often becomes a strange contest between the
player trying to outwit the CK and the CK trying to curtail the spell’s
6 Were wolf Hydra (5) Arrowhawk power. Neither CKs nor their players should overthink this spell. When
7 Unicorn Were boar Hydra (6) characters attempt to use the wish in a fashion that salvages a game from
8 Giant eagle Gargoyle Otyugh certain destruction, a loose interpretation of the requested wish is best; this
allows for rapid play and does not send the game into a spiral of arguments.
9 Centaur Salamander Troll (river) However, on those occasions where a player attempts to upset the balance
Dragon, sm, blu, grn, of the game, the CK should apply a very strict interpretation of the wish.
10 Worg Phase spider
brz, brs
11 Ogre Ogre magi Beyond Siege
Dragon, blk Dragon, cop hatch In fantasy fiction, using magic comes with a price. In other words, there are set
12 rules and limits to the use of magic and its powers. If characters had limitless
hatch Or wht fledg
magical power, they would be omnipotent. In other instances, they perhaps
7HD 8HD 9HD have limitless power but a single damaging weakness which, in turn, makes
G 1d12 G 1d8 G 1d12 them a superhero. In Castles & Crusades, the magical system is “Vancian.”
1 Drider Hell hound Achaierai Vancian magic refers to magic as conceived in the fantasy writings of author
2 Treant Gorgon Behir Jack Vance. In Vancian magic, magic wielders operate under the powers of a
“fire and forget” system. They memorize their magic from a book or tome in
3 Hag, annis Xorn Bulette much the same way a student crams for a calculus or algebra exam, forgetting
4 Griffin Sphynx, gyno Chimera everything the moment the “test” is over. In the case of magic, the rituals the
caster studies, recites, prays for, he completes up to a certain point prior to the
5 Roper Hydra (8) Couatl start of his day. Then, when the wielder is ready, he completes the spell or prayer
with the last few uttered words of the ritual, and the magical effect takes place.

But I’m A Stingy Castle Keeper


Understand that in exclusive Vancian magic systems, the design intent of game developers was that spellcasters need not completely rely on their
own spellcasting to survive an adventure and be an important member of the adventuring party with a valued task. It was perhaps the unwritten
rule of the day that a goodly supply of potions, magical scrolls, wands, staves, and wondrous magical items specific to the casting classes would be
regularly included in awarded loot.

Sometimes Castle Keepers forget this assumption in the course of creating their adventures. Possibly they generate treasure randomly from Monsters
& Treasure or Monsters and Treasure of Aihrde, and for whatever reason, loot useful to clerics, wizards, illusionists, and druids just doesn’t come up.
In this instance, the Castle Keeper needs to remember the players. If the campaign is comprised of a traditional fighter, rogue, wizard, and cleric,
there should be an equal amount of useful magical items (of appropriate power) available for each of these characters.

A wand of charm person and a wand of magic missiles in the hands of a mid-level wizard give the wizard an option of doing something in nearly every
encounter. A wand of cure light wounds and a wand of sound burst likewise free up the cleric to use his other divine gifts as daily spells, freeing him
from the role of being the party’s medic. At lower levels, scrolls piled with those sorts of extra spells give the characters more options per encounter
to still use their magic and “be magical” without having to own up to a spell per round to feel as if they are keeping up with the rest of the party.

Remember that care should be taken to avoid overloading the campaign with magic. Most Castle Keepers find that their first campaign drowns in
magic and falls apart due to an overabundance of magical gear and “caster favoritism.”

Perhaps the campaign is a campaign that is relatively “low magic” in terms of magic items and gear, and for this reason, scrolls, wands, staves, and potions
are simply very difficult to come across. In this case, magic swords, armor, and other wondrous items are rare, as well. The magic wielders are the vessels of
almost all magic, and are thus powerful for that reason alone. In such campaigns, they need to rely on their own magical reserves and a more economical
use of their powers and abilities. Whatever the case, as the Castle Keeper, make sure you establish the tone for your campaign early and stick with it. If you
are going to be stingy with magical treasure and make the casters rely on their own spells, then plan encounters and adventures appropriately. Alternately,
consider any of the magical alternatives listed in this section as options for getting the most out of the gaming experience you share with your players.

Castle Keeper’s Guide 47


Part one: The Character
Castles & Crusades is an extremely versatile game which accommodates Mana and Spellcasting
many methods of play with ease. The standard rules lean heavily upon the
In this spellcasting method, each class receives mana. Mana is the innate
Vancian magic system for spellcasters; however, there are very different
magical ability, spiritual strength, or willpower a person possesses. For clerics
magic approaches with which players might wish to experiment. Games
and druids, mana is a derivative of their wisdom and spiritual connection to
grow and evolve over time, after all, and experience provides a broad
the deities of their world. For wizards and illusionists, their spellcasting mana
variety of gaming options. The following rules are optional; they should not
comes from their mental capacity to bend the world to their needs.
be considered official rules for spellcasting. CKs should study them carefully
before permitting them in the game, and they should only use them if both All spellcasting classes automatically know four 0-level spells and two
they and the players fully agree on their usage. 1st-level spells.
Several alternative spellcasting systems exist. These are described below, In this method, all spellcasting classes must learn each individual spell before
as many find the Vancian magic system too limiting or not responsive they can cast it. First, they must have access to the spell from a mentor, book,
enough to their highly charged magical environments. The logic behind or scroll. Then, they must study the spell; though they can learn it, it takes
using a different approach is that it seems improbable that one would time. Each spell requires one day per level of the spell to learn, plus a random
entirely “forget” a spell or its casting method. Rather, one might run out roll of 1d10 or 1d20 days, depending on the caster’s success or failure on an
of material components for casting a spell or even become too physically intelligence or wisdom check. Upon beginning study, the spellcaster rolls
or mentally taxed to cast any more spells, but one would never forget the an intelligence or wisdom check with a CL equal to the spell’s level. If the
spell itself. Also, each spellcasting character has “spell slots” that limit spellcaster fails the check, it takes 1d20 more days to learn the desired spell. If
the number of spells one can cast from at any given level. Again, it would the caster succeeds, it takes only 1d10 more days to learn the spell.
seem illogical for one to forget how to cast a spell once learned, and the
differences in level should not impact this. Each class starts the game with mana points that increase as the
character gains levels. Each class begins with 6 mana points. Wizards and
Note: Before permanently implementing a new rule into your game, be illusionists add their intelligence modifier bonus to their mana points, and
sure to test the method for yourself to ensure it meets your game’s role- clerics and druids add their wisdom bonus to their beginning mana pool.
playing needs. Consider also that implementing any of the systems below As they gain levels, the spellcasters’ mana points increase according to
will inevitably strengthen the spellcasting classes, as they can choose the following table. These numbers are not cumulative.
whichever spell they want or that suits their needs at any given time.

48 Castles & Crusades


Chapter 2 — Magic
Table 2.17 Mana Points in a significant manner. Preplanning spells no longer becomes necessary,
but mana control does. In all, this method adds flavor to all styles of
Level Mana play, whether high fantasy or gritty fantasy, and opens up a whole slew of
1 6 + attribute bonus possibilities with regards to magic items.
2 7 + attribute bonus
3 9 + attribute bonus Spell Slots
4 11 + attribute bonus One of the oldest forms of overcoming the seeming confines of the Vancian
5 15 + attribute bonus system has been the simple conversion of memorized spells per day into so-
called open “Spell Slots.” For example, as is detailed in the Players Handbook,
6 20 + attribute bonus a 3rd-level spellcaster gains four 0-level spells, three 1st-level spells, and one 2nd-
7 26 + attribute bonus level spell per day. Normally, casters select the spells they “think” they might
8 33 + attribute bonus need for the day. Unfortunately, the character has no idea what sort of things he
might encounter during the course of the day. The character is stuck, if you will,
9 41 + attribute bonus
with a limited number of options based on choices already made, and he must
10 50 + attribute bonus use these limited options in the face of the unknown! The horror!
11 60 + attribute bonus
12 71 + attribute bonus In the spell-slot system, the character does not pre-memorize spells at
the beginning of the day. Instead, he may use a given spell slot to cast
13 83 + attribute bonus any of his known spells of the appropriate spell-slot level on an as-needed
14 96 + attribute bonus basis, allowing him to spontaneously react to encounters the CK throws
15 110 + attribute bonus at him. In this free-flowing system, spell slots represent the caster’s pool of
16 125 + attribute bonus magical energy based on his experience and personal power, which grows,
of course, as he gains spellcaster levels.
17 141 + attribute bonus
18 158 + attribute bonus
Advanced Spell Slots
19 177 + attribute bonus
In keeping with the concept of spell slots, another alternative is to break
20 196 + attribute bonus down each spell into a number of “spell points,” whereby a 3rd-level spell,
21 216 + attribute bonus for example, equals three spell points. Three 1st-level spells are worth
22 237 + attribute bonus three spell points, and so on. Using the existing text, you simply convert
23 259 + attribute bonus all the spells per day a caster may cast into a raw number of so-called
“spell points” that may then be used as the caster sees fit.
24 282 + attribute bonus
In this method, the Castle Keeper might rule that casters may not cast
Example: A 3rd-level wizard with an 18 intelligence would have a base of
any spells more powerful than the highest-level spell that they can “know,”
9 mana points plus his attribute bonus of +3, for a total of 12 mana points
to use in casting any known spells. or the CK may rule that casters may cast spells beyond their character’s
normal level of ability, so long as they have access to the spell (in the case
Each known spell costs mana to cast. The mana cost equals the spell’s level of wizards and illusionists). This is strongly cautioned against, however, as
+1. So, a 0-level spell costs 1 mana point to cast. A 5th-level spell costs 6 it may upset the game’s balance. For some Castle Keepers, however, this
mana points to cast. The caster can cast any known spell at any time as long unbalance may not be an issue. Truly, it all depends on how your campaign
as he has the mana available to do so. flows and how much you trust the players or how much they trust you.
Remember, it’s all about having fun and using your imagination to co-
Spellcasters can learn and cast any spell one-half their level without a create a socially interactive game of high fantasy.
problem–time being the only cost. Should spellcasters attempt to learn
or use a spell more than one-half their level, they must make a successful The Quick Charge
intelligence check (wizards or illusionist) or wisdom check (clerics or
druids) to succeed. For purposes of figuring this out, always round up. The After the crackling electricity shot from his fingertips fried the charging
challenge level for the check is the spell’s level. Failure on an attempt to ogres to a smoldering crisp.
learn a spell means the spellcaster cannot attempt to learn that particular
spell again until he gains a new level. Failure to cast a spell causes a mana Yesac rubbed his temples as the last of his magic drained from him.
loss double what it cost to cast the spell. If the mana cost drives the “I’m spent,” he sighed. “My wand is empty, and I just used the last of
spellcaster into the negatives, it delays his mana recovery. my own reserves.”
Once mana is spent casting a spell, it recovers at an hourly rate equal to “Great,” growled Manslayer the dwarf. “I suppose now the wizard needs
the caster’s level; i.e., a 1st-level caster gains one mana point an hour, and a him an eight-hour nap before we can move on. I’ll be up all night with
2nd-level caster gains two mana an hour, and so on. Should a spellcaster be no sleep o’ me own while the enemy reinforces himself!”
recovering from negative mana, that mana recovers at ¼ the normal rate of
recovery, so a 4th-level caster with negative mana would regain 1 point per “Not this time,” Yesac replied, resignedly. “I have a ritual. It is frowned
level per hour, and a 5th-level caster would regain one point per level per hour; upon by the Keepers of our Lore in the Castle Golden. Dangerous
an 8th-level caster would regain mana at 2 points per level per hour, etc. To indeed, so you shall have to guard me even more closely than usual.”
return to a normal rate of recovery, the spellcaster must reach his full mana. “Here we go,” growled Manslayer.
Example: Should a 4 level caster use 10 of his 11 mana points, he recovers it at a
th- “This ritual,” Yesac continued, “will grant me a full recharge of my
rate of 4 mana per hour. If that same caster tried to cast a 6th-level spell and failed, magical energies without need of rest at this juncture, though it will
his recovery is at 1 an hour until fully recovered. dull my senses and drain my life force.”
“Well get with the ritual, long shanks! We got loot to get and ale to swill!”
This method allows for characters to cast known spells at will (as long
as they have the mana), but forces them to keep track of their mana Yesac sighed again and “got with the ritual.” Obviously, dwarves would
points. This method of spellcasting changes the dynamic of play, but not never understand.

Castle Keeper’s Guide 49


Part one: The Character
The magical Quick Charge may be used to shorten the time required for Spellcasting was not necessarily limited to wizards, sorcerers, and high
spellcasters to “re-learn” or “re-charge” their magical powers. The Quick priests, but it was certainly more difficult for non-casters to use. Typically,
Charge works on the principle that using magic expends energy and is an these incantations were performed by directly reading from a magical
exhaustive process. The normal “per-day” uses of magic are the limit of grimoire or decaying scroll. For literary reasons, allowing a non-caster
the spiritual, physical, mental, and emotional energies spellcasters can to incorporate occasional scroll use performs the function of introducing
wield before having to pay a usage penalty. a character to the power of magic for good or ill. For game purposes, a
situation may arise where the spellcasters are otherwise indisposed or
A Quick Charge allows the caster to sacrifice certain attributes in impaired in their casting ability and the only way to save them and move
exchange for more raw magical power, with the understanding that the the game along is to allow a non-caster the ability to use a scroll to save a
sacrifice may also affect the character beyond the day’s sacrifice and that life or to overcome an encounter.
recovery from the sacrifice takes time.
True wielders of pulp-style sorcery often recharge their energies with
Characters using a Quick Charge sacrifice one temporary point of the use of powerful herbs and reagents that are as maddening as they
constitution, one point of intelligence (in the case of a wizard or are deadly. Others wield powerful runes or focus their energies through
illusionist), or one point of wisdom (in the case of cleric or druid), and precious gemstones to enhance their magic.
one point of charisma in exchange for one level of recovered spells.
This sacrifice allows the recovery of all 1st-level spells immediately upon The following optional pulp-inspired alternatives to the standard magical
sacrifice. If using the standard Vancian system (the standard magic system system can enhance the flavor of your Castles & Crusades game. Castle
in C&C), then recovered spells include only those already studied or Keepers are free to use these examples as a guideline for adding their own
memorized for that particular day; changing to new spells in this system style of pulp fantasy to their campaigns and should not feel limited or
would require a full rest. bound by the examples detailed here.

Casters may sacrifice a number of points equal to the desired spell level of
Non-Caster Scroll Use
recovery for each of the attributes listed. So, a character wishing to also
recover 2nd-level spells would need to sacrifice two points of constitution, Casting from a scroll is available to all literate characters with a successful
two points of intelligence or wisdom, and two points of charisma; and intelligence attribute check for arcane magic or a successful wisdom
characters wishing to regain their 3rd-level spells would sacrifice three attribute check for divine magic as used by druids and clerics. For non-
points of these listed attributes, and so on. Of course, sacrificing enough casters, the use of scrolls or reading from a wizard’s tome is extremely
points to recover a certain level of spells means all spell levels below the difficult though not impossible, having a base challenge level of 5+1 per
paid-for level are also recovered. For example, a wizard sacrificing three spell level attempted.
points to regain 3rd-level spells also recovers all 2nd-and 1st-level spells, but
he weakens his attributes in return, and their reduction affects his ability Success: On a successful read, the scroll works, though the challenge level of
to make related saving throws, as he loses bonuses and possibly gains saves vs. the spell’s effect are reduced to the minimum caster level required
temporary penalties in those attributes. to cast the spell. For example, a non-caster who succeeds in reading a fireball
scroll may only cast a 5th-level fireball.
Spellcasters have a limit to the amount of sacrifice they may make in
regard to their spellcasting attribute (intelligence or wisdom), and they Failure: Failure to successfully read the scroll could (and should) have
are unable to sacrifice beyond their ability to cognitively or spiritually disastrous results. Consult the following table for possible results.
access their magic. They may not reduce their spellcasting attribute
below 10 at any given time. Table 2.18 Non-Caster Scroll Failure
Spellcasters recover these attribute points at one point each per full Roll 1d8
day of rest. The attributes cannot be recovered magically through use Opposite Effect: Combat spells strike the caster rather than
of a restoration spell or any other restorative magic. Attributes enhanced the intended target (example, fireball detonates on caster).
with the enhance attribute spell cannot be sacrificed. However, since the 1 If using a summoning spell, the caster is teleported to the
enhance attribute spell has a short duration, it may be used to temporarily summoned creature’s lair and must face it alone! Utility spells
allay the debilitating effects of sacrificed attributes. like fly or shield affect enemies instead of desired targets.
Example: Yesac the Blue is a 5th-level wizard with an intelligence of 16, a Random Effect: Spell randomly replicates the abilities
2
constitution of 11, and charisma of 12; he has 15 hit points. Yesac is nearly and effects of a spell of equal level.
out of spells. He has a charm person and a web spell left, and both will be Spell Weakened: Spell is half its normal power or duration.
useful, but what he could really use in the dungeon filled with shadows 3 Example: a lightning bolt would normally deal 5d6 points of
and wraiths is more magic missile spells. Yesac could channel his inner damage; it instead deals 2d6.
magic, creating a circuit of power to draw upon, and spend some of his
magical currency to regain all of his spells up through his 3rd-level spells, Spell Strengthened: Spell is twice as powerful as normal,
4
but by doing so, he will be physically, mentally, and socially weakening or it has double the standard duration.
himself of three points of constitution, charisma, and intelligence. Illusion: Spell apparently works, but it is, in fact, an illusion.
Dropping the three points of intelligence costs Yesac his high-intelligence 5
In the case of an illusion, the effects are all too real!
bonus to spells of 1st and 2nd level. It also costs him five hit points when
his constitution falls to 8. All of his saves adjust downward until he rests Fizzle: Spell has no effect whatsoever. The reading simply
6-8
long enough to return his attributes to their normal levels. fails. This should be the most common result.

Another aspect of pulp sorcery is that spellcasting is complicated and


Pulp Sorcery draining. Powerful sorcerers make pacts with otherworldly powers who grant
Pulp sorcery refers to the style of magic and sorcery described in the pulp them magical energies in exchange for unspeakable sacrifice. A common
fiction era of the early 20th century. In these yarns, as produced in the thread in pulp sorcery is that the sorcerer requires rare components to
pulp magazines of the 1920s and 1930s, magic was rare, wondrous, and work his magic, and the use of these components is absolutely necessary to
often horrifying to wield, and it was certainly quite dangerous to learn. recharge his magic.

50 Castles & Crusades


Chapter 3 — Expanding Equipment
Equipment is a vital aspect of any role-playing game. It has immeasurable There are a few tools, all very powerful, at the players’ disposal that
purposes beyond its obvious usage in the mechanics of game play. For allow them to make an impact on the game. For players, how a character
players, equipment helps establish what type of character they wish to looks, meaning what gear he carries, represents how they want to play
create. Skilled players use equipment to project the image they wish to have their characters. This begins with the class-specific gear such as armor,
of their character, using it to reflect their character’s personality and role in weapons, spellbook, tools, etc. Choosing the proper equipment is the first
the adventure and party. For Castle Keepers, equipment has many usages. By and best place to start in character development. By choosing equipment,
establishing the availability of equipment, CKs construct the setting and its players create an image of their characters, which immediately imprints
environment within which the adventure takes place. The skilled CK uses itself upon the game, no matter the Castle Keeper’s designs. A rogue
equipment wastage, its replacement, and its cost as a method to control the with a crossbow and garrote is different from one with a rapier and long
adventure. Equipment is not a fixed variable like attributes or even hit points, dirk. Once the player’s character dons the Lion’s Tabard, he is marked
and treating it as such misuses its potential. as uncommon, and that sets the stage for what type of character he is
portraying and probably the character’s class, as well. The CK, knowingly
Equipment is one of the most vibrant aspects of Castles & Crusades, and it or unknowingly, adjusts the game accordingly.
is the least used and understood aspect of the role-playing experience.
Further, equipment is one of the true variables in the game that players
Role-Playing Equipment have tremendous control over. They can buy what they can afford. Dice
do not dictate the outcome of what the character may buy. Players roll
There is probably no better way to consistently convey the image of a hit points and attributes and even spells for wizards and illusionists, but
player character than through his equipment. Players always pay attention they choose their equipment. Also, a character’s equipment constantly
to equipment; it’s the one constant they understand, and it’s one of the changes. The 1st-level fighter who began his career in leather armor with
few aspects of the game they control. This empowers players, giving them a short sword and dagger quickly evolves into a 3rd-level fighter possessing
developmental freedom, something the Castle Keeper normally controls. scale mail, a battle-axe, and a long spear.
This is very important to note for beginning or experienced CKs. Players do
not possess much in the area of game control, and equipment is one of the Choosing equipment goes far beyond war gear, though. What characters
areas they almost completely control—assuming the CK is not too restrictive wear and how they carry their excess gear, such as food, tools, and rope
in equipment acquisition. Understanding this creates a far more enjoyable (whether in packs, or sacks, cart, or sled), can all set a tone for both the
experience for gamers on both sides of the gaming screen. character and the game. Simple approaches to character equipment can
really go far and aid in the enjoyment of
everyone at the table. The character who
takes a large backpack and fills it with all
manner of gear from string, fishing line,
bandages, soap, and rope, extra clothes,
pots, and pans sets himself apart from a
character who carries a small knapsack
and lives off the land. So, used in this
way, a player can portray his character’s
personality through the chosen
equipment and how it is worn or carried.

Example 1: Having only recently slain


several ogres, Merrick and his comrades
have gathered a heap of treasure. After
the cut, Merrick’s share comes to several
hundreds worth of gold and gems. Upon
arriving in town, Merrick purchases a
new set of crimson-colored chain mail
armor, a bright red shield, and a small
red-lacquered helm. He makes certain
the helm has nasal and cheek guards
on it. He pays the extra gold coin for
a long plume of horse hair. His shield
is iron, and he emblazons it with his
deity’s holy symbol and his family’s
coat of arms. He purchases a burgundy
surcoat with similar family symbols upon
it. He replaces his battle axe with a long
sword and mace, and his knife with a
well-worked ivory-handled dagger. Once
adequately armed, he chooses a stout
but small backpack, with only enough
room for his hard tack rations, a tinder
box, a whetstone, and some bandages.
He purchases a thin rope and neatly
coils it up, attaching it to the outside
of his backpack. He bundles his sparse
bedroll up into a tight roll and straps it
to the top of his pack. He hangs one of

Castle Keeper’s Guide 51


Part one: The Character
his two new water flasks on his pack, and he slings the other over his head Note: Wise Castle Keepers will buy some thick crackers before a game
and shoulder, behind his back. Satisfied with his new gear, he sets off to and make his players eat only the crackers for the entire game, drinking
the inn to store it until the next adventure. them down with a single glass of water (no refills!). After doing this
once, the players will think harder about the food they buy for their
Example 2: Publio, rescued by Merrick and his comrades, is an elf. He is characters.
short for his people, but spry and able. He is an accomplished rogue, and
he makes his way in the world by acquiring what he needs along the way,
Meals, Lodging & Provisions
as he needs it. When the party arrives in town, Publio takes his share of
the treasure and heads to the market to get some bare supplies. He first All taverns brew a variety of beer and ale, and each has its own peculiar
purchases two new large sacks, testing them for strength. He then ties taste. Generally, the brew-masters brew a fresh batch every few days. The
them together and slings them over his shoulder. He proceeds to buy a brew stays at room temperature and is relatively cheap. However, each
variety of equipment: loose foodstuffs for rations, water flasks, bundles tavern has a few specialty brews peculiar to that establishment.
of rope, a grapple, tinderbox, several torches, and so on. Each item he
buys, he weighs in his hand and tosses it in one of the sacks, making sure Table 3.2 Meals
to keep a good balance between the two bags. As soon as he’s content
with his haul, he shoulders the sacks and proceeds to buy himself a Type Cost
baggy shirt and wide cloak, which complement his long trousers and Light Meal (fish, breads, fruit, cheese) 1sp
low, soft boots. The cloak, too large for his slender frame, drags the
ground, and is soon dirty and trailing threads. Publio cares little for this, Heavy Meal (meats, vegetable, breads, butter) 3sp
as the cloak is a ruse designed to fool watchful eyes as he plies his trade Extravagant (meats, puddings, cold fruits) 1gp
in a town that promises a healthy harvest.
Beers:
In both these examples, we learn a great deal about the characters. Pale Ale 2cp
Merrick is probably a paladin or knight, a fastidious and organized
character type. He is someone of station and wants people to see him Dark Ale 5cp
as such. Publio is less concerned about his appearance or gear, and is a Lager 1sp
little more carefree than his employer. Equipment sets the stage for both
characters, creating indelible images from which the players and the CK Wine (most of this is Brindisium Wine)
can build further adventures and encounters. Red/White 5sp (5 for a bottle)
Kathy’s White (local, Caphryna) 1gp
Room & Board
Every character enters an inn or tavern at some point during game play, Standard Room Costs
and every player asks the CK the cost of a night’s say and the cost of
a warm meal and a cool drink. Indeed, the tavern scene is one of the Purchased rooms usually come with bread and beer for morning’s repast.
hallmarks of role-playing games. Tavern scenes are fun; they allow the The Common rooms are always crowded, usually smell, have no water, and
CK the perfect opportunity to guide the game forward, or to tie in new usually possess one window or vent. The average room is empty. A room with
or even old plot devices; characters can engage in all manner of activity just a bed has a frame, straw mattress, small table, and water. A furnished
at the tavern, from spending their hard-earned loot, picking up rumors, room has a bed, down mattress, blankets, table, water, chest, or desk.
to picking travelers’ pockets. The tavern is the cornerstone of the
adventuring platform. Table 3.3 Lodging

In order to bring some structure to the tavern scene, it’s necessary for the Type Cost
CK to have some idea of the cost of room and board. The tables below Common Room (floor, straw) 5cp
supply a baseline for those services and the cost of other sundry items
the CK or players might find useful. Castle Keepers should adjust prices One-Man Room (floor) 5sp
per locale; the better quality establishments should charge 10-20% more; One-Man Room (bed) 8sp
rundown, back-alley places should charge a little less.
One-Man Room (furnished) 1gp
Rations Two-Man Room (floor) 3cp
Normal rations as listed in the Player’s Handbook generally consist of hard Two-Man Room (bed) 7-8sp
crackers with cheese placed in block form, all wrapped in wax paper. Such Two-Man Room (furnished) 1-2gp
rations are difficult to chew, but are very hearty and filling. Better foods
are available, but they cost more money. Multiple *
* These generally cost the same as a two-man room, with each
Table 3.1 Rations individual adding an additional two-man cost. For example: four men
staying in a furnished room would cost as follows: 1gp + 2 gp for the
Type Cost/day Weight Includes additional two men = 3gp.
Standard 5sp 1 lbs. Dried crackers and cheese
Wheat cake with raisins, olives, Apartment/Flat
Good 1gp 10 lbs.
and onions Prices can vary, depending on where the flat is or its general condition.
Mixture of dried meat and dried The more rundown it is, the cheaper it is. The price depends on the
High 10gp 10 lbs. district and the location within that district, but generally a small one-
fruits in season
room flat costs about 1-3gp a month. Of course, this comes with no food,
No matter the rations’ quality, they withstand weather and time very furniture, water, or even a water bucket. Better furnished flats come with
well, staying moist and flavorful for many months. greater prices. The CK should determine the type of room desired and
the neighborhood within which it resides when determining the price for

52 Castles & Crusades


Chapter 3 — Equipment and the character
the player characters. For instance, if the party rented a flat off of all the roots, or seeds) is the type specified here, which is used, primarily, for
major streets in Nochi, a rougher part of town, it might only cost them the making of baked goods like bread. It is, generally, a white powdery
1gp a month. A flat on Fleetwood in Ra-veen could cost about 4gp a mixture, and can be used to treat a floor to detect the passage of an
month. If they rented a furnished flat near the University in Caphryna, it invisible being, or even thrown into the air in hopes of outlining said
could cost as much as 15gp a month. The CK is the final judge. being in the substance, effectively acting as a non-magical faerie fire spell.
Another use of a bag of flour is, quite simply, its weight; flour is always
Tabard/Pilgrim’s Rest stored in bags capable of holding exactly one (1) pound.

This is a hostel used primarily by religious seekers on a pilgrimage, but it Garum: a fermented fish sauce generally used to pickle (preserve)
can refer to any sleeping space given away to those who need it, but only meats or vegetables, imbuing them with additional nutritional value,
if the owner decides to do so, usually at the request of a special service or but it is also eaten on its own or added to a meal like a condiment. Many
favor in return, the most common request being the pilgrim say a prayer sailors and shoreline countries make ample use of garum. The cost of
and place some token at the altar. The quarter is given only to those of garum is high because the process to extract the components to make it
a like mind, ability, or persuasion; for example, an aged warrior might is complex and lengthy.
give a young fighter a bed for the week in exchange for helping at the
forge, but he would not offer the same to a wizard or rogue. Abuse of the Honey, Jar: honey is a naturally sweet consumable made by bees. It
privilege, such as repeated requests for free stays with no offer to pay or has many unusual properties, including an enduring durability (if sealed
help, results in that character having a difficult time in the settlement, as in a jar, honey can remain edible almost indefinitely), the ability to act
word spreads of his misconduct and ungratefulness. as a repellent for infection and other medicinal effects (treatment for
burns, stomach ailments, and lethargy, for example), and it acts as a
Table 3.4 Provisions strong preservative. In some cultures, honey is used as an embalming
component, and so mummies and similar undead may radiate its scent.
Item Cost Weight EV
Chocolate, 1 pound 125 gp 1 lb — Jerky: a meat product (usually beef or a poultry like turkey) which has
been trimmed of excess fat, cut into thin strips, and seasoned (either
Corral, 1 wagon (per night) 3 sp — — in a marinade, brine, or with a dry rub of spices) and dried or smoked
Dried Fruit, 1 pound 1 sp – 5 gp 1 lb 1 until cooked, allowing it to be stored without need for refrigeration for
extended periods of time. It is a common component of a military ration,
Flour, Bag, 1 pound 4 sp 1 lb 1 but the process is very involved and so may not be readily available.
Garum (2 oz. per jar) 1 gp .5 lb .25
Kenneling: housing, care, feeding, grooming, and protection for one
Honey, Jar, 4 ounces 1 gp .25 lb .25 night for a small animal, typically a dog.
Jerky, ½ pound 6 sp .5 lb —
Malmsey: a very sweet, thick wine made of grapes and flower petals
Kenneling, 1 animal (per night) 1 sp — — with a robust color and powerful aroma; it is generally considered the
drink of the common class. It is inexpensive to make, and is strong in
Malmsey (per bottle) 1-20 gp 1 lb 1
the gullet. The variance in cost represents the exotic types and methods
Pottage (per bowl) 1 cp .25 lb — of its making, as some malmsey has its start at the feet of a princess (and
is only allowed to be drunk by those of royal blood). Dwarves and those
Roasted Nuts, 1 pound 3 cp 1 lb —
of a drinking nature (such as many fey) find malmsey to be undrinkable,
Salt, Bag, 1 pound 4 gp 1 lb 1 calling it the derogatory term “Sweetwater.”
Stabling, 1 horse (per night) 1 sp — —
Pottage: a stew made of meat, fish, and grains of various sorts; much like
Sugar, Bag, 1 Pound 30 gp 1 lb 1 gruel, pottage is a peasant food. It’s cheaply made and always available,
though it never is made the same way twice.
Chocolate: used for many different reasons, ranging as dramatically as
being the basis for currency (in bean form) to a reserved beverage for Roasted Nuts: various types of shelled and unshelled nuts, which are
nobility, chocolate is an extremely versatile substance. Among its traits placed over a fire, sometimes with a seasoning, and cooked until dry to
are an incredible shelf life, being able to withstand deterioration by natural preserve them and enhance their flavor. Depending on the type of nut,
conditions for over a year (assuming no dramatic change in weather, that price can vary. This, along with dried fruit, is the basic component of
is), and its ability to instill energy in those consuming it; it also, according many a ration.
to legend, has various medicinal uses. Many animals, such as dogs, are
either allergic to chocolate or find that it becomes a lethal toxin if eaten. Salt, Bag: there are two main types of salt, fine and coarse, both of
Like sugar for drinks, chocolate can be used to hide an unpleasant taste, which can be flavored or considered to be sea salt (extracted from
and for this reason, is occasionally used to mask poisons. evaporating oceanic water), depending on their source, but the one
thing any salt shares is what is important about it – its legendary
Corral: the storage, maintenance, care, and protection of a wagon in a powers, of course. Not only is salt used for preserving and enhancing
secured building specifically designed to house them, with guards and the flavors, but it is supposedly an anathema to fiends and vampires, the
like. However, not all corrals are legitimate, and some hire unscrupulous latter being rumored to have to count each grain if spilled in front of
people, and so the eternal caveat emptor must always be in mind when them before being able to perform any other action. Beyond this, salt is
using such a service. said to drive out possession and to protect one from unwanted charm;
if leather is pressed into salt and used on a weapon, notably a whip, it is
Dried Fruit: various types of fruits, such as grapes, apples, pears, and so supposed to have the power to harm the being, even when non-magical,
forth, which have been drained of their water and juices to preserve them for and salt has countless uses in alchemy; indeed, salt is one of the most
extended periods. The more exotic the fruit, the greater the price. Grapes, for critical reagents. As with all things, the Castle Keeper must decide if
example, are often three to ten times more costly than an apple. any of these alleged abilities exist or are merely the pitch of a charlatan.
Salt is listed as expensive, for although relatively mundane to modern
Flour, Bag: there are different types of flour, such as that made of wheat sensibilities, historically salt was a highly sought commodity.
or ground almond, but the most common type (made of cereal grains,

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for various items, animals, and wagons. The weight column indicates how
much gross weight each can hold, and the gold column indicates the
average allowable amount of coins each can carry, specifically gold. This
average can vary greatly as the size of coins differs.

Table 3.5 Carrying Capacities of Items


Equipment Weight Gold EV
Standard Backpack 40 lbs. 200 2(w)
Large Backpack 80 lbs. 800 4 (w)
Small Basket 40 lbs. 50 2
Large Basket 80 lbs. 100 4
Belt Pouch 20 lbs. 15 1 (w)
Small Sack 40 lbs. 20 2 (w)
Large Sack 120 lbs. 45 4 (w)
Small Barrel 100 lbs. 250 6
Large Barrel 300 lbs. 1000 9
Coffer/Casket 30 lbs. 250 6
Kettle 20 lbs. 25 2
Small Chest 60 lbs. 25 4
Medium Chest 150 lbs. 75 8
Large Chest 300 lbs. 250 12
Small Urn 40 lbs. 10 2
Medium Urn 100 lbs. 25 4
Large Urn 1,000 lbs. 75 6
Shoulder Bag 30 lbs. 75 3 (w)
Saddle Bags 80 lbs. 200 3 (w)
Scroll Tube 15 lbs. 20 1

Stabling: the care, feeding (and watering), grooming, and housing for Table 3.6 Carrying Capacities of Draft Animals
a large animal, especially a horse, cow, or ox. The better establishments Animal* Weight** Gold
have one stall for each animal, but several will simply place the animals
together. These are ordinarily attached (not literally, necessarily) to a Burro 40 lbs. 400
tavern, and many of the finer places will stable gratis. Camel 360 lbs. 3600
Sugar, Bag: a sweet extraction from sugarcane, sugar is a granulated Dog 25 lbs. 250
white (it can be brown), powdery product that has many uses – 1) when
Donkey 75 lbs. 750
stirred into a liquid, it sweetens the drink, potentially hiding any untoward
taste; 2) if thrown onto a fire, it ignites and burns hot, allowing a fire to Elephant 1200 lbs. 12000
be started or to continue burning; 3) cooked into a food to provide flavor Horse, Draft 480 lbs. 4800
or to preserve as a side effect; 4) toiled into soil with a plant, sugar will
aid that plant’s natural defenses and give it a better chance to survive and Horse, Riding 240 lbs. 2400
grow large (a fact used by many apothecaries and herbalists to maintain Lama 90 lbs. 900
their most prized examples); 5) as a powder, it can be used quite like flour
to trace the movement of something unseen; and 6) sugar is a powerful Mule 200 lbs. 2000
cleaning agent, able to greatly assist in the removal of grease or oil quickly Pony 80 lbs. 300
and efficiently. Naturally, there are many other uses, but these examples
should prove sufficient. Like with salt, the high price of sugar reflects Oxen 900 lbs. 9000
its status as a luxury item, usually only affordable to the wealthy, and it *Average mature, adult male; the camel, in which the females tend to
reflects the difficulty inherent in acquiring it. be larger, is the exception.
** This references the average weight the animal in question can carry.
Carrying Capacities
Generally, it is based upon a percentage of the animal’s body weight.
Characters always need to carry materials from one location to another,
such as loot from dungeons, items from the battlefield, and mounds of
supplies to keep them alive on the long, hard, adventurers’ road. As such,
players will ask how much a standard backpack can carry or what a trunk
will hold, etc. The tables below provide some suggested carrying capacities

54 Castles & Crusades


Chapter 3 — Equipment and the character
Table 3.7 Carrying Capacities of Wagons
Wagon Type Weight Gold EV Cargo Speed
Buckboard 50 - 75 lbs 10-20 8 15 - 25 20 miles
Buggy 100-500 lbs 300-1000 16-30 10 - 30 10-30 miles
Buggy, Stanhope 1,000 lbs 5,000+ 40 - 60 30 - 60 20-40 miles
Cab, Hackney (Growler) 200 -500 lbs 1,000+ 20-40 10 -30 10-20 miles
Cab, Hackney (Hansom) 100-500 lbs 1,000+ 10-30 10-20 15-25 miles
Carriage 600-1500 lbs 15,000+ 35 20-40 10-30 miles
Carson Wagon 1,000-2,000 lbs 7,500+ 40 70-100 10-30 miles
Cart, Light 350-600 lbs 50 20 30 5-20 miles
Cart, Heavy 750-1,500 lbs 150 30 50 5-20 miles
Chariot 150-500 lbs 30-3,000 15 15-20 20-50 miles
Coach 1,000-2,000 lbs 20,000+ 50 50-100 10-30 miles
Conestoga Wagon 4,000-8,000 lbs 7, 5000+ 60-100 200-600 10-20 miles
Handcart 10-100 lbs 5 10 5 Special
Portable Throne (Sedia Gestatoria) 200-500 lbs 25,000+ 30 10 Special
Sled 30-120 lbs 3-15 4-10 5-20 20-50 miles
Sleigh 450-1,200 lbs 50-1,000+ 15 15-40 20-60 miles
Stagecoach 2,000-4,500 lbs 15,000+ 40-80 30-80 30-60 miles
Wagon, Heavy, Covered 1,500-2,500 lbs 5,000 40 50-100 20-40 miles
Wagon, Light, Covered 500-1,000 lbs 2,000 25 20-40 20-40 miles
Wheelbarrow 5-15 lbs 5 6 10 Special
EV refers to the encumbrance value should a character or beast attempt to bear the burden; it is easier to tug or roll the wagon, so when doing so,
reduce the encumbrance by up to half.
Cargo is the amount of space, measured in terms of encumbrance points, which may be stored within; an average, man-sized individual should
roughly equate to 10 EV, not counting the gear he may be carrying; a small person has an EV of 5, and large person has an EV of 15. The listed value
does not account for the required driver and the minimum supplies needed to operate it, such as a whip, hitch, and the like.
Speed measures the overland rate of movement across perfect terrain conditions in the course of 6-8 hours. Normal reductions or adjustments for
terrain conditions apply.

Buckboard: a four-wheeled vehicle that is relatively low to the ground possesses. They are made of hardwood treated to resist fire, and they are
(rising roughly 6 inches) and foot-powered by cyclical gears; they can heavily fitted with metal, causing the Stanhope to be bulky and difficult
carry a driver, a passenger, and a light load in the rear. Buckboards are to maneuver without bestial aid.
made of hardwood reinforced with iron or steel. Because of the nature of
these devices, they do not traverse well over difficult terrain, and they are Cab, Hackney (Growler): using a specific breed of horse (called a
easily stymied by minor annoyances such as rocks, mud, or debris. Hackney, naturally), this is a four-wheeled, open-top carriage designed to
travel over cobblestone roads and pathways, and is often used within a city
Buggy: there are several varieties of buggies, ranging from a simple as a sort of hired transport; the listed price is for manufacturing of the cab,
single-seat, two-wheel to the more extravagant four-wheel, two-seat so characters wishing to rent it can do so for 3-6 silver pieces per one-way
convertible; regardless of the specific model, they always have large trip. The driver usually sits at the forefront, near the hitched horse(s). The
wooden wheels and are horse-drawn, usually by one horse, but potentially horses are usually decorated with elaborate insignia and designs to advertise
up to four. The larger the buggy, the more expensive and heavier it gets, the service or owner, and, therefore, can be easily identified if stolen.
and typically the lower the cargo space, as well, as they are intended more
as showpieces (highly embossed and decorated with fancy etchings and Cab, Hackney (Hansom): the same Hackney horse which functions as
woodwork) than working vehicles. They are ponderous but surprisingly the fuel for the growler is also the power behind a hansom, but the design
agile. Their wheelbase is tall, allowing the buggy to avoid objects that is completely different; a hansom is a two-wheeled vehicle, and the driver
would directly hinder its progress; because of this height, most individuals sits behind the cabin, having to extend a whip or tool over the cabin to
require assistance boarding the buggy. drive the vehicle. The cabin itself is often designed to hold only one or
two individuals and not much else. The vehicle is otherwise similar to a
Buggy, Stanhope: a completely enclosed buggy (accessible via a single growler in other respects.
door on the left) which is shorter in stature than others of its ilk, a
Stanhope buggy is often dressed in armored slats or heavy bars, and Carriage: an elaborately decorated and carved wooden, horse-drawn
is used for the transport of important individuals or valuable goods; it vehicle usually made of expensive materials and laced with gems and
is, in some ways, much like a stagecoach, except the driver is within precious metals, a carriage is typically used as more of a display of wealth
the Stanhope, separated by a special compartment just large enough than for practical transport. Still, carriages are sturdy and capable of
to squeeze into. Stanhopes also do not typically have the necessary holding considerable weight. There are normally large windows in the
space required to accommodate additional protectors that a stagecoach cab so the passengers can see and be seen; the cab itself often houses two

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or more armed guards, as well. The above statistics are for the typical chair which is carried on the shoulders of others; it cannot move on its
carriage, designed to carry nobles (specifically, a single person, such as a own, as it has no wheels. These plush, rich, expensive, symbols of office
princess), but there are a variety which are meant for carrying luggage, and power are often used by kings or the highest figures in a religious
and these would be lighter and have more cargo room, though they still hierarchy.
retain the opulent elegance of their larger brethren.
Sled: a flat platform, sometimes with an elevated metal railing, a sled is
Carson Wagon: composed of a hardwood floor and softwood enclosure, essentially just planks of wood raised over skis used to travel across ice,
the deign of a Carson wagon is more of a mobile home than a simple cart mud, or sand. A team of highly-trained dogs (ranging between four and 20,
or wagon, as they are intended to be lived in for long travels. They are depending on weight pulled and distance traveled) pulls them, but people,
often heavily reinforced and waterproofed with layers of woven leather, camels, or other relatively small animals (such as ponies) can also pull them.
which when coupled with high wheels (usually four, but sometimes six),
makes fording rivers simpler. These massive vehicles are usually drawn by Sleigh: similar to a sled, a sleigh is a much larger, more fully-enclosed
a team of oxen, with mules attached to the rear. flatbed vehicle often drawn by horses or reindeer; they are sometimes
decorated with various artistic designs, but they primarily serve to deliver
Cart, Light: a flatbed wooden platform, often with wooden slats rising bulky goods which would not fit ordinarily onto a sled.
to form support walls, this two-wheeled vehicle is intended to carry loads
much heavier than itself. They are often hitched to another vehicle, Stagecoach: designed similarly to a growler, except that the cab is
yoked to an ox or mule, or even hand-drawn. The cart’s wide wheelbase extended, allowing for two people to act as drivers (indeed it is sometimes
allows smooth travel over open terrain, but travelling over rocky, broken necessary as the amount of horses needed, ranging from 4-10, makes
terrain causes problems. A cart is not agile, and so, it is also not fast. Carts control difficult for a single teamster). The stagecoach’s rear wheels are
are the most common type of transport one would expect to find. higher than the front ones, giving it a sloped appearance. They can travel
across snow or heavy water, and, therefore, must often be converted to float
Cart, Heavy: essentially the same as the smaller light cart, the heavy (a simple process of removing the enclosure and towing it in the cargo bay)
cart simply adds metallic reinforcement to the sidewall, wheels, and if forward progress is desired. The hold can stow a large amount of weight or
choke. They are harder to draw by hand because they weigh more, but people, and stagecoaches are often used to move large quantities of money,
the addition of two wheels makes them roll easier. These also tend to making them prime targets for theft—fortunately, a stagecoach, because it
come equipped with a braking cable. is powered by independent teams of horses, is both agile and fast and so can
flee such attacks. Normally, a person simply rents a stagecoach for traveling
Chariot: a mobile platform intended to provide a means for the in comfort; the rental price ranges from 1 silver piece to 1 gold.
occupants to stand relatively still during transit, the chariot serves two
distinct roles: vehicle of war and vehicle of state. In either capacity, the Wagon, Heavy, Covered: similar to the Conestoga wagon, a heavy covered
basic structure remains the same: it has a hardwood floor, a high-rising wagon is, essentially, a very large cart inlaid with leather and tar to secure
wall in front of the driver which curves in a semicircle, and two thick any gaps in the wooden floor and whose cargo is protected from above with a
wheels which give it momentum when drawn by fast-moving horses. In thick sail-like canvas. The major difference is that the wagon is box-shaped,
the role as war-wagon, the chariot is normally undecorated and rather weighs far less, and stows much less cargo, making it cheaper to own.
plain, and they normally house a cache of arrows or javelins. As a piece of
stately display, they are often outrageously decorated, gilded, or made of Wagon, Light, Covered: this is a smaller, lighter, version of a heavy
exotic materials, etc., and can be extraordinarily expensive. covered wagon, but in all other respects is identical.

Coach: similar to a carriage, a coach is larger and can carry up to six Wheelbarrow: having two handholds leading backward from the containment
individuals and their guards, but they are usually used to move royal area, a wheelbarrow is a hand-powered vehicle. It typically has one, or possibly
treasures, rather than people. Many people also associate extreme designs two, wheels and two triangular stands to give it balance when not being operated.
with coaches, like a pumpkin-shaped wheeled vehicle. The cargo bay is generally dipped or curved, but can also be flat; it is not intended
to hold much weight. It has a maximum speed of the individual moving it.
Conestoga Wagon: a large ship-shaped canvas-
covered wagon made of heavy wood, the floor of
which curves upward to the front and is often caulked
with tar to prevent leakage when crossing rivers. A
large team of horses (eight, each a specialized breed of
draft horse) or oxen (a team of 12) draws the wagon.
This massive land vehicle can carry an enormous
amount of freight or passengers. A Conestoga
wagon, due to its load-bearing responsibilities, nearly
always carries additional wheels and axles, as these
tend to break often. Many times, the vehicle is not
owned by the individual using it, but is rented for 1
silver piece per 100 miles.

Handcart: usually made of a light material, such as


pine, handcarts are two-wheeled carts pushed or pulled
by hand, and they are used to carry loads of groceries,
market goods, and the like. Inexpensive to produce, they
are quite common, but they do not travel well on terrain
other than roads or plains; their speed is based on the
individual using it, and so no movement rate is given.

Portable Throne (Sedia Gestatoria): exquisitely


detailed and decorated, a portable throne is a royal

56 Castles & Crusades


Chapter 3 — Equipment and the character
Table 3.8 Carrying Capacities of Vessels
Vessel Type Construction Crew Weaponry Cargo Speed Cost
Barge 1-6 5-15 Personal or Light 30-60 5-20 3,500
Blockade Runner 2-7 4-20 Light or Medium 10-15 15-35 2,000-4,500
Brigantine 3-9 15-40 Light or Medium 5-20 5-25 4,000
Dugout/Canoe/Rowboat 1-3 1-12 Personal ½-1 Special 500-1,000
Carrack 4-12 15-25 Light – Heavy 25-50 20-40 17,000
Cog 6-15 35-60 Light or Medium 30-70 15-35 35,000
Cruiser 8-20 25-70 Medium - Heavy 45-90 20-30 60,000
Cutter 4-12 20-60 Light or Medium 2-8 35-50 10,000
Dhow 1-8 12-30 Personal or Light 1-6 15-35 8,500
Fishing Smack 2-9 6-12 Personal 3-9 10-25 5,500
Floating Palace 12-48 30-120 Any 30-120 5-10 150,000
Frigate 9-18 60-100 Heavy or Loaded 40-80 20-50 60,000
Galleon 12-60 150-300 Any 50-300 30-50 250,000
Galley 6-18 10-30 Personal or Light 2-10 25-50 12,500
Hulk — 6-10 Any 20-60 Special —
Longship 9-15 15-40 Personal 10 45 6,000
Schooner 9-18 20-40 Light-Medium 25-45 40-60 15,000
Sloop 6-24 10-40 Personal-Medium 10-25 15-45 20,000
Treasure Ship 24-60 20-60 Medium-Loaded 40-80 25-40 40,000
Warship 24-72 30-80 Loaded 20-60 20-40 75,000

Construction: equals the number of months required to build a vessel barges are huge, and others quite small; the nature of the cargo determines
from scratch, not accounting for time spent lumbering or mining the their size—there have been barges meant to bear entire siege companies and
necessary components. Construction time assumes everything needed to others meant as floating palaces.
build the boat is present but unassembled.
Blockade Runner: as the name implies, the ship is meant to get through a
Crew: represents the number of sailors required to safely operate the vessel. blockade, often with stealth and not violence, though one can be equipped
Ships without the minimum number of crewmen are considered immobile, with weapons if needed. These ships are quick and maneuverable; they are
though they can still raise an offense or defense if needed. sometimes reconfigured from another ship to reduce construction times as
that can be critical, especially under naval siege.
Weaponry: refers to the amount of on-board offense the vessel can have
mounted to it. One marked as personal means its crew defends it, making Brigantine: a small vessel with two masts, one of which is always square-
it relatively ineffective against armed ships or aquatic threats like a kraken. sailed, and decked with a row of oars. Pirates favor this ship, the word
A lightly armed vessel has up to three light weapons, such as a ballista, brigantine itself being derived from “brigand’s ship.” These ships are closely
scorpion, trebuchet, or even a low-caliber cannon; if the weapons are related to a brig and can be easily confused with them, though they are
removed, an additional ton of cargo is storable, or an additional 10 crew much better equipped for distance travel.
can board—a combination is possible at the Castle Keeper’s discretion.
Medium-armed vehicles have heavier weaponry, possibly including Dugout/Canoe/Rowboat: dugouts are boats literally carved from a
catapults, dragoons, or cannons; they carry six to 10 such devices. Beyond single tree, making them easy to create when supplies are available; they
this, the heavy vessel has anywhere between 15 to 30 weapons, usually are cheap, but are limited in size, and they are found, mainly, among
covering the full scale of light through heavy, usually with a single massive primitive cultures. A rowboat is simply a thin, long vessel lacking a sail,
cannon to ward off other ships. A loaded vessel is like a heavily-armed ship, and it is powered solely by oars. Rowboats are often used for emergency
except it stows 20 to 50 weapons, sometimes of various categories. situations or for entertainment, such as for individual fishing expeditions,
though they can, and have been, used for stealth because they are light
Cargo: is an expression of tonnage the vessel can carry; each ton equates and efficient. They can also be used in shallow water, such as in streams.
to 250 EV. Often, a rowboat will have an oarmaster who shouts commands and whips
those who do not comply, but that is typical for the largest of rowboats
Speed: measured in nautical miles, speed is how fast the vessel can travel over only. The skill and strength of the crew limits the rowboat’s speed.
the course of 8 hours, under its normal travel method (sail or row, for example),
assuming wind and weather conditions do not hinder it. Carrack: a true seaworthy ship, a carrack has at least three masts, the fore
and main mast being square-rigged and the mizzen being lateen-rigged.
Cost: is naturally the cost, in gold pieces, to construct the vessel. In These ships are equipped for long voyages and have a crew of 40 or more.
general, this amount, divided by 10, is also the amount of upkeep (wages Carracks are descendants of the larger barge, but they are designed for self-
paid) per month to keep it crewed and in working order. propulsion. Carracks are quite popular with sailors, especially adventuring
captains, for they have both weather defense and a strong hull.
Barge: a barge is a large flat-bottomed vessel mainly used to carry enormous
loads through canals and narrow passages. Barges typically have no Cog: cogs are single-mast, square-sail vessels primarily used for mercantile
propulsion of their own, but are drawn and tugged by other vessels. Some purposes. They are crewed by a small number of sailors, but they carry a heavy

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load. They are usually built out of hardwoods and are, therefore, relatively difficult Longship: as the name implies, a longship is a vessel with a long, narrow
to build and require a long time to construct. prow and beam, allowing the boat to float in extremely shallow water,
water barely covering the ground. These ships are fast, maneuverable,
Cruiser: cruisers are heavy warships designed for speed and functionality, and are often used for surprise raids and exploration. The ships do not
having multiple rows of oars for quick release of cannon or motion and often carry weapons of their own, but their stealth and ambush capacity
generally having four or more masts capable of supporting any rigging or make such things moot.
sail to survive various weather conditions. Because these vessels are very
advanced, they should not be easily available, and then, they should be nearly Schooner: schooners are dual-mast (or greater) sailing vessels that utilize
prohibitive in cost (a nation or city can afford them, and would use them as fore-and-aft sails to capture the wind and they make a distinctive “puff”
their navy’s flagship, but these are too expensive for an individual to own), sound when traveling. They are great for long voyages and for carrying
and it should be extremely rare for a nation to have more than a handful. weight, but they can also be used for war, though they are quite limited in
this aspect. Schooners are rather fast and can handle choppy and storm
Cutter: cutters are single-sail vessels typically with a fore-and-aft rig and a water with relative ease.
mast set further back than a schooner’s, making them slightly faster when
travelling with the wind. The cutter’s name derives from its ability to cut Sloop: sloops are sailing vessels with a single (usually) mast holding a
through water, even rough waves. Twenty individuals can crew a standard, fore-and-aft sail cut in a triangular shape to give it pull and drag against
patrol-style cutter, but larger war cutters require more crewmen. and with the wind; its body is shaped to cut through the water much like a
cutter. These boats are typically used solely for mercantile trade or transport,
Dhow: the largest dhow has a crew of about 39 sailors, but the average- including the sale and transportation of slaves. A sloop designed to engage in
size dhow only has 12; a dhow, by its design, is a lateen-sailed vessel, with battle is called a sloop-of-war.
a single mast and a curved bow, allowing them to travel along inner sea
streams and shallow waters more easily. Treasure Ship: a treasure ship is any large vessel specifically geared toward
the containment of valuable objects, such as gold or ivory. They are,
Fishing Smack: a vessel designed to either travel on an inner sea, large effectively, sail barges, but they are well-prepared to defend themselves.
lake, or open ocean in search of large masses of fish and other edible Despite their size, they are quite maneuverable.
cargo. These vessels typically have a deep reservoir for carrying their
catch, some reservoirs being big enough to hold large offerings like Warship: this is the largest ship of war available. It is heavily fortified and
whales. The fishing smacks are manned by a well-trained unit, and they loaded with massive weapons, nearly always with cannon of large caliber,
are often armed with harpoons and other needed devices. and is crewed by well-trained sailors who double as effective land troops.
Warships cannot dock at most ports because they simply do not have
Floating Palace: opulent in the extreme, a floating palace is a leisure the necessary space to dock these massive ships. For this reason, supplies
barge built with the finest and grandest of components; it is meant to both must be brought to the warships, revealing their greatest weakness—
intimidate and to showcase the owner’s wealth. In many ways, a floating supply chain. If gunpowder and cannon are common, this ship should
palace is a house boat, but on a gigantic scale. Seldom does a floating palace slowly start to see development, but should be reserved for very special
reside anywhere but a landlocked county where large lakes are available, but situations, as they are unequalled in naval battle.
it is possible to maneuver in very shallow water otherwise. A floating palace
requires enormous funds and incredible amounts of time to construct, but, for Table 3.9 General Equipment
those who desire such things, the price is a drop in the proverbial stream.
Item Cost Weight EV CAP.
Frigate: a warship reinforced with metal armor, generally on the inside to
Baghdad Battery 3,000 gp 1.5 lbs 1 —
the waterline. Frigates are normally capable of both sail- and oar-driven
movement, though they are heavy and slow. Ball of Clay, 4 oz 3 cp .25 lb * —

Galleon: a galleon is a large, multi-deck sailing vessel used for both Bell (per piece) 1 sp .25 lb * —
commerce and war. They are expensive to build (yet cheaper in quantity Bonesaw 1 gp 1 lb .5 —
due to the larger pieces of timber required) and operate, making them
Camping Grate 5 gp 10 lbs 4 —
prime targets for piracy—when stealth can be used to approach them.
Essentially, a galleon is a massive caravel (carrack) but with greater Chapbook (50 pages) 10 gp 1 lb 1 —
maneuverability; the greater maneuverability was attained by elongating
Chapbook, Illuminated (50 pages) 100 gp 1 lb 1 —
the forecastle, causing greater dispersion of water. Galleons are, when
made for war, armed heavily. These ships are ordinarily powered by wind Charcoal, Bag, 1 Pound 5 cp — * —
alone, though they do have a double deck for rowers, when needed.
Cooking Tripod 10 gp 12 lbs 4 —
Galley: oar-powered galleys are smaller ships primarily used for transport Copper Cone 5 sp .5 lb .5 —
and war. Some galleys have masts for sails should weather favor such travel.
A galley typically holds 10-30 men, but cannot support large quantities of Copper Wire 2 cp — * —
weaponry; they are normally used for quick assaults against slower-moving Deck of Cards 7 sp — * —
vessels and for breaching land.
Fishing Net 5 sp 45 lbs 7 3
Hulk: a hulk, unlike most other vessels, is a ship that floats but is not Folding Stool 15 gp 4 lbs 3 —
seaworthy. Basically, it is either a ship that is so utterly damaged that
it can no longer service its intent, or it was never completed. These Hammer, Brass 10 gp 1 lb 1 —
types of vehicles are ordinarily used as ballasts against invaders, set with Hollow Staff 20 gp 1.5 lbs 2 1
massive amounts of weapons and charges, and set off when approached.
Sometimes, they are used in the mercantile trade, housing several Invisible Ink 75 gp .5 lb 1 —
cargoes at once, so smaller boats do not have to pull to port to be loaded. Jar, Mason 1 gp .5 lb * 1
Sometimes, hulks will be towed or allowed to float down a river, but they
Jar, Pitch 3 gp 1 lb 1 —
move at the speed of the current, and they are difficult to return to their
starting point, so they are usually used for one-way trades. Juggling Ball (per piece) 6 sp .25 lb * —

58 Castles & Crusades


Chapter 3 — Equipment and the character
Magnifying Glass 100 gp — * — Chapbook: bound in leather and sewn or pressed with wood glue, a
chapbook is a small 50-page book, either blank or written in; the subject
Make-Up, 3 oz 8 sp .3 lb * — for a chapbook is traditionally religious in nature, pertaining to one or
Marbles, Bag, 1 Pound 1 gp 1 lb 1 — more canonical stories the acolyte (cleric) would read aloud, but here it
simply means any book, regardless of genre or subject matter. Different
Marotte 3 gp 1.5 lbs 1 — materials are possible, such as dragon hide, vellum, gilded paper, and
Meerschaum Pipe 150 gp+ — * — human flesh, but these would need adjudication on a per-item basis and
are not included in the above statistics.
Perfume/Cologne (per vial) 50 gp+ — * —
Printer’s Block Set 200 gp 15 lbs 7 — Chapbook, Illuminated: very similar to the more common chapbook,
an illuminated chapbook is simply one that has been professionally
Steel Slag, Bag, 1 Pound 1 gp 1 lb 1 — illustrated, usually for religious purposes, but it can also mean one that
Suction Cup 6 gp 1 lb 1 — contains formulae for alchemical constructions or magical rituals; the
Castle Keeper should decide if an illuminated chapbook is required for
Syringe 4 gp — * — the making of a working spellbook or not. By default, these are always
Terrycloth 1 sp .5 lb * — made of higher-grade materials than the lesser form, and the Castle
Keeper can decide they are considered “expert items” by definition.
Vampire Hunter’s Kit 375 gp 5 lbs 3 —
Vial, Acid, 1 oz 125 gp+ .1 lb * — Charcoal: the burned remains of wood and other flammable, organic
objects; it is used, ordinarily, for cooking (lighting a fire tends to be easier),
Vial, Quicksilver, 1 oz 45 gp .1 lb * — but also serves many other purposes, such as being used as a makeshift pen
Xoanon 15 gp 1 1 — for fast scribbles, rubbing over an indentation to transcribe it to a paper
surface, or even as an emetic when a person gets poisoned. In alchemy,
Items marked with a * have no appreciable EV. If carried in bulk (more charcoal has numerous applications, as well. Thieves and those of a stealthy
than 10), treat the EV as 1 per 10 carried. nature often smear their exposed skin and weapons with charcoal to darken
them, making their chances of remaining unseen in darkness slightly better
Baghdad Battery: a small pottery device with an alkaline and copper (by how much is the Castle Keeper’s discretion, but it is suggested by no
core which causes a small electrical charge to remain stored (maximum more than +1). Charcoal is a very versatile item in the hands of a creative
of 2 weeks), allowing it to be discharged when set against an object that player, and its multitudinous uses should be encouraged.
would close the circuit, such as a metal door, a handle, or other item like
copper wire. It is, effectively, a battery with barely enough charge to be Cooking Tripod: forged from wrought iron, a cooking tripod is a heavy,
noticeable (that is, it will not cause damage) but which can be frightening mobile platform for attaching a kettle or pot above a fire, usually used by
to those unaware of its potential. It may be possible, with an extensive those in the field (i.e., soldiers) to prepare meals; due to its three-legged
array of these, to plate metal over another metal, such as in gold plating stance, the tripod is very stable and can sometimes be adjusted to place
over lead. These are highly prized by alchemists and wizards and by those the cooking dish closer, or further, from flame, depending on what is being
seeking to counterfeit coinage, hence the exorbitant price. The method made; the tripod can even act as a sort of rotisserie or spit if needed.
of recharge is left to the Castle Keeper to determine, but it should not be
an ordinary process—treat these devices as pseudo-magical in nature. Copper Cone: a small to medium conical-shaped instrument used to
amplify sound when placed against a door or wall; sometimes, a mesh
Ball of Clay: a chunk of malleable clay which is often used in one of of wire is inserted in the cone to prevent parasitic infection. The larger
four common ways – 1) placed into a keyhole and carefully extracted the cone, the greater its sound amplification. In a pinch, a very large
(after allowing it to dry) with oil to obtain a replica of the tumblers; 2) cone could be used as a replacement for a musical instrument, such as a
rolled over a parchment or piece of paper to lift a mark or phrase; 3) tuba or horn, but the wired mesh, if present, would need to be removed.
formed to replicate or conceal a facial feature, such as a nose, and covered It is suggested a small bonus (+1 at best) to listen checks is granted in
over with make-up to assist a disguise; 4) used to form molds of all kinds, situations where a copper cone can be beneficial.
such as those for statues, tailored armor, candles, pottery, etc; it is because
of the latter, most common usage that clay is not classified as a controlled Copper Wire: a thin strand of pulled copper most often used in three
substance, though looking for it in large quantities raises the attention of distinct ways – 1) artistically, such as embellishing an engraving or work
the militia and thieves’ guilds. of art; 2) as a makeshift lock pick or inner-mechanism trap-springer;
and 3) a trap component, with or without electrical discharge. A single
Bell: often cast in bronze or brass, a bell is simply a small implement that copper wire is usually cut to be around six (6) inches and has a diameter
rings an audible alert when it is moved or struck, depending on how it is of approximately 1/16th an inch; acquiring thicker or longer wiring is
positioned. There are many types and sizes of bells, but the above stats possible, with commensurate cost, of course.
assume a small, hand-held bell, such as what might be found in a tavern
or inn. Adventurers would likely use these as security devices to place Deck of Cards: many varieties of cards exist, with some heavily illustrated
around a campsite perimeter, if magical alerting is unavailable, though and containing varying amounts of individual cards to complete a set, but
they may not like carrying such easily disturbed noisemakers. the standard version represented here contains 54 cards, including two
“Joker” cards (which tend to have their own unique rules); the cards
Bonesaw: a fine-toothed metal saw designed to hack and hew bone are separated into four suits of 13 cards each, all decorated with some
for amputation; in a pinch, it can double for a generic hacksaw or lavishness. Cards are mostly used for gambling, though fortune-tellers
woodcutting instrument, but this ruins the blade in a matter of minutes, also use them; every card in a fortune-telling deck has a unique image,
as the teeth are specifically intended for cutting bone. and each image has its own meaning.
Camping Grate: a portable iron casing which has a wrought pan in the Fishing Net: designed to be thrown over a boat or placed in a river or
bottom for the placement of embers, allowing a fire to be started and stream to catch fish, this is a woven net of rope with smaller gaps than an
safely maintained nearly anywhere. The grate is open in several places, ordinary net, lightening the load, and rendering it ineffectual as a weapon
about every four inches, and is uncovered, so rain or wet conditions can except against the weakest and smallest of targets. Nets are typically
hinder the fire. This is often a device issued to a small military unit for made to fill a very large area and can be drawn tight; they can bear up
personal use by the commanding officer, but it need not be so if desired. to 500 lbs. The rope used may be reinforced if the fisherman using it is

Castle Keeper’s Guide 59


Part one: The Character
hunting lobster or crab, but this type of fishing net would weigh much detail is required, such as gem cutting, having a magnifying glass is crucial
more and could be used as a workable weapon. to success; indeed, it could be considered impossible to perform the task
without the instrument. For tasks where visual aid is helpful, such as
Folding Stool: a portable, backless chair that has two legs (each with checking the inside of a lock or astutely ascertaining the placement of
two feet) that fold inward, allowing the whole to be carried readily on a secret door, a bonus of +1 can be given to the endeavor when using
the back or in a shoulder harness, which comes with the device. They a magnifying glass, but the entire area must be carefully examined, a
are made of steel and the seat itself padded to provide some comfort. process which triples the normal time (this because the magnifying glass,
They are favored by those who must walk a lot, such as clergy, scouts, or while making what is viewed larger, focuses the viewer’s attention onto a
generals, and possessing one is often considered a sign of importance. smaller surface area). Lastly, a magnifying glass can be used to focus and
shape light, but it is not powerful enough to produce any fire. It might kill
Hammer, Brass: a small hammer composed of brass used to strike and a very small bug (like an ant) after prolonged exposure, but these items
embed a fixed image upon a surface, usually another brass (or sometimes should be considered crude by modern comparison.
wooden) item specifically prepared for it (i.e., it is still hot). Certain
motifs, notably those of coinage, are considered property of the state, and Make-Up: varying types of facial applications ranging from actual face
possession or illicit manufacture is a crime, but personal imagery, such as powders (to lighten or darken skin tone) to hair coloration or extensions
the making of a signet ring, is otherwise acceptable. and the like. Make-up is simply the basic component for an actor or
anyone wishing to disguise their identity. The item comes in a small brass
Hollow Staff: essentially a deceptive item used by smugglers and box, which helps compensate for the relatively high asking price.
thieves, a hollow staff is, in appearance, a normal quarterstaff (meant
to look like a walking stick) with one change: the inside has been Marbles, Bag: usually glass, or sometimes ivory, wood, stone, or even
hollowed to allow the insertion of small items, such as jewelry, scrollwork, metal, a marble is simply a small globe often used to play a game, but the
gemstones, and the like. They are normally made with a screw cap or with adventurer is more likely to use them in other ways. Because they are
a pin disguised as a stud to allow entrance to the contents. A hollow staff spheres, they are great at detecting sloping passages or uneven surfaces;
is not an effective weapon, as it is both too light and too delicate to be they can be used as makeshift caltrops, used to determine the depth of a
wielded with any force. pool, or used to determine if the liquid in a pool is actually water. A bag of
marbles contains roughly 50 marbles, which can cover a 5x10 area
Invisible Ink: despite its name, invisible ink is not truly invisible: it is
hidden until a specific course of action, such as being put to flame or having Marotte: similar in construction to a mace or scepter, a marotte is
lemon juice poured over, causes a reaction, which then reveals whatever a lightweight, highly decorated prop stick. Its decorations include
was written with the ink. This is a pseudo-magical tool, most likely found in flamboyant tassels; a smiling, elaborately carved face; and sometimes
the abode of a wizard or alchemist, but many people have reasons to want bells or candles for lighting effects. These non-magical items are used,
it, even for non-nefarious reasons (such as secretly sending messages during primarily, by storytellers to enhance the mood or to produce an effect
a time of war, for example). When visible, the ink is always black in color. similar to what one might see from a stage magician. Because they have
It is not technically difficult to make, but the demand and quasi-legality of been known to contain small concealed weapons, such as daggers, many
its manufacture make it a pricey item; the above stats assume enough ink kingdoms do not allow just anyone to carry a marotte; in fact, usually only
to write one standard page, or about 150 words. the court jester is entitled that honor.

Jar, Mason: a glass jar with one of two sealing methods, screw cap or Meerschaum Pipe: carved with exquisite attention to detail and made
lever-action release, both of which make the container airtight and of the finest materials available, meerschaum pipes can be considered
waterproof, perfect for preserving that which is inside. The lid is normally expert quality simply by definition; they are used, ordinarily, by those who
always bronze, and the container itself typically thicker than a vial, do not want to soil themselves by placing a smoked item (like a cigar or
making it somewhat sturdier. A food item placed within a mason jar cigarette) into their mouths. The pipe is stylish, and its users, mostly the
remains edible 1-5 days longer than normal. wealthy, believe it adds to their noble appearance and shows they have
great taste and savoir-faire. Many a gnome or wizard is fascinated by these
Jar, Pitch: pitch has several possible meanings, including a highly devices. Some of the pipes are very expensive.
flammable substance or a binding agent often used as a sort of mortar
for masonry projects, somewhat acting as glue. It can also refer to a type Perfume/Cologne: a liquid made from the better-smelling parts of flowers
of tuning fork, holding enough liquid to vibrate to ensure the correct or animals in an attempt to quell smell or attract others. Perfume is often
tone or key is made by a nearby musical instrument. The above statistics used because bathing conditions are either impossible (tainted water
represent the first mentioned type, and it functions as flaming oil, dealing supply, for example) or expensive, or simply because the individual has no
1d6+1 damage for 1d6+3 rounds if untreated. Should the Castle Keeper sense of cleanliness. Some intelligent monsters also make use of perfume
decide to use the second option, consider it a non-magical glue equivalent to dissuade transgressors (e.g., a dragon might leave its scent so animals
to a standard wood-base. Prices should vary based on whether one of the and lesser beasts leave it alone) or to nullify some remnant of themselves
different meanings is utilized. (i.e., an evil cleric in control of a small copse of ghastly corpses). A single
vial, if used lovingly, is enough to last for 3-6 months of daily application;
Juggling Ball: a small, often highly colorful (red, green, and blue are however, this dosage is unusual and so it typically lasts 1 week, at best,
very common) rubber ball used by jesters and other entertainers to most often dried in the first (and only) application. Lastly, one final use of
show their skill; most entertainers can juggle three to five at a time. perfume or cologne is that, due to how it is made, it creates a terrible pain
Some resourceful individuals use juggling balls as a means to train their when placed in, or onto, an open sore—this allows it to detect things that
hands for the art of pick-pocketing and even as a distraction for that may not be noticeable otherwise.
art in practice; still, some will insert small valuables into a juggling ball
(nothing larger about 1 ounce) for smuggling. A juggling ball is, typically, Printer’s Block Set: composed of individual wood blocks, each engraved
unwieldy as a weapon, but could be laced with a contact poison, acid, or and etched with a letter, symbol, or number, these are used by a printer
other substance to make it quite effective. to dip in ink and then roll or stamp to produce several near-exact copies
of a document. They are usually considered items of state or township,
Magnifying Glass: a specially constructed glass which causes things but if the setting is akin to the Renaissance era in nature, then it is not
viewed through it to appear larger, potentially revealing a viewed item’s improbable to have newspapers and the like, or mass announcements
flaws or imperfections. It has no ability to detect or reveal illusions, nor pinned across a town decrying or decreeing something. These are not
can it detect the presence of magic. In professions in which extremely fine used in the making of paper currency.

60 Castles & Crusades


Chapter 3 — Equipment and the character
Steel Slag: when an item of metal is made, some bits are left behind, Maintenance of Equipment
and these are either too small to re-use or chipped off from the original
It’s not fun for the Castle Keeper or the player to constantly make checks
piece and forgotten; that is what slag is: leftover parts of metal. There are
for equipment. If, however, equipment checks are common, it is equally
many applications for slag, such as using it to determine if something is
important that those characters willing to take care of their gear should
electrified, but the primary purpose is as makeshift caltrops, these causing
benefit. Armor and weapons need oiling and cleaning; clothing needs
but one (1) damage to those crossing them. A bag contains enough
patched and stitched; bedrolls need drying out and proper rolling; general
material to cover a 5x5 area densely enough to be effective.
gear, especially leather, needs kept dry and clean; and so on for almost all
Suction Cup: there are two types of suction cups available – 1) natural the equipment.
variety, found and procured from a creature that has such an ability, like
Characters actively taking care of their equipment by informing the CK that
from an octopus; and 2) one mundanely prepared, consisting of a rubber
it is a normal part of their daily routine gain a +1 on all equipment checks,
hemisphere and an air bladder (much like that used to stoke a fire by
whether the long wastage and usage charts are used or the simpler quick-check
blowing air). The cup is fitted to the area where it will suction, and then the
system is used (see Chapter 9 Equipment Wastage below).
bladder pumped until it has sucked the air from beneath the cup, creating a
vacuum, allowing it to stay once the bladder is removed. The main purpose There are two times during every adventure that a character should look
of this is for cleaning, such as during a surgery, but some argue that it assists over his things to see if they need repair. Whenever a character is about
in breaking and entering into areas protected by glass—the Castle Keeper to go on an adventure, he should check out his equipment to make sure
determines whether or not this application is true. everything is in good shape. Along the same lines, when a character is
about to enter a new city or town he hasn’t been in before, he checks his
Syringe: a glass tube with a sealant at one end and a sharp needle
equipment to make sure everything is in good condition. In each of these
at the other. Liquid can be drawn inside, and then injected through
cases, the player rolls a d20, and on a roll of 18 or above, something needs
the needle. Healers often use them to inject pain reducers and other
to be fixed, or it will break at a bad time. A random roll determined by the
medicines or to extract liquid, but assassins and other notorious
CK should be made to see what item needs repairing.
individuals make equal use of them. If the needle is not sterilized,
it accumulates germs, which may lead to the onset of disease; these
details, if desired, are left to the imagination.

Terrycloth: woven fabric, usually wool, which can absorb large amounts
of water, terrycloth is intended to be used as part of the bathing process;
this is, effectively, the modern equivalent of a towel. All adventurers
should carry terrycloth, as it has many uses: adventurers can douse it in
water and wrap it around their mouth to prevent smoke inhalation, or
use it to keep cool in hot environs, or they can use it to wash and clean a
variety of items, including themselves, and so forth. The above statistics
represent the ordinary 3-foot x 1-foot piece of fabric; larger versions
should be more expensive.

Vampire Hunter’s Kit: a small wooden case in which several tools of the
trade are kept, including a clove of garlic, a vial of holy water, a small mallet,
and three stakes, a chapbook of religious ritual, and a bonesaw intended for
decapitation. The kit does not come with instruction manuals, and these
kits are rarely sold on the open market. Precise contents may vary based
on region of the world and whether vampires are a known threat. The case
is designed specifically to house its contents and cannot easily store other
items; hence the item includes no entry for capacity.

Vial, Acid: there are many types of acid, and some are far stronger than
others, and others simply do not function against a particular material. The
type represented here is a metal-eating acid, which is normally stored in a
clay or glass vial, and is intended to be used by those in the smith crafts to
etch and engrave, especially for those working in copper. However, nefarious
people, like thieves, also use acid when their skills otherwise fail, though
the process is dreadfully slow. Exact details are subject to Castle Keeper’s
approval, but the better the result, the more expensive the purchase.

Vial, Quicksilver: a glass container holding an amount of quicksilver


(mercury); it is used in numerous ways – 1) dropped to the floor, it can
detect sloping passages or the natural flow of water; 2) it can detect
a change in temperature that may go unnoticed without it; and 3)
medicinally, mercury has long been thought to provide many different
effects, the most common being to serve as anti-venom. There are
countless applications in the alchemical fields. Prolonged exposure to
mercury subjects one to permanent insanity.

Xoanon: a crudely carved primitive statuette made from wood, bone, or ivory
to depict a family member or religious figure. It acts as a sort of focus (votive)
or holy symbol; these are used mostly by barbaric peoples. In some religions,
a xoanon is considered an element of sympathetic magic, acting as a sort of
channel between victim and caster (treat it as a non-magical “voodoo doll”).

Castle Keeper’s Guide 61


Chapter 4 — Non-Player Characters
A non-player character, or NPC, is a character played by the Castle conversing or cooperating with the PCs) in the ongoing adventure, and it
Keeper who has a role in the adventure or game. There are several is wise to treat many as such. They can interact with the characters every
approaches the CK can take in dealing with NPCs, but no one approach bit as much as any henchmen or hireling. They have information that
is superior to the other. Every NPC encounter or planned encounter can may be valuable, or they have equipment or treasure that may be useful.
be different, and it is up to the CK to determine the level of complexity
the encounter deserves. Simple encounters can be just that, requiring This chapter deals with non-player characters. Below are general rules
no real recourse to any referenced rules. Long, drawn out, interactive and guidelines for the creation and use of NPCs, including types of
encounters, by necessity, require more structure to determine the actual NPCs, their reactions, their loyalty; it also provides hiring and equipping
play and its long-term outcome. It may be best to incorporate a hybrid guidelines. Take note that any NPC is as powerful as the Castle Keeper
of all the rules. Also, as a CK, you should prepare yourself to quickly desires him to be, and even the transient can be a retired class-based
react to adding NPCs to the game by familiarizing yourself with all the NPC. Although the player characters may only briefly encounter such an
approaches to managing NPCs, but you should only use the full extent of NPC, he could turn out to be more than they realize, and he may actually
the following rules when absolutely necessary. be of great importance to their further adventures.

Non-Player Characters Defined Class-Based or Non-Class-Based NPCs


The NPC is an essential part of any Castles & Crusades game, as the Class-Based NPCs: Class-based NPCs possess the same abilities as
characters encounter them in almost every session. NPCs play a variety characters; CKs create them using one of the 13 classes from the Players
of roles from the barkeep at the tavern that passes on juicy rumors for a Handbook, the multi-classing rules, or the class-and-a-half rules, or any
few coins to the well-paid henchmen who drags the wounded character other variant or dual classes the CK has on hand (possibly from the
to safety and healing. The NPC is a multi-faceted tool a Castle Keeper Crusader journal). They include all henchmen, some hirelings, and many
can use in an almost limitless number of circumstances. NPCs can start adherents, and, on the rare occasion, the creature. They are rangers,
games by supplying the player characters with the where, why, and what fighters, knights, druids, wizards, etc.
of an adventure. They can forward stalled adventures by supplying yet
even more information to confused characters. They can heal wounded Non-Class-Based NPCs: The list of non-class-based NPCs is extensive
characters, they can attack them, and they can serve them or lord over and includes any NPC not based on a class. Hirelings are the most
them. NPCs serve as the catalyst for plot points, awarding characters for notable of these, but these also include adherents and creatures. These
success or punishing them for misdeeds. That’s the short list. There is NPCs generally play only minor, secondary, or tertiary roles in any game.
almost no end to the utility of NPCs so long as the CK understands the
value of the tool at hand. The Tyranny of Rules
CKs should note that NPCs are not limited to humans and demi-humans. As has been mentioned innumerable times before, the pace and mood
Monsters, deities, and even sentient magic items can all be non-player of a game can be shattered by the strict adherence to multiples of rules,
characters (but not all are—the random goblin is meant to be skewered, tables, charts, and the like. Often it is far more important to the game’s
not interacted with; he becomes an NPC if he is captured and begins fun to ignore complex rules in favor of propelling the story and adventure

62 Castles & Crusades


Chapter 4 — Non Player Characters
forward. Running NPCs is no exception to this. The CK often finds being the possible exception, as he may decide to allow the player
himself wanting to move quickly through encounters that might not character to play his own henchmen.
be germane to the game, or ones that might be boring, misleading, or
distracting. It certainly isn’t necessary the CK understand the difference Different parameters govern each of the different types of NPCs, as
between an adherent and a hireling. What is important for the game’s explained below.
pace and mood is that the CK knows what each individual NPC is doing,
the extent of his role, and how he reacts to certain situations. With the Adherents
exception of henchman, the CK can accomplish this from behind the
screen with little recourse to rules. The adherent is a class- or a non-class-based NPC who the characters
encounter and interact with but who are created and played entirely
Running NPCs on the fly isn’t as easy as winging combat, but it can be by the Castle Keeper. The list of adherents is inexhaustible, but might
done by keeping a few simple guidelines in mind: include the following: priests of orders, commoners, soldiers, barkeeps,
guardsmen, shopkeepers, smiths, etc. The adherent is an essential tool
1 Notes: Make detailed notes about those NPCs the characters are for the Castle Keeper to explain, facilitate, or hinder an adventure. The
going to encounter more than once and with which they have CK most commonly uses them in role-playing scenarios where players
prolonged relationships. Note how the NPCs react to the various are attempting to find information or are building relationships for future
personalities of the characters themselves. Also note how they gain. CKs should use them at all levels of play.
should react to dangerous or scary situations, and note how they
might react to character requests for information. Creating the Adherent
2 Personalize: Give each NPC a quick personality. Expand the NPC’s The Castle Keeper needs to determine what type of adherent the
personality as the encounter grows. The more the NPC is interacted adventure needs: transient or permanent. Transient adherents work in
with, the more personality he needs. Be sure to keep notes, as it will brief encounters with the characters. Permanent adherents are those
come back to haunt you when your players later pull out their notes meant to be long-standing NPCs the characters will interact with over
and want to interact with an NPC you previously provided for them. a number of gaming sessions. Use the following guidelines for non-class-
based adherents. If, for some reason, the adherent is class-based, use the
3 Names: Have a good resource of names handy to make the NPCs creation rules outlined for henchman to create them. For adherents
different and to avoid redundancy. Having a world with 14 Otto the who are guardsmen, scouts, men-at-arms, or similar combat-oriented
barkeeps is not a good idea. professions, refer to Table 4.17 Hirelings to determine their hit dice and
abilities. Both types of adherents share the following statistics:
4 Give Them Life: Though you have to maintain your objectivity, you
should treat each NPC as if he were you own character in terms of Primary Attribute: Adherents do not generally receive primary and
his desire to stay alive. Remember the survival instinct is a huge one, secondary attributes at all. If the CK wishes to give them primary
so no NPC will happily die for a PC for no good reason. attributes, then he may certainly do so at his own discretion. To do so,
follow the rules outlined for monsters in Monsters & Treasure under Saves
5 Make Them Different: Some NPCs are cowards, and others are on page 5 of that book, allowing them mental and physical attributes
heroes. Some are candlestick makers, some are innkeepers, and categories only.
some are none of the above. Be sure to play each NPC true to his
own ends and desires, making each more than a one-dimensional, Hit Die: Generally, adherents have a d4 HD, though Castle Keepers
cookie-cutter character, and everyone will derive more enjoyment may want to give some transients a d6 or even a d8, depending on
from the experience of interacting with him. circumstances.

The veteran Castle Keeper knows the dynamics of the table, the game, or Alignment: Adherents are almost always neutral, unless the adventure
the adventure, and he will occasionally call on NPCs to add more clarity or scenario calls for a specific alignment.
to an encounter or to provide more overall detail. Knowing when to do
this is vitally important to the game’s pace, mood, and fun. Don’t become Weapons: Unless they are class-based, adherents are not trained in the
so bogged down in the desire to keep encounters simple that you shuck use of nor have any real knowledge of weapons. If forced to fight and
all manner of clarity from the game, evolving your table into a hybrid of their morale holds up, they fight using whatever they can get their hands
mixed or lost notes and rambling encounter memories. Reacting from on. They always fight at a -4 unless the CK specifically targets them as
the hip can be very good, but in the case of NPCs, it can be extremely being proficient in a particular weapon. For example, a halberdier is
difficult, as the sheer number of NPCs the characters encounter will proficient in the use of a halberd, but cannot pick up a military pick and
eventually overrun your ability to keep up with them. This is especially wield it effectively.
true with henchman who must interact with the character on a day-to-
day, game-by-game basis. These NPCs need more, not less, clarity. Armor: Unless class-based, the adherent cannot wear armor of any type
unless the CK specifically allows it.
When in need of clarity, refer to the following rules, lists, and charts as
needed. Abilities: The adherent has no abilities beyond that of his occupation.
A tanner cannot hide in shadows; his skill is to work over leather gear.
However, the CK may determine that some adherents are very powerful
The Power of Clarity individuals with various skills and abilities.
NPC interaction can be terribly difficult and complicated. Months of
game-time character (PC and NPC) interactions can build up detailed The following table lists 100 types of adherents, and a brief description
histories that need tracking from one game to the next. CKs should of their profession follows. A parenthetical indicating the adherent’s
use the descriptions and tables below to help govern these interactions. standard challenge base follows each listing. The CB reflects the PCs’
In Castles & Crusades there are four types of NPCs: the adherent, the likelihood of encountering this particular profession in regions with
everyday people the PCs encounter; the henchman, the NPC characters pre-determined economic structures (for more on this, refer to Chapter
hire to help them on their adventures; the hireling, who serves in general 6, page 107, Economic Tiers of Regions).This adherent list is not
or specific tasks; and the monster, who interacts with the players on a exhaustive; the CK may expand it as needed.
number of levels. The CK runs the majority of the NPCs, the henchmen

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Table 4.1 Types of Adherents Claker/Magician [18 for Genuine] 12
Name Challenge Base Cleric/Priest/Acolyte 12
Acrobat 12 Cook/Chef 12
Advisor/Consultant 12 Counterfeiter 18
Advocate/Lawyer/Barrister 12 Deathsman/Executioner 12
Agister/Horse and Pony Tender 12 Decretist/Religious Sage 12
Alchemist 18 Departer/Refiner/Smelter 18
Amanuensis 18 Dog Breaker/Animal Trainer 12
Ambassador/Diplomat 18 Dog Leech/Veterinarian 18
Apothecary/Druggist 18 Dragoman/Guide/Interpreter 12
Archer/Bowman [18 for Balister/Crossbowman] 12 Ellerman/Oilman 12
Archiator/Chirurgeon/Leech/Physician 18 Farmer/Freeman 12
Archivist/Chartulary 12 Freebooter 18
Arkwright/Cooper 12 Geiger/Musician 12
Armorer/Armor Smith 12 or 18 Gob/Jack/Able Seaman 12
Artificer/Engineer/Ginor 12 Greensmith/Brownsmith/Coppersmith 12
Artist/Artisan 12 or 18 Helmsman 18
Assassin/Murderer 18 Herbalist/Spicer 12
Assayer 18 Illuminator 18
Atilliator/Crossbow Maker 18 Infantryman [18 for Man-at-Arms/Heavy Infantry] 12
Aurifaber/Goldsmith 18 Intelligencer/Spy 18
Axle Tree Maker/Wheelwright/Cartwright 12 Ironmaster/Ironmonger 12
Bailiff/Barleyman 12 Jester 18
Baker 12 Jobmaster/Caravan Guide 18
Beggar 12 Lapidary/Jewelsmith 12
Blacksmith/Smug/Forge Arm 12 Lederer/Leatherworker 12
Bladesmith/Edge Tool Maker 12 Mango/Slaver 12
Blender/Clothier 12 Merchant 12 or 18
Block Printer 18 Mintmaster 18
Boatswain/Bosun 18 Perchemear/Paper Maker 12
Botcher/Cobbler/Tailor 12 Picklock 18
Bottler/Flasher/Glazier 18 Pickpocket 12
Bounty Hunter 12 Point/Scout 12
Bowyer/Fletcher 12 Prostitute 12
Braider/Cordwinder/Roper 12 Rattlewatch/Militia 12
Brass Founder/Yellowsmith/Brazier 18 Redar/Dreamsmith 12
Breakman/Mason/ Brickburner 12 Redsmith 18
Brightsmith/Whitesmith 18 Saboteur 18
Burglar/Sneak Thief 12 Saddler 18
Cad/Servant/Menial 12 Safecracker 18
Cantator (Cantatrice) 12 Sage 18
Carpenter/Woodworker 12 Schrimpschonger/Ivory Carver 12
Cartographer/Mapmaker 18 Scribe/Scrivener 12
Chandler/Tallow Chandler 12 Scryer/Diviner/Seer/Vizier 12
Charlatan 12 Silversmith 12
Cheapjack/Hawker 18 Solider/Mercenary 12 or 18

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Soper/Soap Boiler/Soap Maker 18 knowledge about specific types of creatures (primarily humanoids, even
the monstrous kind, and animals). The healing capability and cost of the
Taster 12 archiator is subject to the Castle Keeper’s adjudication, but it is suggested
Taxman 12 that it be slow, painful (not damaging, but impairing), and costly.

Tide Waiter/Inspector 12 Archivist/Chartulary: an individual responsible for the upkeep,


Turnkey/Jailer 18 storage, and retrieval of written works, maps, and other items of
significance, often at the behest of a government or wealthy collector;
Varlet/Squire of the Body 18 this occupation is much like a modern librarian or curator.
Weatherspy 12
Arkwright/Cooper: a maker of chests, boxes, coffers, barrels, casks,
Welter/Horseman/Cavalry/Knight 18 and other (nearly always) wooden storage devices (with some metal,
usually iron, fittings); many arkwrights possess rudimentary skill in metal
Woodreeve/Ranger 12
bending, braising, and repairing, but they are not as proficient with wood
Zoographer/Breeder 12 as a carpenter, nor as versed in iron as a blacksmith.

Acrobat: an itinerant (traveling) entertainer skilled in dexterous Armorer/Armor Smith: a person trained in tailoring, manufacturing,
acts, such as tightrope walking, tumbling, and gymnastics; acrobats are and repairing metal armor, sometimes specifically to a single type, such
often part of a larger performing group, a member of a circus or play, for as chain or plate; in a setting where firearms exist, an armorer would also
example. Some are rumored to be versed in stealth or theft. craft and repair them.

Advisor/Consultant: one considered an expert in a specific field of Artificer/Engineer/Ginor: a military specialist trained in the
knowledge, such as war, religion, politics, magic, economics, or the construction, use, and repair of siege-related equipment, ranging
like, and whose opinion is sought when matters of state or kingdom from ballistae to towers and tactics, such as sapping or ramming; they
are decided, and who often has an active participation in the result are also responsible for the maintenance of castle equipment, such as
based on his advice. portcullises or well winches.

Advocate/Lawyer/ Barrister: a person trained in the field of legal Artist/Artisan: any skilled craftsperson performing the duties and tasks
enforcement whose duty it is to extend the full protection and strength of of a trade not otherwise covered, such as painting, sculpting, or working
the law in court in service as prosecutor or defender of the accused. with exotic materials.

Agister/Horse and Pony Tender: an individual who is tasked with Assassin/Murderer: a professional hired to kill or eliminate an enemy
the grooming, feeding, and care of horses and ponies during their stay or group of enemies; any member of the assassin class as presented in
in a stable or equerry. Many are skilled in training, riding, or evaluating the Players Handbook. Costs are usually high, and locating an assassin
equines, but most are not capable of performing acts of mounted combat can be difficult, as they do not typically advertise their services. In many
or equestrian feats (such as a galloping jump). societies, it is considered illegal to be an assassin.

Alchemist: someone trained in the arts of alchemy, and who is able to Assayer: two distinct definitions exist for this profession: 1) one who
produce potions and powders which mimic magical effects (excluding evaluates and estimates the value of an object, such as a statue or
those of a healing sort) but are not truly magical in nature; many wizards livestock; 2) an analyzer of metal ore to determine quantity and quality of
pursue studies in alchemy; such wizards are usually referred to as “hedge gold, silver, and other precious (or usable) metals in a mine.
wizards.” The limits of alchemical substances, prices, and availability are
subject to the Castle Keeper’s discretion. Atilliator/Crossbow Maker: a person who makes, repairs, and designs
crossbows of all kinds, except for those of a very large (siege equipment)
Amanuensis: there are two different definitions of this profession, and nature, where they simply act as advisors for their construction; an
both related to working by hand: 1) any unskilled manual laborer; 2) atilliator does not generally make the quarrels or bolts used by a crossbow;
a person who writes notation or copies one written work, retaining the a bowyer performs that task.
original language.
Aurifaber/Goldsmith: a specialist in handling, treating, engraving, and
Ambassador/Diplomat: a government official living (or visiting) another using gold for any craft except that of coin making; costs are typically
country, acting as a representative for such things as treaties, trade affairs, high, and the customer must provide the gold used.
or other political missions; in many cases, where laws are broken by
citizens of the ambassador’s homeland, within the borders of the foreign Axle Tree Maker/Wheelwright/Cartwright: a maker and repairer
state, the ambassador takes the role of advocate. of wheels, carts, wagons, and all manner of wheeled vehicles, including
chariots and carriages.
Apothecary/Druggist: maker of compounds and salves for medicinal
purposes which combine both herbal and alchemical remedies; many Bailiff/Barleyman: an officer of the court whose duty it is to enforce
apothecaries are also capable of procuring, identifying, and manufacturing laws through arrest and general civil service, including keeping the peace
poisons and drugs. The effects are usually quasi-magical. at events such as gladiatorial combats and executions.

Archer/Bowman [Balister/Crossbowman]: a combatant skilled in the Baker: an individual trained in the culinary art of making various
use of a long or short bow; a balister/crossbowman is one versed in the use pastries: pies, cakes, or cookies; many bakers are knowledgeable about
of various types of crossbows; in all cases, these individuals are not usually food preservation, spices, and edible herbs.
capable of making such weapons, but can “field repair” one, keeping it in
a working condition. Beggar: often an itinerant, disfigured, or unemployable person who earns
a living by begging; some beggars are skilled pickpockets, and many are
Archiator/Chirurgeon/Leech/Physician: a non-spellcasting healer aware of rumors and “street secrets.” Beggars commonly carry disease, but
who can set bones, draw blood, diagnose and treat disease or injury. Also not all are truly afflicted; some just fake having a disease for sympathy.
skilled in anatomical studies, these individuals often have a more in-depth
Blacksmith/Smug/Forge Arm: a person trained in making, designing,

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and repairing tools and equipment made of iron or steel, such as horseshoes, Braider/Cordwinder/Roper: a craftsperson in the trade of making and
nails, hammers, and the like. Depending on the size of the community, a repairing rope or twine, generally from hemp or tweed, but also from more
blacksmith may be specialized in producing one specific item; in very small exotic materials, like silk or hair.
settlements, a blacksmith often is responsible for making weapons (except
bows and crossbows) and armor, and he often doubles as any other type of Brass Founder/Yellowsmith/Brazier: someone who makes, repairs,
smith, although his ability and quality will not be as sure. and finishes items made of brass and its related alloys.

Bladesmith/Edge Tool Maker: a manufacturer and repairer of items Breakman/Mason/Brickburner: a professional in the art of using stone
meant to retain an edge, such as a knife, scythe, sickle, or sword. or brick for construction, including the making or quarrying of materials.
These individuals are often tightly-knit and formed into guilds, and each
Blender/Clothier: a maker of various fabrics, such as silk or cotton, is usually quite knowledgeable in the fields of geometry and architecture,
who can also produce clothing tailored to the customer, including various sometimes doubling in the role of architect.
colors or additions, like lace frills; a blender is typically unskilled in the
use of leather, but does know how to sew and cut it, and so can shape it Brightsmith/Whitesmith: there are two general categories of brightsmith:
to some minor degree. 1) a person who works in light metal, such as tin, aluminum, or pewter; 2)
one who does the finishing or polishing work for another smith.
Block Printer: a skilled producer of bound books, advertisements,
and other printed material, typically of religious tracts or governmental Burglar/Sneak Thief: a person who enters a building to steal valuable
decrees, but any subject matter is possible. items within it, without intent of causing physical harm to occupants.
Nearly all burglars are members of the rogue class as represented in
Boatswain/Bosun: an individual in charge of the maintenance of rigging, the Players Handbook. It is generally considered an unlawful (illegal)
cables (and anchors), and sails aboard a nautical vessel, often also acting profession, and, therefore, it is usually more difficult to find someone
as an enforcer of naval law (and captain’s orders) among the crew. willing to perform the service. However, some burglars have a more
legal job: they test a structure’s present security measures, and in this
Botcher/Cobbler/Tailor: someone who makes, customizes, and repairs role, they are considered advisors.
shoes, often from scrap material; the more highly trained the individual,
the nicer the title bestowed, so that a tailor indicates more professionalism Cad/Servant/Menial: a domestic worker, sometimes unskilled, tasked
than a cobbler, which is a step above botcher. with various duties, such as cleaning toiletry, folding linen, or delivering
messages, though any menial job is possible.
Bottler/Flasher/Glazier: a manufacturer of objects made of glass,
including window panels (both stained and not), bottles, and flasks. Cantator (Cantatrice): a performer skilled in singing and sometimes
oration. For large events, like a circus or play, a cantator is often hired
Bounty Hunter: one who tracks and apprehends (or kills, depending to attract the attention of potential customers, acting as a barker. Some
on the terms of the contract) fugitives who have, thus far, escaped the cantators are members of the bard class.
penalties of their crime.
Carpenter/Woodworker: an individual trained in designing, crafting,
Bowyer/Fletcher: a skilled craftsperson who designs, makes, repairs, and sells repairing, decorating, and maintaining objects made of wood, including
bows for archery or war; they usually also deal in the trade and manufacturing buildings, such as barns or sheds. As carpentry tools can be quite specific,
of bow accessories, such as quivers, arrows, and bolts, as well as variant many actually manufacture their own, and thus have a rudimentary
arrowheads. Many are former warriors and are quite adapt at their craft. knowledge of the blacksmithing trade, as well.

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Cartographer/Mapmaker: someone capable of producing or reproducing a Farmer/Freeman: a person who tends the land, growing crops or raising
map or navigational chart, complete with legend. Many cartographers take animals, providing a source of food; in some situations, farmers are allowed
great pride in their precision and are very skilled geographers and surveyors. to use, but do not own, the land. They have much knowledge about natural
patterns and information about crops and animals; they also are usually
Chandler/Tallow Chandler: a craftsperson in the trade of making self-sufficient and capable of defending themselves if needed.
candles, typically from tallow, but also from beeswax and other materials
Freebooter: one who plunders or pillages for a living; freebooters are
Charlatan: a fake or fraud offering services for which no actual ability usually associated with ships, but this is not necessarily true; a freebooter
is possessed. Charlatans usually pretend to be members of the medical or is very similar to a pirate or raider. Harming another to obtain loot is
religious occupations; some are actually members of the illusionist class not always abhorred, though freebooters tend to avoid it when possible.
in the Players Handbook. Another definition of a freebooter would be adventurer.

Cheapjack/Hawker: a merchant dealing in shoddily constructed or Geiger/Musician: technically, a geiger is a person who plays a stringed
misleading merchandise; he often sells the items at great discount, but instrument, such as a harp or zither, as a profession, but those who play
the items are highly likely to be of substandard quality. This need not an instrument are more often called musicians. Musicians can read and
always be the case, though; for instance, the cheapjack could simply be write music, and they often have some singing ability, as well. Most do
fencing stolen goods for the thieves’ guild, and is, therefore, willing to not create their own instruments, but they can usually keep them in good
accept a low price to move the items. repair, readying and tuning those instruments of a similar nature.

Claker/Magician: one who is, or pretends to be, a member of the wizard Gob/Jack/Able Seaman: anyone who is given license to board a ship by
class found within the Players Handbook. the captain, and then is assigned a specific role other than boatswain or
other standard ship office. They are usually skilled sailors or navigators,
Cleric/Priest/Acolyte: a religiously indoctrinated person of the cleric and they often endure harsh conditions.
class as presented in the Players Handbook.
Greensmith/Brownsmith/Coppersmith: a craftsperson in the trade of
Cook/Chef: a skilled person who plans, procures ingredients, and creates handling, crafting, etching, engraving, and using copper and similar alloys
meals; a cook often has extensive knowledge of edible plants, spices, and and metal in the making or repairing of articles, excluding coins.
spirits (various forms of alcohol).
Helmsman: a navigator of a naval vessel, often skilled in cartography and
Counterfeiter: an individual who produces fraudulent goods, especially astronomy, responsible for ensuring the ship follows the fastest, safest,
coins and documents, though anything of value can be, and likely is, and most reliable route; because of the nature of the occupation, a skilled
counterfeited. Counterfeiters do not generally advertise their trade, helmsman recognizes the signs of an oncoming storm, usually well before
and they can be very expensive to hire, as their profession is normally anyone else (without magical aid) might.
considered illegal.
Herbalist/Spicer: an individual who deals in wholly natural, plant-
Deathsman/Executioner: an individual given legal obligation to end based remedies and produces semi-magical effects drawn from them,
the life of another as punishment for crime. The execution is often especially those which pertain to medicinal uses; a dealer in spices, such
performed in a public manner, and many executioners are allowed to as pepper, salt, and other ingredients with a wide range of applications,
keep tokens from their victims, as their pay is not generally very high. such as preservation or obscuring flavor. Spicers are always trained in
A skilled deathsman can judge the weight and height of a pending treating poisons, and they can recognize and identify plants readily,
victim with good accuracy. though very rare or obscure plants may prove challenging to them.
Unlike similar occupations, an herbalist is often not considered on the
Decretist/Religious Sage: a person well-versed in the intricacies of edge of legality, except when dealing with distribution of controlled
religious doctrine, dogma, history, and practice. substances (poisons and narcotics).
Departer/Refiner/Smelter: a tradesperson who removes impurities Illuminator: a painter of books using expensive and difficult materials,
from excavations to yield pure substances, such as iron, gold, or silver. such as gold, azurite, and their kin. Their artistry is very specialized and
These individuals often possess an in-depth knowledge regarding various not easily duplicated; the Castle Keeper may decide spellbooks must be
mineral poisons and acids. illuminated books. Nearly every religious text will be illuminated.
Dog Breaker/Animal Trainer: in general, dog breaker refers specifically Infantryman [Man-at-Arms/Heavy Infantry]: a lightly armed and
to one who handles, grooms, and trains canines; however, it may also armored combatant composing the bulk of an armed force, generally
reference any person who trains any type of animal, the training occurring bearing “sword and board” (sword does not specifically mean “sword,”
over the course of several weeks. They have remarkable understanding but any weapon; “board,” of course, means shield) with whatever armor
and knowledge of animal traits, and they can provide details about the can be scrounged up, generally armor no better than chain mail; a man-
quality of any specific animal, assuming it is one the person trains (these at-arms, however, is a heavier unit, wearing much better armor and
trainers generally train one to three types of related animals). often having better equipment overall, and these units are usually better
trained and are comprised of more skilled warriors.
Dog Leech/Veterinarian: an archiator of animals; someone who performs
medical treatments for an animal, usually a dog, but other animals, as well. Intelligencer/Spy: one who engages in gathering information through
reconnaissance, theft, and any means available. Intelligencers often
Dragoman/Guide/Interpreter: someone who communicates and serve military purposes, but could be employed by a guild or a militia.
translates from one spoken language into another and also assists in It is dangerous to be recognized as an intelligencer, so they do not
reaching a given destination through knowledge of the local terrain; they generally advertise their services, and being a spy may even be considered
are not usually expected to fight, though many are capable. Some are treasonous (at worst) or possibly illegal (at best).The intelligencer is
members of the ranger class as provided in the Players Handbook. always disdained and mistrusted.
Ellerman/Oilman: a merchant selling various types of oil, including Ironmaster/Ironmonger: the producer of iron or steel used by others,
kerosene (if available) and those culled from whale or seal fat; they also such as a blacksmith; members of this profession can make or break a
sell lanterns, lamps, and other devices using oil for heating or lighting.

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settlement, and they are often the wealthiest non-nobles in the area (some Redar/Dreamsmith: interpreters of dream symbolism; they forecast the
may, in fact, be aristocracy, but that should be more an exception). future or recall the past for paying individuals.

Jester: an entertainer who performs acts of buffoonery, juggling, Redsmith: a craftsperson who creates, repairs, engraves, and uses bronze
acrobatics, and other clownish activities for the laughing pleasure of his and similar material for various applications.
audience; a jester is a common disguise for assassins desiring to get close
to royalty, and so guardsmen greatly scrutinize jesters before allowing Saboteur: a military or political activist who engages in functions which
them admittance to perform. Otherwise, a jester generally has much reduce the effectiveness of the opposition, ranging from covert destruction
information about his employers, even knowing many of their secrets. of siege engines to preparing propaganda and anything in between (such as
arson); in a direct siege against a castle or structure, a saboteur would be
Jobmaster/Caravan Guide: the person responsible for ensuring all gear, undermining the foundation (at the instruction of an artificer). Many are
horses (or livestock), feed, and other necessary items are obtained before skilled members of the rogue class as presented in the Players Handbook.
embarking on an overland caravan journey. The jobmaster also navigates,
leads, and protects those on the journey. Saddler: maker, repairer, and merchant for all equine-related items,
specifically the saddle and riding gear, but also feed.
Lapidary/Jewelsmith: an expert in the identifying, cutting, engraving,
and using precious and semiprecious gems in a variety of applications but Safecracker: a professional specialized in the breaking-and-entering of
most often for construction and creation of jewelry. highly secured areas, combining both the talents of a burglar and those of
a picklock; they are usually well-regarded within their organization, and
Lederer/Leatherworker: a craftsperson trained in procuring, tanning, they usually have pick of whatever jobs they want to take, and, therefore,
repairing, and crafting leather in all its forms, including the making of are not necessarily “for hire.”
leather armor and waterproofing leather.
Sage: individuals known for their, often unequalled, expertise regarding a
Mango/Slaver: generally an unskilled individual who captures, specific, narrowly defined knowledge set, such as plant life within a certain
purchases, and sells others into servitude. Being a mango may be river delta or the history of a given dwarven clan. Based on their vast
considered a legal profession, especially in a society with debtors’ laws or understanding of their selected field, a sage can predict trends and related
an indentured apprenticeship schema. Typically, a mango will deal only events, or identify things which directly pertain to his focus. Very rarely, a sage
with inventory of their race, but this is not an iron rule. expands his baseline to include all of a selected field, such as “all dwarven
history” or “all magical theories,” but these are usually difficult to find.
Merchant: anyone who sells, buys, and maintains an active inventory
of goods. In many instances, appending “monger” to the type of product Schrimpschonger/Elephant’s Teeth Dealer/Ivory Carver: an artist
sold provides a title for the merchant; for example, a fishmonger would who works in the medium of ivory or bone.
be a person who sells fish of various types. An innkeeper would also be
considered a merchant, though what he sells is space and comfort. Scribe/Scrivener: one who copies or writes, especially as it pertains to
judicial, religious, or governmental documents. To make a document
Mintmaster: a legally authorized individual who strikes coins and produces official, it must often be sealed or signed by a scribe, effectively making
currency at the behest of government authorities; mintmasters are highly the occupation a notary. Scribes also, unlike an amanuensis, translate
skilled at identifying forgeries of their work. A mintmaster can also refer documents into other languages, making scribes invaluable to an archivist.
to a banker, currency exchanger (accepting foreign money and providing
comparable, at conversion rate, local funds), or an accountant. Scryer/Diviner/Seer/Vizier: anyone using sundry means to foretell the
future, such as casting lots or reading entrails, and most often possessing
Perchemear/Paper Maker: a person who produces paper, parchment, actual magical means. Diviners can locate and witness events as they
papyrus, and vellum. Perchemears usually also deal with ink, pens, and transpire across a distance, such that the movement of an enemy could
other necessary writing implements, and they can usually direct one to an be watched. These individuals are nearly always under the direct employ
amanuensis, illuminator, scribe, or archivist as needed. of a government head or are leaders of religious institutions.

Picklock: a skilled thief specializing in bypassing or removing mechanical Silversmith: a crafter and repairer of objects made primarily of silver,
locks, without resorting to acidic corrosion. Picklocks sometimes double as legal such as goblets or silverware; a smith who plates another object in silver.
professionals, serving as locksmiths, making and distributing locks to customers.
Solider/Mercenary: a skilled military professional who is expected
Pickpocket: one who steals small valuables, such as gems or money to provide his own gear and obey the commands of his employer, even
purses, from others surreptitiously, generally amidst a crowd; many unto death. For this loyalty, the soldier’s price is often high, and refusal
pickpockets are very young or disheveled individuals who appear to be to pay brings retribution. The skill level of these soldiers varies widely.
beggars. This occupation is nearly always considered illegal. These individuals do not form a standing army, typically, but may gather
together in order to increase their appeal to an employer. Their ranks
Point/Scout: the lead of a military or espionage activity whose task it is to comprise members of all the warrior classes (as discussed in the Players
gather information and relay it quickly without being spotted, caught, or Handbook): fighter, ranger, barbarian, knight, bard, and the rare paladin.
killed. Points generally work alone or with a very small band. Most are trained
within a specific type of terrain, and they have often served as dragomen. Soper/Soap Boiler/Soap Maker: a maker and merchant of soap and
related products, such as lye; they also sometimes serve as launderers or
Prostitute: someone who proffers sexual activity in exchange for money; rent out baths.
sumptuary laws may inhibit or restrict prostitution in many different ways,
including where the activity may occur, how the prostitute can advertise, Taster: a professional tasked with sampling a meal, including beverages,
or even the price of the transaction. before anyone else, especially royalty, ensuring it is not poisoned or inedible.
Sometimes, tasters have a specific food they sample, such as wine or grapes,
Rattlewatch/Militia: a member of a settlement who patrols and depending on their palate and sensitivity.
watches for signs of trouble, but usually may not (by order of the bailiff)
engage the troublemakers unless in extreme duress; some militia are Taxman: a person whose duty it is to collect appropriate taxes on goods,
granted authority to apprehend or detain, however. In an emergency, the services, and other legally decreed terms, such as entrance to a city or a
rattlewatch is expected to double as firefighters and infantrymen. license to use magic.
68 Castles & Crusades
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Tide Waiter/Inspector: one who inspects goods and people as they the adherent. Table 4.27 Background and Table 4.29 Personality
enter a city or town, generally from a port, but also by wagon or cart, below are useful in quickly generating a permanent adherent NPC.
ensuring no contraband is allowed in and that all applicable laws or safety
measures are followed. Example: While Angrod visits the tanner, Merrick, a young 3rd-level
paladin, visits the Temple of St. Luther to consult with the head of
Turnkey/Jailer: a legally-bound individual responsible for the his Order. There, he meets the paladin Gilfalas, his senior by 10 years.
maintenance and care of those which have been imprisoned, whether Gilfalas has been in the service of St. Luther his entire life, joining the
for crime or debt; many jailers function as torturers, as well, at least in order at the age of 8 and serving a variety of paladins as he worked his
societies where such acts are tolerated. way up the ranks. He is older, with gray hair and a short, well-groomed
beard. His blue eyes are kindly, and his whole demeanor is one of calm
Varlet/Squire of the Body: someone who aids and assists another, patience. His large hands, however, denote one who has spent a lifetime
typically a knight (though any warrior-class would be appropriate) with wielding a sword, and his slightly bow-legged walk marks him as a
daily tasks, such as obtaining space in a stable, helping with the donning horseman of old. Gilfalas is a very honest man and speaks in simple,
of armor, sparring as requested, and so forth. short sentences without any pretense toward double talk, innuendo,
or implications. He means what he says, and says what he means. He is
Weatherspy: one who watches for changes in weather patterns and warns a retired 14th-level, lawful good, human paladin with many campaigns
a settlement if disaster, such as a tornado or drought, is approaching. under his belt. He has extensive knowledge of the surrounding
countryside, and he is versed in the arcane, as his life’s struggle against
Welter/Horseman/Cavalry/Knight: a mounted combatant often dressed evil has forced him to know his enemy.
in heavy armor and bearing a lance or horseman’s weapon (such as a flail or
mace). Knight implies given aristocratic nobility, but does not necessarily In this example, the Castle Keeper developed more than enough
mean the individual is a knight as depicted in the Players Handbook. information to extensively role-play encounters with Gilfalas. Even
though this NPC is obviously a class-based adherent, it is not necessary
Woodreeve/Ranger: a tender and protector of an area of land and to fully flesh him out with attribute scores, hit points, and armor class, as
its occupants; in a large settlement, such as a capital, rangers are also the Castle Keeper does not intend for him to take an active role in the
gardeners, hunters, and furriers. Nearly all are members of the ranger campaign, traveling with the characters and fighting at their side. If, in
class as listed in the Players Handbook. the future, Gilfalas was to take a more active role, fleshing him out with
the necessary statistics would only be a matter of a few dice rolls.
Zoographer/Breeder: a person who domesticates and breeds animals,
typically livestock, but also any type of animal, sometimes producing a new The true value of adherents is, of course, their role in the game. Fleshing
distinction of desired traits in the animals, such as aggression or docility. them out with a little personality, perhaps giving them an accent or some
odd quirk, and role-playing them can bring a great deal of excitement to
Developing the Adherent the game, and doing so truly engages the players. A well-played adherent,
or any NPC for that matter, can bring as much enthusiasm to the game as
How much development an adherent requires determines his role in
a heart-pounding, edge-of-your-seat, everyone-is-going-to-die battle.
the game. The transient requires little or no development, whereas the
permanent adherent requires more personality and background information.
Preparing for these encounters is a good idea for the Castle Keeper. The Locating Adherents
more players interact with NPCs, the more questions they ask and the more Adherents comprise the vast majority of people occupying the
information the Castle Keeper needs to keep on hand. Keeping good notes or cities, towns, villages, castles, and strongholds the player characters
investing in the Non-Player Character Reference Sheets can prove invaluable. encounter. Finding specific adherents takes a little more time and effort.
If Angrod is looking for a seer, he is not likely to find one in the village
Transient Adherent of Ends Meet with its population of a few hundred. However, the town
of Petersboro has over 5000 people, and Angrod has a good chance of
These adherents require little or no work from the Castle Keeper beyond
finding a seer there.
that outlined above in creating the adherent. Characters are likely to
encounter them only once. There is little likelihood the transient NPC For the likelihood of locating adherents in any city or town, you must
will need to make any specific attribute checks or dice rolls. determine the economic tier of the region and that of the profession.
Once this is accomplished, consult Table 4.2 Locating Adherents.
Example: Angrod the dwarf and his party have arrived in the village of
There is almost no chance of locating adherents outside of urban areas
Petersboro north of the Darkenfold Forest. They have recently battled with
unless they are part of a caravan.
a band of orcs on the Downs, and Angrod has had a large gash cut into
his leather cuirass. He needs his cuirass repaired, so he goes to the village When using Table 4.2 Locating Adherents, you must first determine
tanner. While the tanner is working on the cuirass, Angrod asks him about the challenge base of the profession as listed in Table 4.1 Types of
the orcs in the area. Checking his notes, the Castle Keeper sees that the Adherents. The challenge level is determined by the size of the
tanner’s name is Luth Merridoos. He is friendly and welcoming, but he does community as reported in Table 4.2 Locating Adherents. Add the
not know much beyond his own day-to-day affairs. He supplies his name challenge level to the challenge base to determine the challenge class.
and remarks that he knows nothing of the orcs, but can tell Angrod about Roll a d20; any number greater than the challenge class means the
all manner of leather goods. The dwarf pays Luth’s fee and moves on. characters successfully locate the adherent in the community.
In this example, the Castle Keeper need not know much about the NPC
beyond his name and profession.

Permanent Adherent
Permanent adherents require more time and development. A name, some
background information, and a personality helps augment the continual
encounters characters are likely to have with them. Encounters with
permanent adherents are not likely to involve conflict, so the CK does not
need to develop their attributes beyond what is outlined above in creating

Castle Keeper’s Guide 69


Part 1: The Character
Table 4.2 Locating Adherents an additional amount of time to do so; CKs should increase any time
requirement to the next time period increment: an hour becomes day, a
Habitation Population Challenge Level day becomes week, and so forth.
Thorp 40 8
Like specialists, professional adherents can create any non-standard item
Hamlet 200 4 as befitting their trade, but they cannot produce those of a “very difficult”
Village 500 2 nature; likewise, professionals require as much time as the specialists to
create these items.
Town 2000 -6
An expert is a capable craftsman, able to produce just about any
City 10000 -10
appropriate item. Experts tend to take a tad longer, however, so after
Metropolis 20000+ Automatic determining the amount of time required, add three additional factors
of the same kind (that is, if the time required is one day, then the
Hiring Adherents expert will provide the item after four days). An item crafted by an
expert is automatically an “expert item,” but may not be suitable for
Adherents are not intended to be hired on a permanent basis. They enchantment—that depends on the nature of the raw goods provided to
may provide a service, such as the tanner did in the above example, the creator for the process.
i.e., repairing Angrod’s cuirass, but once that service is complete, they
are simply paid, and the CK moves the adventure on. When hiring Master makers can create any item, generally at a faster rate than
an adherent to do a job, such as repairing armor, baking dry rations, expected; reduce the time required by two of whatever time period is
healing, or any of the myriad tasks they do, the Castle Keeper should designated (however, remember that just because the merchant can have
take into account both the difficulty of the task at hand and the time it the item available, it doesn’t mean it will be; make your players sweat!).
is likely to take to complete the task. The costs can vary tremendously, Furthermore, any item made by a master’s hands is considered suitable
but the simple chart below should serve as a good starting point for the for enchantment, and is, therefore, an expert-quality item for mechanical
costs of various services. purposes.
When hiring adherents to manufacture or repair goods, consult Table A person with unequalled skill can craft any item in far less time than
4.3 Hiring Adherents. For most things, a Castle Keeper can simply expected (reduce all time-period frequencies by one category: a week
assume the adherent is either skilled enough in whatever craft to create becomes a day, a day an hour, and so forth, and then reduce that period
an item, or he has the right connections to obtain any item found in the by half; however, the crafter may, at the Castle Keeper’s discretion, not
Player’s Handbook, as logical for the storefront or shop. But, for special desire to produce the item in that timeframe). Items constructed are
requests, such as a riding saddle for a giant frog, the “ordinary rules” always suitable for magical imbuement. Lastly, even when rushed (see
become less than useful. below), the item maintains its craftsmanship. Typically, a tradesman of
this level demands to work with the very best materials: adamantine or
The CK can determine the adherent’s general skill level and relevant cost mithril for metalwork, platinum and diamonds for jewelry, and so forth;
as the adventure calls for it, or he may generate the information randomly the requester provides all the item’s components.
on the table below.
Addendum:If the Castle Keeper desires, an aged adherent can be
Table 4.3 Hiring Adherents decreased in skill level, each age category (middle-age, venerable,
etc) shifting the skill level down one column so a specialist becomes a
d20 Roll Skill Level Cost Factor professional.
1-11 Proficient —
After determining the craftsman’s skill level, the Castle Keeper then
12-14 Specialist x2 decides on an amount of time required for the task, based on its difficulty.
15-16 Professional x5 In general, the more intricate and obscure, the more difficult it will be to
craft; other factors, like materials worked with, should also be taken into
17-18 Expert x 10 account. There is no way to completely codify this, so Castle Keepers
19 Master x 25 must use their own judgment. Beyond this, other factors might come into
play, such as economy, demand, availability, and so forth; use these to
20 Unequalled x 50 + control and limit what is available in your game, providing the sense of
detail needed for your campaign’s flavor.
Cost factor is a multiplier added to the cost of any item obtained from
the merchant due to special requests. Use the price lists presented in To determine how long it takes to construct an item, consult Table 4.4
the Players Handbook as a baseline for the cost of things. An unequalled Construction Time.
crafter of an item is likely to add his or her own requests to the price, such
as obtaining rare and obscure components, or performing some personal A complex construction is an item that is customized, but not abnormally
mission, or anything else the Castle Keeper can think of; the Castle so, such as resizing or reinforcing an item (such as making a “strength
Keeper is encouraged to use such instances as catalysts to adventure. bow”). A complex construction essentially entails any application that
slightly modifies an existing piece of equipment.
Items are defined as standard and non-standard items. The Castle Keeper
alone determines if an item is standard or non-standard. Generally, Difficult crafting is creating something that dramatically alters its base
standard items are common, everyday items, such as bedrolls, backpacks, nature, improves it, or otherwise modifies in a manner different than
ropes, etc. Non-standard items are more complex items; a pulley would normal; examples would be armor that has less encumbrance or provides
be an example of a non-standard item. more protection, or a weapon that deals more damage. Such items are
normally considered “expert items” due to their craftsmanship and skill
Proficient adherents cannot produce non-standard items; they may know level needed to manufacture. It is suggested that no bonus from crafting
someone who has the talent, but they lack it themselves. alone can exceed a +1 modifier to whichever statistic it is applied to, and
then, only a single modifier is applied.
A specialist can create a non-standard items (excluding those deemed by
the CK to be “difficult” or “very difficult”) as described below, but require
70 Castles & Crusades
Chapter 4 — Non Player Characters
A very difficult item is similar to difficult, but it borders on the edge of Retaining an Adherent’s Loyalty
needing magic to craft it. It does mean modifications actually are magical,
An adherent’s loyalty, if ever relevant, is situational, as he can only be
but they are slightly better than those possible with difficult items; like
loyal to a party that circumstances have forced him to join. Transient
the above, the bonus available cannot exceed +1, but it can be applied
adherents have no loyalty rating of which to speak. If they have joined
to up to three statistics, such as attack bonus, AC bonus, encumbrance,
a party due to circumstances, their loyalty to the character or characters
damage, or anything else fitting to the item and its purpose.
is completely dependent upon the charisma of the main character, and
again, the circumstances. The character must make a successful charisma
Table 4.4 Construction Time save in order to keep the adherents around; the check is adjusted by the
Difficulty Time Required* challenge level of the situation as determined by the Castle Keeper, as
well as the character’s level and attribute bonus.
Routine 2d4
Complex 2d6 Example: A bloodthirsty horde of ungern soldiers is attacking a small
village. The villagers gather in the Inn with Angrod and his companions.
Difficult 2d4+4 In these circumstances, they have become members of the party. Barren
Very Difficult 2d6+4 is a 4th-level knight with a charisma of 17, giving the knight a +2 bonus
to his charisma check. When the ungern attack, the knight calls on the
*Time required is a random amount of whatever unit is needed based people of the village to hold fast. The Castle Keeper determines the
on the type of item in question, as follows: situation is very dire, as there are so many ungern attacking; he gives
Light Armor (includes Shields) – Days the situation a challenge level of 5. Barren then must make a successful
check. Charisma is a prime attribute for him, so his base chance to
Medium Armor – Weeks succeed is 12. After adding the challenge level, the CK determines that
Heavy Armor – Months he needs a 17 to succeed at the check (CB 12 + CL 5 = CC 17). Barren
has a +4 level bonus and a +2 attribute bonus for a grand total of +6.
Light Weapons (excluding arrows/bolts) – Days The player rolls a d20, and comes up with 10. Adding the +6 brings him
Heavy Weapons (excluding siege engines) – Weeks to a 16. He fails his charisma check. The adherents refuse to serve the
knight and, no doubt, mill about in confused mayhem.
Arrows/Bolts – Hours
Siege Weapons – Months It is important to note that although the character makes the necessary
checks to determine the adherents’ loyalty, the CK may want to keep the
Small Carpentry (canoe, desks, etc) – Days or Weeks (higher result secret, using descriptions to portray loyalty or parties breaking apart
detail extends time period required) due to a failed check.
Large Carpentry (ships, buildings, etc) – Weeks or months (size
or difficulty increase needed time) Morale-Reaction
Small Masonry – As Small Carpentry Morale is a combat-based roll, a charisma check. Normally, adherents
have no morale, and the rules need not apply, but as with loyalty above,
Large Masonry – As Large Carpentry
circumstances may dictate the adherents’ morale is affected. The
Pottery – Days character must make a successful charisma save in order to keep the
adherents around; the check is adjusted by the challenge level of the
Glassware – Days
situation, as determined by the Castle Keeper.
Alchemical Items – Days or Weeks (Castle Keeper’s choice)
The following table gives the CK a set of simple situational guidelines and
Blacksmith Items (nails, horseshoes, etc) – Hours or Days their respective CLs. The Castle Keeper should feel free to adjust these
(quantity determines) challenge levels as fits his game; furthermore, the tables supplied below for
Leather Goods – Days a henchman’s loyalty may come into play with the morale of an adherent
(see Tables 4.5 Situational Morale Modifiers for Adherents).
Anything Else – Castle Keeper’s discretion
Routine constructions are those of the normal sort; any item ordinarily Table 4.5 Situational Morale Modifiers for
available in the store and found in the Player’s Handbook (or logically Adherents
assumed to be readily available) would be treated as a routine difficulty.
Situation CL
If time is pressing, it is possible to rush an item’s manufacture. When this Extreme, certain death or imprisonment +10
is the case, the item is completed in half the time it would ordinarily be,
but is reduced in craftsmanship by one step (ethical merchants will not Harsh, dangerous +5
sell substandard goods, but if they do, treat them like a reversed form Venturesome, could end well, could end poorly 0
of “expert items,” where a penalty applies rather than a bonus) so that
Expert becomes Professional, for example. Furthermore, when rushed, Easy, little or no risk and some reward -5
the cost doubles, paid for in full, before the job begins. Beneficial, no risk with certitude of great reward -10

Supplying Adherents Henchman


There is never a need to supply the adherent with equipment, though The henchman is a class-based NPC hired by the characters to augment
the characters may have to provide materials, especially if they are rare. a party, usually filling gaps. For instance, a party without a rogue may seek
Additionally, any gifts given or extra money paid to the adherent may to hire a skilled rogue to locate any traps and open any locked doors they
increase the value of his services. encounter in a dungeon; a party who has a cleric who does not practice
healing spells may wish to hire a cleric who does, etc. Henchmen are used
at all levels of play. They have highly variable loyalty and morale rates,
depending on how they are treated and paid. They are expensive, as they
are skilled warriors, wizards, clerics, etc.

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Part 1: The Character
Creating the henchman interact with the party on a deeper level than most other NPCs, and the
enterprising CK should take advantage of this, building storylines into the
Henchmen hold an unusual role in Castles & Crusades; once hired, they
henchman’s background, and through these, introducing various hooks.
become part of any adventuring party and act as do characters in almost
every circumstance. They have the same skill sets and are considered A note of caution is needed, however; too often CKs fall into the trap
adventurers of one stripe or the other. Once a henchman is hired, the of allowing the henchman to possess too much hidden knowledge,
Castle Keeper should take a few minutes to create the henchman, using the or to be more powerful than the party members, subconsciously
standard method of character creation as described in the Players Handbook, interjecting themselves into the party as a defacto player. CKs already
pages 7-8. Unlike all other NPCs, henchman have the same six attributes possess this knowledge as game masters, and using a henchman NPC
characters do, and their primary and secondary attributes are determined in such a role means they come to dominate the players and other
by the race and class needs as outlined in the Players Handbook. characters. This strips the game of any challenge, and it kills the
fun. Castle Keepers should never let henchmen, or any NPC for that
Primary Attribute: The henchman gains primary attributes just as
matter, dominate the inner workings of a party; CKs should never
characters do. Demi-humans get two primary attributes, and humans
become members of the party through an NPC. The CK’s place is
receive three. The CK should determine which of the henchman’s
behind the screen running the game; if a CK feels the need to play a
attributes are primary and secondary.
character, he should yield the chair!
Hit Die: The henchman’s Hit Dice is determined by his class; refer to the
relevant class, dual, or multi-class reference for the appropriate Hit Dice. Locating Henchmen
Henchmen reside in many different locations, which are only limited by
Alignment: The henchmen’s alignment can be as varied as the player
the demands of the adventure or the Castle Keeper’s discretion. They
characters’. To determine the alignment, consult the Table 4.28 Determining
are commonly located and hired in towns, though it may fit in with the
Alignment. In some instances, the CK should choose the alignment, making
adventure’s narrative to have characters meet and encounter them while
it more compatible with the party’s.
on the road or in the midst of an adventure.
Weapons: Unless the adventure calls for it, most henchmen generally
Note the mechanics determining where a henchman is or is not located
come unequipped. They have normal clothes, boots, and a belt. Wizards
and whether or not the party can actually encounter one stand secondary
come with a spellbook and clerics their holy symbol. Other class-based
to the needs of the adventure, so the CK can use or ignore the rules as
henchmen travel with any tools necessary for their trade. The characters
needed.
purchase everything else the henchman needs or the characters wish
them to possess. Castle Keepers, at their discretion, may provide high- Example: A group of characters venturing to the Tower of Chaos, where
level NPCs with a magic item or two. the CK knows there are many locked doors, are going to need a rogue. It
may be that finding a rogue where the characters are isn’t that likely. In
Armor: Armor is restricted per the henchmen’s class restrictions.
such a case, the experienced Castle Keeper creates a believable reason for
Abilities: The henchmen’s abilities are utterly dependent upon his a rogue to be there so the group has a fighting chance of unlocking some
character class. A henchman has the same abilities as any player of those doors. Otherwise, the characters and the players spend many
character of the same class. hours of game time trying to open doors they can’t open. If the adventure
unfolds in this way, it is likely to end far quicker and with less satisfaction
than the CK had hoped.
Developing the Henchman
Once the CK rolls up the henchman, he should take time in fleshing On the Road
him out, giving the henchman a name, a little background, and a few
personality traits. There is a good chance the henchman has joined Adjusting an adventure to allow the party a chance of finding a henchman
the party to stay, and if his loyalty and morale hold and he continues is relatively easy, even if the characters are in the wilderness; dice are not
as an employee of the party, it behooves the CK to have a fleshed-out, necessary. By taking a look at the adventure, the CK determines a good
believable NPC from the beginning. entry point for the NPC. Are the characters on the road? Encountering
a wandering traveler in no way detracts from the game, and is not an
Once the henchman is complete and the personality outlined, the unusual occurrence. Are the characters in a dungeon? Finding a man
henchman is ready to enter play. Generally, the Castle Keeper plays, locked and chained to the wall fits the scheme of the game perfectly.
or runs, the henchman. The CK should be very careful in running It should not be as easy as the characters need a rogue and one comes
henchman, taking care not allow the henchman to dominate the party spinning down the wall on a rope; rather, keep the encounter in the
in decisions and actions. The henchman should always be second context of the game, making it believable and much more fun.
fiddle to even the most uninvolved of the players and characters.
This caution goes beyond game mechanics. A henchman may be more Note: In such an instance, if the party is in need of a particular type of
powerful than individual characters, with better stats, high hit points, henchman and the CK means to supply it, it is best to make the NPC
etc., but he should not take away game time from the players, as this have an alignment and personality compatible with the party’s.
will spoil everyone’s fun.
Example 1: Angrod and his crew left the town of Petersboro, supplied
Unlike other NPCs, the CK may allow players to play the henchman. and equipped for another adventure. After several days of travel, they
In this instance, the Castle Keeper should run the henchman for a few found an old castle, largely in ruins but overrun with goblins and their
sessions first, establishing him in the game. The player responsible for ilk. The goblins had recently captured a young elf, a rogue by the name
hiring the henchman then is then given the option to play him, with the of Publio. They tied the hapless fey to a tree outside the castle, serving
caveat that he cannot do anything that needlessly or recklessly endangers as a warning to others. Publio hangs on the tree in immense pain,
the henchman. If anything like that occurs, the CK always reserves the eyeballing a large hive of fire ants that have only now begun crawling
right to remove the henchman from the player’s responsibility. in his direction. The party takes note of the elf’s plight, rescues him,
and revives him. They find he is a rogue of some skill, and they offer
Of all the NPCs, henchmen afford the CK the best opportunity to him employment. With no better prospects and grateful for his rescue,
introduce new plot lines, story hooks, and adventures, and they serve as Publio willingly accepts the offer and joins the party as their henchman.
a conduit for information to the characters. By their nature, henchmen Terms, of course, must still be negotiated.

72 Castles & Crusades


Chapter 4 — Non Player Characters
In the Town Posting: Through this method, the characters have placards, signs, or
other notices drawn up and posted about the town or castle. Specific
The far more likely place to locate a henchman is in a town, castle, or city.
times and dates are set for meeting potential henchmen. The more
Here there are likely to be scores of unemployed adventurers, mercenaries,
information the characters provide on the notice, the narrower the
rogues, and other similar types looking for work or some kind of prospect.
chance of attracting potential miscreants or unqualified henchmen.
Urban areas are far more likely to have henchmen available for hire than are
rural areas, but even the smallest berg may have people looking for gainful Crier: Criers reside in most any locale (see adherent above). These can
and prosperous employment. be the loudmouth from the local tavern or the professional crier who
hires himself out each day to stand upon busy market corners and shout
As noted above, the needs of the adventure should out-rank any
out advertisements. This method can be particularly effective, as it is the
mechanics of play. If the party needs a cleric, it might behoove the Castle
method most commonly used by those in power to get the word out to the
Keeper to have one present when the adventurers begin looking for the
public on new laws, new dangers, or general news.
henchman. However, if the party or game is in no need of a particular
henchman, then the CK should leave the acquisition of a henchman up Agent: This method is only available in large towns. Agents are locals
to chance. The following serves as a good guideline of what and who with connections and skills allowing them to locate potential henchman
resides in any given locale. Any given locale can count on 1% of its with the least amount of fuss. They tend to be more expensive, but
population consisting of adventurers. If the place has 1000 people, then the value of their services reflects in the almost negligible number of
10 of them are adventurers. To determine a particular henchman’s class, unqualified persons they send to the characters to interview.
roll a d20 and consult Table 4.6 Henchman Class.
Guild or Order: Characters who belong to a guild or order may utilize
Table 4.6 Henchman Class those organizations to find a desirable henchman. This method is often
the most effective, yielding the party a henchman that is generally of
Class d20 the same alignment and disposition. Each guild house governs by its
Fighter 1-3 own rules, and some may require payment. The guild master may ask for
donations, set the characters a task, or even give them a quest to repay
Ranger 4-5
the house for its services. On the other hand, some guilds may request
Rogue 6-7 nothing from the characters. Even characters who don’t belong to a
particular guild can utilize a guild to find employees. This is, in fact, one
Assassin 8
of the purposes of a guild.
Barbarian 9
Example 2: Angrod the dwarf is a member of the Cult of Swords, a loose
Wizard 10-12 order of warriors, mercenaries, and soldiers. In its ranks are fighters,
Illusionist 13 knights, rangers, monks, and some ronin paladins. Angrod knows the
guild well, and he understands they have no particular hierarchy other
Cleric 14-16
than that earned by reputation and prowess in battle. The guild does,
Druid 17 however, put up members in barracks, rented or purchased in various
towns. One such barracks exists in Petersboro. Entering it, Angrod seeks
Knight 18
the Master of Arms and requests the guild notify its members that he is
Paladin 19 interested in hiring a Shield Arm, a young soldier of fortune to serve him
in battle. “I had a scrap with some orcs this past week, you see, and one
Bard 20
took my helmet for an anvil and ruptured my eardrum. I’m not hearing
Once the CK has determined the number of henchman available in the so well, and I need a good man with a stout arm to watch my flank.”
party’s location and what they are, the characters must decide how they The barracks has about 30 or 40 warrior types camped out in it, and the
intend to find and connect with the henchman. Some type of meeting Master of Arms puts the word out in short order. Several join Angrod
must be arranged, usually at a local tavern, inn, or eatery in which in the common room to hear what he has to offer. The Cult of Swords
prospective henchmen can meet the party and “interview” for the job. charges nothing for this service, as this is often how its members find
The party must, during these meetings, determine if the henchman has gainful employment. Angrod, being wise, donates 10 gold pieces to the
the proper skills (class) and training (level) for the job and is at least barracks’ coffers, however. Of course, Angrod must vet the perspective
moderately compatible with the party members. henchmen for quality and competency.

There are several methods characters can pursue in locating prospective Network: Most everyone has a network of relationships to call upon. In
henchmen. Some are far more efficient than others, but they generally their hometowns or districts, these include family, friends of family, friends,
cost more money but yield more substantial results. It is entirely up to the and acquaintances. In regions where the character is less known, these
Castle Keeper and the players as to how they go about finding prospective networks might be understandably weaker, but include guilds, commonly
henchmen. encountered adherents, etc. Characters may actively attempt and the
CK track such networks. It is reasonable to assume that the characters
Whichever way the party uses to find a henchman—and there is no can fall back on these networks or utilize them to locate adventuresome
reason that they shouldn’t try one or more or all simultaneously—the task spirits they can engage or attempt to engage as henchmen. The CK must
of locating the employee should become part of the ongoing adventure. assign a CL to this method of finding a henchman, basing it on the size of
Role-playing the encounters can be fun and interesting, and for the clever the network available. The more familiar the character is with the area,
CK, afford the perfect opportunity to introduce adventure hooks. the lower the CL.

Word of Mouth: The party can set down stakes in a local tavern, guild To determine the success of finding a henchman through any of these
house, or similar establishment and let the locals know they are in the listed means, the character involved must make a charisma check, adding
market for a henchman, thereby getting the word out. This approach any attribute bonus, class level, and any other applicable modifiers due
always takes time, days if not weeks, as news of this sort may spread to magic or other means. If the characters utilize multiple methods of
quickly, or it may not. It also has the added problem of attracting more finding a henchman at the same time, they gain a +2 bonus on their
people than the characters are interested in hiring. check for each different method (i.e., one method +0, two methods +2,
three methods +4, and four methods +6).

Castle Keeper’s Guide 73


Part 1: The Character
Their target number is the challenge base (determined by the character’s Table 4.8 Henchman Startup Payment
charisma) plus the CL given in Table 4.7 Methods of Finding a
Henchman. The challenge level is modified by the level of the prospective Class Start-up Salary per Month
henchman; the higher the level, the rarer the henchman. Fighter, Rogue, Barbarian, Bard, Ranger 50gp x level 10gp x level
Wizard, Illusionist, Paladin, Knight, Cleric 100gp x level 15gp x level
Table 4.7 Methods of Finding a Henchman
Assassin, Druid 125gp x level 12gp, 5sp x level
Cost* CL
Expenses: Generally, henchmen require coverage of all their travel,
Word CK 8+level sought
lodging, and food expenses. Furthermore, henchmen don’t come equipped
Posting 10gp/week 5+level sought with gear, weapons, or armor, and it is up the party to equip them. How a
party intends to equip a henchman is a factor in whether the henchman
Crier 1gp/day 3+level sought
takes the job or not. A fighter who is offered a suit of used leather and
Agent 5gp/day 2+level sought a dagger to defend himself is not going to be as inclined to join a party
as the fighter who is promised a chain shirt, shield, helmet, sword, and
Guild see above 3+level sought
backpack full of necessary supplies, such as food, bedrolls, tools, and the
Network CK 1-10+level sought like. The more the characters offer the henchman, the more likely he is
* Where the cost is marked CK, the CK must determine if this method to take the job and join the party, serving the party loyally.
costs anything at all.
The standard expenses offered to henchman include: food, lodging, and
Hiring a Henchman enough equipment to get through one solid adventure.

Henchmen are hired by an individual character, a group of characters Equipping a henchman as well as the rest of the party is equipped is above
acting as one, or one character chosen by the party. In the latter case, the the average; equipping him with less than he needs to get by on is below
henchman is loyal to the one who hired him, so long as there is no abuse the average.
or unnecessary risk. After locating the henchman, the characters must
offer terms, and the henchman must agree to them. Goals: The kinds of adventure the characters intend to hire the henchman
for are very important. Long, dangerous adventures with a small chance of
To hire a henchman, the player must make a successful charisma check. monetary return and a high probability of death are not very appealing
The challenge class is equal to the challenge base plus the henchman’s and play against a henchman’s desire to enlist. Though some may find the
level. The player adds his level and attribute bonus to the roll, plus any chance of death with no return exciting, the vast majority of people do not.
miscellaneous applicable modifiers. The terms of the employment can Henchman do not necessarily shy away from long journeys or even long
modify the challenge class, see Table 4.9 - 4.14 Challenge Class Terms commitments, as these offer the opportunity for long-term employment,
& Conditions below, as can the character’s level and attribute bonus. but there has to be some type of return for the henchman. Simple
adventures involving dungeon crawls, looting ruins, or hunting monsters
Terms include things such as upfront payments, expenses, goals, are typical scenarios no henchman would think twice about accepting;
responsibilities, compatibility, and shares in treasure. Terms are vitally however, a goal set of attacking the Horned God in his towers of Aufstrag
important in attracting henchmen, but also in keeping their loyalty rates is not something many would be willing to sign up for.
high; the better the terms, the higher the henchman’s loyalty rating.
Below is a list of standard terms and some general guidelines on how to What the characters intend and what they tell the prospective henchman
use them. It is important to note, however, that there are no hard-and- can be two different things, though. Players should be cautioned against
fast rules for executing terms; each individual campaign is different, and overwhelming henchman with too much information. How a henchman reacts
the CK should adjust standard terms as fits each individual situation. to the goals is in many respects incumbent upon the CK, and the CK should
keep the over all storyline of the game in mind when considering this.
Standard Terms
The standard goals for hiring a henchman are continued employment
Payments: Henchmen are people too, and few people join a dangerous and simple, non-epic quests.
enterprise without reasonable compensation. Hiring a henchman
requires upfront payment. This payment is above and beyond whatever Responsibilities: A clear definition of what the party requires of the
other terms the character offers, and the henchman immediately spends prospective henchman certainly plays into whether the henchman takes
the money; in other words, the upfront money does not become part of the job or not. A rogue told that his job is to fight shoulder to shoulder
the henchman’s equipment. Assume the henchman uses the money to with the party’s fighters isn’t likely to take the job. A fighter told that part
give to his family, settle debts, or to make mundane, non-adventuring of his tasks is to attack any magic-using creature isn’t likely to join either.
purchases. The amount of this payment depends on the henchman’s A promise of equal treatment and tasks centered on his skills is far more
availability, skill set, and level. Fighters are more common than knights likely to engender a positive response from the prospective employee.
are; rogues are found on every street corner, but assassins are highly
specialized and rare. Standard responsibilities for any henchman do exceed their skill level and
abilities. However, they should not demean the henchman either. Giving
Above and beyond the upfront payment, henchmen require a monthly henchmen less than his is capable of is insulting, and giving him more
stipend and travel expenses (including food and lodging). The standard than he can handle is dangerous.
salary never exceeds the class’ startup gold, and is generally 1/10th of the
monthly wages; i.e., a 1st-level fighter would be paid 50 gp when hired Compatibility: Whether or not a party is compatible with the henchman
and 10gp a month, a 1st-level wizard 15gp, and a 1st-level assassin 12gp in question is very important. Alignment and disposition play a great
and 5sp, etc. role in acceptance. Characters may desire to hire henchmen of differing
alignments or personalities, but such henchmen are unlikely to desire to
The standard rates for hiring and monthly salary for a henchman are join such a party. The lawful good henchman is not likely to join a chaotic
listed below. neutral party, as he knows that conflicts over the PCs’ actions will arise.
Conversely, a rogue of an altogether mean persuasion isn’t likely to join a
troop of wandering paladins on a holy crusade.

74 Castles & Crusades


Chapter 4 — Non Player Characters
Also, how the characters react affects the overall desire of the henchman to Table 4.12 Henchman Loyalty: Goals/Challenges
take an offered job. By checking the henchman’s personality traits already
written up and comparing them with the party’s known qualities, the CK can Type of Goal CL
determine if there is any kind of compatibility. A fastidiously clean henchman Little Reward with great danger +5
who takes meticulous care of his equipment and person is less likely to join up
with a crew of slovenly, lazy, tightwad, troll-like characters. Little Reward with little danger +3
Some reward, some danger +0
The standard compatibility is an alignment not more than two places removed
and personality traits at least similar to the character doing the hiring. Great reward with great danger -1
Great reward with little danger -3
Treasure: Appropriation of treasure is perhaps the most important
thing that plays into hiring a henchman. A stingy party who expects
the henchman to do an equal share of the work but offers little beyond Table 4.13 Henchman Loyalty: Responsibilities
a monthly stipend isn’t likely to engage the interest of a prospective
henchman as much as one offered a fair share of all the spoils of war, Responsibilities CL
whether magic or mundane. Always takes point, guard duty, scullery tasks, treated as
+5
servant or fodder
The standard treasure offered to henchman is 1/10th of the share of each
of the party members with no magical treasure offered. Anything beyond Torch bearer, bulk of combat, character behind the henchman +3
this is exceptional, especially magic treasure. This latter has a value to Guard duty, menial tasks, equal fighting with characters 0
henchmen above and beyond normal coin and jewels.
Duties commensurate with skill level -1
To determine the challenge level of whether or not the henchmen will Equal treatment, never put forward unless necessary, character protects -3
take the offered job, consult the following tables:

Table 4.14 Henchman Loyalty: Compatibility


Personality Traits/Differences CL
Opposite alignment +5
Table 4.9 Challenge Class Starting Fee Alignment conflicts, such as NG and NE +3
Start-up Money Paid CL Neutral or indifferent traits 0
Standard – ½ +2 Similar in thought, alignment is close such as CG and LG -1
Standard – ¾ +1 Of like mind and alignment -3
Standard 0
Of course, the Castle Keeper is the final arbiter of what is and isn’t a
Standard + ¼ -1 decent term or condition. A lawful good party setting out to destroy the
Standard + ½ -2 tower of the evil wizard Nulak may find a paladin willing to hire on for no
pay or compensation.

Table 4.10 Challenge Class Supplies/Expenses Example: Merrick, our 3rd-level paladin, has spent several days in and around
the Cult of Swords’ guild house looking for perspective henchman. He at last
Supplies/Expenses CL
settles on a few and agrees to interview them. The first, Horat, is a chaotic
None at all +5 neutral, 3rd-level, human fighter. Merrick offers him 65gp startup money,
20gp a month, with all expenses, including armor and weapons paid. He
Offers to purchase bare minimum, but no class-based equipment +3
offers him an equal share in the treasure with some bonuses if the situation
Offers to purchase basic equipment, some weapons +1 should arise. The goals of the adventure are very dangerous. They are to set
out and destroy an evil hag, but there is promise of at least some treasure.
Standard equipment, weapons, and travel gear 0
Merrick explains to Horat that he must take an equal time on guard duty like
Weapons, travel gear, general equipment, and class-based items -1 the rest of the party, and they expect him to take the forefront only in dire
As above with magic item(s) -3 situations. The CK must now tally up the CL modifiers.

The startup money is above average, giving the CL a -1.


Table 4.11 Challenge Class Treasure The expenses are standard, having no impact on the CL, +0.
Start-up CL Treasure is equal to the parties and is above average for another -3.
One-half of standard +5 The goal is one of great risk with little reward ,+3.
Keep what you kill +2 The responsibilities equal to the skill level, -1.
1/10 standard, no bonus treasure offered +0 No differences are apparent, so the compatibility does not affect the roll +0.
Bonus in extra gold, gems, and extraordinary items -1
All told, the CL is -1, -3, +3 and -1, for a total of -2. The paladin has a
Bonus in extra monies as well as small magic items -2 charisma of 17, and it is his prime, making the challenge base 12; adding
the challenge level of -2, the paladin must overcome a challenge class of 10.
Equal share treasure as well as magic items -3
He rolls a 7 on a d20. His level and attribute bonus are added to his roll, +3
Equal share, bonuses, and powerful magic items -4 for the level and +2 for the attribute bonus. This brings his total score up to
12, exceeding the challenge class of 10. Horat agrees to join the party.

Castle Keeper’s Guide 75


Part 1: The Character
Supplying Henchmen Works well with character, helpful,
Made Check +1-3 CL 1
Supplying a henchman is critical to his loyalty rating to the character or pushes his own limits
party. As mentioned earlier, it is standard practice that employers cover Very loyal, independently reactive,
a henchman’s lodging and normal travel expenses. These travel expenses Made Check +4-6 CL -1
would not turn
include room and board at any inns or taverns, as well as any actual
transportation costs. Common practice dictates employers supply their Partisan, stalwart, loyal, serves
Made Check +7-9 CL -2
henchmen with proper gear. Supplies include equipment, such as bedrolls, with little question
clothing where necessary, food, and travel gear, such as backpacks, extra Extremely loyal, will sacrifice his
equipment like rope, armor, and weapons. Failure to do either of these Made Check +10+ CL -3
own life to save the character
things adequately affects the henchman’s loyalty rating.
Example: Horat has worked with the party for some time. The adventures
have been dangerous, and the reward has not been quite what he was
Retaining a Henchman’s Loyalty promised, not due to the characters, but rather the actual treasure found.
Loyalty is a fickle thing, and it is far easier to lose than it is to gain and Also, the workload has increased due to a character’s death. After several
maintain. A brief look at the tables above reveals how easy it is to lose that adventures, the CK decides it is time to check Horat’s loyalty. The player
loyalty as well as how much must be done to preserve it or to raise it. running Merrick, the 3rd-level paladin, must make a charisma save to
retain Horat’s loyalty. The CK must determine the challenge class. The
Check loyalty frequently. Doing a check before the beginning of each challenge base is as it was before, 12, because Merrick’s charisma is a
adventure is generally a good time, as it won’t interrupt the flow of play prime. The challenge level needs to be determined. By consulting the
and sets the CK up with a baseline loyalty from which to operate. As a above charts, the CK arrives at the following:
rule of thumb, it is good to check loyalty whenever a large event occurs or
after a long time (in game time) where events might seem to wear down The expenses are standard, having no impact on the CL, +0.
a henchman. This should be done quickly, though, and not impede the Treasure has been sparse, but the characters have not been stingy, +0.
adventure or encounter. It is ill-advised to lay out a huge encounter and
suddenly announce a loyalty check. Though this may seem realistic, as The challenges have been ones of great risk, but with little reward, +3.
the henchman looks at his odds for survival, that is not necessarily the The responsibilities have increased, but the reward has not so +3.
case; henchman are stout adventurers in their own right. Furthermore, it
tends to detract from the game at hand and irritate players to the point No differences are apparent, so the compatibility does not affect the roll, so +0.
that they mistrust the entire henchman process. The previous loyalty check resulted in a +4, adding a -1 from the loyalty
rating chart.
During play, the CK should keep a running tally of the player’s treatment
of his henchman so he knows what the henchman’s base loyalty is in case All told, the CL totals +5 (+3, +3, -1). The paladin has a charisma of 17,
a dangerous or dramatic situation arises. Familiarizing one’s self with the and it is his prime, making the challenge base 12; adding the CL of +5, the
tables above is easy enough to do, and the CK should know if a henchman paladin must overcome a challenge class of 17. He rolls a 15 on a d20. His
is paid a fair wage, carries a fair load, or does more work or takes more level and attribute bonus are added to his roll: +3 for the level and +2 for the
risks than the actual player characters. If a henchman’s loyalty is low or attribute bonus. This brings his total score up to 20, exceeding the challenge
high, it affects the way he reacts to extremely dangerous situations. class needed to retain Horat’s loyalty. By referencing Chart 4.15 Loyalty
Rating Effect, we see that Merrick’s roll surpassed the needed number (17)
To maintain a henchman’s loyalty, the player must make a successful charisma by 3, meaning that Horat continues to work well with the character and will
check. The challenge level is based upon the following factors: supplies/ push himself to do better. The next loyalty check that Merrick must make will
expenses, treasure paid, goals, responsibilities, compatibility, and the previous include the above factors as well as loyalty rating of CL 1.
loyalty rating’s CL. Consult the necessary tables above, as well as the Loyalty
Rating and Effect table below to determine the appropriate CL. Once done,
add the CL to the challenge base to determine the challenge class, the number Morale-Reaction
the character must meet or exceed in order to retain the henchman’s loyalty. A henchman’s morale is noticeably different from his loyalty. Whereas
The character adds his level and attribute bonus to the roll. For the results, loyalty is a constant thing, morale is episodic. It is driven by the situation:
consult Table 4.15 Loyalty Rating and Effect. The result will be equal to extreme danger can cause even the most loyal to break, as their natural
the minimum needed to make the check, or be less than or greater than. For inclination to flee may override their sense of duty or friendship. Check
any roll less than the minimum, refer to the appropriate line on the table below. a henchman’s morale just before any huge battle begins or during a battle
For example, if a 14 was needed, and the result, after all adjustments, was 9, it that grows increasingly dangerous. Also, check morale if and when any
reflects a negative -7-9 roll, and the henchman is aggrieved. The CL column party members die; this can shake the henchman’s morale tremendously,
reflects the number added to the roll based upon the last loyalty check. as the henchman sees certain doom looming. Any henchman regularly
hitting a +7 or more loyalty rating never runs due to morale problems—
Table 4.15 Loyalty Rating and Effect unless the party itself falls apart or flees.
Result CL Response of Henchman If the character who hired a henchman falls, that henchman does not
Despises character, will flee or immediately flee or run; however, a charisma check is required. The
Failed Check -10 + CL 4 character who has the next highest charisma, or one who is close to the
attempt to kill him
henchman, must make the necessary charisma save. The CK decides who
Aggrieved, resigns unless conditions makes the charisma save.
Failed Check -7-9 CL 3
immediately improve
Indifferent, offers to resign, leaves When the Castle Keeper determines it is necessary to make a morale
Failed Check -4-6 CL 3 check, the character must make a successful charisma save in order
in life-threatening danger
to keep the henchman’s morale intact; the check is adjusted by the
Failed Check -1-3 CL 2 Reluctant to help, slow to react challenge level of the situation as determined by the Castle Keeper on the
Reasonably satisfied, grumbles no below table. Furthermore, the henchman’s loyalty rating (see Table 4.15
Needed to Make Check CL 1 above) plays a role by adding the CL from the previous loyalty check. Add
more than a buck private
the character’s level and attribute bonus to the roll.

76 Castles & Crusades


Chapter 4 — Non Player Characters
Table 4.16 Situational Morale Modifiers Alignment: Hireling alignments vary, but they are generally neutral.

Situation CL Weapons: Weapon use varies among hirelings. Consult Table 4.17
Hirelings to determine how many weapons they can use.
Extreme, certain death or imprisonment +10
Armor: Hirelings can wear any armor.
Harsh, dangerous +5
Abilities: Hirelings have very basic abilities based on the skill of their
Venturesome, could end well, could end poorly 0
named profession, or the class with which they are similar. While the class
Easy, little or no risk and some reward -5 determines the hireling’s BtH, the hireling never receives the class’ skills—or
necessarily its actual HD. A 4th-level Captain of the Guard will never have
Beneficial, no risk with certitude of great reward -10
Combat Dominance, even though he has the BtH and hit points of a fighter.
If the henchman fails his morale roll, he breaks ranks and flees the area; Consult Table 4.17 Hirelings to determine which class they resemble.
if necessary, he discards his gear and weapons to get free; however, the
NOTE: Hirelings are distinctively different from adherents. Characters
henchman attempts to keep himself together.
actively hire a guardsman to work for them. A guardsman characters
encounter at the front gate is not a hireling, but is rather an adherent.
Hirelings
The hireling is a non-class-based NPC hired to serve characters in general Developing Hirelings
or specific tasks. They are most often used at higher levels to populate
A hireling’s role in the game varies greatly. They are most commonly used
strongholds and towers or to outfit large bodies of men for war. However,
in campaign-style games (see Chapter 14, Styles of Play), as one-shot
lower level characters may wish to hire their own hirelings for small tasks,
games do not generally call for this level of detail. The player character
such as torchbearer or porter. Hirelings are generally inexpensive, with
hires them, and as such, the CK can expect them to interact with the
shaky morale and loyalty. They include porters, guardsmen, men-at-arms,
characters at some level. Different hirelings require different amounts of
laborers, leather workers, teamsters, masons, etc.
the CK’s attention. Common guardsmen are not likely to take a very large
role in any ongoing campaign, whereas a Captain of the Guard will likely
Creating the Hireling interact with the player characters consistently. A knight with a stronghold
Hirelings lie in a gray zone for the Castle Keeper. It is very possible the may need to hire an astrologer to offer him guidance. It is likely that this
hireling will play a continuous role in a game of C&C; characters may hireling will enter in and out of the game on a continuing basis.
go back to the same hireling time and again, whether they need him to
serve as a guard or craft their armor. The CK normally details the hireling In the case of a simple guardsman, scribe, or similar NPC, it is
as needed, expanding on him after play. In many respects, the material unnecessary to thoroughly flesh out the hireling; however, in the case of
presented for adherents applies to the hireling. a hireling who is likely to encounter the player characters frequently, the
CK must take the time to complete the hireling as if he were a henchman
Primary Attribute: Hirelings do not generally receive primary and secondary or a permanent adherent. A name, description, some light background
attributes; they make saves as do monsters. Saving throws are made in the same information, personality traits, and motivations are necessary components
manner as for characters, but with broader descriptors. Each hireling is given for such an NPC. Of course, like any good, constant NPC, the CK would
either physical (P), mental (M), both (P+M), or none (N) as his saving throw do well to introduce some type of conflict with such a hireling, using him,
category. The category roughly equates to primary or secondary attributes at some point, to offer up adventure hooks.
and thus the base number needed to make a saving throw. Physical attributes
are strength, constitution, and dexterity. Mental attributes are intelligence, The level of a hireling should be commensurate with the task at hand. A
wisdom, and charisma. A hireling with a physical saving throw category makes guardsman hired as a captain of 20 men-at-arms should be more than 1st
all saving throws or checks dealing with strength, dexterity, or constitution at level. Such a captain should be about 5th level. A good rule of thumb for
a challenge base of 12, and he makes all saving throws or checks dealing with the captain is, for every 5 men they command, they gain one level. Sages
intelligence, wisdom, or charisma at a challenge base of 18. and astrologers offer a different challenge for the CK to create. These
should not be wizards or clerics as described in the Players Handbook, but
Hit Dice: Hirelings have hit dice commensurate to their task. The rather gifted men who posses some of the skills, magical and mundane,
following table serves as a basic guideline for hirelings. The Class column that wizards and clerics possess. They possess spell-like abilities, such as
refers to the BtH (base to hit) they use; it does not refer to their actual HD. greater scrying. Some could be former wizards, however.
A man-at-arms uses a fighter’s BtH, and a scholar uses either a cleric’s or
wizard’s. They can have multiple HD, as determined by the CK. Example: After driving off the ungern, Baren, the 4th-level knight, decides
to build a keep to protect the countryside. He decides to hire an astrologer
first in order to gain the guidance he needs. He interviews several subjects,
Table 4.17 Hirelings and finally settles on one, Lene of Fiume. Lene is a young astrologer
Type Class HD # of Weapons but very intelligent and able. She accepts the young knight’s offer of
employment, and she serves him well. What Baren does not know is that
Man-at-Arms/Guardsman fighter d8 3 Lene is a failed wizard; as a wizard of some means, she became embroiled
Scout/Archer fighter or ranger d6 2 in a battle with an androsphinx. The sphinx eventually defeated Lene,
and took her mother and young sisters as hostage to keep the peace. It has
Craftsman/Guildsman none d6 1 always been Lene’s desire to win back her family from the sphinx’s tyranny,
Sage/Astrologer cl/dr/wi/ill d4 1 and she hopes to compel the young knight to aid her.
Scholar/Vagrant cl/dr/wi/ill d4 1 Hirelings can play as great or as small a role in the game as the CK wishes.
Scribe/Notary cl/dr/wi/ill d4 1 They are perfect tools for adventures, information, or general encounters.
The Castle Keeper should never shy away from using them to their full
Laborer/Porter none d4 1 potential. They do not posses the downsides of henchman, as they are
Captain fighter d10 5 not active non-player characters; they only enter the game if and when
the CK or players wish. Their long-standing interaction with the players
Advisor by CK d8 3 allows the CK the greatest latitude in using them.

Castle Keeper’s Guide 77


Part 1: The Character
In this respect, whereas the henchman is a player’s tool, the Supplying Hirelings
hireling is the Castle Keeper’s tool. Hirelings do not normally come equipped. Even specialty hirelings require
some outfitting. Though the hireling is not a pauper, the PC will need to
equip him; the hireling, who may possess some job-related equipment, sets
Locating Hirelings that aside in order to acquire new or better equipment from his employer. So,
Hirelings are common, found in almost any locale of any size, as there the player character must purchase any armor, weapons, spell components,
are almost always individuals in need of work. Someone who hires on or any other gear the hireling needs. Much like with henchmen, how a
as a guardsman is assumed to be a burly, tough type with some skill character equips a hireling affects his loyalty and can affect his morale. Of
with weapons. Such individuals are not uncommon in a fantasy world. course, and perhaps more importantly, it can affect his ability to do his job.
The more specialized their skill, of course, the more difficult it is to find For instance, an archer without a bow is fairly useless.
someone fitting the bill. If the players are looking for an astrologer, it is
not likely that they are to find them in a small fishing village. CKs should temper this rule with reason. A 12th-level paladin who hires
an 8th-level fighter may find the fighter owns a suit of magical armor and a
In finding hirelings, the players should take the same approach as finding magical battle axe. These items are carried by the hireling at all times, as
an adherent; refer to Table 4.1 Types of Adherents and Table 4.2 it is natural to assume that he would use such items if necessary and bring
Locating Adherents above. them to the table once employed. Of course, the player is not required to
buy extras, but doing so goes far towards cementing the hireling’s loyalty.
Hiring A hireling’s needs exist for the duration of his contract, so the PC is responsible
As noted above, hirelings reside in most locations, and hiring them is for supplying his ongoing equipment needs until the contract expires.
simply a matter of locating them and offering them proper payment and
terms. It is not necessary to go through the lengthy interview process Retaining a Hireling’s Loyalty
henchmen endure, as hirelings are well-disposed toward accepting
In order to determine hirelings’ loyalty, the CK must understand the
job offers. This is true only if the situation is within their normal job
relationship they have with the players. If they are temporarily employed,
description. A man-at-arms is not going to hire on to be cannon fodder in
treat them as adherents. If they are permanently employed, then another
some fool attempt to storm a dungeon of storm giants. Men-at-arms hire
set of rules governs their loyalty.
on to guard castles, serve in armies, and fight normal opponents, such as
other men-at-arms, orcs, goblins, and the like. For those temporarily employed, such as day laborers, it is almost never
necessary to make a loyalty check, as they have no loyalty to the players at all.
Table 4.18 Payment for Hirelings The hirelings immediately flee at any sign of danger.
Hireling Pay/Month The manner in which player characters treat permanently employed hirelings,
Man-At-Arms/Guardsman 5gp including their pay and living conditions, affects their loyalty rating.
Pikeman 3gp
It is not necessary to check the loyalty of hirelings very frequently—assuming
Light Horseman 5gp they are paid, fed, housed, and not abused. Such hirelings have a standard
Medium Horseman 7gp loyalty rating. If they are not paid or mistreated in any way, it impacts their
loyalty to the player character. Make loyalty checks during situations of extreme
Heavy Horseman 10gp danger, such as when a tower is attacked or a troop is waylaid by bandits, etc.
Mounted Knight 15gp
To determine a hireling’s loyalty, the player character must make a
Horse Archer 8gp successful charisma save in order to keep the hireling loyal. The check
Archer 3gp is adjusted by the challenge level of the situation, as determined by the
Castle Keeper on the below charts. Furthermore, the hireling’s loyalty
Longbowman 4gp rating, as noted on the table below, affects the outcome.
Crossbowman 5gp
Craftsman/Guildsman 3gp Table 4.19 Hireling Loyalty Rating: Payment
Scout 4gp Start-up CL
Siege Engineer 25gp Standard – ½ +5
Sage/Astrologer 50gp Standard – ¾ +2
Scholar/Vagrant 5gp Standard 0
Scribe/Notary 1gp Standard + ¼ -1
Laborer/Porter 1gp Standard + ½ -2
Captain 25gp *Standard is that reported on Table 4.18 Payment for Hirelings.
Advisor 50gp Table 4.20 Hireling Loyalty: Conditions and Supplies
The characters determine the length of time they employ the hirelings; Supplies/Expenses CL
generally, a year’s contract suffices to start. The PCs do not pay the money None at all +8
upfront, but they do cover the hireling’s food and accommodations; a
Offers to purchase bare minimum, but no class-based equipment +5
hireling expects provided lodging and board as a part of the acceptance
terms of any employment contract. The PCs will also be expected to Offers to purchase basic equipment, some weapons +3
provide them equipment (see below). Standard equipment, weapons, and travel gear 0
Weapons, travel gear, general equipment, and class-based items -1
As above with magic item(s) -2

78 Castles & Crusades


Chapter 4 — Non Player Characters
Table 4.21 Hireling Loyalty: Rating and Effect Hirelings begin to run, breaking any formations, they
4-7
can be regrouped with CL 5
Result CL Hireling Response
8-16 Flee, falling rapidly back, refuse to be held or stopped
Failed Check -10 + CL 6 Betrays character, joins enemy, and/or flees*
17+ They flee in abject terror, will not stop or respond to anything
Failed Check -7-9 CL 5 Flees at the first sign of danger, might betray
Failed Check -4-6 CL 5 Flees if battle is hard pressed Creatures
Failed Check -1-3 CL 4 Holds unless hard pressed, make second check This classification includes class-based and non-class-based monsters,
Made Check +0 CL 2 Holds deities, and magic items. Like adherents, they are part of the adventure
itself, and the CK usually uses them to develop plot points or round
Made Check +1-3 CL 1 Sometimes helpful, will stand-fast out adventures. If properly used, creature NPCs can create truly
Made Check +4-6 CL -1 Will not flee, holds in battle, helpful memorable and vibrant games. The nature of their relationship ranges
from helpful to neutral or antagonistic. The creature does not have
Made Check +7-9 CL -2 Supportive and willing to stand in battle to be an active participant in any ongoing game, though it certainly
Made Check +10 CL -3 Very loyal, fights to near end can be and often is. The creature NPC can also be something that
passes into and out of a game in a single session. A magical mirror, for
It is not necessary to maintain the detailed relationship between hirelings instance, possessed of intelligence and reason could fit this category.
and characters as it is between henchman and characters, even though the Characters encountering the mirror are likely to engage the mirror in
relationship bears many similarities. Hirelings do not normally possess special some capacity. Use creature NPCs at all levels of play.
relationships with player characters. If, in the course of play, they develop into
more than simply paid hands, then the CK should arbitrarily turn them into Creating the Creature
official henchman, following the appropriate rules for loyalty.
The Castle Keeper needs to determine what type of creature or creatures
the adventure calls for, whether a monster, item, or other NPC. It is best to
Morale-Reaction reference the Monsters & Treasure book when creating monster or magic-
As noted, morale is a combat-related roll. The reactions of hirelings item creatures. Deities are a little different in that the sheer power they
differ markedly from any other NPC. Generally, hirelings are paid to possess and their abilities generally dwarf anything the player characters
serve a character; in that respect, they are often called upon to deal with are likely to possess. However, as covered in Of Gods & Monsters, deities
danger and to at least stand with the character in times of duress. That can appear in the adventure as avatars, and characters may be forced
understanding comes with the caveat that they are individuals who, in into encounters with them. Following the guidelines set down in those
the end, unless their loyalty rating is extraordinarily high, are not going two books affords the CK the information needed to quickly understand
to risk their lives for a few coins, and few are going to die in a hopeless a creature. If the CK wishes a quick, down-and-dirty approach to the
circumstance. That does not preclude them from bravery or selfless creature, use the following guidelines.
actions if their loyalty rating is high.
Primary Attribute: Creatures do not generally receive primary and
The character must make a successful charisma save in order to keep secondary attributes. Their saving throws are made in the same manner
any hirelings around; adjust the check by the challenge level of the as those for player characters, but with broader descriptors. Each
situation, as determined by the Castle Keeper. As with other NPCs, the creature is given either physical (P), mental (M), both (P+M), or none
loyalty rating is going to affect a hireling’s morale, as well. See Table 4.22 (N) as its saving throw category. The category roughly equates to primary
Situational Modifiers: Hirelings for the CL of the check; adjust it by or secondary attributes and thus provides the base number needed to
the attribute bonus, level, and loyalty rating as determined by Table 4.21 make a saving throw. Physical attributes are strength, constitution, and
Hireling Loyalty: Rating and Effect accordingly. dexterity. Mental attributes are intelligence, wisdom, and charisma.
A creature with a physical saving throw category makes all saving
throws or checks dealing with strength, dexterity, or constitution with
Table 4.22 Situational Morale Modifiers: Hirelings
a challenge base of 12, and all saving throws or checks dealing with
Situation CL intelligence, wisdom, or charisma with a challenge base of 18.
Extreme, certain death or imprisonment +10
Hit Die: Generally, creatures have a 1d8 HD, though Castle Keepers may
Harsh, dangerous +5 want to change these according to size. Magic items possess standard hit
Venturesome, could end well, could end poorly 0 points to which are added their hit dice.
Easy, little or no risk and some reward -5
Table 4.24 Magic Item Hit Points & Hit Dice
Beneficial, no risk with certitude of great reward -10
Item Standard HP HD
A successful check means the hirelings remain at their post and continue
Weak 15 2d8
with their ordered task. A failed check does not necessarily mean the
hirelings flee in abject terror and quit the task or battle. A failed check Average 25 4d8
may mean they withdraw or flee to a safer position. It all depends on the Strong 50 6d8
state of their morale.
Powerful 65 10d8
Table 4.23 Morale Roll and Reaction Extraordinarily Powerful 80 12d12
Failed Roll Response Deities’ avatars HD and HP always equate to their class level.
They hold, but require a morale check again next round
0 Alignment: Creature alignments range from good to evil and chaotic
at CL 1
to lawful. To determine a creature’s alignment, roll on Table 4.28
Any wounded flee, the rest stay but require a morale Determining Alignment.
2-4
check next round at CL 2

Castle Keeper’s Guide 79


Part 1: The Character
Weapons: Monsters use all manner of weapons, and some of them attack Deities do not maintain any kind of loyalty to a party or character. Assume they
with their natural appendages, such as fists, claws, tail, or a bite. Some choose to help the PCs, acting under their own esoteric motives.
can use melee or missile weapons. Consult the Monsters & Treasure for
reference material. Deities use the weapons of their class. Magic items are rarely hired, but they may have a loyalty to the character
carrying them or even to the party carrying them. In this case, determine
Abilities: A creature’s abilities range widely. Consult the aforementioned the item’s loyalty by looking at the manner in which the character uses,
texts for guidance. However, the abilities should not be constrained to stores, and treats the magic item. The magic item’s alignment and any
those listed. If the situation calls for it or the CK desires to alter the conflicting interests that may exist between character and item also affect
creatures, the CK should feel free to do so. An item’s abilities range just it. An item’s loyalty is always rolled as if the item were a henchman, so CKs
as widely; consult the charts on pages 90-91 of the Monsters & Treasure should refer to the appropriate henchmen loyalty tables.
to determine its abilities.
To maintain an item’s loyalty, the player character must make a successful
charisma check; base the challenge level upon the following factors: goals,
Developing
responsibilities, compatibility, and the previous loyalty rating’s CL, as well
A creature’s development depends upon how great a role it plays in as the will bonus of the item (see Table 4.25 Magic Item Will Bonus).
the game. If the creature is designed as an evening’s encounter, then Consult the necessary tables above (whether henchman or hireling) as well
the CK should focus his energies on creating a lasting impression as the Loyalty Rating and Effect table (whether henchman or hireling)
with the creature. This is best done through some type of personality above to determine the appropriate CL. Once done, add the CL to the
trait. Having an unusual figure pass through an evening’s encounter challenge base to determine the challenge class, the number the character
leaves a lasting impression every bit as much as a recurring non- must meet or exceed on the roll in order to retain the item’s loyalty.
player character who is fully developed with background and history.
Unusual traits could range from talking too much for living creatures Table 4.25 Magic Item Will Bonus
to an intelligent magic item having a jagged edge. Consult the
personality chart for a working guideline. Will CL
17-18 +1
Creatures with recurring roles require a little more in the way of development,
as characters encountering them are very likely to ask them innumerable 19-20 +2
questions. This development can be done over time, as the creature reveals
21-22 +3
aspects of itself to the characters in successive adventures. This works
for creatures who are antagonists or protagonists. Charting these many 23-24 +4
characteristics is a very good idea, as a character who encounters the Red
Goblin might be confused if one week his cloak is red and the next it is green. Items remaining loyal continue to serve the character’s interests. Items losing
their loyalty act against their owners. For instance, a sword may slip out of the
character’s grasp. A ring may shrink, thereafter being too small to fit on the
Locating Creatures
character’s finger. The item withholds its abilities from the character, or it uses
Creatures reside everywhere, but are generally placed by the CK, and them against the character if possible.
unless the adventure calls for it, there are no active rules that guide
characters in finding a creature. Either they stumble on them, or the Example: Angrod has broken his oath to pay back the weregild owed to the
creature stumbles on the party. King for his own rescue. His axe, a dwarven-made Blood Axe, has found
this action dishonorable. The dwarf must make a charisma save to keep
Hiring Creatures the item’s loyalty. The Castle Keeper must determine the challenge level
of the item before making the roll. First, he must determine the challenge
Characters can hire creatures, specifically monsters, but this is rare, and base. As Angrod’s charisma is a non-prime attribute, the challenge base
the circumstances would be extreme and dictated by the adventure. is 18. Now the CK must determine the challenge level. To do this, he
In this case, the CK must first determine whether the creature is an adds the Will CL with the goals, responsibilities, compatibility, and the
adherent, hireling, or henchman. Whatever the case, refer to the previous loyalty rating. The goals and responsibilities are generally on par
appropriate section above and treat the creature as such. Hiring deities with the item and do not help or penalize the roll. The compatibility has
and magic items serves no purpose, as the first are far too powerful to loan been generally very good, but in this case, there is a slight conflict, and it
themselves out for cash, and the latter have no reasonable placement in only reduces the CL by 1. No loyalty rating has ever been made, so that
an employer-employee relationship. does not affect this roll. The axe has a will of 17. The Will of 17 rates a
CL of +1, but this is canceled out by the similar nature of the axe and the
Supplying Creatures dwarf. So the challenge level is 0. Angrod has a 15 charisma, giving him a
+1. He is a 4th-level fighter, giving him a further +4. He has a total of +5
As with hiring, supplying creatures is problematic. Based on the type of to his check. He must make a 13 or better to meet the 18 challenge class.
creatures and the nature of the service required, the CK has to determine The player rolls a 9, falling far short of his needed target. The axe’s loyalty
which chart best fits the situation. Characters who hire an androsphynx are is lost to the character, and it begins to act against him. The CK penalizes
probably not required to supply the creature with anything, unless a bit of the fighter with doubling his critical miss from a 1 to a 2. Angrod must
food is the price. In this case, checking the equipment list for a one-time earn the item’s loyalty once more to overcome this rating. And the next
purchase is more than enough. Consult the supply section on henchman, roll will be made with an increased CL 3 because of its decreased loyalty
hirelings, or adherents above. rating (see Table 4.15 Loyalty Rating and Effect).

Retaining a Creature’s Loyalty Morale-Reaction


A creature’s loyalty depends upon its role in the game. In many cases, Monster creatures are the only creatures which need to roll morale.
loyalty doesn’t apply, as the creature is an antagonist and has connections Morale does not affect deities and magic items. Monsters, however, can
with the player characters themselves aside from the desire to conquer suffer from poor morale or good morale, whether they are antagonists or
them. If the creature is hired, the CK determines the loyalty based upon the protagonists. Creatures serving as henchmen or hirelings and working with
nature of the employment, whether the creature is a henchman, hireling, or the characters can become demoralized and quit the characters’ service or
adherent. Consult the relevant charts above to determine loyalty.

80 Castles & Crusades


Chapter 4 — Non Player Characters
even be encouraged to remain longer or under more difficult circumstances. Table 4.28 Alignment
Creatures who are fighting the characters can suffer the same.
Lawful Evil 1
Make morale checks for creatures serving as henchman or hirelings Chaotic Evil 2-3
more frequently than for other NPCs. Creatures possess a host of
cultural, linguistic, religious, and racial attributes they do not share Neutral Evil 4-5
with players of any stripe. Thus, situations tend to affect them more Neutral 6
dramatically. Roll morale during every combat, during any dangerous Chaotic Neutral 7-11
situation or one posing a threat to the creature’s well being, and at the
beginning and end of adventures. Lawful Neutral 12
Neutral Good 13-14
To check a creature’s morale, the character must make a successful charisma save
to keep the creature from fleeing; adjust the check by the challenge level of the Chaotic Good 15-19
situation, as determined by the Castle Keeper, as well as the loyalty rating, the Lawful Good 20
character’s level, and any attribute bonus.

Table 4.26 Creature: Situational Morale Modifiers Table 4.29 Personality

Situation CL Anxious 1
Shy 2
Extreme, certain death or imprisonment +10
Fearful 3
Harsh, dangerous +5
Boisterous 4
Venturesome, could end well, could end poorly 0
Gruff 5
Easy, little or no risk and some reward -5
Rash 6
Beneficial, no risk with certitude of great reward -10
Temperamental 7
If the creatures are antagonists, refer to morale rules as set down under
Trollish 8
the Castles & Crusades Battle rules in Chapter 11 — Going to War.
Judgmental 9
Background & Personality Skeptic 10
The following tables allow the CK to create an NPC from scratch in a hurry. Deliberative 11
Each chart is self explanatory and should provide enough information to Reliable 12
get the NPC started in the game. Roll a d20 and determine the results.
Soft Spoken 13
How to Use These Charts Thoughtful 14
The Background Table provides the NPC with the basic familial Romantic 15
background. For instance, an equestrian background means the NPC Courageous 16
came from a household of knights.
Intuitive 17
The Alignment Table allows you to determine the alignment by rolling Enthusiastic 18
one d20. The table is weighted toward chaotic neutral and chaotic good, Compassionate 19
as the vast majority of games people play are designed with that alignment
spread in mind. Forgiving 20

The Personality Table lists 20 different personality traits or types. Roll How Not to Use NPCs
one d20 three times to determine an overall personality. If any randomly
rolled trait seems to contradict with another, such as being both boisterous When properly used, NPCs add new dimensions to game play. Clever
and soft spoken, simply roll one trait again. CKs quickly learn to use them to enhance role-playing; introducing,
moving along, or concluding plot points; engaging sleepy players; building
tension; and so forth. The list is almost limitless. When improperly used,
Table 4.27 Background however, the NPC can be detrimental to play, if not downright destructive.
Bureaucrat 1-2 Abusing NPCs is an easy thing for the CK to do, even inadvertently, as
Ruffian 3-4 they make NPCs too prevalent or non-existent.

Commoner 5-6 Making NPCs too prevalent is the most destructive thing a CK can do
Tradesman 7-8 in his game. This can play out in the power of the NPC or in the secret
knowledge he brings to the game. Individual NPCs that are more
Wizard 9-10 powerful than any one character or whole parties, naturally assume
Priest 11-12 a greater role in any conflict-oriented situation. Players who pull out
their favorite characters and embark on an adventure aren’t going
Soldier 13-14 to respond well to an NPC who steals the glory at every turn. The
Equestrian 15-16 pitfalls of making an NPC too powerful are large but very avoidable.
Whichever character is playing the same class or a similar class to the
Lesser Noble 17-18
NPC quickly becomes marginalized in the face of more powerful NPC;
Greater Noble 19-20 this leads to the player becoming bored with his character and the
game — something the CK wants to avoid at all costs.

Castle Keeper’s Guide 81


Part 1: The Character
When designing NPCs, the CK must keep game balance in mind. forget about them until its time to tick off rations spent or figure out who’s
The NPC doesn’t have to be dramatically weaker than any one player on watch at the evening’s camp. They become an irritant when conflict
character, but he should be at least marginally weaker than any character situations arise, and the party or the CK has to locate them on a battle map
of his class. This has to be mitigated with circumstance, of course; some or for a spell’s area of effect. Furthermore, if made to be simple shadows, they
parties may have very weak fighters, or none at all, and therefore need interfere with the game’s mood, offering an unnecessary distraction.
a strong fighter. In this case, consider designing the fighter with other
shortcomings, perhaps a lesser intelligence or wisdom. Balance
But as destructive as making the player bored can be, the effect it has on the Much like running monsters, encounters, or anything else in Castle &
CK and on the game as a whole is even more destructive. The CK generally Crusade, running NPCs is a balancing act. It is important that the CK
runs the NPC, though sometimes the players do, but, for the most part, the watch the characters and gauge what they need against what they have
CK remains responsible for the way the NPC behaves. CKs already dominate and what they are going to need. Design the NPCs in such a way as to
the adventure path. They run all the monsters, adherents, hirelings, and other make them memorable and interesting, but not overbearing. Designing
creatures. They are responsible for the descriptive text and all the outside simple personality traits is the best way to achieve this. These traits do
information provided. Adding a powerful NPC to the mix makes the CK a not need to be complicated or so exhausting the CK can’t maintain them
defacto player, when he should be remaining behind the screen, allowing the from game to game. Couple this with attributes and hit points that run
players to play. This affects the entire party of players and their characters, for average for the party, and it is not hard to maintain a balance. For more
no one is going to want to sit down and listen to a CK drone on for 4-5 hours information, see the Background and Personality tables above.
as his NPC talks to his monster and listens to his descriptions.
Example: Koetel is a 4th-level cleric. His comrades have charged him
Example: Angrod and Barren join up with their comrade Koetel to hire with hiring a henchman to augment the party’s healing ability, as Koetel
another cleric. Koetel is a 4th-level cleric who is powerful enough in his does not practice the arts of healing as frequently as the party needs.
own right, but who focuses his spellcasting on combat- and magic-oriented After sending out criers, he has reviewed several applicants and has
spells. His lack of healing has Angrod concerned, as the dwarf suffers the chosen Wilth, a priest of Amenut, one of the Og-Aust, or the old gods.
most from the constant combats the party finds themselves embroiled in. Wilth is also a 4th-level cleric, and he brings the necessary healing the
After a lengthy search and several interviews, they find a worthy applicant. party needs to the game. The CK rolls him up. His attributes come out
Hisldom is a 5th-level cleric who uses healing magic, and the two promptly to be 18, 17, 14, 11, 10, and 9. By taking charge of the rolls, the CK
hire him. The CK, hoping to make certain the major source of healing drops the 18 to 16, the 17 to 15, and raises the 10 to 11, and raises the
survives the campaign, supplies Hisldom with his own magic armor and a 9 to 11, as well. The NPC becomes a little more balanced. Furthermore,
magic weapon. He rolls an 18 for his wisdom and comes near to maxing out to offset his level as an “equal” to Koetel, the CK chooses to make Wilth
his hit points. As the adventure progresses, it quickly becomes apparent neutral, with a soft-spoken, shy, and contemplative personality. In this
that Hisldom can take more damage than Koetel, has a better AC, and way, the cleric can assume his role as healer without interfering with the
does more damage in combat. Furthermore, Hisldom has a much greater party too much. If a situation should arise in which the party needs a
spell capacity than Koetel, and he can cast almost as many combat-oriented little clarity, the cleric’s contemplative nature can be used to the CK’s
spells as healing spells. As combats evolve, Hisldom takes front and center advantage, but because Wilth is shy, he will not likely offer up such
stage. The CK begins to enter in the player characters’ action sequences as information without being asked first.
players ask the NPC for advice or assistance. Now the CK is playing both
sides of the screen. By evening’s end, everyone is wondering why they are Characters as Hirelings
keeping Koetel around, including the player who is playing him. But even
Occasionally characters seek to put themselves in the position of
more worrisome, they are getting bored as the NPC takes center stage.
hirelings, seeking employment from NPCs as caravan guards, bodyguards,
Fudging the dice rolls, knocking down his HPs or attributes, or even making
adventurers, treasure hunters, etc. Situations like this offer the CK a host
him very focused on healing would make Hisldom, even if a level above the
of golden opportunities to launch many different adventures. However,
average party member, a far more acceptable member of the party.
these situations can lead CKs to too much involvement in the player-side
NPCs can dominate a game in non-combat roles, as well. If in the above of the game, and even in the worst of circumstances, to the CK’s NPC
example, Hisldom is a bit weak but has all the answers to the characters’ dominating the players on the battlefield.
problems, then he quickly becomes a crutch for the CK and the players,
When characters seek employment in this way, it is best if the CK make
who turn to the NPC anytime they have a moderately complex problem.
the NPC an adherent with no particular class or subset of skills that could
It’s like the old Corn Flakes commercials, “Lets Ask Mikey.” Such NPCs
compete with those of the characters. Unless the characters are guarding
erode a game’s foundation, as the players become disinterested in the
the NPC specifically, the NPC should not join the party or adventure
plot or the themes of the adventure, knowing all they have to do is ask
with them. Hire the characters, give them directions, and provide
Hisldom, and he’ll have the answer. It further cripples the CK, as the
information about payment, and then move out of the picture; let the
game master doesn’t need to invent new and exciting NPCs, as the
characters adventure without undo CK interference.
players just rely on the one NPC. This further breaks down the fun in
play, as characters meet fewer NPCs. It is also important to remember that very few players show up at the
game to serve as an NPC. By taking these types of adventure routes
Castle Keepers have to take control of and manage the NPCs. When
and allowing the characters such employment, the CK has to take extra
rolling up NPCs, do not hesitate to fudge the dice rolls to make them
care in yielding some of the employer’s commanding role to the players,
more appealing to the party. Make them weaker, less intelligent; give
allowing them to call some of the shots, if not all of them. Interacting with
them personality traits that make them bumble about or something that
the NPCs will no doubt become strained at times, as the CK struggles
reduces their role. There is no end to the things a CK can do to an NPC
with maintaining the NPC’s credibility in the game and balancing that
to make him have less luster than the characters.
with the usually very strong personalities the players bring to the game.

In short, Castle Keepers should not be the game’s heroes.


Make sure the players’ characters hold that role.

The other side of the coin is just as bad. NPCs that are so weak that they
tend to become lost in the shuffle do add nothing to the game. Players rapidly

82 Castles & Crusades


Part 2 — Worlds of Adventure

Castle Keeper’s Guide 83


Chapter 5 — Worlds of Adventure: The WOrld
The Geography of the World revolves around a star. One or more moons may orbit the planet. All these
things occur in a regular and predictable pattern which the CK must decide
CKs often overlook the nature or geography of the landscape in which
upon beforehand.
they set their adventures. Yet, the terrain can actually play an essential
role in setting the game’s ambiance. Even more importantly, the land itself The length of year is how long, in days, it takes the planet to orbit
acts as a backdrop or stage upon which your game occurs. It is important the sun. For example, it takes the earth a little over 364 days to orbit
and necessary to create a world grounded in the real or believable in order the sun. Mars takes longer, and Venus less time to orbit the sun. The
to accentuate the unusual and maintain that ever-important suspension orbits are not perfect circles but ellipses. Earth and the other planets tilt
of disbelief. Geography is the cornerstone of your world. as they spin on their axes. This tilt causes one portion of the planet’s
surface to face the star, while another does not. This tilt causes the
Geography is, of course, a complex matter, and in this chapter, we offer
seasons, and, as with other planetary matters, the seasons are rather
only a brief description of basic geographies and how environmental
predictable. The tilt also results in one portion of the planet being in
systems interact. With this basic knowledge and adherence to the
summer and another in winter.
information presented below, CKs can create a very realistic world
for their game. The seasons and the length of days are regular and predictable, and they
should also be in the world designed for game purposes. Variations occur
In a static world, shaped like earth, water would have the tendency to
in the length of the day, year, and the seasons. As the designer, you can
flow toward the equator due to the centrifugal force caused by the world’s
spin. However, a multitude of conditions impact the waters actual flow;
this might include the rate of spin, global temperature patterns and
variations, other solar bodies, land form and masses, etc. However it
is safe to assume that generally rivers always flow downhill. Waterways
encounter local landforms which cause them to flow in many directions.
As such, factors like this bear careful consideration when designing and
placing rivers within a campaign world.

If one spends much time outdoors, the apparent chaos of nature’s landform
becomes organized, ordered, patterned, and even predictable. It is exactly
this intuitive knowledge one should strive to replicate in a world setting.
If your world setting makes intuitive sense, then play within it becomes
ever more real, and the magical, unusual, and fantastic nature of gaming
becomes ever more believable and immersive for the players.

So where does one begin describing the world? Well, at the beginning.
The section below is set up as a design process, allowing Castle Keepers
to design their worlds from the bottom up. This chapter begins with
the planetary cycle, moves to tectonic plates and crusts, and then
to erosion. These three steps should supply Castle Keepers with the
basic world structure within a short period of time. Focus then shifts
to identifying and describing basic landform features so that
CKs can appropriately place them in their world and give
structure to the whole. After this, the chapter focuses
on the planet’s environment and biomes, allowing for
proper and consistent development.

CKs should enforce, in all aspects, a sense of


realism and logical consistency in their
world so that the players never lose their
suspension of disbelief, which is very
necessary in good fantasy storytelling.

Planetary
Most worlds designed for role-
playing games are similar to earth
in their makeup. Their design
reflects a reality where physics, as
we understand it, exists, and not
alternate realities where there are no
laws governing the order of things.
For such worlds, the following
structures do not necessarily apply,
and CKs must rely upon their own
devices and imaginings.

The world is round. The world


spins on its axis once every 24
hours, resulting in a day. The planet

84 Castles & Crusades


Chapter 5 — Worlds of Adventure: Overland
make days longer, shorter, or the same. The years and seasons can likewise original point of collision. The mountain chains tend to form in parallel
be longer, shorter, or the same. Large variations from the earth-like scheme patterns of mountain chains, with broad highland plateaus forming
are entirely up to the CK; however, it is not necessary to create a world between the chains such as that between the Rocky Mountain Chain
dramatically different from earth. In fact, it is best to closely emulate earth. and the Sierra Nevada’s in the North American Cordillera.
Dramatic changes in size, rotation, length of days, moons, etc. dramatically
change growing seasons, weather patterns, other geographic structures, etc. In active mountain chains, the colliding edge region of the plates is
A slight alteration of the earth’s existing patterns is enough to indicate to active with volcanoes and earthquakes. These mountains are often
the players they are playing is a different world without making the fantasy characterized by extremely high mountain summits, steep slopes, narrow
world an entirely different from their everyday world. valleys, fast-flowing rivers with deep erosion-formed basins (like the
Grand Canyon), and depending upon rock conditions, unusual rocky
formations, such as buttes.
Design Your World
These are suggested lengths of time for days and years. As the Castle As one moves further from the continental collision zone, erosion becomes
Keeper, however, feel free to extend or contract these lengths of time as the most dominant factor in the creation of landform features, and the
much as possible. earth settles such that volcanic activity decreases and earthquakes reduce
in intensity and number.
Day length 22-26 hours
Where continental plates diverge, great gorges form. Erosive processes
Year length 340-400 days dominate these landforms. When Amazonia split from Africa, a great
trough formed between them, and the landforms became dominated by
The sun, any moons orbiting the planet, and the stars scattered across erosive processes, resulting in the relatively flat Amazon region, as well as a
the night’s sky all play a role in developing the setting. These should, as relatively flat East African region.
with the rest of the world, be patterned and predictable. The stars and
sun relay precise passages of time; they also assist in finding one’s way and When two oceanic plates collide, they form underwater mountain chains.
determining directions. Without them and their patterns, these things These mountain chains are similar to those found above the ocean’s
become difficult, if not impossible. If a completely random occurrence of floor but undergo differing erosive processes (one does not find river
your world comes into play, such as the sun randomly rising in the south valley basins in underwater mountain chains). These mountain chains
and setting in the north, the entire ecology of the world falls apart, and occasionally reach great heights, rising above the ocean floor to become
directions become nigh on impossible to know. island chains, and even more rarely, mini continents, such as Japan.
These island chains are the tops of underwater mountains and are often
In developing the world, be sure to place specific astrological markers in associated with massive volcanoes, volcanic activity, and earthquakes.
the sky, and have events based around them, as well. For example, the Islands and island chains also occasionally form at the edges of colliding
equivalent of the North Star (perhaps an east star or southeast star) or oceanic plates and continental plates, such as those found along the
several stars which are fairly stationary help to solidify the world. Moons eastern side of South America.
with names and whose states of exposure are associated with events on
the planet all work to make the setting believable. There are many other factors which go into forming the land. Localized
uplifts, glaciers, weak crusts, folding and bending, and a host of other
Tectonic Plates and Mountains activities all affect the landscape’s appearance. But continental drift
explains many of the major features of the world.
The planet’s upper crust consists of plates floating upon a molten
interior. The movement of the plates and their consequent collisions are
responsible for many of the planet’s major landforms. Although it is not Develop Your World
necessary to map out tectonic plates and their movements, it is important In designing your world, cut several sheets of paper into irregular
to bear in mind that major landforms result from this and develop in patterns. These will represent plates floating atop the planet’s surface.
understandable patterns. Decide which ones are oceanic plates and which are continental plates,
or combine some. Move them around in a random pattern, such that they
When plates collide, they form mountains. When plates pull apart, they collide and move apart. As they collide, place a mountain chain, and as
form trenches. Most trenches are underneath the ocean, whereas the they diverge, make great troughs. Some will meld, and some will break
mountains lie beneath the ocean and on the edges of those plates found apart again. Some of the continental plates, being weak and thin, actually
above the ocean. These are active mountain chains which are still being dome up from pressure below, splitting into two or three parts.
created. The North American Cordillera and the Himalayas in Asia are
examples of active mountain chains. Move the various pieces around to create mountain chains and oceans
based upon the movements. Should you have specific ideas in mind
Inactive mountain chains are the result of colliding plates which have for landforms, place them first, and then place your continental pieces
melded and ceased to be actively moving plates. Erosion begins to dominate around them until you have what you want. You may be surprised at the
the inactive mountain chains. The Urals and the Appalachians are inactive results, and many new ideas and formations will result from this. Doing
mountain chains whose landform creation is dominantly erosion-based. this basic step provides the basic layout of your world.
Active mountain chains are replete with volcanic activity and earthquakes
as the colliding plates jostle one another, shaking the earth; vents form Eroding Your World
which fill with the molten material found beneath the earth’s crust, With the basic structure of your world in place, the next step deals with
occasionally erupting onto the surface. erosion and the single most important factor in tearing your world apart:
water. On earth, water erodes 70% of the land’s surface, and it is the
Essentially, two types of active mountain chains exist. There are most significant factor in eroding the landscape. Weather and chemical
continental collisions and oceanic and continental collisions. When processes also effect erosion and landscape formation, but they pale in
two continents collide, they form fairly irregular and massive uplifts, comparison to the effects of water.
such as the Himalayas, with narrow valleys and few, if any, upland
plateau regions. When an oceanic plate collides with a continental Erosion begins with the process of weathering, the process whereby land
plate, cordilleras form as the sub-duction zone moves further from the structures are worn away and their chemical nature changed, usually

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breaking them into small pieces. Erosion is the movement of weathered typically form as a three-sided basin with water flowing out one side.
material by water or weather. Rainwater and melt collect in these areas, eroding them fairly quickly
in geologic terms, hundreds to thousands or even millions of years, and
Chemical Weathering they flow downhill following the path of least resistance. Their course
constantly gnaws at the land over which they flow, creating large basin-
Chemical erosion results from natural acids produced by decaying animal shaped areas over time.
and plant life, or from the combination of chemicals in the soils, water,
and rocks of a region. Particular chemicals combine with water or other There are cascading basins where the flow falls into one after another
chemicals, producing acid reactions that erode land features. The opposite basin, or the water flow results in creaks, rivers and streams. These water
is true, as well: certain chemicals combine, creating new chemicals that courses cut down mountain sides in fairly straight patterns; ancillary
may be weaker than their predecessors. The resulting weakness causes water courses feed them along the way such that they gain in volume and
land formations to break apart, crumble, and eventually dissolve. flow the longer the stream is. Rocks and seasonal flooding accelerate the
process of erosion such that large V-shaped valleys develop throughout
Chemical erosion is a major cause of caves, both small and highly elaborate. mountain ranges. These mountain water flows are characterized by
Water sifting down through the earth mixes with minerals, resulting in rapids, waterfalls (small and large), and deep, narrow valleys.
those minerals’ dissolution; as they are flushed away, they carve a cave in
the space where the minerals resided. As the rivers flow onto more level land, their flow and nature change.

Over time, chemical erosion affects whole regions, altering the landscape In open expanses, such as prairies, they broaden and slow, unless fed by
significantly. other water courses, such as feeder rivers. Eventually, they spill into the sea,
where they often break apart in very low-lying areas. These delta regions
Mechanical Weathering become sodden swamp areas with vast amounts of water and wildlife;
eventually the water spills into the ocean.
The result of mechanical weathering is much the same as chemical
weathering. With the rise and fall of temperature, chemicals in the
ground and air, most notably water, expand and contract, causing natural Climatic Erosion
fractures and breaks in the material, creating rocks. Over time, the rocks Weather, too, erodes the world. Predictable weather patterns develop
slowly dissolve into tiny fragments, creating soils. dependent upon the world’s position in the solar landscape, as well as
the terrain features, both land and water. The complex system of weather
Animals and plants also act as mechanical weathering factors. Animals that develops over time begins to batter the terrain, aiding the transport
dig and scrape at the land’s surface, breaking apart rocks. Roots also dig of weathered material.
out weak areas in the rocks, expanding as they grow to further push and
pull areas until they crumble and break. Understanding the basics of your world’s climate is an important factor in
developing a fun, challenging, and believable world. The climate impacts
These factors lead to weak, substandard rock formations which water the amount of water in any given region, which plays into weathering
easily erodes. and erosion.

Erosion Climate
Water evaporates and condenses in the sky, resulting in clouds and In developing your world, or even your gaming area, it is important to
thence thunderstorms. Most storms occur over major bodies of water, understand the various biomes. Biomes consist of a climate, which dictates
such as the ocean, but prevailing wind patterns move vapor around what type of flora (plant life) and fauna (animal life) thrive in that region.
such that water condenses over land, as well. Thunderstorms and Climate is the characteristic weather conditions, including: temperature,
rainfall result, and water is dumped onto the land. Water collects and sunshine, cloud cover, humidity, prevailing winds, and precipitation of any
pools in basins or as snow or ice; it percolates into the ground, where it given area. The climate determines what can and cannot grow or thrive in
is held as ground water. Much of the water, however, simply rolls off of a region, which, in turn, defines the biome. The following is a composite
the land into streams and rivers. list of all the climates existing on our earth. Each entry includes average
temperatures and rainfall. Picking a biome is critical in understanding what
Much of the world’s surface has permeable rock beneath it such that adventurers can and cannot encounter.
water soaking into the ground comes to reside underground in great
aquifers or artesian wells. These aquifers and wells can, if full, near NOTE: It is also worth noting that magic changes the nature of what
capacity, or pressured correctly, push the water up to the surface in weak can exist in various climates. Magical creatures are not always affected by
spots or where holes are located in the surface, resulting in springs and weather or any climatic condition. Castle Keepers must refer to the various
artesian wells. These often flow and are of such great capacity that they monster books or make their own determination concerning magical
feed major rivers. In some cases, there is not enough water or pressure to creatures present in a certain biome.
support rivers but only occasional springs. A great aquifer rests beneath
the Sahara desert, but it is not sufficiently filled, nor does it have enough Tropical Moist Climates (Rainforest): Tropical moist climates are
pressure to cause it to rise to the surface. Another aquifer exists beneath characterized by heavy rainfall in all months; higher regional ground
London, and it is properly pressured and filled such that its outflow is a temperatures and humidity are the source for the daily formation of large
major contributor to the Thames River’s volume. cumulus clouds. Maritime regions that are subject to tropical air experience
slightly greater rainfall averages and temperatures.
Otherwise, water falls as rain or snow. It remains as either snowpack or
ice that melts seasonally or flows off the land. Rivers generally begin in Average Annual Rainfall: 100 in. (250 cm)
massively uplifted areas, such as mountains, to small uplifts, such as hills. Average Temperature: 80° (27°C)
The water collects and flows downhill. Landforms, which cause it to turn or Humidity: High
twist this way and that, interrupt a river’s flow. But otherwise, it flows based Example: Amazon and Congo Basin
upon its natural qualities of adherence.
Wet-Dry Tropical Climates (Savanna): Seasonal changes create wet
Rivers begin in an area of headward erosion. These often originate on and dry tropical air masses, creating extremes of both. Heavy and constant
mountain slopes, hillsides, and at the high points or ends of valleys. They
86 Castles & Crusades
Chapter 5 — Worlds of Adventure: Overland
winds predominate in dry regions. The temperatures do not vary far from the air predominates almost all year long, making winters long and cold.
average, but are generally cooler in the dry periods. Short summers last only a few weeks. Oceanic winds maintain some
semblance of temperature warmth.
Average Annual Rainfall: .1 in. (.25 cm)
Average Temperature: 62° (16°C) Average Annual Rainfall: 8 in. (20 cm)
Humidity:Low Average Temperature: -10° to 41° (-22°C to 6°C)
Example: India, West Africa, Northern Australia Humidity: Low
Example: Arctic North America, Northern Siberia
Dry Tropical Climate (Desert): Low-latitude deserts, which are generally
close to the equator. They stand between windy regions and sub-tropical areas. Highland Climate (Alpine): These regions are generally very cold or at
Light winds move moisture from the area; these downward-flowing winds push least in the cooler temperature ranges. The higher the elevation, the colder
air off the desert, causing very dry heat. the highland becomes; they generally are closely related to the regional biome
they are in, whether wet or dry.
Average Annual Rainfall: .1 in. (.25 cm)
Average Temperature: 62° (16°C) Average Annual Rainfall: 9 in. (23 cm)
Humidity: Low Average Temperature: -2° to 50° (-18°C to 10°C)
Example: Southwestern United States Humidity: Varies
Examples: Rocky Mountains, Himalayas, Mount Fuji
Dry Mid-Latitude Climates (Steppe): Grasslands dominate the steppe;
these are generally semi-arid areas between tropical and high-humid zones. In creating your world or gaming region, it is best to stick with one of these
These regions lie deep inside continents, usually blocked from oceans by familiar climates; reference the listed examples to gain a better understanding
mountain ranges. Winters are very cold, as these same mountains trap polar of the landmark flora and fauna thriving in a familiar region. You should
air in the area. choose a climate within which to run your game rather than randomly
generate it because, as mentioned above, deliberately choosing it allows
Average Annual Rainfall: 4 in. (10 cm)
you to research the climate beforehand to see what creatures would reside
Average Temperature: 43° (24°C)
there. However, should you want to randomly select a climate for a particular
Humidity: Medium
region, consult Table 5.1 Regional Climates, rolling a d10 for the result.
Example: Great Plains, Eastern Europe beyond the Carpathians

Mediterranean Climate (Chaparral): Seasonal differences are exasperated Table 5.1 Regional Climates
by continued sub-tropical highs and the equatorial, coastal location. These
Roll(1d10) Climate
result in long, dry summers and cold, wet winters.
1 Tropical Moist Climates (Rainforest)
Average Annual Rainfall: 17 in. (42 cm)
2 Wet-Dry Tropical Climates (Savanna)
Average Temperature: 12° (7°C)
Humidity: Medium 3 Dry Tropical Climate (Desert)
Example: Southern California, Mediterranean
4 Dry Mid-Latitude Climate (Steppe)
Dry Mid-Latitude Climates (Grasslands): Mountain ranges block 5 Mediterranean Climate (Chaparral)
oceanic air, allowing polar air to move in and remain over the lowlands for
long periods. This trapped moisture creates large amounts of precipitation 6 Dry Mid-Latitude Climate (Grassland)
(frozen) in the winter months, but trends toward being dry during the 7 Moist Continental Climate (Deciduous Forest)
summer months.
8 Boreal Forest Climate (Taiga)
Average Annual Rainfall: 32 in. (81 cm) 9 Tundra Climate (Tundra)
Average Temperature: 56° (31°C)
Humidity: Medium 10 Highland Climate (Alpine)
Example: Western North America
Biomes
Moist Continental Climate (Deciduous Forest): An area where polar Each of the biomes below is a region or area with similar ecological,
and tropical masses collide, allowing for very large seasonal differences in topographic, and soil conditions; and they have the same plant and animal
temperature and rainfall. Summers are generally hot, and winters are very species. These biomes exist in certain climates. A world can have any
cold; both seasons have heavy precipitation. number of biomes, and may have multiple numbers of the same biome.
Read the entries and decide which biome best fits your gaming needs and
Average Annual Rainfall: 32 in. (81 cm) your game’s setting. Table 5.2 Biomes below mimics Table 5.1 Climates,
Average Temperature: 56° (31°C) allowing the CK to randomly choose a biome for his game. Roll 2d12 to
Humidity: Medium determine the results.
Example: Southern Canada, Japan, Southern and Central Europe
Tropical and Sub-Tropical Broadleaf Forest: Heavy rainfall
Boreal Forest Climate (Taiga): This climate has the largest temperature throughout the year typifies this biome. Lowland tropical regions can
variance of any climatic zone. Cold polar air masses dominate most of the have as many as three canopies and remain green throughout the
year, with light precipitation; summers are short, cool, and enjoy more year. The forest floor is fairly dense, with vegetation with shallow soils.
annual rainfall. Deciduous tropical forests have several canopies and a drier winter during
which some trees drop all or some of their leaves. Mountain tropical
Average Annual Rainfall: 12 in. (31 cm) forests exist in higher elevations and usually have one canopy. This type
Average Temperature: 74° (22°C) of biome also includes flooded forests in freshwater swampy areas. The
Humidity: High average yearly temperature is fairly high in this region, as well, and the
Example: Central and Western Alaska, Yukon, Siberia forests are generally located near an equatorial region. These forests are
highly diverse in their plant and animal life.
Tundra Climate (Tundra): Tundra exists in arctic coastal regions. Polar

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Tropical and Sub-Tropical Dry Broadleaf Forest: These forests are similar Montane Grasslands and Shrublands: This zone refers to high-
to tropical and subtropical forests, and may even have greater amounts of rainfall; altitude grasslands and shrublands located above the tree line. The
however, they have a long dry season during which all or many of the trees regions are home to many unique and divergent plant and animal species.
drop their leaves. This allows for a very thick undergrowth development. The The montane grasslands and shrublands are similar to islands in flora
temperature remains fairly high in these regions. Evergreen trees can do well in and fauna development, as each tends to develop without influence from
well-watered portions of the forest. These forests tend to support a larger range of other biomes. These areas are humid with low annual temperatures,
mammalian species than do rainforests, but overall, they have a narrower range of lengthy winters, and cool summers.
both plant and animal species. These forests tend to border tropical forests.
Tundra: This biome experiences low annual temperatures, and has short
Tropical and Sub-Tropical Coniferous Forest: This forest type growing seasons with soils which remain frozen all-year round or nearly
receives lower rainfall than the above forests, and is generally located in so. The regions are stark and barren, supporting little tree growth. Sedges,
higher elevations, but resides within the tropical temperature zone. Pine mosses, lichen, shrubs, and some grasses grow here. The region is usually
and oaks dominate the tropical and sub-tropical coniferous forest. The very windy and arid. However, during the summer melt, the soils become
low rainfall does not support a large plant community as other tropical soggy and moist, as the water contained in them melts. Few animal species
forests do due to the low rainfall and poorly-developed plant communities thrive in this region.
on the ground. It is home to many unique animals which have adapted to
local conditions. These forests have dry and wet seasons. Mediterranean Forests, Woodlands, and Scrub: This is a temperate
zone typified by hot, dry summers and mild, rainy winters. These regions
Temperate Broadleaf and Mixed Forests: These forests thrive in humid contain a vast array of subzones and mosaic ecosystems, from thick forests
areas with an average temperature of 5-15 degrees Celsius and 25-60 inches to open savanna/shrubland, experiencing great variation in short amounts
of rain a year. In many of the forests, there is a dry and wet season, but this is of space. Both coniferous and deciduous forests thrive in this zone. Fires
not necessary to the forest. These forests have a vast altitude range, as well. also regularly occur in this biome. The biome supports a wide variety of
The forest has four canopies with mature trees taking the uppermost layer; plant and animal life, with many species being specific to one area.
immature trees, shrubs, and the ground cover comprise the remaining
levels. Oaks, beeches, maples, spruces, and firs dominate this forest. These Deserts and Xeric Shrubland: These are arid zones receiving fewer than
forests also support a wide variety of animal life. 10 inches of rainfall a year. The soils are rocky and poor, and they do not
support a wide variety of plant or animal life; many of the animals residing
Temperate Coniferous Forests: These forests have high rainfall and in this biome are nocturnal. These regions include those areas of vast sand
moderate to low annual temperature with a dry and wet season. These are dunes to sparse grasslands.
rare forests that support massive trees, such as redwoods and sequoias, and
have an understory of mosses and ferns. These forests also support a wide Mangrove: These are coastal regions with shrubs and trees growing in
range of animal life and unique plant life. flooded, salty swamps and sandy soils. The plants tend to grow in densely
packed groves with extensive root systems. There is a wide variety of plant
Taiga: This is a harsh environment characterized by a wide summer to winter and animal species found in the areas. They typically thrive in tropical
temperature variation (about 75 F degrees on average) and low precipitation and subtropical areas, though they can exist in warmer temperate zones.
with a dry and wet season. Much of the precipitation occurs as snowfall. Winter
lasts 5-6 months out of the year, and the summers are short, humid, and hot Freshwater Biomes
(around 85 F degrees at its highest). The forests are primarily larch, spruce,
pine firs, and pines with closely spaced or sparsely spaced trees (common in the Lake: Lakes are large bodies of water found inland, in mountainous
northern portions) with mossy lichen undergrowth on the ground. The thin regions, rift zones, and in recently glaciated areas; one or more rivers feed
soils make for shallow-rooting trees and smaller trees. Some deciduous trees them. Some lakes have a natural outflow, while others lose water only to
also survive in these harsh conditions, such as willow, aspen, and birch. These evaporation.
forests do not support a wide variety of animal and plant life. They contain
a large number of mammalian species, though. Many of the biome’s larger River Delta: This is a landform resulting from the deposition of soils
carnivores hibernate because food supplies are not plentiful during winter. from rivers as they empty into the ocean. These are generally large, fan-
shaped, level areas of significant sediment buildup and many small rivers
Tropical and Subtropical Grasslands, Savannas, and Shrublands: and channels carrying the river water out to the ocean. Deltas are often
Semi-arid to semi-humid regions with moderate to high-average subject to seasonal flooding.
temperatures and 20-60 inches of rainfall a year typify these biomes.
Grasses with scattered trees or small shrubs dominate the areas. These Freshwater: These biomes refer to streams, ponds, bogs, and rivers fed by
zones can be fairly widespread and cover vast areas. Rainy seasons can be as underground aquifers, rainwater, or snowmelt/ice melt. There are generally
short as a few weeks, and in other cases, have low rainfalls year round. The two types of freshwater systems: flowing and stagnant.
regions support a small range of flora and fauna (though widely divergent
from region to region), and they are home to large herds of herbivores. Wetlands: These are areas in which the soil is saturated seasonally
or year round, such as marshes, bogs, and swamps. One of the most
Temperate Grasslands, Savannas, and Shrublands: These areas lie biologically diverse zones on the earth’s surface, they support a wide
further from the equatorial regions than do the tropical and subtropical variety of both plant and animal life.
zones, and they experience freezing weather during winter and high
temperatures during summer. Low grasses and shrubs (steppes) to high Oceanic Islands: These islands do not sit on continental shelves; they are
grasses and shrubs (prairies) dominate these regions. The soils are generally the result of volcanic activity, or more rarely, tectonic shifting. They can
fairly rich, and while they do support trees, the tree growth is not so thick appear anywhere there is activity to produce them, and the climate where the
as to form a canopy. These regions are home to large species of grazing islands reside determines their flora and fauna. There is usually an abundance
animals. They are also some of the most agriculturally productive biomes. of bird life, wild fishes, migratory marine mammals, and reptiles.

Flooded Grasslands and Savannas: These grasslands flood seasonally. Endorheic Basins: These basins are deep rifts accumulating water from
They have rich soils, are very wet, and are generally found closer to the streams or rivers and have no visible runoff; the water usually drains in
world’s tropical regions. They support a wide variety of grasses, shrubs, and underwater channels. These basins are common in all climates; the types
herbaceous plants but fewer trees than other grasslands. They are home to and amount of fauna and flora are dependent upon where they lie in the
a variety of waterfowl, crocodiles, amphibians, and other smaller animals. world setting.

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Underground Biomes Example 1: The party climbs over the rocks and looks north to the castle keep.
Caves: These are isolated, shallow openings in the earth. They are usually Example 2: You pull yourself up over the crag to find yourself standing
barren of any life except surface species living in or near the mouths of these on a narrow escarpment. You follow the escarpment around to a large
caves. Unique plant and animal species can be found in these caves. outcrop resting comfortably beneath the peak of the ridge. Climbing it,
you see a broad expanse of tundra before you, beyond which lies another
Deep caves: These caves extend deep under the earth. Their upper
range of hills and one large dome mountain. Upon its peak stand the
portions support an abundance of lichen, mosses and small growth. There
towers of the castle keep.
are large, cavernous areas connected by small chutes and tunnels. They
are well-watered. The lower areas are inhabited by an array of unique Below is a short list of terrain features commonly used in Castles &
plant species, but they are very sparse. Crusades.
Dismal Deeps: These areas have no real-world equivalent. However, in
the fantastical realms, there are worlds beneath ours with ecosystems all Deserts
their own. They are typified by massive caverns and cavern complexes Deserts are regions receiving very little annual precipitation, usually less than
joined by narrow chutes and tunnels. These humid environments have 20 inches a year. Deserts have specialized flora and fauna, and they lie in both
consistent temperatures except when near volcanic activity. Cavern cold and hot climates. This latter point is important to understand, as deserts
complexes have unique plant and animal species found in small enclosed can exist in arctic environments.
zones with some few species varying over extensive periods. Vegetation is
sparse, generally low growing and found in large communities. Plants and Coastal: Deserts along coasts that generally have long, cool summers
animals tend to respond to heat, movement, sound, and smell more than and longer winters. Their proximity to the salt-water ocean or sea allows
sight. Some areas are well-watered, while others are not. for moderate salt buildup in the soil, therefore reducing the chances of
vegetation thriving.
Table 5.2 Biomes
Cold: These deserts experience long winters and short, very cool
Roll (2d12) Biome summers. Their low temperatures are conducive to permafrost forming in
2 Tropical and Sub-Tropical Broadleaf Forest the soil and less melt from the fallen snow, leaving accumulated buildup
over long periods.
3 Tropical and Sub-Tropical Dry Broadleaf Forest
4 Tropical and Sub-Tropical Coniferous Forest Hot and Dry: The most common type of desert and often the largest,
these deserts are always warm, even in winter, and have very little
5 Temperate Broadleaf and Mixed Forests
precipitation. Vegetation is small, ground-hugging shrubs and bushes.
6 Temperate Coniferous Forests
7 Taiga Rain Shadows: These regions are created along the basin in of mountains
that stop the inward flow of moisture-bearing clouds. The windward side
8 Tropical and Subtropical Grasslands, Savannas, and Shrublands of the mountains receives plenty of yearly precipitation, but the leeward
9 Temperate Grasslands, Savannas, and Shrublands side receives very little.
10 Flooded Grasslands and Savannas Semi-Arid: These deserts have long, dry summers, but with short winters
11 Montane Grasslands and Shrublands with more precipitation. This allows for a wider variety of underbrush to
grow which in turn supports a great variety of fauna.
12 Tundra
13 Mediterranean Forests, Woodlands, and Scrub Forest
14 Deserts and Xeric Shrubland
There are many types of forested areas, from small hardwood copses
15 Mangrove to continent-wide boreal forests and vast tropical rainforests, such as
16 Lake the Amazon. Each type of forest has its own environmental conditions
allowing it to grow, as well as its own particular history. A broad-stoke
17 River Delta description of several forest types is provided below. From this, Castle
18 Freshwater Keepers should be able to place appropriate tree types in their regions and
more uniformly construct their world. A forest glossary also follows.
19 Wetlands
20 Oceanic Islands Northern Coniferous Forests (Boreal): These forests are found in
northern latitudes and in high upland mountainous regions. They are
21 Endorheic Basins
dominated by firs and spruces in their northern regions, while pines and
22 Caves larches dominate their southern fringes. They are often associated with
23 Deep Caves once-glaciated regions, and they receive a lot of yearly snowfall and have
low winter temperatures. The upland or mountainous forest of this nature
24 Dismal Deeps has the same cold and snow conditions. These trees in these forests are often
stunted and small, bushy affairs compared to their lowland counterparts.
Terrain Deciduous trees can be found in these forests, but they are rare and are
Every biome consists of a vast array of terrain, the features of the land, more likely found in the southern regions or at lower elevations.
including bodies of water. There are many types of terrain features that
Southern Coniferous Forests: These forests are found in southern latitudes.
describe particular aspects of an area. Castle Keepers should always use
They are generally more constrained by their environment than their northern
descriptive words when describing the terrain PCs are travelling over, as it
counterparts, as other tree types are far better acclimated to the long growing
helps conjure images of the world in the players’ minds, making the game
seasons and mild winters and summers. They are dominated by tall pines
more vibrant and fun (see Example 2 below). Terrain goes far beyond the
with high canopies or low, small spruces which grow in soils or rocky outcrops
biome and climate and into the interactive area of the game where the
unsuitable to other trees.
imagery is all important and descriptions can make or break a mood.

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Deciduous Temperate Forests: These forests are found in areas of Glen: These secluded valleys lie in the deep mountains, and are usually
moderate climatic conditions. Cold winters and warm summers prevail, difficult to access.
but temperatures do not consistently drop below 0 or above 100 degrees for
extended periods of time. Seasonal changes predominate, with the deciduous Gorge: A narrow passage cut into a mountain or cliff characterized by very steep
trees loosing their leaves in fall and growing back in the spring. Trees typical cliff sides. A swift-running stream that may or may run year round cuts the gorge as
to this clime are ash, birch, oak, willows, and the like. These forests are often it travels across the terrain’s surface, eroding it away.
intermixed with evergreen trees, such as cedar and southern pines.
Hollow: These small valleys lie in between large mountains, and they
Copse: These small woodlands have moderate to dense undergrowth, such as are dominated by ready water and one more stands of trees, either groves
those areas near creek beds or bodies of water. or small wooded areas.

Grove: A grove is a small woodland area with little or no undergrowth; a Ravine: a long, deep hollow in the earth’s surface similar to a gorge, and
grove can exist in larger forests or stand by itself in the open country. Groves it is likewise usually cut by a stream
usually exist near water or in areas receiving sufficient annual precipitation.
Rift: An area of rocky surface that splits, causing a fissure. This rift
Forest: An extensive area of land covered in trees. A forest usually reveals a natural break in the stone, a weak spot that usually grows larger
consists of mixed tree species due to the proximity to water and the with time and erosion.
overall agreeable climate. The trees usually grow in dense patterns,
choking out most undergrowth. A forest almost always consists of older- Vale: A wooded valley crossed by some course of running water where soil
growth tree stands. erosion is slow due to the land’s contours. A vale attracts a large variety of
fauna and flora, the latter of which grows vigorously in the area’s rich soil.
Jungle: A forest growing in the tropics, which consists of flora that
thrives in hot and humid climates. Valley: A large area of lowland lying between larger more prominent land
features, such as hills, mountains, ridges, plateaus, etc. The valley, like the
Orchard: An artificially planted grove of trees, usually containing fruit- vale, is home to a wide variety of fauna and flora; the flora tends to thrive as
or nut-bearing trees. the area’s water runoff is not too severe, allowing for soil growth.

Stand: A small group of similar trees; a stand is almost always in a larger Lowlands
growth of trees like a forest or grove.
Lowlands exist at many different elevations. Some run the length of coasts, or
Timberland: An area marked or purposely grown for the cultivation of timber. stand in stark contrast to hills and mountains; some lie nestled between two
mountain ranges, or may even exist on the slopes of ridges. Lowlands range
Wood: A moderately large area of trees with moderate to dense undergrowth. in size from the very small to the very large. Use the following definitions as
Like the grove, the wood can exist in larger forests, and usually borders some reference points in your game.
terrain feature allowing for variations in the patterns of undergrowth.
Downs: This is a grassy, treeless upland; it usually experiences heavier
rainfall than normal.
Depressions
A depression, or sinkhole, is a low point in the ground surrounded on Grassland: An area in which various grasses predominate, such as a prairie.
all sides by the land around it. These sinkholes occur in every clime and
biome and within any terrain. Depressions can occur in ice sheets, prairies, March: A march is an area of indistinct landform usually bordering two
mountainsides, underwater, etc. The below examples should be used distinct landforms, such as the area between a marsh and savannah. The
extensively in overland travel adventures. terrain here is mixed.

Arroyo: A large gully created by coursing water, usually caused by flash Bottomland: These low-lying regions are always located near riverways;
flooding in deserts or environments experiencing sudden downpours. An they are often wet areas with a high water table.
arroyo is usually a fairly shallow gully.
Bush: An area of densely packed young trees and underbrush found in
Canyon: A cleft in the ground with very steep sides. Canyons are the result savannahs, usually bordering or near forests.
of tectonic shifts or water runoff in soft-rock areas. They can exist in almost
any terrain, though are predominantly restricted to mountains and hills. Pampas: These vast grassy plains are often arid with few trees and low
growth plant life.
Basin: A concave area in the earth caused by weak or shallow ground
surface usually as the result of water runoff. The area around the basin is Prairie: This generally refers to lush grasslands with deep-rooted grass,
higher than the basin’s lowest point. which sometimes extends several feet into the soil. A prairie can be very
large or small depending on its location.
Chasm: A deep cut in the ground caused by water erosion or tectonic
activity. The chasm is different from other depressions by the steep nature Savannah: A vast, treeless grassland in tropical or subtropical climes.
of its sides. Chasms can exist in most terrain.
Scrub: Stunted vegetation and thickets characterize this area. They are
Dale: A dale is another word for valley. It is usually associated with low often associated with arid savannahs.
valley sides, lush growth, and plenty of water.
Steppe: A vast region of low grasses broken up by occasional thickets of
Dry Wash: Any water course that is dry; it may be dry due to seasonal brush or trees.
climate changes, or permanently dry due to changes in the landscape or
precipitation. Dry washes often exist in arroyos, and if seasonal, they can Tundra: An area with permanently frozen subsoils which allow little
suffer from sudden flash floods. vegetation to grow. Tundras are usually harsh climates; grasses that find
habitation in a tundra are thick-bladed, stout grasses.
Gap: A low area in a hill, ridge, or mountain. A gap often serves as a pass
for travelers. Veldt: An elevated and often arid upland grass area.

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Chapter 5 — Worlds of Adventure: Overland
Mountains & Hills Creek: A small, free-flowing body of water that usually feeds larger
rivers or into estuaries. Creeks usually originate in high mountains from
Mountains range from young, active volcanic ranges and those being
snowmelt or from underground aquifers.
pushed up by the movement of tectonic plates to the very old, slowly
eroding mountains whose peaks are only a few thousand feet above Estuary: An estuary is either the mouth of a river, or it is an arm of the
sea level. But whatever the age of the mountain or mountain ranges, sea/ocean meeting it and the surrounding area; it is an area where the
they share many common features. Use these features when CKing and sea’s tide meets the river.
adventure through the hills or mountains of your campaign world.
Firth: A long, narrow inlet of the sea or ocean.
Crag: Rugged cliff or rock face projected out from surroundings. Crags are
often easy areas to climb, as they generally have many useable footholds. Rill: A very tiny water course feeding into a stream, brook, or creek.
Rills often bubble up in and around small rocks. The water is very fresh
Cliff: A long, steep shelf of rock. Cliffs range from the very smooth with and cool.
almost no handholds to the very rugged and easily climbed.
River: A large body of flowing freshwater following natural channels and
Dome Mountain: A rounded mountainous extrusion of igneous rock. feeding into larger rivers or the sea.
The dome is very noticeable, as much of the terrain around it suffers from
erosion, standing at a lower elevation. Run: A section of a creek, brook, or stream that flows very fast, almost always
down steep channels in mountains or hills or into depressions.
Escarpment: A length of steep, rocky cliff or slope. Tectonic shifts in the crust
cause escarpments. These areas often denote borders between two types of Stream: A small body of flowing freshwater following natural channels and
areas in so far as flora and fauna are concerned. feeding into larger streams, creeks, rivers, or the sea.
Foothill: A foothill represents small, low hills that lie at the base of Torrent: Very similar to a run, but a larger, violent, fast-flowing stream; a
large hills or sometimes mountains. Rounder tops and less difficult terrain torrent almost always flows down steep slopes and hills. A torrent is more
characterize foothills. often a section of a creek, stream, or river.
Knob: A conspicuously rounded hill, usually protruding from the Wash: A streambed created by rainfall or sudden snowmelt. The wash is the
surrounding area with little tree growth on it. actual bed carved out of the ground and serves as a channel for the water.
Knoll: A small knob.
Large Bodies of Water
Hill: A natural elevation in the earth, usually smaller than a mountain. Water dominates most worlds. As the cornerstone of life and the major
source of erosion, water plays a huge role in any world with a vibrant life
Mesa: A formation in mountainous regions dominated by a broad, flat cycle. As such, the world’s languages include many words describing types
plane, usually smaller than a plateau. It has steep cliffs on at least one side. of water encountered. Building upon the above section on flowing water,
the section below provides a small sampling of terms and definitions
Mount: A single mountain or hill distinct from its surrounding hills or mountains.
about standing bodies of water and the land surrounding them.
Mountain: An elevated region caused by natural forces, usually tectonic
Bay: A body of water partially surrounded by land; it is smaller than a
or volcanic activity. A mountain is characterized by a narrow summit.
gulf, but is larger than an inlet.
Ridge: A long, narrow elevated area in mountains or hills that dominates
Cape: An area of land pushing into a large body of water or the sea.
regions between other terrains.
Cove: A recess in the sea, shoreline, river, or lake
Plateau: A large area of land resting on the slopes of a mountain; a
plateau is broad and flat, affording plenty of purchase for a wide variety of Gulf: A very large section of a sea or ocean partly surrounded by land.
flora and attracting all manner of fauna.
Harbor: An area having many port facilities or docks for ships to anchor,
Outcrop: A rocky feature thrusting out or visible within surrounding non- load, and unload.
rocky areas.
Isthmus: A slim strip of land with water on both sides that connects two
Peak: The pinnacle of a mountain. bigger pieces of land.
Tor: An uplift of land in the mountains or hills that stands out from the Lake: A body of saltwater or freshwater of any size with land all around it;
surrounding area. rivers, streams, creeks, or underground aquifers usually feed a lake.

Rivers and Their Courses Ocean: A massive expanse of water whose currents and movements are
predominately free from a land mass’ influence.
Rivers, streams, canals, and other waterways offer the Castle Keeper a host of
adventuring opportunities. These obstacles present something for characters Sea: A large body of water partially surrounded by land. A sea often abuts
to overcome, challenging the players to pit their ingenuity and skills against an ocean, connecting to it through various tidal currents.
something other than a monster. Below are several types of waterways for use
in almost any game world. Sound: A long, narrow, often deep inlet lying just offshore.
Brook: A slow-moving creak or stream with trees, rocks, and undergrowth Strait: A narrow waterway connecting two larger bodies of water, such
dominating its course. as two oceans or a bay and the sea.
Canal: A waterway constructed to facilitate travel and trade. Canals
extend from any body of water to another, allowing water to move between
them. Canals range from the very small to large.

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Part 2: Worlds of Adventure
Wetlands Table 5.3 Average Monthly Temperature
Wetlands maintain high levels of water all year long, or Month TM1 TW2 Dt3 DS4 M5 DG6 MC7 BF8 TC9 HL10
at the very least, become inundated with seasonal rain
or snow. These areas are not restricted to lowlands, as January 78 73 55 25 51 15 16 -10 -15 0
mountainous lowland regions can experience intense February 78 72 59 33 54 23 20 -15 -15 1
levels of precipitation, as well. Wetlands suffer from
thick, soup-like soil that retains moisture. Many March 78 73 65 42 58 31 34 5 -9 5
wetlands include small pools, ponds, and interconnected April 78 74 68 53 59 42 54 28 0 19
water canals separated by areas of thicker, rocky soil, or
vegetation. May 78 75 75 62 65 53 69 41 20 24
June 78 77 79 74 72 65 77 50 25 35
Bayou: A marshy area around a lake, sea, or other body of
water, usually stagnant or, at the very least, sluggish. July 78 77 95 84 77 76 84 55 40 40
August 78 78 100 77 77 67 83 59 35 42
Bog: An area of wet, spongy ground with deep mosses and
poor deterioration; Thick, sodden vegetation covers the September 78 78 80 68 73 57 72 45 30 36
surface of the bog. October 78 77 75 55 68 44 59 19 15 35
Fens: These flat, marshy lands have high water tables and sedge November 78 76 65 40 59 28 37 10 0 17
grasses. December 78 75 57 31 53 19 23 0 -5 5
Marsh: These treeless areas of water-logged soils and Note: Monthly temperature is in Fahrenheit.
shallow water allow bushes and low plants to grow in 1
Tropical Moist Climates (Rainforest)
profusion. Marshes reside near lakes, slow-moving rivers,
and low-lying regions. 2
Wet-Dry Tropical Climates (Savanna)

Moor: A large area of land with poor drainage, where heath


3
Dry Tropical Climate (Desert)
and peat moss grows in abundance. Moors are usually damp, 4
Dry Mid-Latitude Climate (Steppe)
swampy, and foggy. 5
Mediterranean Climate (Chaparral)
Peatlands: Peat consists of highly organic material, such as 6
Dry Mid-Latitude Climate (Grassland)
swamp grass, that is partially decayed. Peat forms in damp,
marshy areas and is very useful as a fuel. Peatlands are marshy
7
Moist Continental Climate (Deciduous Forest)
areas where a great deal of peat has formed. 8
Boreal Forest Climate (Taiga)

Swamp: Similar to a marsh except enough soil has


9
Tundra Climate (Tundra)
accumulated to allow trees adapted to perennial flooding 10
Highland Climate (Alpine)
and water logged soils to grow. Swamps can occur on
coasts or inland.

Weather stellar activity, cloud cover, humidity, bodies of water, and many other factors
all affect a region’s average temperature. Unless the CK desires to create the
Weather plays an important role in any role-playing game. It is a perfect world’s entire weather system, laying out how it interacts with the cosmos,
tool for the Castle Keeper to capture a mood and set a game’s tone. it is easiest to roll the daily temperature on Table 5.3 Average Monthly
Heavy snowfall, torrential rains, the sun scorching down on the prairie, Temperature. Determine the equivalent month in your game with the listed
or any similar effect immediately casts the players in an environment real-world month and its included average temperature. These assume a
they can relate to because, chances are, they have experienced such temperate climate, much as you would find throughout North America and
weather in real life. Weather also affects game play, as the weather, Europe. The Castle Keeper must determine which zone the game takes place
much like terrain, directly impacts movement, and it can, under severe in; reference Climatic Zones above. This information is the foundation of
circumstances, interfere with combat. Weather is a tool that is easy to the temperature in the game. Once the climate zone is known, the average
role-play, though it is difficult to role-play consistently. In an orderly monthly temperature is listed on Table 5.3.
world, weather follows semi-predictable patterns. It rains certain times
each year, and trade winds blow roughly in the same path with consistent To use the table, determine the correct month, check the base temperature
regularity. How to track this and deal with weather can be very easy or for the appropriate climate or biome, and then roll 1d20; add the roll’s
difficult, depending on your own gaming style. result to the listed temperature. The final sum is the daily temperature.
Check the notations for the particular biome. If the Castle Keeper desires
Role-Playing Weather a colder daily average, subtract 1d20 from the average. Follow the same,
whether subtracting or adding, over extended periods of time in order to
It is unlikely players will detect weather patterns or variances in the game maintain consistency.
world unless the CK has developed some detailed weather system which the
characters pass through enough to allow them to begin detecting the pattern; Example: The adventurers set off in the month of August. They ask the
couple that with the complexity of creating a real-world model of weather and CK for the temperature before they hit the road. The CK, knowing the
its internal consistency (based on solar and temporal bodies) and the Castle climate is roughly a moist continental climate, rolls 1d20, coming up with
Keeper often finds it easiest to simply just role-play the weather conditions for 15; that means the temperature is 83 on the MC column for August;
any given game as they occur. This is easily done and does not require too much adding the 15 rolled, makes the temperature 98 degrees.
effort or tracking on the CK’s part.
The above table assumes a broad range, allowing for various conditions.
Temperatures and precipitation vary greatly from one region to the next, even CKs should adjust the final number by whatever atmospheric conditions
in zones located at the same longitude on the globe: elevation, trade winds, or elevation they deem necessary.
92 Castles & Crusades
Chapter 5 — Worlds of Adventure: Overland
Design Your Weather Weather Patterns in Detail
Castle Keepers should not use the above charts as dogma in designing For CKs desiring a more detailed weather structure, it is necessary to
their own worlds. Often a CK’s vision is particularly focused on his own determine many more factors: elevation from sea level, longitude (distance
imaginative creations, and his creations may be colder, warmer, drier, from equator), average precipitation, and average cloud cover, just to name
wetter, or just generally different. Change the above information to fit a few. Solar activity impacts average temperatures, as do cosmic winds,
your game if you want to convey a particular climate and terrain but find nearby moons, and so on. Many more factors play into weather, but there
that your world’s average temperature range is outside of that listed on are entirely too many to cover here; thus, they are beyond the scope of
the chart above. Simply adjust the numbers to fit your own mold. the Castle Keeper’s Guide. For instance, the average regional cloud cover
for one region is dramatically different from that of another; the impact of
Example: Below we use the 12-month Airhdian calendar to demonstrate cloud cover on ground temperatures is very measurable, and the variances
the average seasonal temperature. Although using the following table from one region to the next are far too great to track.
is not required in C&C, it can serve as a baseline for your own seasons
and temperature. The chart assumes a temperate zone for temperature.
Weather Conditions
Aihrde is a warm world with an abundance of annual precipitation. The
chart below indicates the averages for the Lands of Ursal in the Cradle Weather goes beyond simple temperature variances; storms, blizzards,
of the World, which lies in a moist continental climate. The real-world tornadoes, droughts, and long sunny days all contribute to weather
equivalent for each month is in parenthesis. We have adjusted the average conditions. Knowing whether or not it is going to storm can affect game
temperature and precipitation by a few degrees to impart that this region is play, and storms can help create all manner of moods, depending on what
slightly colder than and enjoys more rainfall or snowfall than other similar the CK wishes to convey; they also offer very challenging conditions
climates. Adjust your own average temperatures as you see fit. for the players and their characters. Determining the actual weather
conditions requires a little legwork. Many CKs—and it is encouraged—
Table 5.4 Average Monthly Temperatures in Aihrde enjoy making up the weather. If they want it to storm, then it storms,
rains, or snows. There is no particular need for any rhyme or reason to
Avg. this; keeping the temperature averages the same over seasons helps, but
Month Season Avg. Temp.*
Precipitation† there is nothing stopping the CK from announcing a dark cloud bank
Winterdark (January) Winter 12 7 moving fast from the southwest is bringing loads of rain. Before the
characters know it, it is raining.
Arist (February) Winter 15 6
But for those wanting chance to play a role, which is often more fun than
Erstdain (March) Spring 28 7
a CK’s whim, a little more detail is required. Five categories of weather
Regeerishc (April) Spring 41 7 are described below. Each category also affects movement, as described in
the chart following the description (see Land Movement below).
Lothian (May) Spring 51 7
Uthdain (June) Spring 67 6 None: The skies are clear except for a few roaming clouds. Gentle winds
keep the air moving, and the temperature variance is normal. Travel and
Falkhyhn (July) Summer 74 5
visibility is unimpeded.
Trocken (August) Summer 73 5
Moderate: Moderate weather sees winds picking up to 5-10mph
Frostig (September) Autumn 61 5 and an increased chance of precipitation. Sudden downpours are not
Erstfhroe (October) Autumn 48 6 uncommon, but they are short, and the system moves out of the area
quickly; these downpours occasionally bring rare bursts of lightning and
Lexlicht (November) Autumn 36 6 thunder with them. Travel is unimpeded, but visibility is obstructed for
Nochturn (December) Winter 22 6 short periods of time.
* Average Temperature in Fahrenheit. Bad: Bad weather manifests in large, continuous storms, whether snow,
† Precipitation in inches. hail, rain, sand, or even lightning storms. The storms last several days and
usually produce copious amounts of precipitation, averaging about 6+
The temperatures do not hold if you leave the Lands of Ursal. Moving just inches. Travel is difficult. Visibility is reduced by half due to precipitation;
a little north of the mapped areas of the World of Aihrde (see the After this affects twilight and duskvision.
Winter Dark Folio) places the adventuring party in the broad steppes of the
north, where temperatures mimic those of a dry mid-latitude climate. Severe: Severe weather conditions are driving rainstorms, snowstorms,
windstorms, sandstorms, and the like. Storms produce up to 10+ inches
Seasons of precipitation. High wind velocities and precipitation, such as snow or
rain or ice, reduce visibility and makes movement difficult as the ground
The second step in dealing with weather is to determine the season.
and everything becomes slick and dangerous to walk on.
There are four basic seasons that range in length depending on various
circumstances, such as solar activity. Basic adventures generally take Special: Tornados, monsoons, white-outs, blizzards, and hurricanes are
place in late spring, summer, or early fall, as the weather in these seasons special weather conditions which make movement next to impossible. The
is generally very mild, excepting for the occasional thunderstorm. For a high wind velocities, blowing material, and amount of precipitation can
more random approach, roll a d20 on the following chart. reduce one’s vision to few feet or obscure it completely. For example, in a
Table 5.5 Seasons white-out, vision can be reduced to several feet or yards, and discerning
landforms distinctly becomes impossible. In open terrain, loosing one’s
Roll (1d20) Season way is easy, even if only moving a hundred feet or more, as there are no
1-5 Fall reference points to use for guidance. Stepping off a cliff or into a ravine
is easy, as movement is almost completely random. Furious blasts of wind
6-10 Winter from hurricanes and tornados are strong enough to rip trees from the
11-15 Spring ground and blow a man hundreds of yards through the air. Monsoonal
rains can be so thick that vision is reduced as if in a white-out.
16-20 Summer

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Part 2: Worlds of Adventure
Weather Charts Table 5.7 Weather
Weather patterns differ from place to place and from season to season. Chance (d20) Conditions Visibility
In general, there are wet seasons, dry seasons, cold seasons, and warm
seasons. In some ecological zones, there is year-round rain and high 1-10 None Good
temperature, and in other seasons, there is year-round cold weather 11-15 Moderate 2-3 miles
and snows. Those areas near large bodies of water—depending upon
the prevailing wind patterns—experience greater amounts of rainfall 16-18 Bad .5-2 miles
than those further away from major water systems. Table 5.6 Weather 19-20 Severe* .1 to .5 miles
Patterns does not pretend to be an exact replica of rain patterns, but
rather serves as a useable reference resource. CKs should reference this If there is severe weather, roll a d4. If a 4 is rolled, then CKs should
chart to determine the weather patterns of a desired area. If there is a choose between flash flood, blizzard, monsoon rain, tornado, hurricane,
chance of precipitation, roll on the Table 5.7 Weather to see if there is typhoon, or similar storm of their choosing.
a storm and to determine its severity.

Table 5.6 Weather Patterns


Month TM1 TW2 Dt3 DS4 M5 DG6 MC7 BF8 TC9 HL10
January Rain Dry Dry Snow Dry Snow Snow Snow Snow Snow
February Dry Dry Dry Dry Dry Snow Sn/Ice Snow Snow Snow
March Dry Rain Dry Rain Rain Rain Rain Snow Dry Dry
April Dry Rain Rain Rain Rain Rain Rain Rain Rain Dry
May Dry Rain Dry Dry Rain Rain Rain Rain Dry Dry
June Rain Rain Dry Dry Dry Dry Rain Dry Dry Dry
July Rain Dry Dry Dry Dry Dry Dry Dry Dry Dry
August Rain Dry Dry Dry Dry Dry Dry Dry Dry Dry
September Rain Dry Dry Dry Dry Dry Dry Snow Dry Dry
October Rain Dry Dry Dry Dry Rain Rain Snow Snow Snow
November Rain Rain Dry Dry Dry Rain Rain Snow Snow Snow
December Rain Rain Dry Snow Snow Snow Snow Snow Snow Snow
1
Tropical Moist Climates (Rainforest)
2
Wet-Dry Tropical Climates (Savanna)
3
Dry Tropical Climate (Desert)
4
Dry Mid-Latitude Climate (Steppe)
5
Mediterranean Climate (Chaparral)
6
Dry Mid-Latitude Climate (Grassland)
7
Moist Continental Climate (Deciduous Forest)
8
Boreal Forest Climate (Taiga)
9
Tundra Climate (Tundra)
10
Highland Climate (Alpine)

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Chapter 5 — Worlds of Adventure: Overland
Weather and Visibility swampy lowland replete with vines and briars; he carried only a devil’s
walking-stick, a few power bars, and several gallons of water. Afterwards,
Weather can affect how far someone can see, or if he can see at all. Rain,
he was exhausted, bleeding from various scratches, irritable, angry, and
snow, or sand can completely obscure one’s vision.
dehydrated. It took him two days to recover from that foray.
Slight: This is a small amount of intermittent or consistent light rain.
When dealing with movement rates over land, the CK should take into
This includes flurries and slight snow falls.
consideration the following three factors: terrain, the presence or absence of
Rain Shower: This is a significant accumulation of rainwater that accumulates roads or trails, and the weather. Additionally, CKs might want to factor in the
in a short period of time or over days; this includes sleets and snowstorms nature of the travelers (civilians or trained military, for instance) and whether
or not they have any transport animals and/or vehicles with them.
Downpour: Thick sheets of rain with large amounts of water collection over a
short period of time. Downpours are often associated with flooding, tornadoes, Terrain, obviously, plays the greatest role in travel. As noted above, the
and hurricanes. Downpours may also include blizzards and whiteouts. nature of the surface being crossed governs the movement rate. The land
is rarely smooth for long; for example, it may rise or fall, or it may have
rocks, root stubs, briars, or bodies of water to contend with. Forests offer
Land Movement undergrowth, tree limbs, roots, mosses, and other flora to slow or impede
Landforms vary greatly in small areas. Some areas are easy to move through, travel. Desert sands slide under one’s feet and are surprisingly unyielding to
while others are exceedingly difficult or time consuming to navigate. One the boot. Mountains offer steep uphill treks, climbs, rocks, small winding
can encounter all manner of obstacles, from briar-infested lowland swamps paths (if any), loose gravel, undergrowth, snow pack and ice, not to
to vast expanses of open, hard-packed savannah and icy cobblestone roads. mention elevation issues and oxygen deprivation. The treacherous ground
In one, movement can be as slow as ¼ mile per hour or less, while in the of swamps gives way to deep pools, mired water, thick grasses, mud, and
other, one can move as much as 3 or 4 miles per hour. Considering that muck. The list goes on. Any type of terrain crossed, except for perhaps open
within a one-mile stretch a person might encounter a lowland swamp; grasslands and savanna, offers its own challenges to movement.
a raging, flooded river; a thickly wooded stretch of forest; and an open
savannah, determining movement rates becomes an arduous task. Roads play a large part in movement, as well. Crossing paved, cobbled, or
even simply cleared ground increases movement tremendously, and roads
Castles & Crusades addresses movement in fairly general terms, and the can even mitigate the effect of bad weather. Crossing through a forest where
Castle Keeper must bear in mind that any movement rate is subject to tree limbs constantly jam into one’s packs or pull at one’s helm and shield
change in short areas. The movement rules below are based upon certain is time consuming and arduous. Moving over flat, level ground free of roots
accepted averages and generalities in landform. The weather’s effects and stones makes travel much faster and easier. The Romans learned this
on movement are addressed below; weather can greatly affect the time early on, so they focused their efforts on building roads, and with them,
it takes to travel between two points. Furthermore, movement in this they conquered the western world. Moving over a well-managed road in a
section concerns itself with macro-movement and not micro-movement. desert is just as easy and efficient as moving over a well-maintained road in
Movement on the battlefield or in small spaces is addressed separately. a boreal forest or in the tundra.

Very rarely is movement through an area impossible. Consider the vast Weather comes into play when anyone attempts to move over paved
expanses of the earth men traveled prior to the coming of roads or horses. ground or open country. Heavy rain can impede vision, turn cobbled stones
Mankind had traveled over the Alps and Himalayas, crossed the Sahara into slick stones or dirt into mud, soak people and their gear, and so on.
desert and the Bearing Straights, entered the deepest African jungles, and Snow can be much worse, making surfaces simply impassable. The open
moved to Patagonia and into the interior of the Amazon Jungle. The only sky and beating sun bring heat that drains the traveler of precious water
limits to their travels, it seems, were the world’s highest peaks and the reserves, forcing them to carry more than they normally would, or they
depths of the blue oceans. And in both cases, oxygen seems to have been burn or blister travelers, bringing them to a painful rest. Weather stops
the major impediment. With that said, there is, within any given area, terrain armies in their tracks, and it does the same to wandering adventurers.
which is impassable. Sheer cliffs; deep, fast-flowing rivers; and other specific
conditions can prevent movement. However, within any given region, it is The movement rate of animals adds an additional level of complexity
nearly inconceivable that a geologic feature cannot be passed or bypassed, to the issue, as animals can vary greatly in their travelling distances, as
especially with magic—unless, of course, there is no oxygen. well. Many animals do not walk much faster than humans do. Horses,
for example, only move at an average walking speed of 2.5 miles per
Humans, demi-humans, and humanoids can move fast. The average hour. This is not much faster than a human’s walking speed. This is why
person, someone in reasonably good health, can move over fairly level horses make such great traveling companions: Humans can keep up with
road at a rate of 2 or more miles per hour for up to 8 or more hours a them if walking. A horse’s advantage is that it saunters and runs so much
day without exhausting himself. This person can do this while carrying a faster than a human runs, and its burst speed is exceedingly greater than
moderate load of up to 30 pounds. A reasonably healthy person can jog, a man’s; furthermore, it can carry large loads without adversely affecting
unencumbered, 1 mile in 10 minutes. These are, in all, great lengths. Of its walking speed. Over the course of 10 hours, of course, the small
course, adding weight slows one down, and the terrain over which someone differences can become apparent. On an average 10-hour walk, the horse
travels can impede this movement; bad weather can also slow a person’s can move 25 miles and the human 20. That’s five miles difference or a
progress. Furthermore, the more people travelling together, the slower their quarter day’s travel for a human. Short canters interspersed throughout
movement rate seems to become (this can be compensated by organization the day can increase the horse’s travel distance greatly.
and training, such as the training given to military units). At the high end,
in forced or speed marches, a healthy person can move as many as 20 miles As you can see, movement is difficult to manage because it varies so
in 3-4 hours (the U.S. military has contests every year). greatly and so many factors impact it. Considering this, the movement
rates discussed below are averages derived from the average human
Example: Davis used to hike extensively in the Rocky Mountains. On stride. Castle Keepers are certainly within their limits to expand or
one day, while carrying a 65-pound pack, he hiked 26 miles of trails in contract these distances as necessary or augment the movement rates as
the Rockies; with about 60% of his travel being downhill, he made the they deem fit. Local circumstances and variables have much to do with
hike in just over 10 hours. He was not terribly exhausted by the hike, and movement rates. The movement rates only reflect movement outdoors;
he had ample time to set up camp, cook a big meal, eat, relax under the they do not concern themselves with movement inside, where a host of
stars, and gaze upon a herd of elk in a pasture below. On another hike, it other variables come into play.
took him 8 hours to move a little more than a mile, with no trail, through

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Part 2: Worlds of Adventure
Determining Movement Rates The following chart assumes movement across a range rather than
summiting a range. Movement rates involving summiting a range are
The Castles & Crusades Players Handbook and the Monsters & Treasure
affected by being ½ again slower, while the movement rate for which
books give movement rates for most creatures. Table 5.8 Movement
descent is greater than 50% mitigates the effects by ½.
Rates shows the common movement rates governing movement in C&C,
translating them into an average outdoor walking speed. The assumption
is that the movement is occurring over level ground and along a well-worn Table 5.9 Movement Rates Per Terrain Type
trail, a path free of obstruction, or on an easily traveled road. Terrain Type Effect Ascent Descent
None none none none
Table 5.8 Movement Rates
Rolling 75% — —
MV Rate MPH Normal*
Hilly 50% 40% 80%
10 feet .5 4
Mountainous 25% 10% 50%
20 feet 1 8
30 feet 2 16 Obstacles

40 feet 4 32 Once one moves off the road or away from well-tended trails, obstacles
greatly affect overland movement. Obstacles can include anything from
50 feet 6 48 swampy morasses, sandy dunes, piles of deadfall, rocky outcroppings, thick
60 feet 8 64 brush, rubble in a city, and even deep grasses. The range of material and
debris that can impede movement overland is vast and dealt with in the
70 feet 10 80 most cursory of manners. The Castle Keeper must decide how difficult it is
80 feet 12 96 to move through certain terrain types based on the offered guidelines.
*This assumes an 8-hour walking day over gentle ground.
Overland movement can be slow. It can be very slow. Even short stretches of
Distance is recorded in miles.
land can present nearly impenetrable conditions, and to get through them,
To supply the CK with a very simple and straightforward approach to hacking and clearing is sometimes necessary. In an old-growth forest with
governing movement rates through terrain and its many obstacles, long-living trees, deadfall and debris can staggeringly impede movement. On
including the weather, the CK simply has to cross-reference the three tables the other hand, if the rate of decomposition is speedy, the same forest’s ground
below (after finding the base movement rate in Table 5.8 Movement cover clears fairly quickly, making movement much easier. Deserts with deep
Rates, that is). Begin with Table 5.9 Movement Rates Per Terrain to sandy dunes present very difficult traveling conditions, while regions with rocky
determine terrain factors affecting the movement rate, and then move to escarpments and a few dunes are almost like traveling on along a road.
Table 5.10 Movement Rates Per Obstacle Type for obstacle factors;
The Castle Keeper must examine and determine the nature of the environment
finally, consult Table 5.11 Movement Rate in Weather. Together, these
the characters are traveling through to gauge the difficulty of travel. Determine
tables will yield the final movement rate. This movement rate is based on
the type of obstacle below, the effect they have on movement rates is detailed
an individual moving overland with weight, 30-40 lbs.
in Table 5.10 Movement Rate Per Obstacle Type.
Elevation and terrain do not affect flying movement at all. Weather can, however.
It is important to note that the obstacles have to be significant and
consistent to grossly affect movement. All forests, deserts, and even
Elevation grasslands have their densely-packed areas, but often these can be
The first terrain feature the CK must determine is the elevation. Traveling bypassed or, even though costly in time, moved through. Traveling
high in the mountains means less oxygen, as well as more strain due to the overland through the Ozarks would be considered travelling through a
up-and-down nature of the movement. For game purposes, the time gained hilly region (regardless of ascent or descent, so slight are the elevation
in downhill travel is average with the time lost going uphill. Elevation changes) and have low-density obstacles, despite all the creeks, rivers,
changes are generally broken down into the following categories; none, deadfall and underbrush present.
rolling, hilly, and mountainous.
On the table below, the effects of movement are assessed for each terrain obstacle
None: Here the ground is relatively flat. There are no appreciable type’s density. Assess the effects of obstacles after the effects for Terrain.
elevation changes which affect movement.
None: This region contains no appreciable obstacles. The ground cover
Rolling: Elevation changes are noticeable, and travel rates uphill and is slight, if present at all, and the earth is hard packed and lacks rocky
downhill are affected with a slight weight given to uphill travel or mitigating outcrops or other impediments to movement.
factors (such as switchback roads) affecting overall movement rates.
Slight Density: This region has moderate movement impediments. The
Hilly: Elevation changes are noticeable. Movement uphill slows appreciably, undergrowth is sparse, and small creeks, rocky outcrops, deadfall, and other
and movement downhill does not replace the lost time or distance of moving debris offer little resistance to movement, though they can impede it at times
uphill. Downhill movements are greatly affected by terrain, as roads or trails or cause the travelers to move around them a lot. These areas might include
switchback and follow irregular courses over any given stretch of land. small bodies of water, boggy areas, deadfall, exposed sandy soils, boulder-
strewn ground, vines, and similar natural growth or debris.
Mountainous: Elevation changes in mountainous regions are extreme,
and movement uphill can be arduous and demanding, slowing movement Overgrown Density: These areas challenge any creature travelling
rates appreciably. Road and trails follow very irregular courses over any through them. Dense underbrush, vines, thorn thickets, creeks, large
given mile, switchback a lot, dipping and rising with local terrain features. bodies of water, deep boggy soils, deadfall, and other similarly difficult
Movement rates downhill do not replace the time lost in moving uphill. terrain make movement extremely difficult. Often backtracking is
necessary to move through an area. Some regions require a wide berth,
The effects listed below are the maximum movement rates as a percentage and sometimes deep, exposed sandy soils slow movement. Snowdrifts, ice,
of normal speed. For example, a human moving in mountainous terrain and exposed rock formations also can combine to make travel difficult
can only move ¼ his normal walking pace, so .5 miles per hour. though these regions.

96 Castles & Crusades


Chapter 5 — Worlds of Adventure: Overland
Thick Density(4): Movement through areas with a high obstacle rating is automatically reduced to 40% because he is moving primarily in the
can be exceedingly difficult. These obstacles include swampy terrain with uphill direction, as per Table 5.9. So his movement is .8 miles per hour.
at least 6 inches of muck and dense undergrowth, sand-dune deserts, Modify this further by his moving through a low-density obstacle area, as
areas of deep snow drifts, or areas of densely packed, large deadfall, such per Table 5.10; then multiply .8 by .75 to arrive at .6 miles per hour. The
as in many old-growth or boreal forests or dense jungle growth like that weather is the final factor to consider. In this case, there are slight snow
in the Amazon’s interior. flurries, making the weather a moderate rating. Consulting Table 5.11,
the CK must multiply .6 by .90 to come with his final movement rate of
Table 5.10 Movement Rate Per Obstacle Type .54 miles per hour. Rounding down, our noble adventurer is moving at
one-half a mile per hour. Given 8 hours of travel, he can move 4 miles.
Obstacle Type Effect
None none Flying Creatures
Slight Density 75% For flight, consider movement rates as on level terrain and with no
obstacles. Weather offers the only impediment.
Overgrown Density 50%
Thick Density 25% High wind speeds can reduce the movement rates of flying creatures.
It can also be beneficial should the flying creature be moving with the
Weather headwind. Some wind speeds are so harsh as to make movement too
Weather can greatly affect movement. Because it varies greatly in effect, timing, difficult. To gain the bonus for moving with high winds, the creature
and nature, weather is discussed separately. Weather can be so severe as to must be moving in the predominate direction of the winds and be in the
bring virtually all movement to a halt. Some weather conditions are deadly headwind area, not the tailwind area.
(white-outs, blizzards, tornadoes and flooding, for example), while others are
actually invigorating (cool drizzles on hot summer’s day, for instance). When Table 5.12 Movement Rate for Flying Creatures
considering the weather’s effects on movement, try to place yourself in that Winds Effect
condition and see how you might react to it. Also, bear in mind, people once
spent a great deal more time outside experiencing the weather; they were not None No Effect
relaxing in cooled/heated, dry houses. People were once more accustomed to Moderate +/- 25%
managing in adverse weather conditions, and, considering the nature of the
milieu, the players’ characters would also likely be more acclimated to what we High +/- 50%
might consider adverse weather conditions. Very High +/- 90%
Rainstorms, snowstorms, whiteouts, tornadoes, monsoons, driving rains, snow
flurries, heat waves, cloudy conditions, wind, and sandstorms can all hinder, Getting Lost Outdoors
slow, or even stop characters from moving forward should the right condition For those not familiar with the woods, getting lost is not that difficult.
exists. The weather can be an enemy as deadly as any fantastic creature one can Even in broad, open plains, a slow and gradual declination change in
imagine. However, it probably shouldn’t be used as such. Weather is most often direction of movement can cause one to end up many miles from one’s
a backdrop to the story, and it should only rarely be made dangerous. It should, destination. In woods and hilly regions, this effect can be dramatic, as
however, be an impediment and obstacle as with anything else in nature. After keeping one’s direction becomes increasingly difficult. Even a ranger can
accounting for the effects of terrain and obstacles, consult Table 5.11 veer off course, though skilled woodsmen usually note when they are
Movement Rate in Weather. veering off course and correct it fairly quickly. Weather conditions greatly
affect one’s ability to stay on a targeted direction of movement, as well.
None: No weather of appreciable note. Familiarity with one’s landscape mitigates this to a great degree, as one
recognizes landmarks, landforms, and other familiar terrain.
Moderate: This weather type includes snow flurries, sprinkles, showers,
low winds, and warm or cold temperatures Keeping track of direction requires a making a wisdom check from time
to time. The player characters must appoint a party member as the
Bad: These are rainstorms, snowfall, average winds, moderate-to-high designated guide; if they fail to do so, the CK should appoint one secretly
temperatures, and temperatures just a little below freezing. behind the screen. At the beginning of each travel day, the party’s guide
makes a wisdom check. The challenge base is always 12. Characters
Severe: Severe weather conditions are driving rainstorms, whiteouts,
DO NOT add their level to the die roll, but they do add their attribute
snowstorms, windstorms, sandstorms, and the like.
bonus. Success indicates the person has chosen the correct path. Failure
indicates he has veered them off course.
Table 5.11 Movement Rate in Weather
Weather Effect To determine direction, consult Table 5.13 Getting Lost. Consult the rating
of each feature below to determine the wisdom check’s final challenge level.
None 0%
Moderate 90% Table 5.13 Getting Lost
Bad 50% Terrain Obstacles Weather
Severe 10% None CL 0 None CL 0 None CL 0

Example: A human is moving overland through a hilly region and is Rolling CL 1 Slight CL 2 Bad CL 1
off the beaten path. He is on the uphill side of the range, so more than Hilly CL 2 Overgrown CL 3 Moderate CL 4
75% of his movement is uphill. The region is an old-growth, temperate,
hardwood forest in late winter, when the undergrowth is minimal. His Mountainous CL 4 Thick CL 6 Severe CL 8
major movement impediments are the terrain’s rocky outcrops and the
Determine how familiar the terrain is. If the terrain is very familiar, the
many streams, creeks, and deadfall present. This is a low-density obstacle
character gains a +9 to his check; if the terrain is slightly familiar, he
region. The human’s normal movement rate is 2 miles per hour. This

Castle Keeper’s Guide 97


Part 2: Worlds of Adventure
gains a +5, and if the terrain is a little familiar, he gains a +2 to his It is important to note that the generic fantasy setting easily conveys all
wisdom check. If a ranger or barbarian is making the check, then add +5 the ages presented below. It is not unreasonable to assume that in a world
for a barbarian and +7 for a ranger. where elves exist that one society can be lost in its own development and
remain a Bronze-Age civilization, where one not too far removed from it has
Example: The party is traveling through a steep mountain range (CL 4, as per evolved into an Iron-Age culture that utilizes heavy armor and the like. Even
above); the land is covered in slight amounts of vegetation (CL 2); the weather if the real nature of cultural transference dictates the Iron-Age civilization
is bad (CL 3). There is a 4th-level ranger guiding the party. The challenge base changes and evolves into the Bronze-Age civilization, echoes of the older
is 12. To determine the challenge level, add the terrain, obstacles, and weather or different culture can easily exist. Castle Keepers who are immersed in too
to the CB. The terrain rates a 4 so CL 4, Obstacles rates 2 so CL 2, and the much realism run the risk of alienating one or more of their players. Being
weather rates a 3 so CL 3. The ranger is not familiar with the terrain. The total too restrictive about the setting’s age can seriously retard the players’ ability
CL is 12 + 9, for a challenge class of 21. The ranger has a wisdom of 12, so he to outfit their characters how they see fit, and it removes that vital area of
gains no attribute bonus, but his ranger skills gain him a +7, for a total bonus of control from them already discussed in Chapter 3.
+7. Any roll of 14 or higher means the party does not become lost.
Note: CKs should be very cautious in driving home too many limitations
If the party’s ranger fails the check, they move off course by 10 degrees off on equipment, and if they do, it is imperative they make these limitations
target for that day. Determine which direction they veer in by consulting crystal clear to their players before the players begin making their
Table 5.14 Directions. characters. A player who creates a wizard and goes through the trouble
of naming him, giving him a description, and outfitting and equipping
Table 5.14 Directions him is likely to react negatively when he finds out that he can only cast
animal-oriented spells.
1 North (N)
2 Northwest (NW) The following should serve as good guidelines to what a particular Age
might entail and what type of equipment would be available.
3 West (W)
4 Southwest (SW) The Fantasy Setting
5 South (S) This is the standard setting for any adventure or campaign. It offers the
6 Southeast (SE) most choices for players and Castle Keepers. The setting can be as simple or
7 East (E) complex as the CK desires. The fantasy world, already filled with elves and
dwarves, creates very little imaginative dissonance when it allows for one
8 Northeast (NE) player to outfit his fighter in a full Greek ensemble, armor, and equipment
on one side of the table; and on the other side of the table, allows a second
Increasing Speed player to outfit his fighter in chain mail, with a kite shield and a great helm.
Only the participants’ imagination restricts this setting.
Increased speed for movement can only be incremental over long distances,
as the energy required to sprint or jog can be sustained for only a short time Armor/Weapons: All armor and weapons are available.
(relatively speaking) without frequent rest, which tends to mitigate the
effects (as time spent resting) of the increased movement rate. However, with Equipment: All items from the Players Handbook are available.
some stress, one can reasonably increase one’s movement over an 8-10-hour
period by 10%, and doing so requires only 1 additional hour of rest at its end Clothing: All clothing in a variety of styles is available.
to recuperate. One can increase movement up to 50%, but doing so requires
more and more time to recuperate, such that each 10% increment of increase Culture: Language is complex and can convey a wide variety of emotions
requires x2, x4, x8, and x10 recovery time to be fully rested. and attitudes. Multiple forms of writing and art exist. Architecture exists
in multiple styles and forms. There are domesticated dogs, horses, and a
Also, if one increases one’s movement rate, physically one becomes exhausted, full array livestock.
resulting in a temporary loss of strength, constitution, and dexterity of 1 point
per 10% increase. One recovers one point per period of rest. Spells: Any spells and magic systems are available

The World Fantastic Magic & Treasure: Gold is the standard currency, and is supported by
silver, copper, and platinum. Magic is an integral part of the setting, so
For the fantastical world, there are no barriers to the setting’s nature. If the magical treasure is as common as the CK desires. All treasures in the
world does not follow the normal laws of physics, then the Castle Keeper has Monsters & Treasure book are available.
absolute discretion to create it as he desires. Worlds of chaos and magic do not
have the boundaries of modern physics to determine their composition. CKs Villages: Villages only have country markets where food is sold. The armorers
should attempt to create such worlds on the fly, as planning them out usually and blacksmiths generally have rudimentary skills and resources. Equipment
leads to order and structured change; making it up as you go along is the here is rare, and is generally available from farmers or small shops.
ultimate test of a CK. The Siege Engine is the perfect vehicle to run characters
through such worlds. Towns: Numerous towns exist, and they have blacksmiths, leather
workers, and most other trades represented. Weapons and armor are not
The Setting’S Age common, but they are available.

Playing into the paradigm of using equipment to convey the tone of the Cities: Numerous cities exist. All types of equipment produced by
game (see Chapter 3 Equipment), it is not very difficult to understand multiple trades exist and are readily available within these cities.
how, even as the player uses equipment to establish who his character is,
the Castle Keeper can use equipment to detail the setting and establish Stone Age
the game’s broader tone. It begins with choosing a setting age for the
campaign world. We’ve compiled an abbreviated list below to help The Prehistoric period is one that has few options. There are few, if any,
establish guidelines on what a specific age may offer the players in the urban centers, as the technology to move sewage and store foodstuffs does
guise of equipment and weapons. not exist, or it does exist in limited quantities. Use of any type of metal is
impossible, as Stone-Age people do not possess the ability to smelt or mine

98 Castles & Crusades


Chapter 5 — Worlds of Adventure: Overland
any ore. Running such a setting would be a
true challenge for the Castle Keeper, as the
limited options tend to offset the excitement
garnered from woolly mammoth battles.

Armor/Weapons: All weapons are stone


and are restricted to clubs, daggers, spears,
primitive axes, bows (with stone-tipped
arrows), and the atlatl. Armor is restricted to
animal hide and leather.

Equipment: Tools consist of diggers and


cutters. Stone-Age characters have access to
some small clay pottery and bags made out of
woven grass and thick cloth. Items from the
Players Handbook are extremely limited; the
CK should determine what might be available
before starting the campaign.

Clothing: Weaving is in its infancy in the


Stone Age, consisting of broad bands of animal
skins interwoven together. Otherwise, skins and
hides constitute the predominate clothing.

Culture: There is some pottery, and writing


is restricted to wall paintings, skin scrolls,
tattoos, and similar items.

Spells: Spell use is limited to very simple


wizard and illusionist spells of 1st and 2nd
level; however, druids would have their full
complement of spells. Shamans could have
up to 4th-level clerical spells.

Magic & Treasure: There is no currency;


barter is the standard method of all
exchanges. Stone-Age settings have plenty
of magic, though few actual items from the
magic item list in the Monsters & Treasure or
the Monsters & Treasure of Aihrde books are
available. Magic items, charms, totems, and
other similar items abound, and almost every
participant has his share of them.

Villages: Villages constitute the standard


community. Locals can sell their own
handmade equipment. It’s all made of stone
or boiled leather, and won’t be very good.

Towns: There are only a few towns in this available. Bronze does not have the endurance of harder metals and tends to
culture, and they are separated by many hundreds of miles. Flinters sell break or shatter under repeated abuse, and because of this, the javelin, spear,
the heads of spears and the flint blades for daggers. Characters can buy and bow-and-arrow battles typify this era more so than mass combat.
boiled leather armor from the merchants and some foodstuffs.
Equipment: Leatherworking has advanced to the point that a wide variety of
Cities: There are no cities in this culture. textiles and cloths are available; this, in turn, allows for common items, such as
backpacks, saddles, satchels, etc. to be common.
Bronze Age
Clothing: Weaving remains in its infancy, but the introduction of wool
The first metallurgy characterizes this age; the name Bronze Age allows for more variety in clothing design: tunics, leggings, hats, and
originates from the alloy created by melting copper and tin. This age similar items are common.
offers more advanced societies with urban centers, more sophisticated art
and dress, and economic systems. The age offers a vast array of weapons Culture: Sophisticated forms of writing, art, and language exist. Architecture is
and the first transportation. Spellcrafting in a Bronze Age includes all simple and does not allow for arched doorways or ceilings.
four main spellcaster classes.
Spells: All spells are available for all spellcasters.
Armor/Weapons: Armor is restricted to leather, padded, simple banded
mail, and bronze breastplates. A wide variety of shields exist. There is a Magic & Treasure: Bartering remains the standard means of economic
vast array of weapons to choose from, for the Bronze-Age smith can make exchange; however, copper and silver typify some societies. A wide variety of
short swords, axes, daggers, spears, metal-tipped arrows, and so forth. Helms, magical treasure exists, but magical weapons are limited to the age’s available
shields, and simple suits of armor, such as breast plates and leg greaves, are weaponry. For instance, there are no magical longswords or longbows.
Castle Keeper’s Guide 99
Part 2: Worlds of Adventure
Villages: Villages abound. These areas will have a merchant or two Equipment: These societies have a wide variety of equipment, but they do not
selling a few weapons or some armor, but they will not have a lot. They work in iron, so their equipment is limited to wood, leather, cloth, and similar
won’t have an armorer or weaponsmith. items on the list. Some items, such as hooks, are made from bone or shell.

Towns: Towns are common. These areas will have a bronze smith or two Clothing: Clothing consists of complex woven clothes for wealthy
who make armor and weapons. members of the society, but the lower classes wear more simple weaves
augmented by animal skins and leather.
Cities: Everything from the equipment lists made in bronze is available
in the cities, but cities are rare and a separated by great distances. Cities Culture: Meso-American culture possessed a great deal of leisure time,
usually rest upon the banks of rivers. which in turn, led to advanced forms of writing. They did not master the
printed form, but they conveyed their language via visual stone work.
Iron Age They have a high degree of astronomical and architectural skills.

Iron-Age games possess a wide variety of tools, weapons, and implements. Spells: All spells are available for all spellcasters.
Ore is very common and easier to forge and allows retooling of items.
This, in turn, leads to a society that has sophisticated agricultural Magic & Treasure: These cultures possess advanced trade patterns,
tools and practices extensive animal husbandry. These two items lend dominated by the trade of precious stones, such as pearls, and commodities
themselves to large urban complexes with mixed populations and active rare in their given environment. For instance, certain rare sea shells are
trade routes. The growth of sophisticated tools allows complex clothing highly prized and used as a means of exchange. With this and limited
designs from a wide variety of materials, such as linen or cotton. Political manufacturing abilities, many items from the Monsters & Treasure are not
institutions generally remain simple monarchial or aristocratic. available in these societies.

Armor/Weapons: All weapons are available in the Iron Age, but they are Villages: These villages are bustling with merchants and craftsmen, but
not as strong as steel or even bronze. The weapons are easy to sharpen they are making lots of stone and obsidian tools and only a little bronze.
and repair. Armor consists of banded and splint mail, as well as simple
forms of chain mail, leather, helmets, and similar items; complicated Towns: There are not many of towns, but within the existing ones their
pieces, such as plate mail, are not available to these societies. craftsmen can work in bronze.

Equipment: As with weapons, most any equipment exists in Iron-Age Cities: There are only a few of these, and all of them are religious
cultures; the use of iron as a tool allows for the creation of many different communities. The craftsmen here deal in all the things of the Player’s
items. All items from the Players Handbook are available. Handbook, but these items would mostly be made from bronze, though a
few iron items would be available.
Clothing: Weaving remains advanced, but the available materials remain
simple, such as wool, cotton, and linen. The variety of tools again allows for Greco-Roman
more variety in clothing design. These range from tunics to dresses and from
leggings to shirts, and they include cloaks, hats, and other common articles. This setting spans many different eras, from bronze to iron. Advanced
intellectual cultures typify Greco-Roman worlds, ranging from geography,
Culture: The plethora of tools allows for more leisure time, which leads to philosophy, mathematics, and science. Political institutions are complex
more advanced forms of writing, art, and literature. Books and scrolls, though and interactive, including tyrant kings and democracies. Tool use is
not common, do exist. Architecture is more complex. extremely advanced, and the societies are marked by a high level of
agricultural development, animal husbandry, and a manufacturing base.
Spells: All spells are available for all spellcasters.
Armor/Weapons: Almost any weapons are available, other than pole-arms.
Magic & Treasure: Bartering remains a common means of economic Tridents, short swords, bows, javelins, and slings are all in common use.
exchange; however, silver and gold replace bartering in many Iron-Age Armor consists of leg and arm greaves, breast plates, large helms, and a variety
societies. A wide variety of magical treasure exits. CKs should determine of shields. Chain mail is almost non-existent, and plate is not available.
which magical items are appropriate.
Equipment: The advanced nature of Greco-Roman societies allows for a wide
Villages: Villages are common and mostly consist of an inn and some variety of equipment. All items from the Players Handbook are available.
homes. Many amenities are available, and craftsmen can work in iron and
leather; other trades are common in the village. Clothing: The standard clothing consists of one or two pieces of broad
cloth called a peplos; these are pinned at the shoulders, and they hang to
Towns: Towns are plentiful and often walled; they house craftsmen of the knees or ankles. Some wear the more formal toga, a broad oval cloth
many types, and most goods are available. that drapes over and wraps around the wearer in more complicated folds.

Cities: Cities are common. Various tradesmen produce all types of Culture: The learned nature of these cultures requires very advanced forms
equipment, so the availability of goods is high. of recordkeeping; therefore, language is written, and mathematical languages
are common. Papyrus scrolls are the normal mode of written record; books
Meso-American in bound form are rare. Art is plentiful and includes paintings, embroidery,
sculpture, pottery, and similar items.
This setting consists of very stratified cultures reflecting a dominate
aristo-religious class. They have mastered complex forms of agriculture Spells: All spells are available for all spellcasters.
and irrigation, animal husbandry, and even architecture. These advances
allow for large urban centers, with stone buildings, roads, and complex Magic & Treasure: Though barter exists, it is rare; gold, silver, and
trade patterns. They often coexist with or dominate Stone-Age societies. precious stones dominate trade. Treasure is common, and all items from
the Monsters & Treasure are available — except restricted arms and armor.
Armor/Weapons: Only leather and hide armor are available in these
settings. Generally, the warrior elite did not wear any form of armor. Small Villages: Villages are common. Every one of these communities has a
wicker or wooden shields are available. War clubs, axes, daggers, small craftsman or two specializing in one type of device. There would be a
swords, the spear, atlatl, sling, and similar items dominate weapons. blacksmith, as well, and a horse stable.

100 Castles & Crusades


Chapter 5 — Worlds of Adventure: Overland
Towns: Towns are common, especially at the point where two large Culture: An increase in leisure time allows the aristocratic class more
rivers connect. Towns have merchants and smiths offering all types of time to indulge in the arts. Writing is common, but mass production of
equipment made of iron. written materials is rare. Books replace the scroll

Cities: Cites are also common. These communities reside in large river Spells: All spells are available for all spellcasters.
valleys or at the end of rivers connecting to the sea. They have large
markets selling everything a character could want. Magic & Treasure: Gold and silver are the standard form of economic
exchange; bartering still exists, but it is rare. All items from Monsters &
Treasure are available in this setting.
Early Medieval
This type of setting consists of simple agrarian societies dominated by Villages: These communities are common and consist of an inn and a
warrior elites, often styled as kings and barons, but little more than few houses, but few craftsmen.
warlords controlling regions, whether great or small, through force of
arms. Animal husbandry and agriculture are not advanced and are Towns: Many towns exist along the rivers, and many different craftsmen
supplemented by hunting and raiding. This only allows for smaller urban inhabit them. All types of equipment are available.
centers and restricted technological development.
Cities: All the large cities are located along the seacoasts or at the
Armor/Weapons: Single combat or small skirmishes dominate warfare. junction of large rivers. Merchant guilds ensure the availability of all
Longswords, shields, and chain armor are the normal weapons and armor. types of reasonably priced goods.
Any form of plate and advanced pole-arms, such as the guisarme, do not
exist in such a society. Renaissance
Equipment: All items from the Players Handbook are available. The Renaissance setting is perhaps the most advanced arena in which to
run a game. The society is highly advanced and has intricate social bonds
Clothing: The dress here does not look much different from Iron-Age between merchants and warriors and between the clergy and the ruling
dress. Tunics, trousers, and hoods dominate the clothing style. The elite. Agriculture and animal husbandry are sciences pursued in an almost
wealthy augment their simple attire with cloaks or leather, and they use industrial fashion. Manufacturing is common, especially in textiles, which
more elaborate forms of embroidery. allow for very elaborate forms of dress made from a variety of material.
Weapons run the gauntlet, from the very simple to the very complex,
Culture: Early medieval culture is highly labor-intensive, allowing for little even allowing for the introduction of early firearms.
leisure time, and the arts, thereby, suffer. Written language is simple, and art
consists largely of calligraphy, statuary, and religious items. A government Armor/Weapons: All armor and weapons are available, including
dominated by warrior hierarchies typifies the setting; a growing mercantile firearms and canons.
class and guilds dominate society.
Equipment: All items from the Players Handbook are available.
Spells: All spells are available for all spellcasters.
Clothing: Dress is more complicated in these societies. Hose generally
Magic & Treasure: Barter is a major component of early medieval trade, replaces pants, and shirts replace the more common tunic. Vests, hats, cloaks,
and this is augmented by the use of silver, and on rare occasions, gold. Despite and capes are common. Wealthy men wear hose, tunics, and cloaks, which
these limitations, all the items from Monsters & Treasure are available. are often elaborately embroidered. Wealthy women wear floor-length, cone-
shaped dresses. Common men wear pants and shirts, and common women
Villages: These communities are common and consist of an inn and a wear thick wool dresses.
few houses, but have few craftsmen.
Culture: The Renaissance society is very similar to the Greco-Roman
Towns: Many towns exist along the rivers, and many different craftsmen one in that it emphasizes academic pursuits. This allows for wide variety
inhabit them. All types of equipment are available. of written and spoken languages. Books replace scrolls and are very
common.
Cities: All the large cities are located along the seacoasts or at the
junction of large rivers. Merchant guilds ensure the availability of all Spells: All spells are available for all spellcasters.
types of reasonably priced goods.
Magic & Treasure: Gold and silver are the standard form of economic
exchange; bartering still exists, but it is rare. All items from Monsters &
Late Medieval
Treasure are available in a Renaissance society.
The feudal society typifies this setting. This is a form of government
wherein the ruling classes use military protection as a medium of Villages: Villages have workers of metal and merchants with goods. The
exchange. Lords and vassals exchange property in the guise of fiefs for best goods come from the travelling tinkers, who often barter for goods.
protection and service. The age is highly advanced in animal husbandry,
which further enhances the ruling warrior caste. Warfare and the pursuit Towns: Many towns exist along the rivers, and many different craftsmen
of warfare dominate the society inhabit them. All types of equipment are available.

Armor/Weapons: All items from the Players Handbook are available. Cities: All the large cities are located along the seacoasts or at the
junction of large rivers. Merchant guilds ensure the availability of all
Equipment: All items from the Players Handbook are available. types of reasonably priced goods.

Clothing: The increased manufacture of textiles allows for a wider


variety of clothing styles and cloth, most notably the introduction of silk.
Trousers are still common, but amongst aristocratic classes, the hose begins
to replace them. The tight-fitting doublet replaces the tunic of the early
medieval period. Women wear the bliaut, a wide garment with long sleeves,
folded or crimped to fit their form.

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The urban world is as varied in its structure as is the natural world. In the Occupation: In pre-industrial societies, the vast majority of time was
panoply of human history, the vast array of social structures is staggering. given over to agricultural pursuits. Only a small percentage of the people,
Humans are inventive and part of the imaginative processes goes into from 1-10% were involved in non-agricultural pursuits. Furthermore,
ordering the world in which they live. Understanding these cultures and in many very early societies, everyone was involved in agricultural
social structures can take a lifetime and even then, one can only partially pursuits of one type or another (fishing, hunting and gathering). Only
come to understand them. If one adds to that mixture — fantastical when population densities increased and agricultural overload or surplus
races, magic, and the supernatural in the creation of the world, —the was regularly available, did other occupations even become possible.
possibilities boggle the imagination. However, even in societies in which agriculture takes up the vast majority
of time and effort, there are those people with specialized skills to produce
However, in considering that, there are constants that seem to fit every and make objects of need or value (baskets, pots, weapons, rope, etc.).
society and culture and general understanding which, once applied, can
be manipulated and bent to fit ones needs and if used as a baseline for Settlement: As people moved from nomadic ways of life, they tended
development, one can add magical and supernatural elements and effects to settle in small communities (both for safety and to take advantage of
to a believable outcome. Further, our suggestion is to position the setting common skills). These communities developed around certain places.
in a well-known milieu (one the players are familiar with) and cultural Fertile areas along major water courses or in places where water was
categories that the players readily understand and can play in without readily available is the most important factor in determining settlement
sundering the suspension of disbelief. placement. Settlements also tend to cluster close to one another, such
that populations aggregated in localized regions with large swathes of
As such, a preponderance of attention is given over to varieties of west unoccupied land between villages or towns. Settlements also tended to
European Roman, Greek, and medieval social structures. And within this develop around trade routes or major transportation arteries.
contained area and time, there are vast arrays of cultures and structures.
However, do not let this limit your imagination. Read about other cultures Economy: Barter, or trade in kind or service, was the primary method
and their ordering and draw upon them for inspiration as is your want. of exchange in most pre-industrial societies. Even those with a well
developed monetary system used barter and exchange of service as
The urban landscape the primary method of economic exchange. However, money was
developed and used once economies of scale came into being and
By urban landscape, we refer to that arena of activity encompassing the trade over large areas occurred. Accepted mediums of exchange
social environment created by humans, demi-humans, etc. This includes developed. This was usually in precious metals but not always. Pre-
the lifestyles and makeup of single dwellings and thorps to large cities, the industrial societies used other items of accepted value such as shells,
economy, culture and religion, government and taxes, laws and ethics. beans, ceramic plates, or even paper money.
All this makes up what we refer to as the urban landscape.
Government: With only a few exceptions, governments prior to the
Basic Elements industrial revolution were autocratic to some degree. This does not
refer to those societies, which were still primarily tribal, or band oriented
There are several basic elements that one must understand before beginning, in which they were more egalitarian. Rigid structures of leadership
developing, and detailing one’s world. These range from population density, far outnumbered those with more fluid and egalitarian governments.
occupation, settlement, economy, government, and law. Leaders had varying degrees of power as well. Sometimes power was
nearly absolute and rule by fiat occurred. In other cases, power spread out
Population density: There are no reliable statistics on population amongst or between several classes or institutions but still rested in the
density for most pre-industrial societies. It goes without saying that density upper tiers of the social ladder. Revolution, conquest, and war were the
varied greatly from region to region depending on social and agricultural typical methods through which power changed hands.
development, government, natural settlement patters, arable land and
other limiting factors. Cities would have the highest density of population Law: As a general rule, laws to which a community is bound are unwritten.
while rural while regions dominated by nomadic peoples would have the They are social and cultural rules and regulations and norms of behavior
lowest population densities. Within any given area, population densities expected of everyone. Only with highly concentrated populations and
could and did vary greatly as people tended to cluster the developments diverse populations and the need for regular or routine punishments did
close to one another with nodal densities being very far apart. written laws develop. Even so, these were not quite as extensive as those

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used in most societies today. They were sparse and general in nature. The Broad strokes and generalities are all that are really necessary to place the
application of law and punishment varied even when written down. Local setting within a context. For example, one could go so far as to list all the
authorities and judicial systems differed from community to community and major battles which occurred during one campaign of conquest or simply
person to person. The law givers and judges almost always had ultimate fiat generalize for the conquest. One method is time consuming and offers no
in how the authorities carried out legal actions. particular advantage to the setting while the other gives the CK room to
develop details as the campaign necessitates or as real time passes and takes
The rule of ten little more than a sentence. Furthermore, broad strokes allow the players
to actively participate in the world history by creating character histories,
As a basic guideline to development, it is safe to use the rule of 10. You will see interacting with the CK and discovering secret knowledge. This creates a
a constant reference to 1 in 10 for this or that and 1 in 100 for other things, setting in which the Players feel they have a vested interest and one in which
10% for this or that, etc. For example, 1 in 10 people in a normal population they will be more interested in playing.
are involved in non-agricultural occupations. Although the numbers do not
reflect any reality, they manage a reasonable facsimile thereof. The Castle The CK should know, in general terms, the real history of their world and
Keeper is encouraged to amend these numbers as they desire or do more then overlay myth and misconception onto it (discovering the real history
detailed research to garner more accurate numbers. When faced with any can be adventures in themselves). A well developed history will give the
unique situation or one not dealt within these pages and for consistency and CK valuable information on the nature of a people and their region, their
ease, it would be best to maintain the 1 in 10 ratio for development. religious constructs, their language and even political systems as well as deep
rooted conflicts, cultural differences and extents of cultural influences.
Culture
Historical references provide a unifying theme and identity for a group
If one thinks of several of science fiction’s or fantasy’s greatest works and of people. It makes one community unique as compared to others, as
their settings, Tolkien’s Middle Earth, Howards Hyborian Kingdoms, one group’s history values and accentuates certain things over another
Burroughs Barsoom, Dune, Pern and Ghormanghast, all these fantasy (military conquests and battles in military societies or philosophical and
settings are famous and rightly so. The books and stories are highly literary achievements in those societies that value such things). Use
regarded. It is not just the stories that make these books so phenomenal; history to do the same for any campaign or campaign world.
it is the setting, the backdrop against which the story unfolds; this
backdrop is complete with language, history, social structures built around The history need not be a highly detailed canvas from the beginning of time to
believable governments, trade patterns, migrations and more. In short, the present, but can focus only on the society where the adventure is taking place,
their creators introduced the reader to a believable culture for in it laid or a cornerstone to the world beyond. Full development comes with time, and
all those elements of our own past, which ground the player in the game. should come to fruition in game play.
There is level of believability in these stories’ settings that allow them to
come alive, more so than in simple tales of adventure. By developing a
Structure and Governance
culture, one can create a story and spin a yarn, through which Players can
guide their character that is both believable and fun. There are four basic levels of political life to consider: bands, tribes,
chiefdoms, and states. These apply to human, demi-humans, and
To manage this, it is first important to step back and look at one’s game humanoids as it references organizational levels and not types.
world and become critical of it and its elements. Then, take a core
concept – the one which defines your world - and develop everything The majority of the cultures with which the Castle Keeper will be dealing
from that in as fluid and non-mechanical manner as possible. Elements are state level. However, there should be significant nomadic peoples or
of the ‘game’ should grow out of the root story so that the characters are semi-sedentary peoples of the chiefdom level who border the state regions or
playing a part in a system of cultures and history. dwell between them unless the entirety of the world is settled. Furthermore,
states often incorporated nomadic peoples who were essentially conquered
Culture as a concept is very simple. A culture of a group of peoples is a set chiefdoms. There should be a mixture of these political types in order to
of socially learned patterns of behavior and knowledge. The patterns of maintain a variety of playing styles and adventure types.
behavior include everything from child rearing habits, marriage, historical
reference, and religious practices; to settlement patterns, construction All types of creatures could exist within any of these levels though some
techniques, legal structures and holiday celebrations. The knowledge may be, by their nature, limited to certain types of organization. Ogres, for
includes values, modes of expression, language, social expectations, example, live in band or tribal level groupings, while elves may exist only
symbolic knowledge, and world views. Humans and others can have in chiefdoms as they are very reluctant to come together under one large
vastly different cultures but each culture should be homogenous with the unifying source. There could also be band level elves as well as state level
majority of its members acting within its cultural constraints. elvish societies. It is up to the CK to decide.

The following is a list and description of basic cultural elements. Before Bands: These are small groups composed of either extended families or
embarking on world creation, become familiar with them so that you may family groups. They usually act cooperatively and have a foraging subsistence
incorporate all of them into a cultural whole as outlined in the section pattern. They are often nomadic or semi-nomadic. Although bands of
following. peoples may share a cultural identity, they do not often share political power
and rarely come together for unified actions. Leadership is often a result of
one person’s accomplishments and not an inherited or elected position
Historical Reference
Most cultures have a common or root historical reference from which to Tribes: Tribal groups are essentially bands who have a unified political
draw. This is a history of the people of a region. Whether this history, as or economic structure which gives the differing bands greater cohesive
commonly known, is true or not, is not important. What is important is action. Although the individual tribal elements may be the size of bands,
that the history offers a reference point that most people in that culture they can also extend into the hundreds or more. They are often nomadic
can call upon with which to frame the world they live in. It offers a broad and semi-nomadic. Their subsistence patterns vary greatly but are usually
understanding of where they come and even where they may be going. a combination of hunting and gathering and agricultural pursuits. They
do build villages which are occupied for a year to a generation, but rarely
In developing a history for your world and its people, brevity and broad longer than that. There are ‘political’ offices recognized across bands,
strokes are a necessity. Too detailed a history can be stupendously time though they are fluid and command is often in question. People rise to
consuming and offer little to game play other than peripheral knowledge. positions of influence via personal accomplishments or inherited positions.

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Chiefdoms: These are large tribal organizations that cover extensive areas Monarchical: This system of government consists of a single ruler or ruling
and have a formalized political authority or authorities. These are often class who control all or some of the state’s political power. This power does not
horticultural peoples with lesser reliance on hunting and gathering for have to be absolute; more often than not the monarch shares power with several
food, though that may still make up a significant portion of their caloric ruling families or a class and is somewhat limited. However, greater power lies in
intake. Specialization of economic activity exists within these groups and the monarch, as tradition and history reinforce his power. Although power can
redistribution of goods occurs via political authorities and barter. These be divested amongst several parties, for a true monarchy to exist, a relatively
stratified societies divest political and religious power in the hands of a stable upper class of ruler must exist and willingly obey the monarch.
kin group (and frequently a chief from that kin group). Villages exist but
those living in them often, though not always, abandon them for seasonal Oligarchy: Oligarchic societies are those in which several competing
reasons, or due to animal migration. In some cases, villages last many groups control the power nodes of a society. These groups can be
decades before abandonment. landholders, merchants, guildsmen, hereditary leaders, military leaders,
or the like. The decision making process is structured and resolution met
States: This level of organization possesses a high level of political in some generally accepted manner, usually through committee of the
organization with a bureaucracy to run the society. It can be very large, oligarchs. Oligarchs constantly vie for power within the existing framework,
encompassing millions of people and hundreds of thousands of square both against each other and against outside forms of governance.
miles. Generally, a large bureaucracy manages the political system
of a state, the state relying upon the bureaucracy for its day-to-day Republican: A republic consists of divergent, often competing, power nodes,
functioning even though the legitimate rulers themselves may be from within a society. They allow the inhabitants of a community to participate
one small family group or kin group. States are often horticultural and in the manner of their own rule by voting for members of their society to
have static villages and cities with highly specialized economic activities. represent them in a governing body. Some primitive tribal society’s method
of governing reflects the republican approach whereby members of the band
Power is divested in state level societies, as the authorities depend upon or tribe select chiefs, even if not in a formal voting process; they often do not
enforcement via a bureaucracy or groups of individuals not related to the hold lifelong positions of power or, even if they do, their pre-eminence as
king, monarch, or highest authorities. These powers are often at cross decision makers could shift as others come to the fore.
purposes and always seem to be trying to take power from one or another.
So, for example, although an autocracy has power vested in an emperor, Theocracy: These are societies whose leadership and decision making rest
that emperor may be beholden to a religious authority for his legitimization in the hands of an ecclesiastic class, organization or group. The decision
of power and beholden to a military structure that carries out his will, while making process is severely limited by that of the divinities’ will and the
each is beholden to the emperor for their capacity to govern legitimately. power or capacity of those selected to carry out the divinities’ will.

Following is a list of various political systems which one might find in your Plutocracy: Wealth is the basis of who governs in plutocratic societies.
world or available for use as an organizing principle. Each can intermix Those who have gained or inherited the societies’ wealth control all
with the others to a lesser degree but each has one dominant theme. power nodes. These societies tend to be very flexible as wealth determines
the entrance and position in the class.
Anarchical: Anarchical governments reflect a social organization in
which power is constantly in flux between groups and individuals. The Designing a Government
only unifying structure is the process by which members of the society
select someone to rule. Designing a government or governments for a world or campaign can be
fun and challenging. Castle Keepers only need to put as much effort into
Autocratic: An individual or group rule with absolute power. Their power the project as they desire the characters to interact with the governing
is usually derived from heredity tradition and custom. In these societies, the structures. It often suffices to simply know what type of government the
autocrat is not limited in the nature of his decision making process. society has that the characters have entered. This way the CK understands
where the power lies and what types of NPCs the characters are likely to
Democracy: Democratic governments are those where select citizens of encounter; i.e. a baron, a sheriff, mayor, citizen’s patrol, etc. Building a simple
a society have a direct say in government. Generally citizens gather in framework is enough; make notes on the type of government, the leaders of
forums to determine the conduct of government and vote on the issues that government, where the power actually resides, in a castle or city, or a
concerning the governance of the society; often citizens in democracies single roaming person, and lastly how that power interacts with those whom
vote for a leader in whom they invest the power to conduct or carry out he rules. This allows the role playing to continue without much interruption,
the will of the people. facilitates the rapid exchange of information from CK to player, allowing the
adventure to propel forward.
Dictatorship: All government rests in the hands of a single individual. The
dictator is the final arbiter of all issues of governance. A dictator’s mandate If the adventure itself calls for more direct interaction with the government
does not rest in hereditary or traditional customs but rather through or the players insist that their characters actually interact with the governing
powerful forces within the society such as a military force, an oligarchy, or a powers then the CK can rapidly expand upon the above framework, fleshing
democratically minded citizenry. out local figures who run the local branches of the government, assign names
to those the characters are likely to interact with, and understand any taxes,
Feudal: A series of inter-related political, economic, and military tithes, laws, or rules that the characters must follow. These interactions can
obligations based upon land ownership. The central figure of a feudal be extremely fun to develop and play. Allowing characters to come before a
society was a landholder, usually a warrior, who leased out his land in local magnate or lord and interact with them as would any feudal knight can
fiefs to other warriors. These warriors swore homage to the central warrior, bring amazing imagery to the game and campaign; often these moments are
the lord, promising any number of obligations; usually these obligations were some of the most memorable.
military and involved providing troops to the Lord. This is not always the case,
however; sometimes the vassalage involves economic obligations as well. The When the Castle Keeper sets himself the task of designing the government,
warriors who swear homage become vassals to the Lord. These vassals can use refer to the above structures and a government, choosing the one that most
the land and reap all its economic benefits, build structures on it, improve it, fits the imagery desired. Remember that often, governing structures possess
tax it and usually hold complete control over the legal rights of the inhabitants, several traits from different types of government. It is not unheard of that
barring only the laws of the Lord. Actual ownership of the fief was normally, a monarchy, based upon the feudal system, has within it several cities that
but not always, retained by the Lord. (For a more in depth look at feudalism, are run by plutocratic oligarchs. These systems can be terribly complicated
manorialism, vassalage, etc. see Chapter 7 below. ) but can also offer a great deal of variety and fun to the game.

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The CK should take a cautionary note about interactions with monarchs, Early or nascent market economies are dominated by barter and not
feudal lords, emperors, autocrats, and the like. The vast majority of players’ transactions that use credit or monies. Peasants, farmers, laborers and the
real world experience resides in the western philosophies of democracy and like often traded raw materials, produce, finished products or even labor
equality. Feudal societies, those based on inherited power, monarchs, and for the same. For example, a farmer with a large tract of land may allow
such do not normally possess such philosophy, nor are any real reference another farmer to plant it with wheat in exchange for a portion of that
points for “all men are created equal.” Their whole structure is built upon wheat after harvest. Further, a common laborer might exchange his work
power, inheritance, and a belief that those in power are there for a reason for a place to stay and food to eat. Produce from farmers was often traded
that is often beyond the comprehension of others. It is often very difficult at market for finished items (i.e. a pig for a bed) or services (a chicken to
for players to shed their inherent distrust for such power and role playing have a physician examine an ill child).
things such as bowing, kissing of the ring, showing respect, often go against
deep seated cultural norms. Caution the players before interacting with Coming to understanding economic activity and the vast array of institutions,
those in power that their characters would understand showing signs of social attitudes, methods of production, modes of exchange and valuation of
respect and obedience, and that they themselves would expect it were items (to mention a few things) that make up economic activity can consume
they in a similar position. Allow the characters and players some latitude an entire lifetime and still leave one bereft of a storehouse of knowledge
in the unfolding drama that must undoubtedly take place when the concerning economies and how they behave. Designing an economy from
philosophically minded republican meets the autocratic Baron. the ground up might seem a daunting task. It shouldn’t be, primarily because
the CK doesn’t have to design an entire economy.
Economic Systems In general, for gaming purposes, only a few aspects of an economy and
There are three basic systems of economic exchange; reciprocity, how it affects player characters needs addressing. The details and nitty-
redistribution, and market economies. Each of these three can exist in the gritty of commerce are not the concern of this game nor should they, in
same cultural sphere but one usually dominates economic exchanges. most cases, be the concern of those playing it. By relying on a few basic
principles and understanding, the Castle Keeper should be able to create
Reciprocity: In these systems, goods or services exchange with a reasonable facsimile of an economy for the world they create and how
an expectation of return in an indefinite future, if at all, and not it affects the characters.
necessarily in kind. These systems usually occur with small groups of
socially committed and bonded individuals or groups. For example, All economies vary in their nature and involve many mediums and
many parents rear their children supplying them with food and shelter modes of exchange and expectations derived from the exchange
for much of their lives and even fund, materially or otherwise, their process. Any culture will have a complex mixture of these. In designing
child’s economic activities until they are stable. Nothing is necessarily a society’s basic economy, select a basic structure and add the necessary
expected in return excepting their success and perhaps, care when the detail into it. Also, decide upon the varying degrees of barter, moneyed
parents are elderly. In another example, a herdsmen would give meat or exchanges, and reciprocity or redistribution before play begins. This
animals over to a local farmer in dire need with little or no expectation goes a long way as to informing how a community develops and often
of return other than that farmer’s help should the person giving the reflects the power structure as well.
animals be helped in a time of need. Rules of hospitality involve simple
reciprocity. One gives food and shelter to visitors with the expectation Example: In the realm of Kayomar, the Paladins rule many quarters
that they will do the same should they be visited, even if the service is of the bureaucracy; their ecclesiastical representatives are in charge
not of the same value or degree. This type of exchange depends upon of redistributing grain to city dwellers from farming communities.
normative social behaviors accepted by all participants in the society. Though the realm itself is a monarchy, the arrangement and monarchial
Should one individual neglect to act in an expected manner they might dependence upon the ecclesiastical order reflects a theocratic society or
find themselves ostracized and fall outside the acts of reciprocity. one in which the ecclesiastics possess a great deal of power. East, in the
lands of Aachan, another monarchy, a highly skilled military organization,
Redistribution: This system of exchange dominates chiefdom level the Order of the Unicorn, are largely in charge of this same distribution;
societies and plays an important part in many, if not all, state level this reflects an oligarchic relationship in economic distribution.
societies. In this case, goods are not primarily exchanged between
individuals but through a third party who redistributes goods gathered for For game purposes, it is generally best to base the economy of the vast
the collective good. For instance, in many early societies and autocracies, majority of the world upon the trade and sell of agricultural goods and
the ruling elite gathers most of the agricultural produce and redistributes finished products. Most of this would occur as a barter system or as
it as necessary. This type of exchange involves high management and redistribution, something the characters would likely never experience.
authorities vested with the power to redistribute. In early Egypt, the Only in more ordered civilizations do vast amounts of moneyed
ruling elite gathered much of the grain produced along the Nile into exchanges take over as the normative trade item. For example, a goat
great storehouses and redistributed it throughout the year to those who herdsman would trade 1 goat for a month’s supply of corn. A farmer may
needed it, or to whom the state allotted it. Even in modern societies, give a pig over to a craftsman to help pay for fixing his barn, or chickens
redistributive economies exist. Market economies still exist within most given to a priest for blessing a farm, etc. Almost all exchanges on the low
of these societies to a greater or lesser extent. Rome, for example had end occur like this. The accumulation of wealth in moneyed or valuable
a thriving market economy that coexisted alongside a redistributive items is scant in agricultural communities.
economy. Often, the goods gathered by the state were agricultural or raw
materials and not finished goods. Assuming this, the average value of trade goods between people varies for
many reasons. In Castles & Crusades it is almost impossible to establish
Market Economies: In these economies, the vast majority of exchange of a bartering system without first designing huge economies of scale that
goods and services occurs between merchants and individuals or between transcends the imaginary political landscape. Therefore, money exchanges
individuals. Goods are purchased and sold via credit (money), which is occur as a means of transacting trades for various things and labors which
widely accepted as a mode of exchange for goods or by barter. Goods do barter no longer serves as a practical means of distributing goods or
not sell for equivalent value but at such a rate that the seller, ideally, services. Cities and towns, merchants and consumers, governments and
makes more money than they cost to make or buy. Market economies polities all exchange money for goods and services as a means of barter.
also tend to have fluid prices for both goods and services based upon The characters most often purchase finished goods or food with money
availability and/or desirability. These economies are always highly or gold or some medium of exchange. This is not to say the characters
specialized with production of goods and services divided up amongst can not partake in the barter system. A character could offer services to
individuals, groups, or organizations. others in exchange for lodging, food or other goods and services.

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All this serves as a guideline for a functioning medieval European level Simply replace the introductory material and the rest ports over fairly quickly.
of social development set in a fantasy setting. This presents a functioning
social group where starvation does not reign and power and wealth The economy of Airhde is well developed. The thousand year reign of the
accumulates in a small landed group. This can range widely depending horned god, Unklar, established an orderly world with both land and sea
upon the society one designs. One in which slave holdings are extensive trade routes that were monitored and managed by the efficient imperial
the lower low class may make up 90% of the population. Vast disparities bureaucracy. When Unklar’s reign ended much of the efficiency was lost,
in wealth and power like this, however, tend to produce social instability but nevertheless, the Young Kingdoms adopted some of the commercial
so take care in the arrangement of power and money and how you sophistication that developed in the Age of the Winter Dark.
manage them. Another society, perhaps in a city state controlled by a
mercantile oligarchy, may have a higher percentage of middle class people Free men do most of the work in Airhde; however, slavery is common
for example. All types may realistically coexist in a fantasy setting. in the east and along the southern coasts of both the Ethrumanian and
Aenochian landmasses. Airhde is in a pre-industrial stage with craftsman
producing the goods. Trade is generally shifting from the southern climes
Using Table 6.1 Social Class and Purchasing Power to the more northerly ones. The countries in the north such as the Hanse
Table 6.1 lists the social standing of people in an average society as well as City States, Avignon, and Aachen, are changing the nature of commerce
the yearly purchasing power of a family in that class in gold, the de facto by producing large quantities of manufactured or luxury items.
currency in Castles & Crusades, the purchasing power that individual has
beyond necessity items (such as food and household upkeep) and finally the Airhde possesses basic market economies based upon barter and monetary
number of people per 10,000 that might be found in each class. exchange. The monetary exchange can be very chaotic as there are
multiple countries making coins. In this regard, merchants govern a coin’s
Table 6.1 Social Class and Purchasing Power value by its weight and “cut” them in order to achieve proper weight when
traded on the open market. Each country in Airhde is assigned a tier of
Social Status Value in Gold† % of income #per10k pop. trade/commercial development indicating the state of its economy and
Lower low class 100 gp — 1000 industry, whether it engages in long distance trade, and average taxation.
The tiers range from one to five, with each tier being cumulative. Thus, the
Lower middle class 200 gp — 3000 descriptions of tiers one to four would be applicable to a tier four country.
Lower upper class 300 gp 1% 3000 These tiers operate on a state as well as village level; for example, a tier four
country may very well have many tier two villages.
Middle lower class 400 gp 2% 2000
Middle middle class 800 gp 4% 1000 Tier One
Upper middle class 1,600 gp 8% 100 Foodstuffs, clothing, and essentials; local trade.
Lower upper class 3,000 gp 10% 50 For the most part, trade within these countries consists of local trade
in the bare essentials such as foodstuffs, clothing, simple furnishings,
Middle upper class 15,000 gp 15% 25 and tools. Much of the trade occurs as barter, confined to a local level.
Upper upper class 30,000+ gp 20% 1+ Virtually every Tier One country is capable of feeding and clothing
itself. Inhabitants pay taxes in commodities or service rather than coin.
Special* unlimited 1% 1+
Most peasants thus pay their taxes in livestock, bales of hay, or sacks of
*The special case is for those whose wealth is essentially immeasurable; foodstuffs; or conversely serve as farmers, wood-cutters, labor, etc.
god emperors, deific figures, monarchs of absolute power etc., can call
upon the wealth of their entire society to build, create or spend. They In Tier One areas, simple weapons, light armors, leather helms, wood
can do so to the point of bankrupting a community if they so desire. shields, adventuring gear costing 5 gp or less, and mounts costing 30gp or
These figures should be far and few between but perhaps exist. less are available.
† Do not interpret our use of gold to mean that gold is the only standard
medium of exchange, as one could just as easily use silver. Tier Two
Luxury items and raw industrial material; short to medium distance trade.
It is also important to determine the amount of monies on average
being exchanged within a community. Do so by averaging the income Merchants and middlemen become involved in the long distance trade
for a community and multiply that by its size; the result is the average of industrial goods or raw materials. The industrial goods making up
community yearly intake. Multiply this by 1% and then you have the the bulk of the second tier of trade include timber, metals (iron, copper,
fluid moneyed income for the community. These are average community tin), oils, coal, salt, and barley, wheat, corn, and similar foodstuffs. It
incomes and can vary greatly seasonally and depending upon the actual also includes slaves in those regions where it is not outlawed. The trade
wealth of that community. routes for these items are usually short, with several rare exceptions,
due to the high cost of transportation and its necessary substructure of
armies for protection, buildings for storage, and general infrastructure.
Economics in the Game World Industrial goods are subject to moderate taxation, with traders typically
Inevitably, there will come a time in developing the world or setting, or even paying in coin or barter.
in developing the states, urban centers, and locales of the adventure, that
some type of usable economic system is necessary. Whether you build one In Tier Two areas, simple weapons, light to medium armors, wood helms
yourself or use the one supplied here is utterly dependent upon your time and shields, adventuring gear costing 10gp or less, and mounts costing
and desires. Making an economic system that is both useful and fun can 75gp or less are available.
be challenging. However, for those who desire a quick and dirty economic
system, the world of Aihrde offers one up that is easy to use and fits most Tier Three
any game styles. As with many things concerning Aihrde, the system is
basic, and attempts to incorporate different times and historical epochs in Processed goods and luxury items; long distance trade.
order to allow players and CKs the greatest arena of play possible. Tier Three areas are able to utilize industrial goods and raw material to
manufacture luxury items and their trade generates the greatest wealth
This system is very easy to port into any homebrew or other game setting. for the coffers of the importing and exporting countries. Luxury items

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include spices and fine cloths such as silk, wool, cotton, and linen, rare Money
food stuffs (fruits), wines, beers, and finished goods such as weapons,
Of special note, money can take on many different forms. Coin made
armor, tack and harness, furniture, rope, and fittings for ships. Because
from rare metals (gold, silver, copper, platinum etc.) is common in many
these items are relatively easy to transport compared to raw industrial goods,
societies but it can also take on the form of paper monies (as in many
the return on investment is potentially high. Hence, these items are traded
modern economies) or other forms of accepted exchange such as beads,
across the known world and merchants brave dangerous lands to gather
shells, jade, salt, or even seeds. The key is that everyone within that
them. The high profit margins induce high taxation. The taxing authorities,
economy accepts that mode of exchange as usable. Value is ascribed
however, will typically accept payment by barter as they are always in need of
to material because of its rarity and beauty, but also because of well-
many of the tier three processed goods.
established socio-cultural norms. The feather of an exotic bird that is
In Tier Three areas, exotic materials, and renaissance weapons costing 100gp both rare, difficult to hunt, and possessed of religious significance may
or less, medium to heavy armors, steel helms and shields, adventuring gear easily hold greater value than pretty stones dug from the earth.
costing 100gp or less, mounts costing 200gp or less, and special and superior
Role playing opportunities abound when the CK removes coinage based
items costing 150gp or less are available.
on metals from the game, replacing it with something different. A society
where beads are more valuable, especially colored beads, will dramatically
Tier Four shift the focus of the game’s role playing; where the populace believes that
Specialty & rare items; long distance trade. these beads possess magic qualities (and in magic-bearing world they very
well may) then the value of the beads is immense and the normal metal-
Tier four encompasses speciality and rare items such as artwork, gold, finely based coin the characters may have in abundance is valueless. Suddenly the
smithed goods, tapestries, rare animals, books and paper, and large items party confronts a situation where they are penniless, despite their wealth,
such as ships, wagons, or elaborate stonework. These valuable items fetch and unable to purchase or buy any supplies, food, lodging, or what have
large sums, usually made to order. Tradesmen, merchants, and aristocrats you. This offers the CK a perfect backdrop for a ready made adventure.
all trade vast sums of wealth for these items, which in turn begat high
taxation. Taxes on these items are almost exclusively paid in coin.
Coins
In Tier Four areas, all weapons, armors, gear, mounts, special items, and Generally coinage consists of valuable metals such as gold or silver.
siege weapons are available. This is especially true when exchanges between states or other
political entities occur where the inhabitants place a value on the
Tier Five coins. Within a state other items of shared cultural value might be
recognized but there were usually some type of control placed upon
Magic items and services. their production or distribution to keep everyone from making
The final tier includes those countries where the traffic of magic items and their own money. This is usually the central authority, whether the
specialty services occurs. Specialty services include divinations, healing, government or the religious networks; at times, merchants band
resurrections, and other magical spells, or the practice of sages. Although together in order to create a stable coinage. But usually the King or
the sale of magic items or specialty services might occur on an infrequent central authority retains the soul authority to manufacture coins, as
basis in tier two to tier four economies, only in tier five economies does an this manufacturing process itself offers a source of revenue for the
active marketplace dedicated to such trade exist. Magic item sales attract central authority even as much as taxing income or items that have
high taxation. Governing authorities tax specialty services moderately, but sold. Often the authority debases its own currency, mixing it with
religious specialty services, such as healing, are not taxed at all. foreign metals in order to create more coinage than the amount of
actual metal allows. This short-term gain is offset as the debased
In Tier Five areas, all weapons, armors, gear, mounts, special items, and coinage actually has less value than it shows so that eventually
siege weapons are available. people reject the coinage, seeking other means of trade; in the long
run debasing fails to serve the needs of the producing authority.
Impact of Adventure
In a world where there is no central bank, and no governing authority
Bringing vast amounts of wealth into a normal community can upset, possessed of a standard system of weights and measurements, the
quite dramatically and quickly, the economic balance of things. Should manufacture of coins becomes problematical. Without precision based
one go to a small village and give every inhabitant 100gp, where 1gp industrial machines coins are left to the skilled work of craftsmen who
a month is a normal income, it can cause massive social unrest. Some must use hand made stamps, that often create inaccurate or lop-weighted
people might quit their normal work, others would hoard the money, and coins. For this reason merchants, tax collectors, and even careful
others might spend it, flooding the local economy with even more wealth. buyers in such societies, the standard fantasy campaign, often weighed
This latter event may cause a commercial boom that either creates a the transacted coins when purchases were made. The weight was the
false economy, that is unsustainable over the long haul, or conversely important denominator of value and not the coins themselves - which
allow for the creation of a more solid economy that drives the forces of were often of variable weights and degrees of purity. They clipped excess
urbanization, growing the community. This in turn might leave the local weight off or added more to come up with the proper weight in precious
land fallow and unused and cause a localized shortage of food. metal of an items value. As the state develops and expands, coins become
more accepted and the weighing and cutting played a lesser and lesser
Remember that the wealth characters bring into a community, though role in the exchange. But for the vast majority of campaigns any coin that
not necessarily commensurate with it, can overburden the community circulates for awhile is often possessed of clip marks on its edges.
as to cause inflation or deflation and all its attendant problems. One
time arrivals have a momentary impact depending on its size but
consistent arrivals of large amounts of wealth can have long term Exchange
impacts. Playing this inside the game context opens up hosts of doors The economy of the vast majority of the world would be based upon the
for more adventure, plot lines that involve local power structures, trade and sell of agricultural goods. Most of this would occur as a barter
government, even bandits and monsters drawn to the wealth that a system. Only in more ordered civilizations do vast amounts of moneyed
community suddenly displays; a wealth derived from the treasure troves exchanges take over as the normative trade item. For example, a goat’s
of lost dungeons, ruins, and a host of slain monsters. herdsman might trade 1 goat for a month’s supply of corn. A farmer
may give a pig over to a craftsman to help pay for fixing his barn etc.

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Almost all exchanges on the low end occur like this. The accumulation the other hand, in general when a region or area is flooded with new money
of wealth in gold, cash, or otherwise is scant in lower income families (i.e. a treasure hoard gathered from a party), prices tend to creep up.
and agricultural communities.
By referring to the chart below, one can get a general idea of how to
For the rest, money becomes a primary artifact of exchange. Money price goods or services based upon availability. To use Table 6.1 Cost
exchanges occur as a means of transacting trades for various things and labors vs. Demand, determine the commonality of an item by rolling a d6, or
where barter fails to serve the complexity of the exchange. In cities and towns more likely, decide on your own and adjust the price listed in the Players
and between merchants money is exchanged for goods and services, as barter handbook or other resource accordingly.
would not suffice to provide the goods or services one needs.
Table 6.2 Cost vs. Demand
In market driven economies, the value of items varies from region to region,
town to town and season to season. Rarely are items set at a fixed price and Commonality Price Affect
remain that way for long. The exchange process is supposed to produce a 1 Very Rare +50%
profit for the seller. This is not always the case but it is the idea.
2 Rare +20%
Towns and cities are the major nodes of exchange as thorps and smaller
3 Average normal
villages would not produce enough surpluses or be too far off major arteries
of travel to support normal craftsmen and the like. The cities and towns 4 Average normal
supply the outlying farming communities with their goods and services 5 Common -10%
and act as nodes of exchange between them. Likewise, regionally speaking,
certain areas of your world (those lying upon major travel routes or highly 6 Very Common -20%
productive regions) would act as supply region for disparate areas.
Inflation is a very complex matter but generally results from an increase
For this reason, some regional communities are not able to provide even in the supply of money or whatever a society deems worthy of a unit
the basic services that the kingdom’s economic system normally offers. of trade. Inflationary increases are difficult to measure or tabulate.
Finding a skilled blacksmith, able to repair damaged chain mail in a small However, by referring to Table 6.3 Inflationary Rate, the Castle
village, is unlikely. That same blacksmith is probably more than able to Keeper can quickly regulate its effects on the game. The Castle Keeper
create a horseshoe, mend tools, and even make simple weapons such as should fix the average yearly income for the community in question
arrows and spears. But complex armor is beyond his ability. Likewise with and if that average yearly income has an increase of 10% then inflation
the local shops; the merchandise they normally offer for sale is more begins to take place and prices rise 20%.
in tune with the local economy than with what a wandering band of
adventurers might need. If you need your goat cheese, then the mill store Table 6.3 Inflationary Rate
is the place to be, but if you need a bandolier able to hold potion bottles,
it’s just not likely to be available. Money increase Price Effect
10% 20%
As with large economies, the Tier system (outlined above) can govern
regional or local economies. 20% 40%
30% 90%
Cost Disparity 40% 200%
In the cases of larger towns, cities, and regions,, one can have vast
50% 200%
disparities in costs and pricing. Supply and demand govern the relative
price. Supply is affected by availability, cost of transport, storage, and Goods
the rarity of the resources needed to manufacture the item in question.
Demand is driven by need, location, and price. For the purposes of most The first basic concept to work with is production. In pre-industrial
fantasy economies, the CK should discount the idea of trends driving societies, 90-95% of all production revolved around agriculture. The
the demand. In agrarian based economies, which most fantasy games raising of crops and animals for food consumed most of people’s economic
are, manufactured goods are almost wholly goods used in the work place. activity. It would not be unreasonable to assume that the primary
There is very little disposable income for use on trinkets or gadgets. Only economic activity of 9 out of every 10 adult people, ages 9 and up, in any
the very wealthy would participate in such activities. given society, is agricultural. This includes the farmer, the herdsman, the
butcher, the miller, etc.
For those places on major trade arteries a wider variety of merchants
are available to purchase items and the price of items creeps up, unless Outside of agricultural pursuits, a developed economy would include
the amount of goods overtakes demand, creating a surplus. In these the gathering of raw materials for production. The activities include
circumstances the price of items trends downwards. In those areas where mining for many types of rock and ore for use in building (marble
there are few craftsmen and little money, prices tend to creep down, unless for construction), material production (iron for weapons) and for
manufactured goods directly impact the living wages of those in the locale, in wealth (gold), forestry (wood for building), etc. Safely assume that
which case the prices creep upwards. Availability also plays a significant role 9 out of 10 people not involved in agriculture are involved in these
in cost. Should items be widely available, then the cost tends to creep down types of activities.
whereas if a good or service is not readily available, prices tend to creep up.
So, for example, in a community of 100 adult people, 90 would be involved
For game purposes, the CK should consider the price of things listed in the in agricultural pursuits, 9 specialized raw material gathering, and 1 left for
Players Handbook as a pricing scale achieved through a balanced market other specialized pursuits. In a community of 1,000 it would be a 900, 90,
economy of supply and demand. However, market situations can create some and 10. The CK should alter these numbers slightly for highly productive
major role-playing fun through the inability of the characters to purchase lands and low production lands as well. Also, some communities tend
certain items at reasonable prices. to specialize, especially mining communities; dwarven communities,
for instance, are highly specialized where 9 out of 10 adult individuals
Added to all this is inflation and deflation. When a market becomes work in mining, smithing, construction, etc. Such communities can not
suddenly flooded with a certain good, the prices tend to creep down. On generally meet their own food needs and require outside support.

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In small communities, people often have multiple roles as well. Many greatly over time and space and depending upon need and desire of the
farmers undertake forestry, animal husbandry, or gathering wood. The ruling elite. Only in recent memory has income based taxes become
same principle applies to other skill sets as well. Stone masons for instance, the normal approach to taxation; income for pre-industrial societies,
had multiple roles to fill with skills such that they could meet their basic many of whom do not possess a common monetary policy, cannot base
needs in tool repair and construction. Single task-management is a revenue collection on tender alone, relying as much on goods and
concept that industrial societies rely upon, inhabitants of pre-industrial services to pay taxes and fees.
societies must by their very nature require multi-talents and tasking.
The CK should be wary in introducing any form of taxation into the game,
In developing a world, or setting, or even a region, the Castle Keeper as this can needlessly bog down a game, almost immediately removes any
should decide upon the basic makeup of the region they are developing fun the game has, and generally serves to irritate players whose characters
and have at least an idea of where raw materials and goods come from and almost always begin some palace revolution in an attempt to not pay the
what those raw materials are. Locate sources for wood, wheat and major taxes. These games, though fun, can wreak havoc with a world setting and
sources of food, animals, stones, ores etc. the adventure the CK has planned.

Foodstuffs: Wheat, barley, potatoes, corn, rye, cattle, sheep, pigs, fowl, If, on the other hand, the CK wishes to achieve a level of realism to the game
etc. These make up the majority of local production and selling, but in and introduce taxes into the mix, then the following rules should apply. In
some cases the producers or those who own the produced foodstuff ship the general one can say that taxes collected amount to 10-20% of the value of
material over vast distances to support urban areas and as part of complex a property. On average, to determine the value of a property, multiply the
trade relations with both undeveloped and developed economies. yearly income of its inhabitants by ten.

Raw materials: They include wood, stone, clay, coal, wool, cotton, linens, In most cases, taxes collected are not in money but in service and goods
animal hides, etc. These items are heavy and expensive to transport but or a combination thereof. So, for a small peasant family, the taxes they
make up the majority of intermediate trade route exchanges. pay may be 20% of their food production every year or 3 months service
to the king’s land or a combination thereof. For wealthier people, the lord
Ore: They include iron, copper, tin, gold, and other mined items. These of the land may require money as taxes or those people may be able to
items are very expensive to transport and can travel long or short distances. pay money in taxes.

Finished goods: These items make up the vast majority of all trade routes but Another manner of collecting taxes was through duties and fees. Nobles,
dominate medium and long trade routes and include ropes, chairs, candles, whether King, Duke, Baron, or Knight, often own bridges, patrol roads,
tack and harness, weapons, armor and any item one could think of. own mills, own water rights, etc. They charge people for their use. The
dues collected for their use varied greatly. Small amounts of money were
Exotic goods: These are specialized items that are usually expensive required in some cases and from some people (and not for others) whereas
to transport; generating large expenses to ensure safe delivery to their in some, goods were required. Also, markets were a major source of
destination. They are also costly and rare and include finished goods such income for lords. People paid for attending a market and selling material.
as jeweled scepters, silk goods, clocks, etc. and unfinished raw materials They would pay for a booth or area as well as paying surtax for the items
such as gems, silk bolts, etc. sold and even pay a percentage of profits. Nobles, and governments in
general, might tax the type of clothing one wears, the armor they have,
Considering all this, one should be able to come up with basic weapons, their profession, or any other number of particulars that allow
economies. Just pick regions and decide what they produce in excess them to eke a living off the sweat of others.
of need and can sell. Although this is fairly unimportant to the
specific campaign, it adds texture and depth to the game. To know Taxes were often onerous and, because of the amount taken, often kept
that a certain region is famed for its grape production and wines while people from accumulating any wealth over time. Only the most successful
another is noted for its coal production allows for the creation of and wisest of farmers and merchants would make much wealth over time.
setting specific material to areas and texture in which to adventure.
This background texture increases the impact the overall setting has Taxes were not always annual affairs but levied when and where the lord
on the game and the fun for those involved. so desired. In times of war, taxes were often exceedingly high and levied
several times a year. In times of relative peace and high prosperity, taxes
Trade Routes are often low. However, the ruling elite always had access to the monies
and wealth of its people and though it is infrequent for them to tax their
The next step is to produce trade routes. In general, trade routes are people into poverty, nobles do on occasion bankrupt their realms with
local, regional and national (or international). Trade routes have a onerous taxes levied for projects designed by the ruling elite.
tendency to follow major rivers (where possible), and follow the easiest
path between two points. Also, trade routes move from village to village Failure to pay taxes or duties could result in various punishments as well
and town to town. Major trade routes go from large city to large city and as confiscation of goods and removal from property, etc. There is no limit
follow the easiest path. Those communities located along major trade to the punishment in an autocratic society.
routes tend to be wealthier than those off the trade routes. They also
have a tendency to tax a lot more as well. Adventurers may, at the behest of the CK, suffer the same fate as any commoner
or merchant. Any Lord worth his salt must surely realize when characters bring
These routes are not necessarily maintained roads, but may be trails created enormous sums of money into their realm. They do not hesitate, of course, to
over time through long years of usage. Countless wagons, stock animals, send the taxman to take what they believe to be his right.
horses, mules, donkeys, and feet leave an indelible impression on the land.
The trails become recognizable due the imprint left on the ground with
crushed or non-existent vegetation. For a full description of movement, Social Stratification
please refer to Chapter 5 above. All cultures have some social stratification scheme. There are essentially
three degrees of stratification: egalitarian, ranked, and stratified. As
Taxes, Duties, and Fees cultures develop and the cultural groupings become larger, they tend
more to the highly stratified arena. Each of these schemes varies in its
Ruling bodies, rulers, states, oligarchs, etc. derive some of their income degree and kind so the Castle Keeper will have some decisions to make,
from taxes, duties, fees, and tariffs. The collection of fees and taxes vary but the basic scheme should be easy to establish.

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Egalitarian Societies demi-human races and how they are viewed (for more information refer
to Chapter 1, Table 1.31 Standard Racial Interactions.
In these societies there is little notable difference between members excepting
those based upon sex and age (if that). Although some members may have more It is often the case that social stratification places differing laws,
prestige and influence than others, due to perhaps their accomplishments, their punishments, and expectations upon members of differing social statuses.
material well-being is not significantly different than that of others. For instance, the punishment for adultery by a noble may be execution,
whereas that for a peasant may be a public beating. On the other hand, the
Ranked Societies punishment for stealing by a noble may require compensation, whereas the
In ranked societies, honorary titles and rights reside with individuals, punishment meted out to a peasant is the removal of the offending hand.
kin groups, or families. These titles of authority set those members
Stratification schemes can be fairly broad as the characters will likely only
aside from the others in that society, but they do not always confer
be involved with it in a cursory manner but they should exist and reflect
greater wealth or power upon those individuals. However, practically
the other cultural restraints in the social makeup of the community.
speaking, these honorary titles do confer upon its holders a level
Social stratification can occur as a result of any of the following: religion,
of distinction and power which prevents the societies from being
income, land ownership, occupation, blood line, deity affiliation, culture,
egalitarian. Chiefdoms, small states, or dispersed states often have the
color, language, gender, age, race, and education to name just a few.
characteristics of ranked societies.
The vast array of stratification schemes evident in human societies is
Stratified Societies nearly unimaginable so virtually any scheme developed by the CK for
Stratified societies exhibit high degrees of social, economic, and political their societies is likely acceptable. And, considering the nature of demi-
disparity. Power often resides in a few individuals or kin groups who hold human and humanoid cultures, the variations on social stratification
these positions as hereditary posts or have them conferred upon them. In could be staggering. These schemes also help to bring meaning to your
other cases, the positions individuals or kin groups earn through deeds, world and the interrelations of its various parts. They also serve as perfect
marital or otherwise. In all respects, stratification produces notable foils for adventure or conflict.
differences from one class to the next.
Example: The adventuring party arrives in the township of Beluthune
Social stratification extends both laterally and horizontally. There are in the Rhuneland. Here the orcs rule and have had done so for many
those who are considered the lowest ranked members of society, such centuries. However, humans and other races have long been welcome as
as dung collectors in medieval cities, or those who stand outside normal the orcs ruled them in the days of the Winter Dark, enjoying the taxation
social arenas, such as the cow-eating Hindus. For the CK, deciding upon of their industry. But Angrod the dwarf is not welcome for his kind rarely
the basic structure of a society should be easy. Basing the stratification on gave up the fight during the long dark. They do not immediately kill or
any ancient or medieval system is easy enough to do; establishing nuances slay the dwarf, for they desire to do business with his comrades and enjoy
within that system, say women with property rights is solely in the field of the wealth of their adventure. But within the Rhuneland he is viewed
the CK. Slaves are at the bottom (almost always, though they may have as little better than a slave; he is followed, harassed, overcharged for the
significant monetary value and thus have ‘value’ outside their social status) simplest items, his every action is viewed with suspicion. In short, their
with those working the most mundane tasks generally toward the bottom society does not accept him on any level and they treat him accordingly.
and those near the top in rarer occupations. Angrod, being a dwarf, does not take it so well, and the mayhem that
follows is for the CK to run and the players to enjoy.
Table 6.4 Social Ranks When designing a social stratification scheme be sure to consider the various
1 Slave aspects of the society vis-à-vis its culture and history and how they relate
to the character. In general, those on the lower end of the stratification
2 Commoner, Peasant, Laborer tend to suffer material and physical abuse more so than those on the upper
3 Mill Worker end. Further, stratification can be lateral as well as horizontal such that
some members of society may be able to garner wealth, accumulate land;
4 Skilled Craftsmen
however the rank disallows them to hold office or really exert any influence
5 Hunter over their political system via their political structure.
6 Warrior
7 Sage, Wizard Gender and Racial Inequality
8 Cleric In designing a culture, it is important to remember that inequality exists
in many societies, particularly highly stratified, pre-industrial inequality.
9 Noble Inequality exists for a variety of reasons, many of which may not seem logical
10 Noble by Blood but are, nevertheless, the case. Playing them in any role playing game can be
tricky and it is not recommended that CK pursue these beyond the obvious
11 Hero dislike that orcs may have for elves or dwarves for goblins and so on. Creating
12 Apostle real world scenarios where modern, earth-day racial inequality does exist
little to enhance the game and generally only aggravates play.
The social stratification is important for the character vis-à-vis how they
relate to its membership. Are the characters, as adventurers, regarded The CK must also keep in mind that in fantasy role playing games, where race
as ‘outside’ the social system? In order to determine their social ranking, literally does mean another species, such as orc or dwarf, then racial antipathies
it requires the CK to have at least a rudimentary understanding of how take on another meaning entirely. Furthermore, in societies where women can
that society views holy men, wizards, women, racial variants such as be wizards and can hold terrible power at their fingertips it might reduce some
half-orcs, commoners, etc. of the misogynistic behavior the CK may wish to place in the game.

Racial variants, such as half-orcs, are also an important factor in creating Gender
social stratification schemes (should one care to go that far). Not only
must the CK consider the variations of races and their relative view of Gender inequality is notable in most every culture where men dominate
one another but the CK must also consider the various humanoid and public power. Only recently in history and with few exceptions in history

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or anthropologically has it otherwise been the case. Additionally, there interaction, so the structures of religious belief that the CK constructs should
are no known matriarchic societies even though there are matriarchs reflect the reality of that situation.
within certain societies. This does not mean that the campaign setting
within which play takes place cannot have such societies, but rather that With a religion there are various aspects to consider; creation, pantheons,
there are no clear historical metaphors for the CK to rely upon. history, interrelation, impact, locality to name a few. And this only
addresses the religion one creates, not its impact.
Women do not necessarily have to hold positions of lower social status and
in any case, women have almost always ruled the private sphere of life (the Religions take on many different forms. One need but glance through a
home and hearth). In designing your setting, the CK must decide which comparative religions book to understand that the plethora of religious
position women hold. There are special cases as well. Within societies which beliefs known to man belie the imagination and infinite possibility in the
are patriarchal, women do hold positions of distinction outside of the norm. creation of one are obvious. In designing your own religion, the sky, or your
There are queens and shamans and religious figures that do hold political imagination, it truthfully the only limit. Refer to the following guidelines,
power and even in the middle ages there were rare cases where women were keeping these thoughts and points in mind as your mythology unfolds on
merchants of significant power and wealth. Even in patriarchal society’s paper with pen.
women often had power within certain spheres of life and influence over sons
and husband who perhaps held entrenched social positions. Creation: The CK must decide if the world’s creation originated through
the action of a deity or deities or always was and will be. The decision
about creation has a great impact on the nature of the world created.
Race and Racism Do the world’s origins lie in a great pool of nothing, or was their matter
Technically speaking races do not exist within the human genetic sphere. in the beginning, a something? Or is it in an ever-repeating cycle. These
In C&C, the term “race” refers to those species that cannot interbreed. systems have an impact on how the spiritual world works in the real
Not withstanding that, there can be racism in your world. Racism can world or should at least relate to it. Also, a destruction event, usually in
be defined by many factors including skin color but traditionally this has the far future, should mirror the creation event. Destruction events like
had little to do with racism. Rather, culture, religion, linguistic stock and Ragnorak, the Norse belief of the world’s ending and beginning, or the
other things have been the delimiters of racism and prejudice. This can end of a great turn, have a massive impact on one’s culture and how one
exist within a society or culture and used to keep inequality in check. interacts with the world. In this case, begin at the beginning and have an
Occasionally various physical attributes separate people, but this rare. ending; a people walking toward the light as opposed to those acting only
against a backdrop of eternity.
Also, because there are demi-human races which are in fact differing
races with differing abilities, racism can and likely should exist between Pantheons: The CK will have to decide whether the setting is animistic,
the various races. The CK can use racism to augment role play, and monotheistic, or pantheistic. A pantheon serves as the vehicle of delivery
establish setting conflicts and other event or plot elements. Creating for the world’s mythology and a bridge for the characters, particularly
a world where dwarves and elves do not get along is simple, making a the cleric and druid, to interact with the powers that actually grant the
setting where this antipathy actually comes into play is wholly another characters spells and abilities.
and it adds a level of realism many are unused to.
Animistic Religions: These religious cultural markers reside in plants,
Racism can be begin, or nearly so, to be aggravated and brutal. Some people animals, places, and geologic formations. Deities in the traditional sense do
or races could be held in such low regard that they are killed while others not populate these religions, but rather reside in highly localized areas.
could be held with slight distrust that only limits interrelations or breeds
conflicts. For the break down of racial antipathy in Castles & Crusades, refer Monotheistic Religions: In a monotheistic setting, there is one deity
to Table 1.31 Standard Racial Interactions in Chapter 1 above. who the culture nominally recognizes as the only deity involved in the act
of creation, destruction, etc. This does not preclude the ‘belief’ in other
A final cautionary note: do not abuse or overuse either of these concepts. deities but simply means they do not exist and as such should not be able
What may seem like a pretty cool, real world concept injected into the to deliver on clerical spells.
game, may turn out to be an onerous task that only serves to aggravate
and frustrate players. Pantheistic Religions: In a pantheistic religion, there is no end to the
possibilities. The CK can create as many deities as desired — of whatever
power and caliber — to cover as many aspects of the world and the manner
Religion
it works as desired. The CK should relate the inhabitants of the world to its
Building religion for a fantasy setting is one of the most important facets deities however, at least nominally.
the Castle Keeper can tackle. One must imagine that the mythologies and
the deities that occupy them actually exist for those within the fantasy History: Most religions have a history, a time before and the current time
world; and that they interact with it and them or have interacted with in which the game takes place. Almost all creation events occur in the
it or them. Creation and cosmologies must be designed by the Castle historical era. It is also the time in which the gods interrelated with one
Keeper in a manner that allows them to pass the mythologies along to the another and vied for power or dominance or set the world and its aspects
players, quickly and understandably, as these always have an important in motion. The history should encompass as many significant aspects of
role to play in the real world and should in a fantasy world. What is a religion as possible but also relate to the world the CK designed. For
important here is that once that cosmology is designed, it has meaning example, should a deity have heaved up mountains at one time that
- real meaning in the everyday life of a character. changed the course of a river and the nature of kingdoms, the history of
the world should reflect that event.
Traditionally, and from an anthropological view, religions are just cultural
identifiers which serve the purpose to unify a society and endorse and enforce, Interrelation: The CK should decide how the deities relate to one another
to some extent its rules and regulations, as well as offer didactic systems through and to the mundane world. Do the gods war with one another or are they all
which members of that culture convey knowledge between individuals and equal and sit about paying attention to their own needs? Do they fight proxy
generations. In fantasy settings, this anthropological definition takes on a much wars through humans, or do they bet on the destruction of particular races or
deeper meaning; the religious beliefs, mythologies, deities, and the powers they places? How do the deities treat humans (if at all) or the various races found in
are able to command serve the actual setting, both for story and mood, but also the world? Are their souls, and if so how, do the deities treat them and where
in practical game mechanics. The deities have a real impact on the world and do they go after the death of a person? These are all questions the CK should
the characters and NPCs that inhabit that world, through spells or often direct address.

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CHapter 6 — Worlds of Adventure : City
Locality: Are deities local in nature? Do deities
have specific areas they move and within which
they act? Local deities can be very powerful
or almost benign. There can be deities with
a worldwide reach, while others may exist in
only a city. Addressing locality gives the CK a
great breadth of latitude in creating pantheons
and allowing those pantheons to impact
various cultures and peoples. If a dwarven
deity actually resided or acted in a particular
chain of mountains then the likelihood that
dwarves would actually dwell in the mountain
is rather high. Different peoples can worship
different deities and these, and these people
and deities, can interact with each other in
differing manners. The CK must consider all
these particulars when they create the religion
and the deities that occupy it.

Impact: The impact of a religion refers to the


actual interaction of a deities or deities with
the world. Do the gods involve themselves in
the day to day affairs of man or not? Do they
use men as proxies in their interrelations with
one another or the world and its heroes? The
real world impact is very important for the
them instantly recognizable. When creating various cultural regions, be
Castle Keeper in establishing the tenor of his campaign setting. The impact
sure to incorporate these elements into the scheme of that culture. Do
can be great or small, as the gods may not even care about the world in
not hesitate to borrow from our own history and mishmash the expressive
which they reside or rule over.
qualities of any and all cultures if the setting calls for it.
Where the gods reside is also an interesting question and one which the
It is important to note that architecture often reflects both the religious
CK should at least create some idea. If the gods actually reside in the
culture of the society and the climate within which that society exists.
world, they probably interact with it on a regular basis but if they don’t
One is not likely to find open villas, with baths and pools in a semi-arctic
they may have a very different manner of interacting with the world.
region. Nor is one likely to find thickly walled, wooden structures in
However, all things considered, the religions still serve the simple purposes of tropical environments.
conveying the god’s desires onto man and methods of living within that society
or culture and the expectations of its individuals. Table 6.5 Biomes and Architecture
Biome Typical Architecture
Rituals Timber, Matting, Open, Conical
Tropical Moist Climates (Rainforest)
Rituals are an important part of any society. These include celebrations, Roofs, High Ceiling
sacrifices, donations, houses of worship, methods, and means of worship, Wattle & Daub*, Matting, Enclosed,
etc. Simple rituals go a long way to defining a culture. They might include Wet-Dry Tropical Climates (Savanna)
Low Ceiling
the sacrifice of animals, humans, gems, plants, or any number of articles as
mandatory donations to churches, organizations, or houses of worship. In part, Dry Tropical Climate (Desert) Stone, Adobe, Brick, Enclosed, Low Ceiling
the rituals should reflect the deities concerns and the other part the capacity Dry Mid-latitude Climate (Steppe) Wood, Sod, Earth, Open, Low Ceiling
of the members to fulfill their desires. Rituals exist to influence the powers of Mediterranean Climate (Chaparral) Stone, Adobe, Open, Long, High Ceiling
the supernatural. Whether simple planting rituals or large sale sacrificial rituals
used to prevent the coming of the next apocalypse, they serve to influence the Sod, Wattle, Wattle & Daub,
Dry Mid-latitude Climate (Grassland)
deities. Rituals, properly observed, should influence the deities. Enclosed, Low Ceiling
Moist Continental Climate Timber, Stone, Wattle, Enclosed,
(Deciduous Forest) Long, Low Ceiling
The Physical World and Art
Boreal Forest Climate (Taiga) Wattle & Daub, Matting, Open, High Ceiling
Often cultures have homogenous architecture and modes of artistic
expression. When one see a piece of Maya calligraphy, one knows it is Tundra Climate (Tundra) Stone, Brick, Timber, Matting, High Ceiling
Mayan, so unique is it in the world. The pyramids in Egypt, Central America, Highland Climate (Alpine) Stone, Timber, Enclosed, Long, High Ceiling
and Southeast Asia garner the same response, instant identification, and
* Wattle & Daub is a type of clay and mud.
reference to the creating culture. Each type possesses unique architectural
qualities. During the middle age, the ubiquitous cathedral with soaring The same goes of the artistic elements of a culture. Do they paint on canvas,
buttresses distinguishes a time and lace of construction. create statues, are they blocky as in Egypt, fluid as in Romanesque Europe,
amorphic as in many African cultures? The possibilities are endless.
Cultures should be unique in the respect of expressing themselves
artistically, poetically, in music and architecture. This can be in the most Value Systems
benign of buildings, such as farmsteads or barns, if they even have barns, to All cultures have value systems. These value systems include ideas of right
the most grandiose of structures such as temples and government edifices. and wrong, proper etiquette and behavior and expectations of how social
Even those structures which cross cultural boundaries have unique flares interaction should take place. The systems are tied into religious systems,
and style such as castle walls. Those built by the Romans are significantly legal systems, political institutions, and artistic expression. The Castle Keeper
different from those built by the English of the high middle age as to garner should have a basic idea of what the value system of their culture is. It should

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Part 2: Worlds of Adventure
be made pointedly clear that for a value system to work, the majority of Example: The Tageans of Aihrde migrated with the great mass people
people must follow it the majority of the time and people should minimally from the ruins of the Solariam Empire. They broke from their cousins, the
benefit from the value system in some small way. This does not mean that Brindisi, and traveled to the northern islands that lie in the Sea of Shenal.
everyone benefits but that some do and that the majority do not suffer under They built open cities there and called to their gods. They fashioned
it. If the latter were the case, the system would not work. armor of bronze, donned great round shields for battle, and carried short,
curved blades as their main armament. Large helms, plumed with horse-
In Castles & Crusades, a basic value system exists via alignment. However, hair, dyed red, gave their battle phalanx a horrid appearance. Clerics
alignment can only confer so much information and fails to fully address traveled with them in battle, securing their open flanks with god-borne
society’s potential values because of the spectrum of issues that need sorcery in case of flanking attacks. Mostly they warred with the pirates of
addressing. Also, alignment functions more to address the manner in which Onwaltig, wild orcs astride huge ships of wood and iron. These orcs used
people address their value system rather than to set a value system. bows, scimitars, and often rode large wolves in battle. But to the north lay
the Kingdom of Aachen with whom the Tageans had an uneasy peace;
For example, consider a nomadic society with a warrior caste who garners those knights, borne to war in chainmail, with shields and lances, were
the vast majority of their goods through plunder. For them, the attacking terrible to behold on the field of battle.
and slaughter of villagers, monks or knights, is of little moral concern, as
they do not differentiate between them as worthy opponents or acceptable Here we have Greek type Hoplites, French Knights, and Caribbean Pirates all
opponents. The attacks by these people may seem to others as wanton and in the same playing arena with no problems of integration.
senseless slaughter yet its members may be lawful within their own value
system. To others, this may seem chaotic. To them, it is the person who Once this method has been tried, the process of culture ‘cherry picking’
does not follow with the warrior/raider ethic and bypasses potential loot become easy and one need but pick up any anthropology text and read
because the defenders are villagers that seem chaotic. Compare that to a about some cultures and transport its elements to the world being
society with a warrior caste which values a fair fight with opponents of designed. Expanding to other cultures such as the Feudal Japanese or the
equal capacity. These warriors would not attack unarmed peasants and if Mayan Empire becomes easy.
they did many would consider them chaotic.
Another thing to consider when designing your culture and urban landscapes
Value systems are wide ranging in their nature and the Castle Keeper is that it must work, by this it is meant to physically work. A functioning
should give a little thought to these systems in order to create a coherent society must depend upon the essential productivity of its inhabitants. To
and workable culture. grow and prosper, a culture, city or people must be able to meet or exceed
their caloric needs. For this to happen, farmers and herdsmen must be more
How to Build a Culture safe than not. More food must reach a city than not, reliable governments
capable of more organizing principles than not must exist. Imagine a world
This is a little simpler than one might think, at least the generalities with bandits everywhere who stole more than half the goods produced by
which suffice for most role playing games. Most gaming environments farmers or tradesmen. That society would simply cease to function. More
occur in a pseudo-medieval world based upon Europe in the Middle ages. people must be honest than dishonest. More people must be good than bad.
One need simply look no further than texts about the middle ages to More people should at least remain at a stable level of social structure than
find almost all the information necessary to build a culture. Simply pick be shifted down. Societies that cannot manage this collapse — and once
a region of Europe and use that region as the palimpsest for your culture. collapse begins — it is difficult to stop. Choose your setting wisely. Choose
For each region of your world, do the same. a culture to meet your campaign desires or needs.
This method has the bonus of being both easy and offering an anchor
point for players. It is easier for them to act in expected manners and Language
understand what is expected from them as the middle ages still linger One of the most important foundations for culture creation is the
in our collective memory. In essence, it is not completely foreign to the development of a language and bringing that into the game. Mood and
Castle Keeper and players. tone is easy to capture when it comes to language, harsh languages such
as German can conjure in the minds of most people a dark and brooding
This also provides a certain level of cohesiveness to the gaming environment world. Soft spoken, pitched high, such as Chinese, conjure images of
that may not otherwise exist. Typically one would choose a geographic civilization, pomp, and circumstance. To help capture the mood of a
region and work from that. The regions could be small, such as that of the setting, and better bring in the characters into the setting itself, and the
mercantile city-states of northern Italy, to as broad as Charlemagne’s Neo- game, the CK should pay careful attention to the language of the area and
Roman Empire. The only significant point to be addressed in these instances as it manifests in the place and NPC names.
would be the impact of any mythology upon the setting itself, but as the whole
of medieval Europe interacted with hosts of methodological constructs, from Too often fantasy settings, worlds, and campaigns fall apart on place
the Vikings in the North, to Celts, Romans, Islam, Cathars, and beyond, it names and words that are obviously a simple refutation of letters randomly
is not a far leap of faith to create a setting based on northern French Feudal gathered from some text. The result of such efforts is predictable; the town
states where the religion rests upon the worship of the All Father. of Sihwcidh is filled with orcs and led by the warlord Kidpa’a. Though that
might sound believable, it rapidly breaks down after several more place
Historical epochs are not incompatible. The Greek Hoplite might seem an odd names are used and the utter randomness of the setting comes to light.
fit with the English Longbowmen or the Egyptian Charioteer with the French
Knight; but in a world where fantasy elements, such as magic, dominate, it is There are several methods of creating a language; creating a new one, pillaging
no large leap of faith for different peoples locked in different epochs to dwell an existing one, morphing existing languages. A language allows for a more
together. The Greek Hoplite Phalanx and bronze armor became a thing of immediate immersive experience in a world. Languages, properly used, can help
the past because the Romans ability to fight in echelons and their use of light to bridge that divide from disbelief to belief.
cavalry proved more maneuverable, not because it was a wholly untenable
armor and tactic. The Roman’s developed double cuirassed armor on their The easiest method and the preferred method is pillaging an existing
shoulders in order to better protect the clavicle from damage from downward language. Should one choose this route, for each cultural region your world
slashing barbarian swords. This did not make the slashing sword a useless has, choose a language from any real world languages: Russian, English,
weapon. However, the whole question becomes mute once magic is considered; German, and Chinese etc. Transport this language into your setting. Use
magic changes the dynamic of historical and technological development, in the names (or slight derivations of them) for place names, NPC names and
effect replacing innovation with a wholly different construct. character names (at least for those who come from that region). This gives

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the Castle Keeper a sense of completeness for the setting. When the names greater volume of trade, and labor became more specialized generating
and terms sound familiar, they come to appear as though they belong and yet more attractants to the market and wealth for the community that in
do not cause serious disjoints in the story telling. turn spurred more growth. But always around large these urban cities, any
available land was put to the plow to feed the growing populations.
Consider that most languages come from root stock tongues and so regionally
many languages have similarities. So, in Europe one has Germanic languages Design your urban landscape accordingly, for large metropolises, cities, and
with similar sounds, Slavic languages with similar sounds, and Romanized towns were often surrounded by dozens if not hundreds of thorps and villages,
west European languages with similar constructions; all are rooted from and yeoman farmers all working to supply the needs of those in the city who
an indo-European stock tongue so all have familiar constructions. When were not involved in agricultural pursuits.
deciding upon languages, one must build in a slight history of the region of
the area to decide which languages go where and why. Significant language Location
junctures such as between Russian and Chinese, who border one another,
have much to do with historical reasons that usually involve terrain. In pre-industrial cultures, large cities and towns usually grow up along
waterways. Not only was this to meet the water needs of the city or town
Another method is to bring two or more languages together. In this case, but also because movement of goods over rivers and along the coastline
it is best to bring similar languages together such as Polish, Czech and was easier, more efficient, cheaper, and more reliable. Furthermore, the
Russian, or Italian and Spanish, or German and Swedish. Combining water way made shipping in greater volumes possible and at a less cost
disparate languages like Arabic and English would prove problematic and than over land. Only much later, as the nature of transportation changed
disjunctive. Bring words and elements from the various languages together did urban cities of any significant size develop off the waterways.
and form a new language. By combining the basic elements of a language
group or languages, one can create and entire lexicon and even begin Obviously in fantasy campaigns where magic dominates, it is not beyond
speaking in that language. the realm of the possible that magic enables people to dwell off these
courses, but such communities would be dependent on the magic and the
As with the previous example, be sure to use the words and elements power that it brings in order to maintain their city. This constant magic
consistently for place names and character names. must have a source, in either the local temple, or a powerful magic user.

For example, in my home world, I have two basic language groups for Population density
humans. One is a Germanic and the other is an Italian/Spanish mix. In
one language, berg is used for town/city and the in the other town/city is In pre-industrial societies, the vast majority of the population is involved
translated as via. in agricultural pursuits of one sort or another. They live in small
communities, depending upon their local political situation of between
Creating your own language is difficult and time consuming but can be 40 and 500 people. The thorps, hamlets, and villages were almost always
very fun. Keep careful notes as the language develops, building simple ruled over by a local baron, lord, oligarch, theocrat, or from some power
grammatical constructs for things such as plural or past tense. Be sure center in a town or city.
to make notes and build a dictionary. Though not easy by any stretch of
the imagination, it can be fun and in the end give your setting a wholly The dispersion of people over the landscape varies from place to place
unique atmosphere. and often reflects the terrain they dwell in, as reflected in the biome,
climate, and physical geography as well as the nature of the states and
how they conduct warfare. In highly militaristic societies with endemic
Urban Communities warfare, people tend to drift into large communities for safety’s sake,
In pre-industrial societies, the vast majority of the population was given over whereas during periods of calm or relative peace, people tend to drift into
to agricultural pursuits. Scholars estimate that for every one person engaged smaller communities and spread out over the landscape.
in a non-agricultural pursuit, nine farmers worked in food acquisition to
support him. That is, 90-95% of all peoples in pre-industrial societies were Another factor concerning population density is the fertility of the soil,
involved in agricultural pursuits of one type or another. In primitive societies, forest, or forest as considered by huntsmen and fishermen involved in
everyone was involved in some type of agricultural pursuit. Even chiefs would those agricultural pursuits. In highly fertile regions, people pack in more
hunt and gather food for their family or for feasts. densely and the ratio of farmers to trades people shifts somewhat from
9:1 to 8:1. Beyond the 8:1 stage, massive and revolutionary farming
When designing any setting with humans, keep these numbers in mind. techniques that produce vast quantities of food are necessary.
A hamlet that houses one tavern with 5 people who run it would have
at least 50 people who work in the agricultural producing sector. Often, In a medieval fantasy setting, the only mitigating factor for humans is magic,
small villages and hamlets would consist of wholly of farmers. Inhabitants as industrial arming and chemical farming do not yet exist. A cleric can
could and would take on different roles within the community, but their create food and water. Imagine if he were to do this once a day. Imagine if
primary occupation was farming. Such that, a thorp with a population anyone could become a cleric or even nearly anyone. One cleric can create
of 30 adults chooses a leader to speak for them with the local power and sustain enough food for 3 people for a day. At the second level, this
structures and warrior elite, but that leader would also be a herdsman, increases to six people and at 3rd level this increases to nine people. That is,
hunter, or farmer. Their official duties might interfere with their farming one 3rd-level cleric can sustain, with food and water, nine people a year.
jobs, but would only supplant them if there were enough people to support
him in that position. Few pre-industrial societies could afford to have Consider, in a population of 500, if one has 10 clerics that is at least 30 people
many people in non-farming roles. For societies to expand, and for cities freed up by the clerics from agricultural use and the normal 50 people. If the
to grow in size, and specialists such as mill workers, gold smiths, etc. some clerics actually focused on food production with an average of 3 spells per
type of precursor had to happen. Farming became more productive and cleric and few upper level spell casters, they could feed well over 100 people,
transportation eased and increased. Farming communities sprouted up bringing the average of agricultural worker to craftsmen way down. Five clerics
and grew, morphing into larger towns able to produce excess food, which would only be 2% of the total population. Two-three clerics would be 1% of
in turn could flood local markets with food. Those local markets became the population. In any respect the impact on the balance of population and
attractants for power; usually the warrior elite. Successful markets were production is great. This is not necessarily a bad thing and may not have much
those built in areas that allowed easy transportation to and from great impact on the way you envision your world; but by managing this somehow the
distances, along river routes or well worn trails. Around these markets, Castle Keeper may find ways of keeping magic under control or limiting its use
urban centers began growing, for here the locals conducted an ever- thus keeping the fantastic, fantastic and heroes, heroes.

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Note: In C&C this use of the cleric does not reflect the classes’ actual makeup
nor its deity’s designs upon the character as discussed in Chapter 2 above.

Example: For a large metropolis to exist, a massive city of 500,000 people


— very rare in ancient or medieval times— the city needs 4,500,000
people to support it.

For actual density of classes in various populations, see Chapter 4 above.

Community Size
These are roughly the sizes of various communities. They can vary greatly.

Table 6.6 Urban Center Statistics


Men-at- Residential
Habitation Size Militia
Arms Houses
Thorp @40 4 0 5-10
Hamlet @200 20 2 25-30
Village @500 50 5 60-70
Town @2,000 200 20 300-400
City @10,000 1,000 100 1,600-1,700
Metropolis @20,000+ 2,000 200 3,300-3,400

Within these populations, family sizes are very important for determining the
number of houses within any given community. The average medieval family
size was eight people spread out over three generations. This means in a thorp
of 40 people and an average family size of eight there would be five houses. Five
house with attendant barns or structures. This is not many people or buildings.
It is a bare blip on the map. Rural communities tend to have larger families than
do urban communities. In an urban community, one should reduce family or
structure occupation density by 20% or in this case to around six in towns, cities,
and metropolises. For example, in a city of 10,000, there would be 1,600-1,700 Within the confines of a civilized community, the characters will be
residential type buildings ranging from the poorest houses to the palaces. traveling through a lot of well-tended organized towns and villages;
this is fine, but do not make it the dominate aspect of the landscape. A
Outside of cities, the density of people per square mile is usually dependent upon metropolis should be rare, a city rare as well; towns and villages litter the
soil fertility, proximity to water, and current political situation. So one might find landscape, clinging to rivers and streams and thorps here and there in the
an average of 5 people per square mile in a low density area or as many as 100 per wilderness, or more likely clustered toward the larger urban centers.
square mile in a high density area.

Highly productive land will support a lot of people, perhaps one person The Militia
per acre. Because most land area is a mixed jumble of productive and non- A militia is an informal military unit usually composed of local peasants and
productive land, from river flood plains to heat scorched steppe, lets assume others with little or no military training. The city government, whatever that
the middle ground where we have 3 people per acre. may be, either presses citizens into service or requires them to serve for certain
periods of time, or serve at a leader’s whim. A militia is a unit of last resort for
Example: Returning to our metropolis, for a population of a city of most leaders as they are very unreliable and poorly trained and organized. The
500,000, that’s 1.5 million areas of land for them and another 7 million militia’s size is dependent upon the size of the community. In general, 1 in 10
acres to support those supporting them, making 10 million acres of land people serve in the militia. In times of extreme duress, all adult males can be
turned over to the plow to support that city. That’s for highly productive called up, but this could have disastrous effects on a community if they serve for
areas. In low productive areas, this can be as little as 20 acres per person. more than a month or two or suffer heavy losses.
Needless to say, that’s a lot of land under the plow. The characters will be
raveling through vast swathes of agricultural communities. Average Militiamen has a 1d6 HD, 10 AC and strikes with any weapon at
a -4. A trained militia may have better weapons and armor and be trained
For these communities to actually function as supply nodes for that city, to use them, so have no modifier to hit while using that one weapon.
they have to be safe and productive.

The Castle Keeper should determine this before laying out the entire Table 6.7 Militia Size per Community
regional population. The number is wholly random and should reference Habitation Size Militia Men-at-Arms
the conditions listed above. 10,000 Thorp @40 4 0
The CK should take care when designing the world so that its population 10,000 Hamlet @200 20 2
is not so great that it becomes overwhelmingly crowded. Farmlands, 1,000 Village @600 50 5
beasts, and other manifestations of agriculture moving 1 mile down a
road is utterly irksome in that the only encounters or adventures that 100 Town @2,000 200 20
the characters are likely to run across are farmers missing their cows, dogs 10 City @10,000 1,000 100
barking, and the proverbial chicken trying to figure out whether it should
1 Metropolis @20,000+ 2,000 200
cross the road.

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CHapter 6 — Worlds of Adventure : City
Communities almost always farming communities, raw material gathering communities,
or serve one function, such as the houses, homes, and farms of people
In almost every case, when dealing with smaller communities, people
assigned to guard a bridge. There are rarely any government representatives
undertake multiple asks such as collecting wood, farming, fishing, and
in a thorp. Only on very rare occasions would a thorp have a specialist,
hunting as well as their primary undertaking (fishing, mining, etc.). Most
weapons smith for example, in any occupation.
people would have their own garden, even if primarily herdsmen, such
that almost all families could supply themselves with food.
Table 6.8c Thorp
Communities have a tendency to cluster around several things. First, the need to D10 Inhabitants
access water so there is almost always a water source (via wells or river) nearby or
within the community. They also tend to develop more quickly on trade routes. 1 Single person
2-9 Family
Communities also tend to cluster together, except in highly civilized areas
they disperse, such that within a few dozen miles of one village, there will 10 Group
be several hamlet and thorps. When designing a region, place a moderately
sized village near the central water source, surround it with 1d10 hamlets, Table 6.8d Occupation of Inhabitants
all placed within a day or two travel from the village. Next, place 1d10 D10 Occupation
thorps in the area as well. The number of thorps need not be greater than
the number of hamlets; the sizes of these towns are as often accidental as 1-4 Agriculture/fishing
planned and they ebb and flow with the current state of events. 5-7 Herdsmen
Places villages within 1 to 6 days travel of one another; with densely settled 8 Wood gatherer
areas villages a day two closer to one another. Large stretches of land, 9 Mining or raw material gathering
unoccupied, exist between the clusters of villages and towns. The easiest
10 Common Occupation*
method of settling this begins with city/town or village placement and
general idea of density for a community. *See Occupation list below for Common Occupations

The following set of tables explores the size and occupation of various urban Hamlet
centers and their occupations, from the single family dwelling to the metropolis. Inhabitants: 110- 380 (3d10+8x10)
For random determination, roll on the appropriate die listed in column 1 to
determine who lives in any given house or building. For the number of buildings Inhabitants per Household: 1d10
in any given community, refer to Table 6.6 Urban Center Statistics above. The hamlet is the predominate settlement size for nearly all regions of any
These tables are for random generation and encounters but also represent the civilization. These are communities of several dozen families, groups, or
percentage of occupants in any given domicile in each urban center. individuals living in one community. They gather in these communities for
safety and mutual support. Often hamlets have a wide variety of individuals
Single Dwellings or groups trained or skilled enough to support themselves, although it is rare
that they have craftsman whose soul support base is their craft. Occasionally,
Inhabitants: 1-10 these communities are walled or have hedge-walls. This is more prevalent in
This refers to those lone farms and settlements where one person, a small turbulent communities and less so in more settled regions. The inhabitants
group, or family resides. They exist outside any thorp, hamlet, or village and are primarily involved in agricultural pursuits, though some hamlets have a
at least 1 mile from them. These types of dwellings are primarily within the more focused mining or raw material gathering focus. Hamlets on major trade
confines of civilized regions without endemic warfare, brigandry, or raiding. routes often have inns or taverns. These communities often have community
They exist along frontier regions but are rare in such areas. buildings as well such as a mill, storehouse, or trade-house, a religious
structure or even a government official living in them.
Table 6.8a Single Family Dwelling
Table 6.8e Hamlet
D10 Inhabitants
D20 Inhabitants
1-3 Single person
1-4 Single Person
4-6 Family (1d8 members)
5-15 Family
7-10 Group (1d10 members)
16-19 Group
Table 6.8b Occupations of Inhabitants 20 Representative*
D10 Occupation * This refers to a religious authority, government authority, guild
1-9 Agriculture, raw material gathering, miners, woodsmen, etc. authority or other official.
10 Others, such as brigands, rebels, outcast, etc.
Table 6.8f Occupations of Inhabitants

Thorp D12 Occupation of Inhabitants


1-4 Agriculture/fishing
Inhabitants: 20-80 (2d4x10)
5-8 Herdsman
Inhabitants per household: 1d10
9 Wood gatherer
This refers to small communities, families, or individuals who live very close
to one another. A thorp can be found in nearly every civilized community 10 Mining or raw material gathering
but they are rarely found in those regions suffering endemic warfare or 11 Common Occupation*
brigandry. They tend to cluster in lands undergoing settlement and along
major and minor trade routes. They are very dispersed along border regions. 12 Official
They tend to cluster near villages, towns, and cities for safety. Thorps are *See Occupation list below for Common Occupations.

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Village Table 6.8i Town
Inhabitants: 900- 3,900 (1d6x100+300, 10% chance for +1d10 people) D20 Inhabitants*
Inhabitants per Household: 1d8 1-2 Single Person
This is the predominate urban feature for most pre-industrial societies. 3-12 Family
The village is of such size that it contains those whose primary function 13-17 Group
is not agricultural, though in total the vast majority of the occupants are
still agriculturally based. The village supports dozens of hamlets, thorps, 18-20 Representative**
and individual settlements and can often supply most of their needs. The *Every town has at least one government authority or representative
village is often the place where legitimate markets are organized. Official per 1,000 inhabitants.
institutions are almost always located in villages, as opposed to hamlets
or thorps. Villages often possess walls with those in the interior of settled ** This refers to a religious authority, government authority, guild
regions done so less often, while those on the fringes of a settled region authority or other official.
more so. They are nominally well defended by the local power structures
should the village be in an important location. They are capable of raising
militias, have standing forces, if small of men-at-arms, and serve as the Table 6.8j Occupation of Inhabitants
social, political and economic center for much of their surrounding area. D12 Occupation d12
1-4 Agriculture/fishing
Table 6.8g Village 5-6 Herdsman
D20 Inhabitants * 7 Wood gatherer
1-4 Single Person 8 Mining or raw material gathering
5-14 Family 9-10 Common Occupation*
15-18 Group 11 Specialized Occupation*
19-20 Representative** 12 Official**
*Every village has at least one government authority or representative. *See Occupation list below for common or specialized occupations
as appropriate.
** This refers to a religious authority, government authority, guild
authority or other official. ** This refers to special buildings such as a religious shrine, mill
house or other. See official buildings below.

Table 6.8h Occupation of Inhabitants City


D12 Occupation Inhabitants: 9,000-16,000 (1d8+4x1,000, 10% chance for 1d4 x1,000 more)
1-4 Agriculture/fishing Inhabitants per Household: 1d8
5-7 Herdsmen The city is rare in the pre-industrial world. A large number of villages
and thorps are needed to support a city. These massive communities are
8 Wood gatherer very important cultural and political nodes for any society and are often
9 Mining or raw material gathering the largest population aggregates one finds in many thousands of miles.
There simply is not enough agricultural output to sustain many of these
10-11 Common Occupation* localities. They are important political centers with local and regional
12 Official** nobility, standing militias, city guards, professional soldiery, merchant and
other guilds and religious authorities are located in them. Cities usually
*See Occupation list below for Common Occupations
exert regional authority (though this is not always the case) and almost
** This refers to special buildings such as a religious shrine, mill always have many satellite communities under their control. The size of a
house or other. See official buildings below. city should not be considered a detriment to the power of those who rule
from within. Small cities may house powerful monarchs who can call up
Town troops from a vast region. Cities also are large enough to support a large
variety of common and specialist occupations while relying on its food
Inhabitants: 2,000-8,000 (1d4 x1,000, 10% chance for 1d4x1,000 more) from outside sources. They often lie on major trade routes, river courses,
Inhabitants per Household: 1d8 or are located amidst very fertile regions.
The town is essentially a very large village that has a support base of
numerous other villages, hamlets, and thorps, such that it allows for Table 6.8k City
the presence of a higher percentage of specialized occupations and even D20 Inhabitants*
production centers. The town is, by and large, the dominant type of 1-4 Single Person
community through which authorities exert influence over their populace.
They always have an official presence, with representatives from the 5-13 Family
leadership, courts (if any), markets, and fairs, militia, standing soldiery, 14-17 Group
etc. Most towns possess some type of fortifications or have the presence
of fortifications, towers, or castles within the town or very nearby. Those 18-20 Representative**
towns on the periphery of civilized lands tend to be more highly militarized *Every city has at least one government authority or representative
than those in the interior regions. The community is also well supported by per 1000 inhabitants.
outlying thorps and villages, such that a higher percentage of its inhabitants ** This refers to a religious authority, government authority, guild
are engaged in specialized occupations and common occupations. authority or other official.

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Table 6.8l Occupation of Inhabitants *See Occupation list below for common or specialized occupations
D12 Occupation as appropriate.
1-3 Agriculture/fishing ** This refers to special buildings such as a religious shrine, mill
house, or other. See official buildings below.
4 Herdsman
5 Miming or raw material gathering Fortresses
6-8 Common occupation This refers to those fortifications not directly associated or a part of the
9-11 Specialized occupation* above described communities. Fortresses are rather common in a highly
12 Official** militarized or conflict ridden society or region. Fortresses are of varying
sizes and even functions. Some simply house the local nobility, unable
*See Occupation list below for common or specialized occupations to withstand major assaults, while other fortification’s sole purposes are
as appropriate. to withstand massive sieges for extended periods of time. They always
** This refers to special buildings such as a religious shrine, mill house soldiery. It does not, however, take very many soldiers to defend
house or other. See official buildings below. most fortifications, often very low numbers of defenders are present at
any given time. Only on rare occasions or in the case of massive city-wide
fortifications did the fortress defenses house large troop concentrations.
Metropolis Fortresses are often located near town, villages, or hamlets as they not
Inhabitants: 20,000 – 1,000,000 (total regional pop x. 05 excluding only need their support but those villages and hamlets depend on the fort
population of the metropolis) for help in time of conflict.
Inhabitants per Household: 1d8
The CK should give some thought to the placement of fortresses, keeping in
Communities this size are extremely rare in pre-industrial societies. It mind their specific purposes. Consider the locale and the nature of the society
takes a staggering population size to support a metropolis of over 20,000 one is placing the fortresses in to determine what type and size of fortification.
people and fulfill all its various needs. However, they do occur. These are For example, fortresses are common in fractured societies suffering endemic
the seats of major powers whose influence can spread many thousands of warfare, while in more settled lands they may primarily be located along
miles. It will rule over many hundreds of towns and thousands of villages. the frontiers. Smaller fortresses often line trade or pilgrimage routes, while
They will, with rare exceptions, house significant military forces, but larger ones overlook major arties of communication and frontier regions.
will always have city guard, to include police and a highly organized city The fortress should have a local supply base, or if built in a wilderness area,
structure and management. They must be placed along major water ways possessed of a method of resupply. The size and type of the garrison would
(often but the sea with large ports) and amidst a large trade route. They also be dependent upon the purpose of the fortress as well.
have to have access to a highly developed agricultural communities and
organizations for distributing food (the market rarely served this in pre- Fortress Purpose
industrial societies). The majority of the city’s occupants are poor with a
significant amount of special and common craftsmen found therein. Before placing your fortress, first determine its purpose. There are four
basic categories listed below. Each category is given a number, allowing
A metropolis should have a population support in the millions. In a highly the CK to randomly determine the type of fortification encountered. The
efficient society, 20 million people could possibly support a 1 million-person definition follows.
metropolis should all other factors for support be present as well. In an
average productive society, it may take up to 60 million people to support Table 6.9 Fortress Purpose
a metropolis of 1 million or more. In low efficiency societies it is unlikely
there would be any metropolis. d4 Purpose Explanation Garrison
Guard static local
1 Local protection Footmen, archers
Table 6.8m Metropolis populations
D20 Inhabitants* 2 Trade route protection Guard bridges, roads Footmen, archers, horse
1-4 Single Person Guard terrain,
3 Frontier protection* Footmen, archers, horse
5-11 Family rivers, borders
12-17 Group Safety for noble and
4 Home for Noble or Lord Footmen, archers, horse
family
18-20 Representative**
*The frontier does not only equate to the “unsettled” or “wilderness”
*Every village has at least one government authority or representative. lands, but also to border regions between states, countries, etc.
** This refers to a religious authority, government authority, guild
authority or other official. Fortress Types
Table 6.8n Occupation of Inhabitants There are many type of fortifications and as many variances. A wooden
D12 Occupation palisade could surround a keep or tower. Houses built abutting a castle
wall extend, and weaken the castle’s defensive abilities. Almost all
1 Agriculture/fishing
have an internal source for water through a stream or well. They tend
2 Herdsman to occupy the high ground in the area and often use the terrain in their
construction. Unless built for the specific purpose of pacifying a wilderness
3 raw material gatherer
area, their location is generally on a trade route, river, etc.
4-8 Common occupation
Fortified Military Camp: Most commonly used by the Romans. These
9-11 Special occupation* rectangular camps possessed a wooden palisade or earth rampart, usually
12 Official** with a ditch surrounding the whole enclosure. They almost always have four

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gates, one facing on each end of the wall. More permanent fortified camps level. In these garrisons there are more specialists. A quarter of these men
have towers on each corner of the camp, able to bear the weight of small are lightly armed with axe and sword and leather. Their primary task is to
catapults or ballista. Further improvements replace the wooden palisade dispatch wounded enemies, cut grapple ropes, tip ladders, main catapults,
with stone walls; these range up to 12 feet high and several feet thick. They pour burning liquids, etc. Another quarter of these men are crossbowmen
have multiple sources of ladders allowing entry to the wall walk. Fortified carrying a heavy crossbow and wearing studded leather with steal pots.
military camps do not have parapets, or crenellated battlements. The remainders are the garrison soldiers with swords, axes, halberds,
bardiches; wearing scale or chain, helm and shield. They occupy large
Motte and Bailey: These fortifications consisted of a central keep or Keeps, Motte and Bailey Castles, and small Greater Castles.
donjon placed on top of a raised mound or small hill. A ditch dug around
the mound or hill served as a defensive bastion; it was filled with water or Large: Large garrisons comprise 40-200 men-at-arms with up to 6 unit
bramble as available. The Bailey consists of a set of walls, usually made of commanders of 2nd or 3rd level, a captain of soldiers at the 5th or 6th level
timber, built around the ditch, providing another layer of security. Motte and a garrison commander of 8h level. A quarter of these men are lightly
and Bailey fornications were primarily made of wood, but many converted armed with axe and sword and leather. Their primary task is to dispatch
to stone over time. These served as military posts as much as castles. wounded enemies, cut grapple ropes, tip ladders, main catapults, pour
burning liquids, etc. Another quarter of these men are crossbowmen
Keep or Tower: A small defensive building, made of stone, that was carrying a heavy crossbow and wearing studded leather with steal pots.
usually 40 feet tall with thick walls. The Keep was often surrounded by The remainders are the regular garrison soldiers with swords, axes,
a moat or wall of some type or placed in a highly defensible area such as halberds, bardiches; wearing scale or chain, helm and shield. They occupy
the middle of a lake, either on an island or built from the water, or on a large Keeps, Motte and Bailey Castles, and small Greater Castles.
section of high ground only accessible by a single path. Keeps possessed
thick walls, often 8 feet wide, built of two identical walls, an inner and Very Large: Large garrisons comprise 200-1,000 men, commanded by
outer. Between the walls sand or dirt was packed; this compacted earth scores of unit commanders of 2nd or 3rd level as well as 5-10 captains of 5th
absorbed many blows from stones or battering rams. or 6th level and a garrison commander of 10th or 12th level. These troops
specialized combat units of halberdiers for the defense of gates and
Castle: A fortification that serves as both a defense post and houses streets; swordsmen for the defense of walls, archers and crossbowmen,
a noble or lord. The castle is different from the fortified military camp engineers to operate heavy siege engines and repair walls. As with other
in that its scope was limited to regional protection and was designed as larger fortresses a quarter of these men are lightly armed with axe and
a permanent residence for the family. The castle usually evolved from sword and leather. Their primary task is to dispatch wounded enemies,
a motte and bailey or keep type fortification; the timber of the bailey cut grapple ropes, tip ladders, main catapults, pour burning liquids
replaced by stone curtain type walls; battlements with wall walks added to etc. Another quarter of these men are crossbowmen carrying a heavy
the walls; the ditch, if there was one, expanded and walled; a gate house crossbow and wearing studded leather with steal pots. The remainders
constructed over all entry points. Castles added cellars that housed the are the garrison soldiers with swords, axes, halberds, bardiches; wearing
castle’s food, wine, armaments, tools, and other paraphernalia required by scale or chain, helm and shield. They occupy Greater Castles, Fortified
the local lord. Castles ranged from very small, to very large. towns and cities, and Fortified Military Camps.

Greater Castle: These castles incorporate all the elements of a normal See Chapter 4 NPCs for a full description of garrison troops.
castle, though their purpose was primarily military control of a whole
region. Greater castles overlook river intersections, trade routes, and lie
Terminology for Fortifications
on frontiers. They incorporate vast sprawling fortifications that house large
garrisons of men, with all the supplies, food, and water needed to maintain Allure: Term used to describe the wall walk behind the battlements.
a certain level of security. Arrowslit: A narrow opening in a wall, tower, or crenel that allows
defenders to shoot out with the maximum amount of protection.
City Fortification: Cities within turbulent areas almost always fortify
themselves with long curtain walls that surround the entire city. These Bastion: That section of the wall that juts out from the wall, but is
walls offer crenellated battlements with towers interspersed regularly along similarly fortified with crenels, parapets, and wall walks. Sometimes
the entire length of wall. Access to the walls lies through the towers or referred to as the bulwark.
multiple steps and ladders built or set along the wall’s course. They range in Battlements: Those sections of a defensive wall that allow for defenders to
height and width by the wealth of the community. A fortified city may have shoot out. The usually have wall walks, crenels and merlons.
a wooden palisade around it, or a double set of crenellated walls.
Corbel: The supporting masonry or wood built beneath a bastion, parapet, or
similar fortification. The corbel supports the weight of the fortification.
Garrison Size
Crenel: A section of the battlement that is extended out into an
The garrison comprises the soldiers, mercenaries, wizards, clerics, rangers, embrasure, surrounded by walls, but possessed of an arrow slit or similar
etc. who occupy and defend the fortress. The garrison does not include opening, allowing the defender to shoot out.
any civilians who may find themselves in the fortress or be attached to
it in a non-military function, such as cook, leather worker. Generally, Curtain: A portion of the wall of any fortification; it may or may not
most garrison soldiers multi-task in the work of outfitting the fortress, have battlements upon it.
themselves, and the mundane daily tasks. The garrison numbers below do Machicolation: A section of the floor between the battlement and
not include any nobles or their families that may occupy the fortress. corbel that opens up, allowing the defenders to attack anyone assaulting
the walls; the defenders often poured burning oil or boiling water through
Small: Small garrisons comprise 8 men-at-arms and one garrison the machicolation.
commander of 2nd or 3rd level. They are skilled in the use of their main
weapon, usually a sword or axe. They generally wear scale or chainmail, Merlon: Extended sections of the parapet that offer protection from
helms, and carry shields. One, or two of them are trained crossbowmen, missiles and other attacks.
carrying a heavy crossbow and wearing studded leather with steal pots. Murder Hole: A hole in the ceiling in which defenders can attack those
They occupy Keeps, Towers, Motte and Bailey Castles, and small Castles. assaulting the fortification. They were usually placed above a gate.
Medium: Medium garrisons comprise 20-60 men-at-arms, with 2 unit Parapet: A wall built upon another wall; the parapet allows protected
commanders of 2nd or 3rd level, and one garrison commander of 5th to 6th access to the top of the wall.

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Wall Walk: That section of the wall that allows passage from one has coffee, then it is called a coffee house but can includes teas or other
section of the wall to another, through towers and into the crenels, exotic drinks
usually protected by merlons. Cook House – a place where meals are cooked, occasionally served, but
often delivered
Occupations Cooper – a shop in which barrels are made
Copper smith – a place where copper is fashioned and sold
The following lists contain commercial occupations found in villages, Cutler – a place for making and selling and repairing sharp edged
towns, cities, and metropolises. There is a list for common occupations instruments, usually knives
(those most often found) and special occupations. The Castle Keeper is Dairy – a place where cheeses and likes are sold
encouraged to develop occupations peculiar to their own setting such as Dance Hall – a public dancing area
those which might be involved in selling or making magic items, etc. Dentist – a place where teeth are cared for
Distillery – a place where liquors are made
Common Occupations & Businesses Doctor – someone who specializes in the health care of others
Draper – a seller of cloth of all types, often this is specialized
The following is a list of common occupations or businesses one might find Dress maker – a place where women’s clothing is made and sold
in villages, towns, and occasionally hamlets. The list is by no means exclusive Dry Goods – a place where textiles and other finished products are sold,
and the CK is encouraged to delve further into it. Also, on occasion, many often specialized
businesses can be found in one locality or are combined into one such as an Inn Exporter – a place where goods are sold for transport elsewhere
that also serves as a butcher and farrier. Falconer – hunting hawks and hunting birds are sold here and trained
here
Ale House – a place where alcohol is served or sold
Fletcher – a maker and seller of bows and arrows, often specialized
Bakery – a place where breads and pastries are sold
Fortuneteller – a place where fortunes are read via card or palm
Boatwright – small watercraft are made (location specific)
Fruitier – a place where fruits are sold
Butcher – animals are prepared and sold as meats
Fuller – a clothier who fulls clothing
Carpenter – rough articles of wood are made and sold for construction
Furrier – a place where firs and pelts are bought and sold
and the like
Gambling house – a place where gambling is allowed
Farrier – a place where horses are cared for, horse shoes made, etc.
Gaming house – a place where gaming takes place
Fish Monger – a seller of fish (location specific)
Gemner – a place where gems and such are cut and sold
Grocer – a place where staple foodstuffs are sold
General store – a place where a wide variety of goods are sold
Hostel – a public house for entertainment and lodging of travelers, often
Glass blower – a place where items of glass are made and sold
no food or drink is supplied
Glover – a place where gloves are made and sold
Inn – a place for lodging travelers, where drink and meals are often served, etc.
Goldsmith – a place where gold is smelted and sold or made into finer
Potter – pottery is made and sold here
objects
Poulterer – poultry is sold here (dead and alive)
Haberdashery – a place where hats, ties, buttons and other finery are
Sawyer – a place that saws logs or timber
made and sold
Hair dresser – a place where one has one’s hair arranged
Special occupations & Businesses Harness maker – a place where draft animal harnesses are sold
These are occupations which are rare and are usually only found in Hatter – a maker and seller of hats
larger cities. The list should provide a general framework from which a Herbalist – a place where rare herbs are sold
CK can establish a reasonable assortment of businesses for a city. The Horse trader – a place to buy and sell horses
list is by no means exclusive and the CK is encouraged to add more as Hosier – a place where hosiery is sold (stocking an the like)
necessary or desired. Importer – one who arranges for and sell imported items
Iron foundry – a place where iron is finished and sold in bulk weights
Abattoir – slaughter house Iron monger – a place where iron goods are sold
Accountant – accountant for other commercial endeavors Kennel – a place for keeping dogs or where dogs are sold, often
Apothecary – medicinal drugs are sold specialized
Armorer – a place where armors are made and sold Laundry – a place for washing one’s clothing
Baiting pit – animal-fighting arena Lawyer – a person who is appointed as an official and can represent
Bank – a lending and saving institution people in legal cases
Barber – place for bathing and grooming Leather shop – a place where leather goods are made and occasionally
Bath House – a place for baths sold
Blacksmith – a smithy for making metal good Limner – a sign maker
Bookshop – books are sold Locksmith – one who specializes in the making and repairing of locks
Bowyer – bows and crossbows are made Mason – a place where masons can be hired for use in building things
Brass smith – a place where brass items are made and sold Money changer – denominations and monies are exchanged here
Bronze foundry – bronze is cast and made into items or sale Notary – a place officially appointed where transactions are notarized
Button maker – buttons, clasps and the like are made and sold and accounted for
Carpenter (specialist) – carpenters who specialize in making particular Occultist – a place that sells good for occult purposes
objects of wood such as doors, frames, windows, plow, etc. Painter – a place where painters are hired and paints sold
Carriage maker – a place where agons and carriages are made, often Pawn broker – a place where items are lent for a period of time and
specialized bought back perhaps
Carter – a transportation shop where wagons are rented out, drivers are Perfumery – a place where perfumes are sold
usually if not always supplied Pewter smith – a place where pewter is made and goods sold
Cartographer – a mapmaker Playhouse – a usually a public place where plays are held
Cartwright – a place where simple carts are made and sold Plumber – pipes and the likes are installed for hire
Chandler – one who makes candles and the like Public house – a saloon
Cobbler – one who makes and repairs shoes Rat killing arena – a place where dogs kill rats for sport
Coffee house – an establishment where rare drink items are sold. If one Rope maker – a place where rope is made

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Saddler – a place where saddles and harnesses are made Priory – a place for clerics and others to teach or preach to the populace at large
Scrivener – a copyist or professional public writer Pyramid – a religious structure often containing a burial
Seamstress – a place where household items of cloth are made and sold Rectory – an area given over to a church for life
Shoe maker – shoes are made and sold here Refuge – a usually a small secluded place of refuge
Silversmith – silver is smelted and made into items of fine make Sacellum – a small unroofed religious space
Slater – a place where a specialist works in slate Safehold – a place that is usually safe from attack, secluded and kept secret
Stable – a place where animals are lodged and fed Sanctum – a religious place free of intrusion
Stable and livery – a place where horses and animals are for rent Stronghold – a palace of refuge during an attack
Surgeon – medical specialist Stupa – a place where relics are housed
Swordsmith – a place where weapons are made or repaired Temple – a place of worship
Tailor – outer garments are made and sold and altered here Tope – a small shrine
Tanner – hides and skins are turned into leather here
Tavern – a place where food drink and lodging are to be had Material of construction
Teahouse – a place where teas are sold
Thatcher – a place where thatch roof makers can be hired Constructing a simple house is a fairly easy task; local communities
Tiler – a place where tiles for roofing are made excel at such construction because the expertise is there. Woodsmen are
Tinker – a unspecialized fixer or maker of small common items able to extract trees from a forest, limb and notch them, and use them
Tin Smith – tin items are made, repaired and sold here to construct simple houses. They generally have the tools, as these are
Trader – a place where items of various nature are traded and sold relatively simple, and the manpower, as truthfully only one person can
Wagoner – a place where wagons are rented out with drivers and items do the job. However, when one tires to build larger house with stone,
transported or even worse with marble, decorate them with arches, facades, window
Wainwright – wagons are made and repaired here ledges, and similar architectural feats, then specialists must be on hand
Weapons smith – common weapons are made and repaired here in order to complete and perfect the job. The specialists available for
Weaver – cloth is made here the job depend upon the location.
Wheelwright – wheels for wagons and other purposes are made and
sold here For example, if one were to build a small sod house with a thatched
Wine merchant – wine is made and sold here roof in a small town of roughly 500 people, one would probably be able
Wire drawer – metal wire is made and sold here to find all the skills and materials locally — within that town. But,
assuming the town has no readily available quarry and therefore no
stone masons, then in order to build a stone house the house builder
Buildings would need to bring in a specialist and import the material, the stone,
The following list is a sampling of types of buildings found in towns, as well as supply the necessary tools. The construction process can be
villages, or cities. It is unlikely to find these dwellings in thorps or hamlets. expensive and time consuming.
Beyond the tavern and or small temple, such urban areas are too small to
house and support large specialized buildings and occupations. In general, the Castle Keeper is going to have to determine the local
conditions for available expertise and material. Availability depends
Abbey – a place that houses a monastery and abbot upon the environment and local needs. In an area where the inhabitants
Acropolis – fortified part of a city regularly construct castles, the material and skills necessary are probably
Alcazar – a fortress or palace available. On the other hand, should someone decide to build a stone
Basilica – a place for carrying out legal issues tower in the savannah where the nearest thorp is 100 miles away, the
Bishop’s palace – palace where the high priests resides expertise and materials all have to be imported. In short, the CK must
Cathedral – a place of worship determine what would and would not be available for construction. In
Casbah – a fortress within a city general, the larger and more complex structures incur a greater cost, more
Castle – a walled or fortified building time, more importation of goods, and require more experts.
Chapel – a small religious structure for worship
Church – a large religious structure for public worship The following sections provide the CK and player with information about
Citadel – a fortress within a city construction material so you can better determine the cost and time of
Convent – a place for female clerics construction.
Dogoba – a place where religious items are kept
Dewel – a place for rest, religious in nature Materials
Donjon – the inner tower of a fortress
Fane – a small temple area for individual worship usually Adobe: Adobe is brick manufactured from clay and dried by the sun. Local
Fort – a small fortified place expertise is usually available for manufacture and construction of small
Fortress – a large permanently occupied and walled area enclosing a city buildings of one story. Larger buildings and elaborate structures require
Friary – a place where clerics are trained and instructed engineering expertise and more refined bricks.
Hold – an area fortified for temporary safety
Brick: Bricks consist of clay or mud and are sun dried or dried in a kiln.
Hostel – part of a religious structure where travelers are maintained
This material comes in many degrees of manufacture, from locally made
Joss house – a small place of worship for clerics usually
mud bricks to more complex limestone, and grit bricks. Local manufacture
Keep – the strongest and most secure part of a fortress
of mud brick is possible and requires little expertise. For use of large or
Manor – a house of a lord or lady
refined brick and the use of brick in complex structures, the builder must
Manse – a place or residence housing ecclesiastics
employ an expert stonemason to ensure the brick is of the proper quality
Monastery – a place for religious peoples to retire or move away from the
and able to take the stress it must endure. Local manufacture usually only
outside influences of the world
supports one story buildings of simple make.
Nunnery – a place for training female clerics
Oratorian – a place where clerics live together Timber: Usually timber is locally available, and most have experience in cutting,
Outpost – a rough fort often temporally occupied notching, or working with the wood. In areas where there is little or no timber, it
Pagoda – a grand shrine or temple of many levels must be imported and usually requires experts to cut and build as well.
Pantheon – many deities are worshipped within this space
Parsonage – the area associated with a religious structure
122 Castles & Crusades
CHapter 6 — Worlds of Adventure : City
Cloth and Pole: This construction material and its use are common Table 6.10 Base Unit Cost of Construction in Gold
amongst nomadic groups. With available materials, locals can
construct any small tent, yurt, or similar structure. More elaborate Construct At Hand 1-100 miles 101+miles
tents, with canvas for instance, require the builder to purchase the Basement 5 10 20
materials in larger communities. Their construction ranges from the
very simple to the very complex. Creating large houses, like structures Ground floor 20 100 200
with rooms, may require an expert. Upper floor 10 50 100
Rammed Earth: This is a rare though durable manner to build dwellings. Attic 10 25 50
Rammed earth serves as a framework for the dwelling. Once wetted, Roof 10 50 100
the builders compact the earth by ramming it. Once allowed to dry
the rammed earth is very stout and durable. Timber frames cover the
dwelling, but these the builder covers with more rammed earth and allows Design complexity
it to dry. These structures last for centuries. They do not support large As noted above, there are several degrees of design complexity, from
multistory complexes unless framed in a solid and more durable material simple houses to complex castles. Determine the complexity of the design
such as limestone and other rocks. Only those with experience in their and adjust the numbers from Table 6.10 Unit Cost of Construction
construction can build rammed earth dwellings. accordingly. For fortifications, manor houses, churches, or similar
buildings, the design type may change per wing or addition. Any common
Grass and Thatch: Made from long grasses, these structures are simple fortification can be dealt with as a difficult design; however, more complex
and usually last a season or two depending upon the expertise of the additions may be extraordinary in nature. The CK must determine the
builder, local weather conditions, etc. The materials and expertise for design complexity but common sense should prevail.
structures made of this type are usually locally available.

Plaster board and Timber: This is not a highly complex method of Table 6.10a Design Complexity Cost
construction but requires some expertise if it is to be done correctly. Complexity Cost Increase
The builder creates the plaster from mud or clays and smears it over the
wood walls. Materials are often locally available but experts may have Simple x1
to be brought in to ensure a high quality construction. Hard x2
Sod: Sod is a locally available material and easily worked. Use of this Difficult x4
does not require much expertise, though experience helps with long-term Extraordinary x5 ­– x10 or even more
durability issues.
Simple: These designs are usually square or rectangular one-story houses.
Stone: Stone of almost any sort requires experts to work with and oversee
construction processes to ensure its proper use. This includes building even Hard: These designs are usually multi-floored affairs that involve the use
small structures. Grand structures certainly require experts to make. of complex design features such as spiral staircases.
Timber: These structures include anything from simple and inexpert log Difficult: All fortifications are at least difficult in nature to build because
cabin construction to highly detailed framed slat-board houses. Generally, the they require certain degrees of expertise to ensure durability and the
more complex the structure, the greater the chance the builder will require capacity to withstand extraordinary pressure in battle. They also include
experts to ensure the job is being done properly. mansions, temples, churches, or any large building with multiple wings and
great load bearing responsibilities.
Wattle and Daub: This method involves the use of woven material overlain
and interwoven with daub (mud and manure). The greater the expertise, the Extraordinary: Extraordinary buildings range in style and design
longer lasting this structure will be and the more durable. and the cost is unlimited. They include structures such as the great
cathedrals of Europe and the fortress cities of the Middle East, to the
Cost of construction pyramids of Egypt. Large fortifications are included in this. The cost can
be extraordinary and even bankrupt an entire kingdom. Consider all large
The following is a general outline of construction cost by square foot for or elaborate building extraordinary.
buildings. The low range involves use of cheap materials with the high
range involving use of expensive materials. After the base cost has been
determined consult Tables 6.10a and 6.10b in order to determine the cost Location
of design complexity and location on the overall cost. Further consult the The location of the structure can also affect the cost. In areas that are easy to
need for labor costs with Table 6.10c. The result total is the cost of the build and require little movement of land and rock to construct, the cost can
construction. stay low. However, once building begins in difficult areas such as in riverbeds,
along rocky precipices, atop buttes, etc., the costs go up fairly quickly as the
Use Table 6.10 Unit Cost of Construction in order to determine builders must transform the land to meet construction needs.
the cost of building a dwelling. These base costs must be determined.
These include the material, and tools needed. If the character is able Normal: Building in these areas is common or easy and requires little if
to do all the labor and gather the material themselves, then cost should any landform alteration to allow the building processes.
not be a factor. Determine the cost below by the availability of the
material. If they are readily at hand, use the first number; if they must Hard: Building on these landforms is not common; however, it occurs often
be imported from 1-100 miles use the second number; if imported from enough that the experts required to manage the affairs are readily available.
over 100 miles, use the third number. These include remote area hilltops, near water ways, etc.

Note: The square footage must include the width of castle or tower walls. Difficult: These areas are those which are difficult to reach and may
require some effort in land fixing to manage the construction process but
are not unusual. Hillside fortresses, in swampy areas, sea coast and other
landforms of this nature are difficult to build on but easily accessible.

Castle Keeper’s Guide 123


Part 2: Worlds of Adventure
Extraordinary: The structure’s construction occurs on a particularly quicker it goes. However, the more complex the structure the more time
unusual land feature such as atop as cliff, on top of a tall mountain, in the consuming it becomes.
sea bed, on an island in the lake, etc. These areas are difficult to reach
and work around, requiring massive effort and extensive engineering Table 6.10D Tradesmen
knowledge to manage.
Complexity Time Increase
Table 6.10b Location Cost of Construction Simple x1
Complexity Cost Increase Hard x2
Simple x1 Difficult x4
Hard x2 Extraordinary x5-x10 or even more
Difficult x4
Hiring thousands of workers has attendant problems as well, as each worker
Extraordinary x5-x10 or even more requires food and shelter supplied and provisions supplied for or at least made
available for purchase. This means, in the case of some structures, building
Tradesmen temporary cities to support the construction if necessary. These can be located
Most work on structures requires a nominal amount of expertise. Even next to the structure (this is how many walled towns came into existence) or
simple structures require some degree of knowledge for proper building. even several miles away in the case of a manse or mansion. Building closer to a
In many instances, the skills and expertise are local. But in all instances of city or large town offers benefits such that the problem of labor and supplying
hard and above, tradesmen who have an expertise with the material and them is mitigated. The typical town can not support more than 10% of its adult
designs are necessary to ensure proper construction. population as workers though so limitations arise there as well.

Simple: These structures require a person of at least foreman expertise to Crime and Punishment
build properly per 1,000 square feet constructed.
Criminal activity occurs in every society and it is unlikely, though
Hard: Structure requires a master to build. He in turn requires at least conceivable, that any fantasy setting would be without its criminals and
one foreman per 2,000 square feet constructed ne’er-do-wells. Punishments for crimes vary greatly from place to place and
time to time. As well, the process of capturing and trying criminals differs
Difficult: Structures require an engineer to build and design. He in dramatically from culture to culture and state to state. Table 6.11 Crime
and Punishment, based loosely on a Medieval European model, serves as a
turn requires one foreman per 4,000 square feet and 1 expert craftsman
(woodworker, stonemason etc) per 2,000 sq. feet constructed. solid basis for any fantasy setting.

Extraordinary: Building requires an architect to build. He requires one There are generally three types of crimes: misdemeanors, felonies, and high
engineer per 5,000 sq. feet constructed, and as difficult above. crimes.

The number of workers used in a project is variable. However, each foreman


should have at least 3-12 people working under him. The larger projects
may require greater numbers of workers, greater than the ratio above. So in
an extraordinary project (the great wall), the workers may outnumber the
foremen 100 to 1; the CK should adjust as needed or the player desires.

A difficult 10,000 square foot building would require an architect, 2 engineers, and
five foreman to construct. A 100 square foot cabin would require one foreman or
person of equivalent knowledge to build properly.

Table 6.10c Tradesmen


Complexity Cost Increase
Architect 50gp per month
Engineer 25gp per month
Foreman 3gp per month
Craftsmen 3gp per month
Worker 1gp a month

Food and Shelter


Generally, the cost of construction includes an importation modifier; 1gp
is considered enough to purchase food for one person for one week. This is
subsistence level. This is a monthly income.

Construction Time
This can vary greatly depending upon location, expertise and manpower
(as well as other mitigating factors such as weather, seasons warfare, etc.).
In general, one can assume one person can build 10sq. feet in one day.
Obviously, the more people one uses in the construction method, the

124 Castles & Crusades


CHapter 6 — Worlds of Adventure : City
Misdemeanors: Misdemeanors, or low Table 6.11a Criminal Misdemeanors
crimes, for the most part consist of petty acts
of social disturbance such as drunkenness, Crime Social Standing: Low Social Standing: High
brawling, petty theft, or even the selling of Assault 1 week in jail or 1gp 1gp
shoddy goods. Fines, public humiliation,
and perhaps some time in the jail usually Disturbing the peace 1 week or 1gp 1gp
serve as punishment for these crimes. Drunkenness 1 day and 1sp 1gp
Though, in some cases, the punishments Lewdness 1-4 weeks or 4gp or public humiliation 5gp
could be far worse (for example, even
petty theft may garner amputation). Prostitution 1-4 weeks, 4gp, or public humiliation public humiliation and forfeiture of privilege
Punishments and prosecution for these Solicitation public humiliation generally none
crimes are often handled at a very local
level and rarely (though it is not unknown) Petty theft restitution and 6 months in jail restitution and public rebuke if applicable
for them to make it to a noble’s court. Shoddy goods 10gp fine, public humiliation and 1 month in jail 10gp fine and public rebuke
The sheriff or other notable vested with
authority can judge and pass punishment Trespass 1gp fine and 1-7 days jail 1gp fine
upon the offender. Gambling 1gp fine, public humiliation public rebuke, though generally none
Breaking and entering 10gp fine, 6 months jail 10gp fine, public humiliation if warranted
Felonies: Felonious criminal activity involves
major acts of thievery, robbery, rioting, Adulterated goods As shoddy goods
extortion, etc. These crimes are often viewed Coercion 15gp fine, 6 months to a year in jail 15gp fine, 1 month in jail
as acts counter to or destructive of the state,
its representatives, the vested classes, systems
Table 6.11b Criminal Felonies
or likewise. Punishments are often harsh and
even deadly. Furthermore, punishment for Crime Social Standing: Low Social Standing: High
criminal activity in this vein is often greater Riot 6 months and 10gp fine 100gp fine loss of rank and 1-2 years jail
when the victim is of the noble or vested
classes. Local courts try these crimes. Local Inciting to riot 3 months and 10gp 50gp and 6 months jail
sheriffs, the military, or others given such Destruction of property 5-10 years jail or servitude Restitution and public humiliation
power round up the usual suspects and jail
them. The courts generally consist of a noble Thievery 1-5 years 1 year jail and loss of rank
or nobles, oligarchs, merchants, and perhaps Tax cheat 1 year and forfeiture of property restitution and 10%-20% fine
representatives of the religious authorities.
Punishments are meted out by law, but these Swindling 1-6 years restitution and 1 year or 20% fine
punishments are almost always at the whim Sale of stolen property 3-10 years loss of rank and property
of the those judging the case.
Coin shaving 5-10 year 1 year loss of rank
High crimes: These are crimes that Harboring criminal 1-10 years Fine equal to 20% property or 1-10 years jail
involve grave bodily harm or murder,
treason, bribery of officials, highway Highway robbery 5-20 years, servitude or execution same with loss of rank and property
robbery, piracy, or any other activity Piracy same as highway robbery same as highway robbery
considered destructive of or to the state’s
authority and power. The punishments for Table 6.11c High Crimes
these crimes vary greatly but are always
harsh, ranging from massive fines and Crime Social Standing: Low Social Standing: High
forfeiture of privilege to execution. High Murder execution or life of servitude 100gp fine, loss of rank, and 1-100 years jail
courts, nobles and even the king try these
crimes. The courts tend to favor those Treason execution execution or loss of all rank and property and 10-20 jail
bringing the charges and are far from fair. Rape 5-20 years 50gp fine, loss of rank or public humiliation
Note that criminal activity against the Bribery 1-10 years fine, loss of rank and 6 months to 1 year in prison
noble or ruling classes often carries Counterfeiting 10-20 years 5-10 years, loss of rank
greater punishments than a similar
crimes perpetrated against one of the In all cases, a repeat offense ups the ante on the punishments, usually
lower classes. Also, crimes committed by those of the upper class often doubling the fines and jail time with more harsh punishments following suit.
carry less severe punishments than a similar crime enacted by one of the
lower classes. The latter, however, is not the case should the crime occur
against noble on nobles. For example, a peasant assaulting a noble may
result in the whipping of the peasant, a fine, jail time, the peasant placed
in the pillory, or otherwise punished; while a noble assaulting a peasant
may result in little more than censure by a local authority. Consider
punishments for crimes within the context of an unequal society with
those in the upper tiers having more rights and protections than those
in the lower tiers. On the other hand, some crimes nobles commit are
more harshly punished than those committed by the peasants, as a noble
committing acts against the state are far more dangerous to the state than
those committed by peasants (though specifics vary).

The following tables assume the acts are illegal.

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Chapter 7 — worlds of adventure: Dungeons
Dungeons and caverns are nexus points for many adventures. Into the spend the majority of their life above ground. It is generally quite humid
deeps, under the earth and far from the light of day, many an adventurer underground, approaching 80%-90% with moisture clinging to almost
travels to gain their glory, defeat evil, gather treasures and, well, to every surface. Although the temperature will vary, caves are generally
adventure. Players spend most games and much game time adventuring cool environments with temperatures ranging in the mid-50 degrees
in this underworld. Yet, it seems, CKs pay far less attention to creating an Fahrenheit. Additionally, caves form naturally and over great expanses
underworld which has the same logic or order to it than has been given of time and have a logic all their own. Caves and caverns can be small
to that of the world above ground. For instance, one might encounter a or super massive and often have circuitous formations with no seeming
manticore deep underground in a small room guarding a pile of treasure. logic to them. They are difficult to traverse with debris and obstacles
Exactly how is that manticore feeding itself year after year after year cluttering nearly every passage and cranny. There is much variation in
underneath the cold pale earth? Might its muscles atrophy? And where did caves. Following the guidelines below, one should be able to come up with
that treasure come from? Although not initially important, the backdrop a reasonable facsimile of a natural cavern.
for this encounter becomes one of technical gaming challenges and
rewards rather than reaching its potential as an encounter vibrant with life. First, however, it is necessary to understand a little more about the world
If designed properly, players explore such encounters with zeal, and whole underneath.
vistas of gaming fun unfold at the table. We attempt to address, at least
minimally, that issue in this section. Light
This section of the Castle Keeper’s Guide offers a brief overview of natural There is no light underground. The sun does not penetrate into the earth.
caverns and dungeons, how they form or are built, their make-up and real world Normal plants do not grow in these environments. With little to no plant
ecology and some fantasy ecology ideas. Additionally, we offer advice on how one life, very few animals can live in caves. Those few that do are sparse and
might go about creating an underworld ecology or method by which its denizens often small. With no need of their eyes, those animals which do live
could actually feed themselves and even survive underneath the earth. Beyond underground are often blind and depend upon hearing, smell or feel to
that is the dungeon itself, its walls, thickness, traps, and other ins and outs of the navigate and find food. It is absolutely dark and the darkness affects the
underworld environment. life of everything.

There are exceptions. Luminescent plants and minerals that can be found
The Underground in caves and do offer some degree of light when located. These are rare
Conditions underneath the earth are fairly harsh, at least to those occurrences though, very localized and the light offered does not allow for
creatures that live above ground. It is absolutely dark beneath the photosynthesis and only offers minimal vision. Lava (should one be able to
earth. No sunlight illuminates one’s movements, no sunlight disallows get close enough to it) emits light and ice caverns can illuminate to significant
the growth of normal plants, and, long term stays underneath the earth depths. With the previous exceptions, all light must be imported.
without exposure to the sun can have devastating effects on those who

126 Castles & Crusades


Chapter 7 — Worlds of Adventure: Dungeons
This makes seeing underground a difficult task. In the underground, there Humidity
are no ambient light sources, unless placed there by the CK, and it is dark. A
Caves are almost always extremely humid. Even in very dry climates, once
character’s eyes do not ever adjust to the “light”, it is simply dark; without a
one has descended within a few hundred meters of the entry, a cavern’s
light source the underground is impenetrable blackness. Traveling underground
humidity level tends to stabilize. The variation can be from 60% in dry
without a light is extremely hazardous. All spot checks are automatic fails.
climes to 100% in moist climes. The airflow in and out of the cavern
Travelers run into walls, doors, overhangs; they trip over ledges, rocks, turns in
affects humidity levels. These airflows generally lower the humidity,
the path; they fall not knowing how to break their fall.
proximity to underground waterways or aquifers generally increase it;
Traveling in the dark without a light source requires a dexterity check every proximity to lava or volcanoes, will generally increase or decrease the
10 feet of movement, CL 15; failure results in 1d4 points of damage. humidity, depending upon circumstances.

Using light sources is the only way to travel in the underground. Movement
Light sources mingle with shadows and geological forms to create
In the event of natural caverns, few floors are flat and even, and these
a constantly moving, almost vibrant landscape. Shapes materialize
many twists, turns, up and downs affect movement through the terrain.
and fade with movement; what looms one moment fades into little
The following table addresses this effect on movement rate as it concerns
more than a small ledge the next. Light plays tricks on the viewer,
normal bi-pedal creatures. It does not effect quadrupeds, or creatures with
so much so that peripheral vision is greatly reduced. Those that live
multiple limbs (such as spiders), flying creatures, or oozes which have no
underground, such as dwarves, gnomes, goblins, and the like have long
legs. It likewise has no effect on elementals or non-corporeal undead.
accustomed their other senses to make up for failings in sight; they use
their nose to smell, their toes and feet to unravel the contours of the
cavern, but more importantly they use their hearing, listening for the Table 7.2 Underground Movement Rate
echoes of their movements, the reflection of what light they have, and Surface Movement Rate
other small nuances to unravel the underground.
Sandy -5 ft.
As a result, all spot checks underground, unless the spotter has deep vision, Slime* -10 ft.
are made at a CL 2. This does not affect any natural underground traveler. All
dexterity checks suffer a similar CL 2 penalty. Wet* -5 ft.
Ice* -10 ft.
Light offers an immediate, visible area around the light source. But,
except for magical light, the light does not suddenly end, rather it fades Jagged -10 ft.
into the distance, creating a host of shadows that mingle with the light
Warped/Uneven -10 ft.
itself. This light allows for partial visibility; here, as reflected in the Actual
Distance in Table 7.1 Light Underground below, in these shadows all *Traveling over wet, slimy, or icy ground forces a dexterity
spot checks are made at a CL 6, hide checks benefit from a +6 to the check for every 30 ft. moved. The CL is dependent on the
individual’s hide check. situation (such as moving quickly, combat,) or other modifiers
which the Castle Keeper determines require such a check.
Table 7.1 Light Underground
Caverns
Light Source Viewable Distance Actual Distance
Caves are circuitous, massive, twisting affairs that follow the logic of the
Lichen 1-5 feet 2-8 feet earth. There are several types of caves, each with their own distinctive
formation patterns and developmental histories, making them unique and
Lave Source 500 feet 1000 feet
easily recognizable. Although each type of cavern listed below has many
Ice Caverns* 200 feet 200 feet subtypes and unique features depending upon locality, acidity of the soil,
chemical make-up of the rock and the water which dissolves them, the
Burning Hands 10 feet 20 feet
broad categories should suffice to create cavern systems that are logical and
Candle 5 feet 15 feet easy to recognize.
Lantern 30-60 feet 60-120 feet
Waterways
Torch 40 feet 60 feet
Many caves form or are widened by the flow of water through them. Some
Magical Dagger 10 feet 10 feet underground rivers are extremely large, others very small; there are also
Magical Weapon 20 feet 20 feet massive pockets of underground water. Water exists almost everywhere
under the earth. These waterways deform the caves much as rivers
Magical Sword 20 feet 20 feet deform the surface world, creating crevices trenches and/or watercourses.
* This assumes that it is daylight or there is another source of light behind This water accounts for the constant humidity in caves, the clay, damp
the ice. During the night, the ice caverns act as any other light source. air, and it also helps regulate the temperature.

Temperature Solution Caves


The temperature of a cave remains fairly constant throughout the These are the most common of caves and the most commonly thought of
year. The temperature roughly equates to the mean annual surface when one imagines a cave. These are caves that formed in rock which is
temperature of the region where the cave lies. Hence, caves in northern soluble by the chemicals in the rainwater or river water which percolates
latitudes or high altitudes tend to be much cooler than caves found in into the ground. The process of the water and chemical erosion of the
equatorial regions and low altitudes. In general, in temperate regions, the rock underground creates vast and sprawling caverns stretching for miles
temperature ranges in the mid 50s degree F. The farther one descends into in many directions.
a cave, the warmer it becomes (as the cave is affected more by geothermal
activity). One can roughly say for each 500 feet of descent there is a 1 Commonly, these caves form in limestone and dolomites and even salt
degree increase in temperature. Proximity to the ocean, waterways, lava deposits. The erosion zones follow natural faults in the rock and expand
flows or volcanoes greatly affect the temperature of caverns as well. over time becoming at times very large, reaching hundreds of yards

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Part 2: Worlds of Adventure
across. The passages connecting rooms and chambers can be both small Erosional caves and canyons can be exceedingly dangerous and perilous
and large, rise and fall suddenly or even slope gently over long distances. areas to explore. Because they can extend for many miles with their water
These are fairly random in appearance creating an almost sponge-like source being dozens of miles away, the risk of flash flooding is really high.
formation of chambers and passages. Generally, these caves initially Water flows very fast through these narrow passages and carries a lot of
form below the water table. As the water table drops, the chambers force. The rock face in the caves is often very smooth though, making
and passages open up which results in a secondary stage of development movement easier.
where dripstone features occur (stalactites, flowstone, etc. See below).
Crevice Caves
The lower portions of these caves are often beneath the water table
and immersed in water. Like the upper portion, they have a sponge- These caves form in many types of rocks and they are typified by
like pattern but generally lack the dripstone features. Water flows interconnected rectilinear crevices or slits in rock. These caves are likely
fairly constantly in the lower zones and can be quite powerful. There as common as solution caves just much less explored as they are singularly
is a zone where the water table rises and falls periodically which can difficult to navigate, map, and lack the ‘fascinating’ features and natural
immerse dripstone features or uncover portions of the cave without beauty of other types of caves. They form by tectonic upheaval, whereby
dripstone features. rocks fracture or split and are thrust apart leaving small spaces between
them. Erosion of mineral veins with rocks, slope movement, or even frost
heaves cause large rocks to split from one another.
Lava Caves
Lava caves are almost exclusively caves formed by lava. When magma These caves appear as a series of interconnected narrow crevices. The
flows through the earth or even above ground it both strips away rock crevices can be very deep and narrow or shallow and wide (though are
and melts it and leaves tubes and hardened shells or casing where not often more than a few feet wide). Crevice caves can be extensive and
the lava once flowed. The caves are typically tube and funnel shaped are often located in areas where other unconnected crevice caves exist.
caverns stretching in a branch work fashion sometimes several miles
in length. Once magma retreats from areas it can leave large open Talus Caves
chambers or numerous open chambers connected by lava tubes and
funnels. These caves tend to have few erosion features initially and the These caves form by large accumulations of boulders piled atop one
rock generally does not support the formation of extensive flowstone another. Glacial retreat creates many of these caves as the boulders the
features. In general, these caves have a nearly dendritic pattern (much glaciers carried with them tend to drop off in massive talus piles. Theses
like rivers) near the surface with long tubes and tunnels beneath the caves also lie at the base of cliffs in active or extinct earthquake zones.
surface connecting large empty magma chambers. Rift caverns also form There is very little patterning to these caves as they resemble a large pile
in volcanic regions. These caverns are typified by long and deep splits in of massive rocks.
volcanic material caused during cooling.
Many talus caves are small and may even consist of nothing more than a
These caves can be located near active volcanic regions. In this case, the space between a few large boulders. However, they can be very extensive
area of the caves is under constant flux, have a much higher temperature consisting of thousands of yards of interconnected spaces, because they lie in
and are far more deadly an environment (earthquakes would be prevalent nearly every climb with steep rocky faces.
in these areas). In inactive volcanic regions, the cave complexes would
be more stable and have a more constant humidity and temperature but Glacial Caves
would be subject to collapses and cave-ins. In both cases, note that the
rock formation in these areas can be quite deadly as they form sharp These caves form in glaciers, typically where the glacier meets the earth
angles and ridges making movement over them very difficult. and the water of the glacier melts. These long tunnels of melt-water
tunnels resemble erosional caves and can be quite extensive. Another
type of cave found in glaciers resemble crevice caves where large blocks of
Coastal Caves or Sea Caves ice have cracked and split apart leaving gaping crevices between them.
These caves lie along most coastlines with rocky bluffs or cliffs which
extend to the ocean’s edge. Generally, the action of the ocean’s waves Glacial caves are quite active caves and are constantly shifting from
and tides effect erosion of the cliff faces in fault lines. The rock wears season to season as the glacier moves, weather changes, and snowfall
away and deep caverns form in the cliffs. The caves can extend several accumulates and melts. Because they are made of ice and snow, travel in
hundred yards or more into the cliff faces but are rarely much deeper than glacial caves can be exceedingly hazardous.
a hundred meters. These caves form in almost any type of rock.
Terminology
These caves are usually narrow and tall though they can be fairly broad.
Typically they have a series of a few connected chambers or one large Cave: Underground cavity formed by erosion or tectonic forces.
chamber that varies in size and width along its length. High tide tends Cave Popcorn: Small popcorn like features found on cave walls. They
to inundate them with water and low tide leaves them empty. Some sea are almost exclusively found in solution caves.
caves lie a little inland or above the sea level should the sea level have
Cavern: A large cavity found in a cave.
changed. The caves which are active and located by the ocean can be
dangerous in high tide as the power of ocean waves increases in the Chamber: Largest of cavities found in caves, perhaps 100 or more yards
narrow confines. in any direction.
Columns: Stalactites joining with stalagmites to form a single column.
Erosional Caves These are typically found in well formed solution caves.
These caves form by water flowing over, around, and eventually through Dark Zone: Area of a cave that never gets light.
rock. The water carries heavy sediments with it that help to grind out these
Drapery: Mineral deposit formed by calcite that looks like thin sheets
caverns. They can be found in any type of rock with the most spectacular
hanging in folds. They are typically found in solution caves.
being located in granite. They occasionally intersect with solution caves
deep underground. These caves can be extensive with large columns, Dripstone: Puddles of mineral deposits formed where water drips from
deep channels, potholes, and flutes. The patterns of the caves follow the the ceiling to floor and leaves a mineral in place. They are typically found
fractures or faults in the rock and therefore can be fairly chaotic. in solution caves.

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Flowstone: Deposit of calcium formed by slow moving water which deposits Sleeping Quarters
mineral in a manner such that it looks like frosting or icicles. Store Room
Temple
Fissure: An opening or crack in a rock.
Throne Room
Grotto: Refers to a chamber or cavern that has many unusual or rare Torture Chamber
features in it making them quite beautiful. Helictites have knotted or Treasury
twisted shapes due to slowly seeping water that causes a thin film of calcium Well Room
carbonate to stick to the side of a cave formation in a random manner.
Passages: Cavities in caves that are longer than they are wide or high and Terminology
they may join larger cavities.
Door: Doors are generally made of wood; some however are made of stone.
Pits: Vertical holes found in the floor of a cave. They can be quite deep They are bound and able to close off a hallway or room of any type.
and follow fractures or imperfections in the rock.
Doorway: An opening in a hall or into a room that does not possess a
Rimstone Dams: Tterraces or steps found along underground streams door. The roof is supported by an arch.
and on floors that contain water. Column: A beam of stone, marble, wood or other material supporting a ceiling.
Rooms: Wide areas in passages but not quite chambers. Loophole: A small hole that allows a viewer to see from one room to the
Sinkholes: Round and “bowl-shaped” holes created when a cave collapses. next, often disguised.
Soda Straws: Hollow stalactites that look like straws. Flagstone: Refers to a stone floor set in the earth or some type of concrete.
Stalactite: Cave formation refers to many types of features that hang from the Hallway: A long way connecting two sections of a dungeon.
ceiling of a cave. They are typically columnar with a pointed end.
Hatch: A door in the floor or ceiling that leads to rooms above or below.
Stalagmite: A formation that develops from the ground up. They can Ledge: A walkway overlooking a deeper section of the dungeon.
be of many shapes.
Level: Each dungeon floor is referred to as a level.
Dungeons Murder-hole: A hole in the ceiling which allows access to the room
below. Defenders use murder-holes to poor burning oil, boiling water, or
Dungeons are underground complexes constructed by some creature. They
other materials on attackers.
serve a variety of purposes from defensive installations to storage rooms.
They sometimes join or have been built into natural caverns. Dungeons Ramp: A sloped section of a hallway that usually leads to a level above or below.
followed patterns often similar to other residences, with rooms for a variety
Sconce: A notch or abutment used to hold a torch.
of purposes. Some dungeons stand abandoned, while others play an active
roll in the life of a town, castle, or other populated region. Secret Door: A hidden door, hatch, or trapdoor that leads to another
portion of the dungeon.
Defensive: Defensive dungeons are built primarily as defensive strongholds. Stairs: Similar to a ramp, as they lead to another level of the dungeon;
They have few entries, thicker walls, barracks areas, redundant defensive they come in many types— straight, curved, or spiral staircases being the
features, many gates or doors and obstacles for movement; create fire most common.
zones and defensive positions (bridges and long hallways).
Trap: A section of the dungeon designed to kill or maim interlopers.
Residential: Residential dungeons are built primarily as residents for Trap, Cage: A trap that involves a cage falling on, or the characters
denizens underground; they could have many entries, many chambers falling into.
and larger chambers, cooking rooms, storerooms, etc. They are generally
more open. Trap, Gas: A trap that releases poison gas into the area.
Trap, Magic: A trap that sets off a magical spell.
Storerooms: Storeroom dungeons are built for storage and the safekeeping
of material or treasures. They could be of various types, but generally would Trap, Pit: A trap where the victims fall into a pit.
have large access points with some defensive posts or some manner of Trapdoor: A door that leads to another section of the dungeon, up or down.
closing off an area. Well-organized and generally simple in scope, if large in
size. They possess many passages and normally can accommodate carts or
wagons and have many large rooms placed near one another. Doors and Walls
Probably the least dangerous and most common challenge to player
Temple: Temple complexes are devoted to a deity; they can be of any characters are simple obstacles such as locked doors, or walls of earth,
shape and size but are often complex with many secret passages and metal, or stone. Growing up with a video game mentality where the
hidden rooms. edges of the earth are closed off from exploration, walls can have a
significant psychological impact on gamers. Here one assumes that the
Common Room Types wall is impenetrable, and the door, which cannot be opened with magic
or muscle, is in fact impassable.
Alcove
Armory This does not need to be the case however, unless — for adventure or
Barracks campaign purposes — the Castle Keeper needs it to be so. Instead, one
Cell should think of walls, doors, grates, and other obstacles as challenges found
Entry in an organic free form environment where the characters always have a
Feast Hall chance to overcome, reroute, or otherwise use their creativity to explore
Guard Room this shared world with one another.
Kitchen
Laboratory Many of these obstacles may be broken down, mined away, or tunneled
Latrine around, given the proper amount of time.
Library
Menagerie

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Walls in the humid and warm airs coming from the entry. Animals are attracted
to this zone for shelter and warmth in winter and cool air in summer.
Walls come in a variety of shapes and sizes and made from different materials.
Bears, wolves, rats, mice, raccoons and other animals inhabit this zone.
Wall hit points are measured by the number of feet of thickness per 10-foot
However, they are, for the most part, empty.
section of wall. Stone walls have an AC of 16, reflecting the hardness of the
wall, and difficulty in damaging it. Wooden walls and doors have an AC of 14,
reflecting the hardness of wood and difficulty of damaging it. Transition Zone
The transition zone is that area where the cave goes from light to darkness.
These figures serve as a “necessity of haste”. In other words, carving out Only a few ferns, grasses, fungi, molds and other similar vegetation grow
a hole in a wall or cutting down a door in this matter should be used in this zone. There are also a plethora of crickets, spiders, salamanders,
only when time is of the essence, or to determine how many HP a given worms, bats and similar small creatures which inhabit these zones. These
structure has in the event an evil priest casts an earthquake spell on the are ecosystems unto themselves as the plant life and debris being washed in
party while they are underground. or out of the cave can support the basis of a food chain for larger creatures,
such as crickets and bats. Occasionally, wild creatures such as wolves,
In instances where there is no immediate threat of attack, constant die
badgers, bears and other similar animals use this zone for habitation.
rolling is mind numbingly boring. In these situations, merely use the “time”
scale listed next to the hit points on the below table to see how long it
would take to smash through an area of wall or cut down a door. The time Dark Zone
calculation is based on an average amount of damage vs. a hit every round The dark zone is that area of the cave which receives no sunlight at all. The
by one character with no threat of missing due to outside stresses. An bottom of the food chain in this zone comes from the detritus of material
example of these outside stresses would include enemy attacks. flowing into the lower portion of the cave such as dirt and other decayed or
decaying debris. Bats and similar animals may also bring in large amounts
Multiple characters under no duress cut the time by half for each additional of material which fungi, molds, and bacteria use as food. The bacteria,
character. No more than 2 characters of medium size may cut at a door in a fungi, and molds supply worms, salamanders, and similar animals with
given round; however, up to 4 characters of medium size per 10 ft. section of nourishment. These in turn supply spiders, insects, and larger salamanders
wall may attempt to hammer down a wall. with food. In general, the bat is the top of the food chain here, though it
requires the vast majority of its sustenance from outside. There are also
Table 7.3 Wall Hit Points Table crayfish and small fish found in the waterways of caves.
Material Hit Points Per ft. Thickness Time
In all, the creatures living down here are small and have sparse populations.
Masonry 100 per ft. 17 rounds There may be a wide variety, but few in number. The animals are also lacking
Reinforced in pigment, for the most part, and tend to be pale in color. They have little use
200 per ft. 34 rounds for eyes so often have vestigial eyes that are extremely sensitive to light.
Masonry
Hewn Stone 1000 per ft. 167 rounds The ecosystem of real underground caverns may be delicate and have a
Iron 100 per inch 17 rounds per inch wide variety of interactions, it is nonetheless small and has little interest
to explorers.
Wood/ Door 50 per ft.; 5 per inch 1 round per inch
Reinforced Fantasy Underground Ecosystem
75 per ft.; 7 per inch 2 rounds per inch
Wood/ Door
There is virtually an unlimited amount of imaginative material to draw
upon when creating a fantasy underground environment. One must, when
Ecology of the Underworld
creating the environment, think consistency and real world analogies to
The ecology of caves and underground environments is fairly simple. make the ecosystem logical and workable. For instance, large herds of
The lack of light disallows the growth of plant life and without that, underground herbivores would require massive amounts of nutrients.
there is little to support any animal life. It is a barren and dark world. Something the scope of most caves could not create even were the whole
Those few animals that live underground usually forage outside (bats) thing covered in some grasses. However, by creating large fungi which
or hole up near entries in order to be able to get outside quickly to gathers nutrients from calcium deposits, these could supply food for a great
eat (bears or wolves). There are small fish, fungi, and small organisms many creatures. So let us examine a few creatures and possible ecologies.
living underground, but little to hold an adventurer’s interests. Yet, the
adventures of our heroes take place in a fantasy environment. And in a Consider the Kobold. Let’s assume for the sake of argument that the kobold
fantasy environment, anything is possible. The below outline presents is not a deep dwelling species but prefers to inhabit transition zones in caves.
avenues for developing an underground ecology which can support a Primarily they do so because it allows access to dark places where they can hide,
wide variety of creatures living underground. camp, store treasures and have shelter from the elements as well as egress to the
world above, where food is plentiful. They do not, as a rule, venture deep into
Cave Ecology the earth, do not mine and care not for the dangers below.

There are several things to consider when dealing with cave ecology. The kobold would likely seek out particular types of caves. Those
The first is that there are species that live entirely in caves (such as places with many entries and exits, burrows, holes and passages
salamanders), those that live partially in caves (bats), and those that that are small and rarely used by other creatures would likely be
live accidentally in caves (bears and wolves). There are also three the kobolds preferred caves. A talus caves fits the kobold well. They
basic zones, the entry zone, transition zone (where the light recedes to are found along cliffs and at the base of mountains or even in areas
nothing) and dark zone. Considering these zones and types of organisms where glaciers once stood. These caves are not deep, are easy to enter
that can live in caves, we shall examine each. and exit from innumerable points, have tight passages and a random
layout. These would be perfect for the kobold.
Entry Zone
Very little in the way of ecological development needs be examined with
The entry zone is that area where the cave meets the world above. This this example as the kobolds gain their sustenance from the outside world
area can have normal plants growing about it and some can even flourish and only inhabit caves as a convenience. However, note that they have

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preferences for cave types and even, perhaps, locations or climes. With a have bred a pig-like creature which could eat bat dung, pull nutrients
simple twist one has created an ‘ecological niche’ for the kobold. from detritus washed into caves (worms, salamander, and such). The pigs
thereby turn inedible products (bat dung) into edible products (pig meat)
A more interesting example would be underground lizard folk. Lets assume and can that way supply a large population of lizard folk.
for the sake of argument that these lizard folk never leave the caverns they
inhabit (or only very rarely and thence to find other caves) and live out The lizard folk would prefer caves that could support this type of ecology
their entire life inside a cavern complex. The first thing to consider would so they might be attracted to solution caves. These can be very extensive
be the lizard folk themselves. At what level of technology would they exist? and have ample supplies of water. They are often located in limestone
Does light play a role in their life? The latter issue is not of little concern. shelves intersected by many rivers, both aboveground and below ground.
Should the lizard folk use light often, they must acquire the materials for
burning (gas, wood, or coal). Even if they did use fire a significant amount, In this example, the Castle Keeper creates a reasonable facsimile of an
it should go without saying they would still spend much of their life in total underground ecology. The river supplies fish and nutrients to the underground
darkness. As such, they would have to have a manner of moving about world. The bats supply food for the pigs. And the fish and pigs supply food for a
that did not require light. Perhaps they developed a sonar ability activated large population of lizard folk, all in a totally dark world of deep solution caves.
with clicks of the tongue or hissing sounds such that whenever they moved
about, they telegraphed themselves by their sounds – unless of course they Another good example to work with, and simple, is the salamander. The
were at such a pitch that no man could hear it. They would also most likely, salamander comes from the elemental plane of fire. One could reasonably assume
though not necessarily, be paler in color than one finds above ground. this magical creature requires nothing in the way of sustenance that those of the
mortal realms need. The salamander needs heat and fire or even magma to draw
Furthermore, let’s assume the lizard folk ate only meat – fish, crawfish, energy. As such, the salamander lives in or near active volcanic caverns.
bats and the like. To support even a small band of lizard folk, a large
expanse of cave would have to be available to them for hunting or their Let’s consider a vast solution cave with many hundreds of miles of
nutritional needs are greatly different than a man of similar size. To passages and caverns and chambers. Its lower portion is underwater and
enable this, the cave would have to have flowing water (to support the heated in several places by geothermal vents. The upper portion has a
fish) and some areas where bats might prefer to live. Even so, only a very river or two running through it and the ground above receives a lot of rain
small band could be supported this way. Should one prefer a larger band allowing for the percolation of nutrients into the cave.
to inhabit a cave, a more complex and rich ecology would be necessary.
Consider the possibility that the water flowing through the cave connects At the bottom of the food chain one might imagine bacteria living around
to a major river and that river pumps a good portion of its water — and the geothermal vents. The bacteria supply food to small fish and in turn they
the fish in it — through the cave. In this instance, the lizard folk could supply food to larger and even giant, though rare, fish. Also, the chamber in
likely survive for many long decades in a cavern just eating the constantly the upper sections may contain enough debris to support unusual fungi and
replenished fish supply. It might also be possible for the lizard folk to molds that grow to large, even gigantic sizes. These supply food to various

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larger creatures living in the deeps and those in turn supply food to others. Adventures Underground
With these basics of a food chain, one can create a living dungeon full of Caves and dungeons lie at the heart of many role playing adventures.
unusual features and interesting encounters. Bound in the deeps of the earth, buried deep beneath the slag of an
ancient mountain, tunneled into the cavernous rock beneath granite, or
Now, take that one step further. Assume that some orcs have figured out
into the mire filled filth of the under city, the dungeon conjures images
how to grow and harvest the molds and fungi to support large populations
of dark hallways where shadows flee the flickering light of torches and
underground. And perhaps some of the mold are luminescent and supply
the hollow sound of metal shod boots carries into the darkness, as if
minimal light. With these few basic elements of an ecology, the CK can
summoning the ancient evil that settles beneath the earth. Playing
create a world of wonder beneath the earth that would interest players and
dungeon adventures can be very fun but also tedious, it is a tricky job for
the adventuring avatars alike.
the Castle Keeper to keep the players focused and having fun all the while
With the above in mind, in creating an underground ecology, only the logic presenting the dangers offered up by these twisted underground castles.
of its processes need be considered. Its resemblance to reality need not be
Dungeons serve as the perfect focus for the game, driving the characters
addressed, keeping in mind that in C&C there are worlds in which fire
on a singular purpose, whether to find a lost treasure, slay a monster, or
magically appears in one’s hand and elves frolic for eternity beneath the leaves
simply clean out a dungeon of its foul and evil inhabitants. Characters enter
of sentient tress. For the whole to work though, certain logic must apply. The
the underdark with single minded purpose and tend to only argue about
following is offered as advice when creating an underworld ecology.
mundane subjects such as who should listen at the door, who is carrying
Decide upon the basic blocks of the tree of life. Where do the basic the torch and so on.
nutrients and energy come from to allow for life to exist? How much can
be found in a particular area? What can it support and how much of that Typical Adventures Underground
can it support? From there, build the tree of life. At that point, intersect There are several types of adventures that call for the characters to go
the tree with the cave’s inhabitants or have them be an integral part underground. The CK can carefully script these or they can run them on
of the tree. Orcs, for example, may throw their dead and all debris into the fly using Engineering Dungeons, a book that lays out a guideline for
the great waters in the lower halls, thus supplying the fish with nutrients rapid dungeon creation.
which in turn supply the orcs with nutrients.
Ancient Ruins: These dungeons lie in the middle of wastelands or in
Ecology of the Underworld some long forgotten region of the world, whether civilized or not. The
characters stumble upon them suddenly. Perhaps they fall through a
Troglobites: Animals that live their entire life cycle within a cave.
dense patch of vegetation to discover the vine-covered doorway that
Troglodyte: A human cave dweller. leads underground; or in attempting to escape through the sewers of old
Troglophiles: Animals that like living in caves but do not depend on the Avignon, they find a hatch that leads down a dark tunnel. Whatever the
cave’s environment as part of their survival. case, the characters must explore a dungeon they have no information
on, going blind into the dark. These adventures supply the CK with hosts
Trogloxens: Animals that visit caves occasionally but live above ground. of material in magical monsters, ancient treasures, and traps.

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Treasury: These dungeons, designed to protect some type of treasure, To determine if a character successfully listens, and actually hears
whether magical or mundane, pit the characters against a dungeon something, refer to the following table. The CL’s are cumulative. The
designed for the sole purpose of keeping them out. Chances are they have character does not add their level bonus unless they possess a class skill that
learned about this dungeon from one source or the other and are able to allows them to listen or hear noise, such as the rogue. The check is made
glean at least a little information before they enter the fray. A map leading against the character’s wisdom. It is assumed that there is a noise to hear.
to the dungeon is usually in order with some information scribbled on it.
Table 7.4 Listening Underground
Lair: These adventures tend to be dungeons that some creature has dug out
of a cave or where a beast has taken over some other dungeon to make its Conditions CL
home. The characters, usually hired or made aware of the dungeon, set off, Noise: Constant -2
as with the Treasury, with some modicum of information about the monster
and the dungeon it inhabits. Noise: Intermittent -1
Noise: Singular 0
Action Noise: Loud -2
Running dungeons can at times seem very tedious as characters move Noise: Soft -1
through a monotonous motion of listening at doors, checking traps, Through 1” door 1
cautiously opening the door and entering the room; all this in order to
avoid being surprised or to surprise the inhabitants. The CK must learn to Through 1”+ door 2
move through these motions quickly and not allow the game to bog down Through Stone Wall 4
because of them. That said, the action cannot be so fast that characters
become immune to the dangers of the dark underground. Usually CKs Through Trapdoor 2
must mix the mundane with the extraordinary in order to both keep the Through Hatch 1
game moving and to keep the interest levels high.
Down Hallway 1 (for every 10 feet)
This is far easier said than done as even experienced CKs tend to become
bogged down in the routine character motions, disallowing descriptive text Monsters Hear Too
or the role-playing subtext that allows characters to keep on their toes. The denizens of a dungeon have every bit as much an opportunity to hear
the characters coming as the characters do if the creature moves. If it fits the
The answer is not to people the dungeon with some danger every 10 realistic approach of the game, be certain to allow monsters listen checks if
feet. Such an action tends to cause massive hit point wastage and lead and when the characters approach. Of course, some monsters may not be
characters to their deaths. Adventure time tends to be compacted in actually listening, they may be asleep, or just with a relaxed guard, but for
dungeon adventures, as the characters move through room by room, not any creature that might be on the prowl, they should make listen checks
passing over a great ridge or across a river where one danger in a day is the against their mental attributes. As a general rule monsters gain bonuses by
usual. Rather, multiple dangers in the space of a few hours dominate the their natural abilities. Refer to the following table for monster bonuses.
norm. This puts tremendous pressure on the characters as hit points only
heal after a day’s rest and spells only return after hours of study or a day’s
rest. A large battle that occurs in the mid-morning is followed by one that Table 7.5 Monster Listen Bonuses
occurs in the afternoon. Nightfall brings a third, but by such time the party Monster Bonus
is probably completely out of spells and extra equipment.
Aberration Hit Dice

Listening Underground Animal +10


Beast +10
The most common action characters take while adventuring
underground is to listen. They do this constantly in the dark; at doors to Construct 0
hear what is beyond, in halls in hopes of discovering what lies at the far Dragon Hit Dice
end. The listen check is a generally a constitution check rolled on the
table below; if successful, the character hears some type of sound. He Elemental -5
may or may not know what it is, but the sound is audible. The CK must Fey +5
then describe the nature of the sound to the character. This need not be
a perfect description of what lies beyond. Sound carries strangely in the Giant +5
underground worlds, it bounces from wall to wall, is muffled by doors Humanoid Hit Dice
and stone, echoing in some chambers while it falls flat in others. It is Magical Beast Hit Dice
extremely difficult to interpret what the sound actually is; the player need
only be given the information that they have heard the sound, and what Monstrous Humanoid +5
it sounded like, not necessarily what it is. Ooze N/A
There are two basic sounds they can hear: constant and singular. If the Exraplanar Hit Dice
sound is constant, recurring over and again, the characters are better able Plant N/A
to interpret what it might be, with continued listen checks. Allow them
Shapechanger Hit Dice
multiple checks to do so. If the sound is singular then only one checks
counts. They may make more actual listen checks, in hopes of hearing Vermin +10
it again but if it does not repeat then they know only what the CK tells Undead, Common 0
them: “You do not hear anything.”
Undead, Extraordinary +5
Because sounds carry, the sound they hear may or may not be in the Undead, Unique Hit Dice
direction they were listening. An ear pressed against a door to listen for
any movement beyond may actually pick up a sound in the rafters above,
or in an alcove not far away.

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Combat Purpose
The combat rounds underground unfold exactly as they do above Of fundamental importance is the reason a dungeon exists. Some are
ground as initiative, order of play, damage and to hit rolls are concerned. natural, carved by water and beast, and others are constructed, cut by
However, certain weapons and spells act differently when used. For a brute force and levied with magic. Should a dungeon be a prison, or
more realistic approach to underground battle, use the following rules. a home? Perhaps it is a temple or a tomb. Knowing the answer to this
question will help a Castle Keeper define features encountered, as well as
Missile Weapons: The range of these weapons is reduced to the adding depth to the campaign.
length of the hall or room. Any miss almost always results in a spear,
arrow, bolt, or javelin striking a hard surface and breaking. Every spent
Shelter
missile weapon must save vs. crushing blow or be broken (refer to the
equipment wastage charts above). A dungeon built for shelter is a protective place, whether designed to keep
the weather out, or to house entire nations. They are built to be secure
Two-handed Weapons: Many halls and passageways are narrow, often not and safe. Often, there is a centralized structure within the dungeon where
more than 10 feet across. In battle, such confined spaces impact everyone. those it guards can collect and gather, usually stockpiled with wealth and
Combat does not occur in a static field where two people stand and hit equipment, as well as food and water. Such places are always well guarded.
each other over the head in turns. Rather it is fluid and moves back and If a sheltering dungeon is large and occupied by intelligent beings, it will
forth with many ducks, dodges, parries, slices, and swings. Use of two ordinarily function as a city of sorts, and be very active; such places fall
handed weapons is difficult; when someone uses a two-handed weapon, outside the scope of this work, however. Rarely rushed, the interiors are
any friendly person within 10 feet of the wielder can become an unintended crafted with intense care, and will often bear marks reminiscent of those
target. With each miss of the intended target, the wielder must roll a second that use, or once used, the dungeon; litter will not normally occur in an
to-hit roll against the person or persons in the area. If more than one, the active dungeon, though monstrous occupants might not care. If rushed, no
CK must randomly determine whom the blow falls upon. If a successful hit such evidence (though, littered evidence, such as broken lanterns, might
is scored that person takes half normal damage. be found) will be found, and the interiors will have a ramshackle and rustic
feel; this is especially true for shelters found in caverns. A dungeon of this
Pole Arms: Many pole arms are useless underground. Use of the pike sort will always have sections which serve specific uses such as latrines, food
for instance is impossible. Other pole arms require a great deal of space storage, and others, in a logical and easy-access manner.
to wield. Any two handed pole arm such as a bardiche suffers a -4 from
all swings.
Economic
A dungeon can be crafted to provide monetary assistance, commonly
Time
in the form of a mine. A dungeon of this sort will typically have
Encouraging and allowing characters to rest underground is always a good reminders of its purpose scattered around, from wall-mounted torches
idea. When they become wasted from too much battle or encountering to coins and picks lying on the ground; depending on the nature of the
too many traps, it is best to make sure the players are aware that their structure, and activity, there might even be workable lodes remaining.
characters have used up much of their strength and might want to look for An economic dungeon does not need to be a mine, as it could function
a quiet place to hole up. Use that time to bring the horrors of the underdark as a secretive location for the trafficking of illicit goods and services,
back to them, through harassing sounds, movements, etc. It is ill advised or even a means to hide such things. In the latter case, all manner of
to randomly roll and destroy characters on random encounters, unless it lethal traps are prone to exist, though in the former cases, typically
fits the purpose and tone of the adventure. Doing so creates an impossible only natural traps such as explosive or corrosive gasses will be present.
encounter mentality amongst players and tends to put them off from the Cave-ins are a potential and deadly risk.
game and leaves them with an impression of dungeons being deadly.

This is not to say that characters should never die in the underdark, but Military
the CK must take more caution than normal in managing encounters in Used to house forces, weapons, and to function as a defensive structure, a
the dungeon and the passage of time. Allowing characters time and space dungeon of this sort is a well-guarded and vicious place. However, if inactive,
to heal is always a good thing. age will deteriorate and weaken the structure, though remains, especially
those of corpses and arms and armor, will be left behind. Walls are usually
Another way to handle the problem of non-stop combat is to encourage thick, and numerous secret passages will be present, as will stockpiles of gear,
the players to know that the dungeon does not have to be cleared out food, and water. Murder holes and other defensive implementations are likely
in one session. Entering the dungeon and leaving multiple times allows to exist in this sort of dungeon as well. An active military installation always
characters to regroup and heal. Of course, this allows the denizens has guards and sentries that are well prepared and trained for defense.
of the dungeon to do so as well, but that is part of the challenge of
underground adventures.
Prison
Dungeons of this kind are built to keep things in, whether they are people,
Building Dungeons
items, or monsters. They are very effective (assume all prison dungeons are
Several factors are vital to the development of a thriving — and equivalent to a maximum security environment), laced and riddled with
realistic — dungeon, whether it be nothing more than a long lost traps and false passages. Every door will be barred, locked, and reinforced,
collapsed mine, or the bustling underbelly of a metropolis. Each will and keys are difficult to obtain. There is normally a single, or a series in larger
share elements that define what it is, and each will have things that are dungeons, of exact pathways that connect to every section of the dungeon,
unique. The former greatly assists a Castle Keeper in dungeon building, but can only be accessed with special techniques. An active prison will
providing basic guidelines and quick-and-gritty playing, while the latter always have guards and look-outs, but they are not necessarily well-trained.
strikes a chord of creativity, letting the mind wander and develop as the If the dungeon also has a military purpose, the guards will be highly trained,
game and setting needs. None of the following should be classified as elite forces. Also, the active dungeon will contain a number of items held
canon and should be changed to suit the development schemes created within, befitting the specific purpose of the dungeon itself. The nature of
by the Castle Keeper. However, they are provided as a groundwork the imprisonment helps determine some basic features of the dungeon. For
fundamentalism, and to provoke ideas. example, a prison constructed to house lawbreaking spellcasters must have
means to prevent or limit magic use within its walls.

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Religious Table 7.6 Intelligent Races
Tombs, temples, and sanctuaries are the typical dungeon type, though d20 Roll Intelligent Race
large cemeteries and mausoleums are not uncommon. As a religious
structure, icons and relics of the faith and culture of those building the 1-3 Dwarf
dungeon will be very commonplace. Murals and depictions of stories 4 Gnome
from the religion’s canon will adorn the walls. The nature of the faith
determines if there are traps, their severity, and many other aspects. For 5 Goblin
example, a temple to a God of Thieves would be expected to contain 6-10 Human
many traps, both of the annoying and lethal variety, often intermixed
or overlapping. Several alcoves and bedchambers, as well as centers of 11 Kobold
worship will exist within the structure. Faiths of an evil nature, or those 12 Giant
that are typically outlawed, will often create emergency exits for the high
priests. Of utmost value in this sort of dungeon are the holy relics and 13 Dragon
writings, varied in number by the needs and means of those residing 14 Drow Elf
within, and these will always be well guarded and protected with powerful
divine magic. Active religious dungeons are guarded and maintained by 15 Undead
the clergy, though some, especially those of a warlike mindset, will have 16 Prysmal Eye
trained and equipped warriors on call.
17 Ogre
Experiment 18 Troll
Experimental dungeons are places where the extraordinary is performed. 19 Halfling
Whether powerful magic, twisted and oft perverse crossbreeding, 20 Orc
architectural principles, or the feasibility of a new technology, a dungeon
of this type exists to be a playground of the unique. Everything within its
walls serves to further its purpose, generally crafted in such a manner as Burrowing Monster
to be a labyrinth of the bizarre. A more mundane structure, however, will Some beast, whether intelligent or not, with the natural ability to burrow
appear quite ordinary, having standard features. More often than not, the through ground, is responsible for the groundwork of the dungeon,
builder of the dungeon infuses it with bits of their personality, and the created simply by the creature’s own movement. Sometimes, such a
structure reflects it. Note, however, that experimental dungeons are not monster is controlled via magic, such as the use of earth elementals or
necessarily the products of madmen or the insane, but these do compose the enslavement of worms, and it still qualifies as this sort of construction
the great majority of such structures. method. Areas formed in such a manner do not naturally have doors or
traps, and generally have very smooth and reflective surfaces, resembling
Note: Seldom does a dungeon serve a single purpose, though it is not large tubes rather than a hallway; some creatures leave trails of porous
impossible for that to happen. As such, a Castle Keeper should choose, holes, where appendages like tentacles traveled. Such dungeons are
or roll, as many of the above options as is fitting for the concept. For a typically very stable, provided there is not an excessive amount of
completely random dungeon, it is suggested that at least two rolls are passageways, and will generally become the lair of a beast of similar
made, with a duplicate result being the only result; i.e., the dungeon is of size and ability as that which formed it. Any creature with a burrowing
the rare sort built for a single, and often very effective, purpose. movement speed can create a dungeon of this sort. Note that even low
or non-intelligent creatures usually have escape passages, and such
Builder dungeons are prone to have numerous, long, winding sections.
Who built a dungeon is, arguably, just as important as why the dungeon
exists. Each condition of creation imparts a certain level of similarity, Natural Conditions
and these will become standard and well-known to those who dwell Weather and environmental conditions cause the creation of these types
in the fantasy world of the campaign; dwarves, for example, might of dungeons, taking centuries to develop, and are always classified as a
be known for their high, vaulting archways, and purple worms leave living dungeon. Standard features are typical to caves, with stalactites
perfectly smooth tunnels wherever they pass. These trademarks of and stalagmites being common, as is fungal growths and other natural
construction add great depth and allow for creative descriptions, giving subterranean plants. Dungeons of this sort do not have native doors or
a lasting, and enjoyable experience when dungeon delving. Note that traps, though they can be subject to cave-ins and other natural disasters.
a dungeon’s builder, if some sort of creature, does not have to be the
current resident of the dungeon.
Magic
Intelligent Race Forged entirely of magic, through use of spells such as stone shape and
earthquake, a dungeon of this sort is crafted with specific needs in mind,
Creatures with intelligence and knowledge will use these to their as the power necessary to construct it is enormous. These places are often
advantage, crafting structures of heightened utility to their own needs. home to myriad magical traps and devices, and are often very confusing
They typically have some sort of trademark, often dictated by religious or and labyrinthine. A dungeon borne of magic is exceptionally rare, and
cultural elements which they use in nearly everything they make. Some as such, when they do exist, tend to be very small, and function as a
have preferences and consistently use the same materials and motifs, workshop, home, or laboratory for some powerful spellcaster.
while others are varied and wild; some use brute force and slave labor,
and this can lead to self-identifying graffiti or abnormal features. In all
cases, a dungeon built by an intelligent race will always use the location
Location
to its greatest advantage, and will serve its purpose fully. In mixed Location plays a key role in the development and construction of a dungeon.
structures, where part of the dungeon was formed by natural events and Not only does it often directly relate to cost, but also transportation of goods,
part handcrafted, an intelligent race will place doors and other small availability, and ease of construction are key ingredients to its successful
structures. The following table is a sampling of the possible races which completion. In addition, where the dungeon sits determines many things about
are capable of building dungeons: the dungeon. For example, a dungeon created within an underground coral

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reef is not going to be built by dwarves, though it would probably function as
a very effective prison. Some dungeons sit under cities, and some are enlarged
portions of fallen castles; others are caverns crisscrossing a mountain passage,
and still others are bi-planar gateways between worlds.

Table 7.7 Locations


d20 Roll Dungeon Location
1-10 Terrain [See Table 3.1]
11-13 Civilization
14-16 Ruins
17 Underwater
18 Aerial
19 Planar
20 Combination [Roll Twice]

Terrain: The dungeon lies in a natural environment, carved into the


ground from above. Some terrains are easier to build into than others;
it is much easier to carve a dungeon into the granite of a mountainside
than to create one in a swamp. A dungeon of this sort will typically be
composed of materials readily available to its terrain, though imported
goods are possible. Such things, however, should be reserved for special
rooms and areas. Natural dangers, too, are governed by the sort of
environment in which a dungeon resides, so that there is little chance of
stepping in quicksand while exploring a granite floor, but the likelihood
of such an incident increases dramatically in a swampy location.
Accessibility is a major factor when dealing with a location, making
some environments more likely to be selected than others, depending
on the needs of the dungeon crafter. Underwater
Sunken beneath the waves and tides, an underwater dungeon is usually crafted
Table 7.8 Terrain from some sort of rock or coral, typically serving as a home or lair for an aquatic
creature though sentient races can, and will, construct such dungeons for any
d20 Roll Terrain Location reason. These dungeons are normally difficult, if not impossible, for land-based
1-8 Plains creatures to discover and explore, and are limited in size by the availability of
their material. Doors do not normally exist within the structure, though traps,
9-11 Desert especially those of a poisonous nature, are often used. Castle Keepers are
12-14 Hills encouraged to develop these dungeons only when means to explore them are
readily available to the characters in the campaign.
15-16 Forest
17-19 Mountains Aerial
20 Swamp or Jungle Almost always crafted from magic, an aerial dungeon is a lethal venture
for any character lacking the means to fly, as a solid floor is not likely to
Civilization exist. These dungeons are very different than most others, as they are
capable, usually, of moving, albeit, at a very slow speed. Some aerial
Resting beneath the surface of a settlement, whether a city, a castle, or castles, however, are stationary and exist within clouds, formed as a sort
even a single family dwelling, this sort of dungeon is located as close to of treasury for powerful giants or dragons. Disorienting, the walls of an
sentient beings as possible. They are normally well known and active, aerial castle are usually transparent, with doors and non-magical traps
but that is not always the case, such as the hidden subways used by being generally nonexistent.
a thieves’ guild, for example. The deeper a dungeon of this sort goes,
the more likely it is to be occupied by foul creatures, and the less
standardized it becomes. Sometimes, the civilization springs into being Planar
because of the dungeon beneath it, and at other times, they co-exist Crossing barriers of existence itself, a planar dungeon is either wholly
without either being the wiser. composed of some otherworldly material, or is a bridge between two, or
more, realities. Such dungeons are very dangerous, and often are the lairs
Ruins of very powerful creatures; these dungeons cannot exist without being
constructed by magic, and when found, are usually part of a prison complex
Lost and buried under the fallen remains of a settlement, a dungeon or the laboratory of a potent spellcaster. The treasure one can obtain within
found in ruins is often forgotten and riddled with dangers, occupied with a planar dungeon is generally unmatched, though the risk in getting it is
a variety of creatures possessing it as their home. These dungeons were very high. Unless a planar dungeon contains elements of the normal world,
once used for a particular purpose, and they may still function as such, anything non-magical is unlikely to be present.
but they never have their original occupants, save them being undead in
form. It is likely that any known location of a ruined dungeon will have For more information on building dungeons and for a ready made set
been explored and pillaged for its loot. Traps and doors are generally in of tables to quickly construction a dungeon, look at Robert Doyel’s
poor shape and may not function properly. Engineering Dungeons, available from TLG.

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Chapter 7 — Worlds of Adventure: Dungeons
Tunneling and Mining Traps
Below is listed sample rates at which a group of five miners working Example: A simple trap such as a pit trap with wood or leaf covering
against a 10x10 area of the listed material may dig in a single round. In or even wooden planks appearing as a floor, and which depend solely
the case of large creatures such as giants and elementals, it is the distance on weight to spring, has a CL 1 and has a complexity level one. If one
that a single member of these species may dig in a single round. The were to add a spring to that and have it act as a resetting trap door,
listed creatures are given due to their commonality in a subterranean it’s a complexity level 5. If one were to make it such that the trap were
environment, though it is not an exclusive list and could contain other spring loaded to rest, constructed of stone and which depended on a
creatures based on the campaign setting. combination of weight or location to set it off, that would be a complexity
level 8. Traps using magic are often a complexity level 10.
Mining may be done for no longer than 8 hours per day, including breaks.
Working miners longer than this duration reduces the depth to which they may Traps can cause damage of up to 1d20 and can stun, disable, trip or
cut the material by 50% for every hour after 8 hours. otherwise cause the person entering them to be incapacitated for one
or more rounds. For each die of damage and extra effect, the complexity
In the case of a mixed group of diggers, such as a PC party with a mixture
level is increased by one.
of humans, gnomes, and dwarves, use the average distance that all races
can cut by all of the races. For example, a pit trap with a wooden floor which must be manually
If fewer miners can be found, their rate is reduced by 20% for every set is a complexity level 3. When one falls into the pit it delivers 1-8
missing miner of the given type. If more are to be had their rate is damage (+3 to complexity) and the spikes at the bottom have poison
increased by 50% for each additional increment of five. Again in the case on them which may cause additional damage over time (+1). The total
of giants, earth elementals and so on, this addition is added by a single complexity level is seven.
additional miner.
This section describes some examples of commonly encountered traps,
Note that mining and digging in this manner makes a considerable and gives a loose framework to help the CK develop more insidious traps
amount of noise and may only be done using the proper tunneling and of their own design. The traps listed here have been encountered often
digging tools. Metal tools striking against stone let out an audible clang enough by adventurers to be listed as “basic” traps. They are by no means
which carries up to 100 feet in any direction and felt by creatures that are all-inclusive, and creativity on the part of the CK is required to keep the
sensitive to seismic vibrations. The Castle Keeper should roll for random players on their toes.
encounters where appropriate to reflect the noises made by such clanging
and excavating. All traps have a basic framework; they are mechanical or magical
deterrents to some action from the characters. Some (most!) traps are
designed to harm the PCs, while other traps simply seek to slow their
Table 7.9 Tunneling Rate per Round/Day
progress, imprison them, or thoroughly annoy them! Whatever the end
Race of Miner Earth Soft Stone Hard Stone result of a trap, they all start out the same, with a trigger. The trigger of
a trap is nearly anything the CK can imagine, such as opening a chest or
Halfling or Human 1 ft. .5 ft. .25 ft.
door, stepping on a pressure plate, reaching in the dragon-head statue
Gnome or Kobold 1.5 ft. 1ft. .5 ft. for the hidden lever, etc. The key is to make the trigger something
Orc or Hobgoblin 1.75 ft. 1.5 ft. 75 ft. interesting, either that the PCs want to touch when it’s bad for them or
something they don’t want to touch when it’s beneficial. The key to a
Goblin 2 ft. 1.75ft. 1 ft. good trigger is to make the method of setting off the trap obvious to the
Dwarf 2.5 ft. 2 ft. 1.5 ft. players, but tempting enough that they just have to try it anyway!

Stone Giant 10 ft. 5ft. 2.5 ft. After deciding on a trigger, the CK needs to determine the general effect of
the trap. Many Keepers already have the effect of the trap in their minds.
Earth Elemental 15ft. 10 ft. 5 ft.
There is something really exciting about finding a new way to blow up
Xorn 20 ft. 20 ft. 20 ft. your players’ favorite characters. That being said, some balancing factors
should be considered. Traps can injure, incapacitate, slow, confuse, and
Gasses sometimes even help a party. Any of the effects of a trap should be used
to advance the adventure. Think of traps as the ultimate NPCs; they sit
Caverns may frequently become filled with noxious gasses that build up and wait until needed, can be eternally static, and don’t need any reason
over time. The gasses may be the byproduct of rotting fungi or corpses, or of to exist, other than to thwart the PCs. Effects of traps should usually be
sulfurous and methane emissions escaping from fissures in the earth that have in the same general threat range as a “common” encounter. If the PCs are
built up over time in a sealed chamber. exploring a wilderness tracking a group of orc raiders, then encountering
a few snares, a tripwire or possibly a spiked pit would not be out of the
Poisonous gasses force a constitution save to any living beings within their question. Following a path to the orc encampment and being targeted by
area. The effects of some gasses and their CL are listed below. a multiple spring-loaded poisoned spear trap is excessive. Unless there is
Table 7.10 Effects of Gas
Gas Effect Secondary Effect Save Special
Challenge Level 5+1 per round of Flammable: Open flame ignites gas for 6d6
Methane Nausea, Vomiting Euphoria Confusion, Death
contact. Save checked every round. damage to all within gas, save for ½.
Lethargy, Dizziness: -2 to Challenge Level 4+1 per round of Inflammable: Squelches candles, torches/
Carbon Dioxide Sleep, eventual death.
Siege Checks. contact. Save checked every round. non-magical fires.
Blisters skin, air passages
Asphyxiation:1d2 Con/Round Challenge Level 4+1 per round of Fog Cloud: -4 to Wisdom checks to observe
Sulfurous Gas dealing 1d6 points damage/
Until Dead. contact. Save checked every round. locations, directions, foes.
round. Con Save/Half.
Slowed to ½ normal speed Asphyxiation/Death:1d2 Con/ Challenge Level 3+1 per round of Flammable: Open flame ignites gas for 3d6
Butane
unless immune to cold. Round Until Dead. contact. Save checked every round. points of fire damage to all within the gas effects.

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a good plot reason, excessively damaging traps are just no fun for players, Room/Hallway Traps
and in turn no fun for the CK. Now, if the PCs are higher level, and are
Falling Block Trap CL 2- The falling block can either be a set trap or
invading a famous lich’s tomb, all bets are off…
a natural occurrence from an unstable area. The PC enters the 5 ft. area
Effects for traps follow the same basic rule of thumb as spell damages. A directly below the block, and one or several stones fall to strike the PC.
Challenge Level 1 trap may hinder or incapacitate a PC, or inflict 1d4 or The stone strikes with an attack bonus of +3 and it inflicts 2d6 damage.
1d6 damage. It should challenge but not necessarily kill a 1st level PC Find Traps CL 2, Disable Traps CL 2. A bypass for the trap is a hidden
that falls victim to it. A CL 6 trap can (and should) kill or maim a 1st level lever on the wall just before entering the traps square.
PC. It should challenge an entire party of 3rd level PCs, and be a match
Giant Boulder Trap CL 5- The PCs notice a 10 ft. diameter hole in the
for any single 6th level character. A good rule to follow is traps of CL
wall. To their surprise, a great rumbling is hear as a gigantic round boulder
1-3 inflict approximately 1d6 damage per level, have a poor to medium
comes out of the hole directly towards them! The boulder can strike all
chance to hit a PC, paralyze, poison or incapacitate. CL 4-6 traps do 2d6
PCs in a 10 ft. wide path. The PCs can attempt a Dexterity check CL 5
damage per level, they have a good chance to hit, use more toxic poison,
to throw themselves out of the path of the onrushing bolder. Failing the
drain energy levels, and try to kill at least one PC. Traps in the CL 7-9
save the PC takes 6d6 crushing damage, half with a save. Find Traps CL
continue to do 2d6 damage per level, almost always hit, use poison gases
3, Disable Traps CL 4. A bypass might be a pressure plate in the floor that
that affect an area, spells with no saves, and have special effects designed
locks the boulder in place.
to disable the entire party. The CL 10 trap is the ultimate in trapmaking.
They are designed to challenge the highest-level PCs and the best players. Chain Lightning Trap: This trap is triggered once a character crosses
CL 10 traps have multiple spell effects, do high levels of damage even if the center of the chamber dealing 10d6 points of damage to the character
the saving throw is made, are very hard to disable or avoid, and are near triggering it, and 5d6 points of damage to up to 10 additional targets.
the goal of the adventure. A CL 10 trap is not to be used lightly; PC death A successful Dexterity save (Challenge Level 7) reduces this damage by
is certain unless they are very, very careful. half. The trap may be discovered by use of a find traps ability (Challenge
Level 12). It must be disabled via means of a Dispel Magic spell, earning
Another component of most traps is a bypass mode. Some traps cannot
the Wizard 700 experience points.
have a bypass for logistical reasons; so if there is a method to avoid the
trap, it’s a good idea to put that somewhere in the description as well, i.e. Flooding Room Trap CL 5- The PCs fail to notice a wave-engraved
“The well-concealed pit trap in the floor looms immediately beyond the pressure plate on the floor. The plate triggers the entry door to seal
door. However, with a CL 3 check, a qualified PC notices a shifting plate shut, and water begins flooding into the room through the grates! The
on the floor outside the door that may have something to do with the water fills the room in 5 rounds, and the PCs must escape in that time or
trap”. Bypasses are something the PCs can do to avoid the trap, if they are begin to drown. See Drowning rules later in this book. PCs with light or
clever enough to think to look for them. After all, the person who set the moderate encumbrance may attempt to swim to the surface with a CL 5
trap needed to get past it as well! Bypasses can be something as simple strength check, but those with heavy or worse encumbrance cannot get
as the correct key to a door or a chest, or as intricate as a console full of off the ground. Swimming to the surface gains the PCs 2 rounds before
dials that have to be aligned perfectly to allow passage. Having a bypass they begin to drown. Find Traps CL 6, Disable Traps CL 5. A bypass for
method is completely at the CK’s discretion. And there is no reason a this room is a shifting stone on the floor that drains out the water.
bypass method for one trap couldn’t have a minor trap of its own!
Crushing Ceiling Trap CL 6- Once the PCs enter the trapped square,
Finding and disabling a trap is fairly well described in the abilities a grinding noise can be heard by all in the room. The doors slam shut
section for each character class that can perform the task (rangers, and latch, and the ceiling begins to lower. The PCs have 3 rounds before
rogues, assassins, etc.). Unless specifically described in the details of the ceiling crushes everything in the room to adventurer paste. PCs in
an individual trap, finding or spotting a trap is as difficult as the traps the room when the ceiling lowers fully take 10d6 crushing damage. Find
Challenge Level, i.e. a CL 5 traps can be detected with a CL 5 Find Traps CL 5, Disable Traps CL 6. A good bypass for this trap is a hidden
Traps check. If there is no PC with the Find Traps ability, the CK may lever counterbalance.
allow other party members a chance to locate a trap, if they have some
reason to know one is about (such as a wizard looking for a trapped Collapsing Wall Trap CL 3- This trap can be triggered anytime,
bookshelf in a rival wizard’s library) but the CL check is doubled in anywhere. A pressure-plate, tripwire, ray of light, etc. causes one 10 ft. by
such a case, and no magical trap may be found in this manner. Some 10 ft. section of wall to collapse on up to 2 PCs. Damage is 3d6 crushing
traps can be hidden better, and the CK should feel free to add to the damage. Find Traps CL 3, Disable Traps CL 3. Bypassing this trap usually
CL if there is a story reason for it. The CL shouldn’t be bumped up too means finding it and staying out of the trigger area!
high compared to the level of the trap, however, so that the party does
have some chance to discover their doom before its too late. The same Volatile Gas Trap CL7- Whether a natural gas formation underground,
logic goes for disabling a trap, but a little more leeway is acceptable in or a special concoction designed to ignite under certain conditions (an
the CL rating for a disabling action. Most traps can be disabled with a open flame, adding oxygen to a closed room, etc) the volatile gas trap
similar Disable Traps check as the traps Challenge Level. It would not is very hard to detect until its too late. Many of these traps involved
be uncommon for some traps to be impossible to disable or the check explosive gasses, but some corrosive (acid damage) gasses are also
is twice that of a “normal” version of the trap. If the Disable Check included. Damage is 12d6 for explosive gases, and 2d6 per round for
is considerably higher than the traps Challenge Level, the CK should corrosive gases. Find Traps CL 6, CL 7 for natural occurrences, Disable
award greater Experience Points if the trap is defeated. Trap CL 7, CL 8 for natural occurrences. A bypass for a non-natural trap
is a locking plate in the floor just before the trapped area.
A list of “common” trap descriptions is below. This list is by no means
exhaustive! Creativity is very important in trapmaking. Make the PC Flaming Webs Trap CL 2- A long corridor full of thick, hanging webs.
tremble in fear as they round a corner and gaze upon a great chamber, While there is no spider to deal with, the webs are coated in a very
empty save for the lone chest sitting in the center, with a golden key flammable substance. If fire of any type is brought into the area, the webs
suspended above it… immediately ignite, doing 2d4 fire damage for 1d4 rounds to all in the
area. Find Traps CL 1, Disable Trap CL 2. The simple bypass to this trap
is to extinguish all flames while passing through the area.

Falling Marbles Trap CL 1- As a PC gets to a certain point in the


corridor, a waterfall of marbles comes crashing out of the ceiling, making
138 Castles & Crusades
Chapter 7 — Worlds of Adventure: Dungeons
further progress treacherous. No damage, but movement slowed to half (blockade CL 1, projectile CL 4), Disable Traps (blockade N/A, projectile
normal in a 10 ft by 20 ft area. Find Traps CL 2, Disable Traps CL 2. A CL 4). A bypass for the projectile might be a sliding plate on the floor
bypass for the marbles is a simple hidden lever on the wall. before the trigger plate. There is no bypass for a blockade other than
trying to go through it!
Spring-Loaded Arrow Trap CL 2+- The arrow trap is a classic. As a PC
steps on a pressure plate in an area, a volley of arrows fills the room. Many Tripwire Trap CL 1: This is one of the simplest traps, sometimes referred
variations of this trap are possible, so the CK must specifically design to as “kobold ropes” due to the heavy usage from those humanoids. A
this one for a specific encounter. An example is every PC in the room is simple rope or wire is strung across a cavern, hallway, or room, with the
attacked by 1d4 arrows, each arrow striking with +3 to hit for 1d6 points intent to trip the unwary. The wire “attacks” at +2, and if it hits, the
of damage. Other traps of this type may be more accurate, or do more target must make Dexterity check at CL 1 or fall prone. Find Traps CL 1,
damage. Find Traps CL 2, Disable Traps CL 2. A good bypass for the trap Disable Traps CL 1. A good bypass for the tripwire trap is finding it and
might be a hidden latch on the pressure plate that discharges the arrows. stepping over…hopefully not into a pit trap!

Spring-Loaded Spear Trap CL3+- Very similar to the arrow trap, the Door Traps: Scything Blade Trap CL 5- Also known as “doorknocker
spear trap is another classic, and just as variable. A common version is bane”, the scything blade trap releases a blade from the jamb of the door
the “spears behind the false door” trap. The target opening the door is to slash down on unsuspecting hands and arms. The blade attacks with a
attacked by 3 spears, each +3 to hit and doing 1d8 damage. Find Traps +5 to hit, does 4d6 points of damage, and has a 1 in 6 chance of impairing
CL 3, Disable Traps CL 3. A bypass is a twisting stone outside the door the affected limb. An impaired limb is useless for 2d12 rounds. Find Traps
that locks the spears in place. CL 5, Disable Traps CL 5. A bypass for this trap is a sliding stone near the
doorjamb to lock the blade in place.
Pit Trap CL1+- One of the most common traps in adventuring, the pit
trap is an “old favorite” for many CKs. Some pit traps are covered with a Poison Gas Trap CL 7- This seemingly locked door is actually a clever
spring-loaded lid that closes after one or more PCs fall in, and others are container of toxic CL 7 type IV gas. Any pressure placed on the door,
simply open all the time. Creatures get a (Challenge Level 4) Dexterity like the pressure used to open a stuck door, will crack the thin material
Save to avoid falling in the pit. Damage is variable, with 1d6 per 10 ft and release the gas. All targets in a 10 ft. radius must make CL 7 saves
fallen the standard. Find Traps CL 1+, Disable Traps CL 1+. There is no vs. poison to resist the effects of the gas. Find Traps CL 6, Disable Traps
bypass for an open pit trap, but a twisting stone on the near side of the pit CL 7. The only bypass to this trap is opening the door without placing
could lock the lidded pit in place. pressure on a single point.

Pit Trap CL 3: The pit trap is 30 ft deep. It requires a Challenge Level 3 Poison Handle Trap CL 3- A very popular trick with orcs, the poison
find traps check to locate. It is a Challenge Level 6 to disable due to the handle trap incapacitates anyone who uses a door in the normal way.
strength of the lid and complexity of its latch. Creatures stepping on the Touching the elaborate handle of the door brings the target into contact
trap lid may make a (Challenge Level 4) Dexterity save to avoid falling with the nauseating, poisonous concoction. The target will need to make
into the pit. Creatures falling in the pit suffer 3d6 points of damage. a saving throw vs. CL 3 type III poison. The simple bypass for this trap is
to push the door open without using the handle.
Wall Scythe: When triggered, a pair of scything blades slice out at +18
to hit, dealing 4d6 points of damage plus Type IV poison (Dealing 1d8 Collapsing Doorframe Trap CL 2- Very similar to the collapsing wall
points of damage and -1 to all attribute checks on a successful save, or trap, the collapsing doorframe trap causes the doorframe and door to fall
2d8 points damage and striking the victim comatose for 2-8 days). out onto the target in a loud and distracting fashion. The door “attacks”
with a +3 to hit and does 2d6 damage, as well as alerting any creatures in
Spiked Pit Trap CL 3+: A wicked variation of the pit trap, the spiked a 60 ft. radius to the incident. What any creatures do about the incident
pit is loaded with sharpened stakes or metal spikes driven into the bottom is up to the CK. Find Traps CL 2, Disable Traps CL 2. Due to the nature of
of the pit. Particularly vile traps are also coated with poison, with a the trap, doors set to collapse are usually false doors with no room behind
Challenge Level accordingly higher. Creatures get a (Challenge Level 4) them, thus have no bypass.
Dexterity Save to avoid falling in the pit. The spikes have 1d4 attacks at
+4 to hit, and each spike does 1d6 damage, plus possibly type I or type III
Container Traps
poison, disease, etc. Find Traps CL 3, Disable Traps CL 3. Same type of
bypass as for a standard pit trap. Contact Poison Trap CL4+- Very similar to the poison handle trap,
the container is coated in a nearly invisible CL 3 type III contact poison.
Camouflaged Pit Trap: This pit trap is covered with a thin lacquered Anyone handling the container needs to make a CL 3 save vs. poison to
canvas coating painted to look like stone, now coated with a fine layer of resist the effects. Find Traps CL 4, Disable Traps CL 4. Bypassing this trap
dust. Beneath the canvas is a lattice of boards, sawed to within 1/100th of requires the use of long tools to open the container.
an inch set to fall once 250 lbs. of weight is applied. Once this amount
of weight gives way, the boards collapse hauling any who stand upon the Poison Needle Trap CL 3+- Common in most treasure chests, the
canvas mat along with them. The trap is 10 ft. x 10 ft. across. Anyone poison needle trap is an “old favorite” for many CKs. The needle
falling down the pit takes 4d6 points of damage and finds themselves attacks with a +4 to hit, and inflicts a single point of damage. In
in Area 2-1. The trap is a (Challenge Level 4) to discover by a rogue addition to the point of damage, the needle injects a CL 3 type III
searching for traps, and a (Challenge Level 6) to disable so that the area or type IV poison to the target, who needs to make a CL 3 save vs.
may be crossed freely. poison. Find Traps CL 3, Disable Traps CL 3. A hidden button on the
container could bypass this trap.
Razorwire Trap CL 4: This trap consists of a rope or cable with many
barbs and pieces of razor bound in it. Usually stretched across a hallway to Spring-Loaded Dart Trap CL 2+- Similar to the arrow and spear traps,
impede progress, bundles of Razorwire make very dangerous projectiles as the springs at the bottom of this container hurls 2d4 darts at all targets
well. A razorwire blockade can be traveled through at one-quarter speed, in a 10 ft. radius. The darts attack with a +3 to hit, and 1d4 damage per
or at half-speed with a successful Dexterity check at CL 3. If the check dart. Often these traps are poisoned, which raises the CL accordingly.
is failed, the PC takes 3d6 points of damage and is considered entangled Find Traps CL 2, Disable Traps CL 2. Bypassing this trap requires moving
as the spell. Razorwire as a projectile is even worse. It attacks with a +8 a secret sliding panel on the side of the container.
to hit, does 4d6 points of damage, and unless the target makes Dexterity
check at CL 5, they are considered entangled as the spell. Find Traps

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Part 2: Worlds of Adventure
Spells Advanced Traps
A few words on spell traps; the Challenge Level for a spell trap is the same Wall of Force and the Pit CL7- This trap plays on the ego of physical PCs.
as the level of the spell being cast, no matter what the level of the wizard A simple 10 ft. by 15 ft. trap is in a corridor. The PC look into the trap, only
casting the spell. This may seem to contradict the guidelines given above, to discover the bottom is a loooong way down (60 ft. minimum). But, its only
as spell damage is greater than mechanical trap damage, but that is the 15 ft. wide, and easy jump, right? Wrong. One inch beyond the farthest edge
nature of magic in the game. Spells do more damage than any mechanical of the pit is a permanent wall of force that the jumping PC will slam into and
device can, and traps may have multiple spells acting together or in series. begin falling into the pit. The PC can make a Dexterity check at CL 7 to
catch the edge of the pit before falling to their doom. Now, the PC is dangling
The difference between a Fire Trap cast by a 10th-level wizard and a 20th- above a 60 ft. (or deeper!) pit, and needs to make a Strength check each
level wizard is not how hard it is to find or disable the trap, rather it’s how round to maintain their hold on the edge. The check begins at CL 5, and goes
bad the consequences are if it goes off! So, all spell traps are based on level up by one every round the PC hangs on. Should the Strength check fail, the
of spell, not caster level, for determining the trap CL. A list of the common PC falls into the pit, hopefully to their death. Find Traps CL 7, Disarm Traps
spells used as traps is provided below. This list is not complete, and spells CL 8. A possible bypass is a hidden rune on the near side of the pit, just over
may be linked together, or be cast simultaneously, as the CK desires. the edge that dispels the wall of force.

Teleportation Ring Trap CL 9- This trap is as simple as it is wicked. At a


Common Spell Traps point in the room, the PCs stumble upon the trigger point. The beginning
of this trap is a teleportation ring that sends the target to another room,
Acid Arrow Fire Trap arriving at the apex of a 30 ft. ceiling. The target immediately begins to
Alarm Glyph of Warding fall toward the ground, but instead of striking the ground, the target hits
another teleportation ring that sends the target back up to the apex of the
Burning Hands Lightning Bolt room. While not damaging at all, this traps is quite deadly, as the cycle
Cloudkill Magic Aura will continue as long as some object continues to touch the teleportation
rings. A target with no means of flying or stopping their progress will
Color Spray Magic Missile
eventually die of thirst or starvation as they cannot get out of the cycle of
Cone of Cold Magic Mouth teleportation rings. The first ring is linked to 6 other chambers, so a total
Confusion Prismatic Spray of 6 PCs could be caught in the trap (remember, the rest of the party has
NO IDEA where the first PC went!). If more than 6 PCs touch the first
Disintegrate Scare ring, the CK is encouraged to come up with a more dastardly end for the
Energy Drain Shocking Grasp foolhardy adventurers (the ring turns into a disintegration field, a gate
to another plane, etc.). Find Traps CL 8, Disable Traps CL9. There is no
Explosive Runes Sound Burst
bypass for this trap other than avoiding it.
False Trap Stinking Cloud
Fear Symbol Featheredge Blade Trap CL8- A bigger, badder version of the scything
blade trap, this one likes to take a little something from the PCs. Usually
Fireball Transmute Flesh and Stone used on a door, this trap attacks at +8 to hit for 1d10 damage, and if
the attack roll is an unmodified 18-20, in addition to the damage, the
target hand is cut clean off! If this trap is used in a room setting, use the
following table to determine the body part struck:

d% Area
01-11 Left hand
12-22 Right hand
23-33 Left arm
34-44 Right arm
45-55 Left foot
56-66 Right foot
67-77 Left leg
78-88 Right leg
89-00 Head

Find Traps CL8, Disable Traps CL8. A common bypass is a hidden switch/
button.

Roguekiller CL10- One of the legendary traps designed by the great


kobold trapmaster, Sourfang the Gnomeslayer. Building on the ego and
bravado of rogues, the kobold genius created one of his greatest works of
art. The trap begins with a single ironbound wooden chest placed in the
center of a barren 30 ft. square room with a 50 ft. ceiling. A golden key is
suspended 5 ft. above the chest on a silver wire. Surrounding the chest is
a 20 ft diameter circle of runes. The chest itself is mahogany, with brass-
studded iron bands, and does not appear to have a lock of any kind.

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The chest is a type of puzzle-box, and does not require a key to open. A a single platinum door, and any character trapped on the roof of the vault
successful Intelligence check at CL 10 is required to determine that the will come into contact with the sphere very soon!
chest requires the brass studs to be pressed in a certain order. The PC
must make 3 additional Intelligence checks at CL 15 to press the studs The runes, the gold and adamantine plating, and the platinum door are
in the correct order to open the chest. Once the studs are correctly all permanent image spells designed to hide yet another trap. If the PC
pressed, there is a loud click in the room as something is unlocked. looking at the vault disbelieves or dispels the images (CL 18 to dispel),
Unfortunately for the group, the studs on the chest activate 4 sliding then the real trap on the walls is sprung. In each 5 ft. section of the vault
panels in the floor outside the circle of runes. Each of the panels is 1 (except where the door is) a small alcove contains a severed medusa’s
ft by 1 ft, and slides back to reveal a 1 ft deep depression. Appearing head that is fully animated and deadly. Anyone looking at the vault must
in each of the depressions is a symbol of death, a symbol of discord, a make a CL 5 save vs. petrifaction or be turned to stone. Note, if a PC
symbol of insanity, and a symbol of pain, all cast at 18th level. Each of is within 3 ft. of the vault (studying the runes closely, etc.) they may be
the symbols can affect the entire room except the area inside the circle, attacked by the medusa’s vipers as well.
and each is triggered by looking into the depressions.
If the PCs manage to bypass all these obstacles, then the true object of
Touching the suspended key has 3 effects. First, a prismatic sphere is their efforts is upon them. Looming before the party is the vault door
created along the circle of runes, effectively blocking any sight in or out with a single keyhole in the center of the door. The vault itself is lined
of the circle. Second, the key discharges a shocking grasp on the target with lead and gorgon’s blood, and resists all attempts to teleport or plane
grabbing the key, cast at 18th level. Third, CL 10 type VI poison gas fills shift into it. It is not connected to the astral or ethereal planes, so those
the inside of the circle in one round. The gas lasts for 3 rounds, and a methods of entry will always fail. The only way into the vault is to pick
save is needed each round. Note that the gas does not escape to the rest the lock. The door has an expert level lock, and any PC with a qualifying
of the room due to the prismatic sphere. After 3 rounds, the gas is no ability to open locks must beat a CL 10 lock to gain entry.
longer harmful, but it is quite hazy in the confines of the sphere, and any
searching or Find Traps checks have a -2 penalty. The interior of the vault is roughly 5 ft. wide by 10 ft. long, covered in
scenes and pictures of wicked monsters and devilish images. As soon
The chest may be moved by sliding it directly backwards. Moving the as the door is opened, a magic mouth spell is activated, and the party
chest reveals a 1 ft. diameter circular hole directly underneath the space hears the following “You have succeeded where all others have failed.
the chest occupied. There is a gold and diamond encrusted bracelet Congratulations, you have impressed Sourfang the Gnomeslayer. Your
hidden in the hole. If anyone reaches into the hole to retrieve the deeds shall be known.” After the mouth finishes speaking, one of the
bracelet, the upper edge of the hole snaps closed around the arm/item devilish images pulls itself loose from the ceiling! The image is a stone
inserted, and holds fast. No damage is inflicted, however, the target golem, and it drops to the ground and attacks the PCs as one last layer
cannot remove whatever was placed in the hole! One round after the of defense to the vault. After the PCs defeat the golem, they a free to
hole grasps the PC, the center 10 ft. by 15 ft. section of the circle begins investigate the vault without further molestation.
to rise up slowly. Begin a slow 20 count to determine how much time the
PCs have. If the PC used a tool to grasp the bracelet, they can let go and It is up to the CK what is inside the vault at this point. If there is a story
jump off the rising platform in time, but if they used a hand, they are held arc that requires the PCs to find a lost object, then this trap would be
for the entire ride. The section rises up to 20 ft tall, and brushes the PC a good place to house it. A lot of work should go into getting the vault
against the suspended key as it raises, setting off the prismatic sphere as if door open; this trap is not for merely hiding gold and gems; books of
the PC had grasped the key. As the section of floor rises, 2 things become tremendous power, lost artifacts, and soul gems are the kinds of things to
apparent; the rising section is some kind of vault, with bizarre magic be hidden here. But, as always, the CK is encouraged to use this trap and
runes and words of power covering a gold and adamantine chamber with modify it as he/she deems fit. Enjoy!

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Chapter 8 — Air and Water Adventure
Most games take place on land; whether in a forest, mountain chain, or reference points for players, so the CK needs to describe the experience, while
in a deep dungeon, the adventure plays out upon terra firma. It is the keeping the descriptions of the endless expanse of sky interesting enough to
setting that we are all familiar with, for we live our daily lives on the good keep players engaged. Aerial adventures offer some limited challenges for
old earth. Very few of us have had broader experiences, having entered the adventurer to overcome, but these are nothing near the scope of the
the wholly alien world of water and air. These worlds present different challenges inherent to certain types of terrestrial terrain. Tracking weather,
challenges for the CK to adjudicate and for the player to navigate, for managing encounters, and tracking time are the best weapons in the CK’s
these worlds lack the solid base we are accustomed to; they present a arsenal in making the aerial adventure more enjoyable for players.
multi-dimensional world where up and down are the same as left and
right. Perception within these realms is different, and the actions our With this in mind, use a setting like the ocean as a backdrop; do not expend
characters take, from moving, to seeing, to spellcasting, and to swinging a great deal of time describing it at length. Rather, as the game unfolds,
a sword, all take on different characteristics. The following material mention the lapping water or atmosphere in short, gripping sentences, and
establishes a common ground for adventures unfolding on the water, then return to the adventure at hand. Note that land encounters occur
under the water, and in the air. frequently, with the CK usually rolling for wandering monsters at least
six times a day and several times at night (see Chapter 12); this should
not be the case with waterborne or airborne adventures. Additionally,
Keep it Fun sea monsters tend to be either easy to kill or very deadly—with very few
Running an adventure off land can be very challenging, but it can be being in between—and ship-bound characters have no place to run to
rewarding if pulled off correctly. Foremost, the CK must understand avoid them. If the ship goes down, all hands go with it. Many of the same
that many players do not have any reference points for adventuring on principles apply for aerial combat. Time should pass faster than normal
the deep water. When the adventure plunges the characters into a deep allowing several days to pass with minimal descriptions is easy to do and
forest, it is not a hard for the players to imagine the dark, twisting trees does not detract from the adventure itself.
described, as many of us have been in a forest. But when the adventure
unfolds upon an endless rolling body of water ending only where the CKs should allow NPCs a greater role in sea adventures. The mates
sky’s horizon begins, it is much harder for the players to relate to the of the ship, or even the captain, become more important to survival
experience. For such adventures, the descriptions must be on target to in the adventure and they interact with the characters more, if for no
convey the numbing reality of the incessant, tumbling waves. other reason than their constant proximity. CKs should develop these
characters fully, as giving them personalities and quirks may lead the
Much like waterborne adventures, aerial adventures also lack familiar terrain adventure in unexpected directions.

142 Castles & Crusades


Chapter 8 — Air and Water Adventure
During water-based or aerial adventures, CKs should keep careful track of Adventures on the Water
the weather, as it takes on a more significant role in the game than when
As humans, the Deep Blue, calls to us; the constant, tumbling
dealing with land adventures. Massive cloud banks moving across the
water, crashing waves, and the deep blue gulf all hold a place in our
horizon offer a host of adventuring opportunities, from braving the wrath
subconscious that stirs a primeval longing. This longing, a feeling of
of unrestricted winds to pelting rain and ice.
distant desire colored by the promise of danger, is incomprehensible but
Also, some nautical knowledge on the CK’s part can also be very powerful. Out there, beyond the land, lies a world beyond our control; it
important to making sea-based adventures more realistic. CKs may want taunts us with dreams of power or nightmares of impotence. The ocean
to have players make multiple checks during the adventure to steer the offers itself up as the ultimate challenge, for to steel our resolve and
ship, locate obstacles on the horizon, to keep from being swept overboard, venture forth upon that frothy spray is to succeed or die. The ocean
or to avoid any of the other multiple hazards inherent to living aboard and the deeps seas promise wonderful adventure; what they deliver is
a ship. These checks will make the water-based adventuring experience entirely up to the Castle Keeper’s imagination.
seem more real to the players.
When charting an adventure on the water, the Castle Keeper must take
Do not shy away from the danger of the setting. The dangers proffered, into account the constantly changing terrain, the nature of encounters,
though deadly, often offer the players some of the most exciting combats and the finality of defeat. Furthermore, the CK must understand the
they could ever encounter. A ship of raving corsairs attacking the boat setting and its limitations; there are, after all, only so many types of water
offers death, slavery, or heroism in the extreme. Pushed to the brink, the as compared to mountains, hills, forests, swamps, plains, etc. on the land.
characters must perforce fight courageously or fall into the deep blue— These limitations often lead to boring settings and adventures in which
the deep quiet, as they say on Aihrde — or, if in the air, fall thousands of the players find themselves powerless against a setting that is far more
feet to a certain, if messy, death. dangerous than anything they have encountered before; falling off the
side of a fast-moving ship in chain armor sends one to the briny deep
Magic, too, should be more common; allowing the gods an active extremely quickly, and usually with only a single dice check. Because
role on the sea and in the heavens brings them ever closer to the of the danger to the characters and the risks of boring the players, CK
characters and offers the CK and the players an out if their characters should come to grips with the setting before embarking upon it.
stand upon the threshold of life or death. These settings offer the
perfect opportunity to explore and expand the world’s mythology, The Setting
bringing the characters into contact with worlds lost at sea and the
Several types of water adventures exist. These always take you off
ghostly powers that may remain within them.
land, whether on broad lakes, seas, or upon the ocean. Swamps and
river adventures tend to be similar to land adventures, so they are not
Weather considered water adventures for this section’s purposes; though for the
CKs should track weather conditions at sea and air just as they track the movement of boats on these bodies of water, refer to the tables below.
conditions for land. The conditions range from none to severe. To check Adventures in the water usually land the characters on a boat of some
the weather, roll a d20 once, referring to Table 8.1 Weather at Sea/ type, or at the very most, on a small deserted island. But the setting itself
Air. Make checks once a week or once a day, depending on the Castles is the deep water, where entry means death unless some major precautions
Keeper’s preference. are taken, whether magical or otherwise.

Deep Water: Perhaps the most common water adventures are those
Table 8.1 Weather at Sea/Air in the deep oceans or seas. Characters embark upon a ship, whether
Chance Conditions oar or sail, and begin crossing the water. These adventures can be very
long and perilous journeys. In such adventures, the characters might
1-10 None be pirates or pirate hunters, or they could be explorers who hop from
11-15 Moderate island to island. The important thing for the CK to remember in such
adventures is that the ship is the only thing between the characters and
16-18 Bad certain death; if the ship goes down, the characters generally die, or at
19-20 Severe the very least, they find themselves lost in small boats at the mercy of
the ocean, the winds, weather, and the currents. The ocean is always
None: No weather of appreciable note. The water is calm, the winds have moving and storms are deadly, as the seascape offers no protection
died, and the boat can only move under minimum sail. All dexterity checks from the winds that blow water and spray across the surface. Like few
are made at a minimum of Challenge Level 1. other terrains, the ocean is a perilous place to venture. The monsters,
too, are generally perilous; deep-water creatures are often huge and
Moderate: Attaining full sail is possible, but only by skilled seaman; deadly in the extreme. Other monsters live in the water and come out
unskilled seaman must make the necessary attribute check (wisdom only through magic, and interacting with them becomes difficult and
or intelligence) at CL 5. The water current is strong and/or the winds restrictive as most characters cannot breathe underwater.
strong enough to power the sail under normal speed. Movement is
rapid, but it is safe for experienced hands. All dexterity checks are made Shallow Water: These adventures take place in the shallow areas around land
at a minimum of Challenge Level 2. masses, along reefs, near beaches, and the like. They involve all the story arcs
from deep-water adventures, but they offer the characters a glimmer of hope
Bad: Storms, whether ice or rain, include wind and very choppy water, if their ship sinks; swimming a few miles is at least possible. The opportunities
usually accompanied by the occasional large trough. Full sail is possible for adventure in shallow water dwarf those in the deep sea; monsters from the
and attained by skilled seamen. All dexterity checks are made at a land may haunt the ship’s path, as well as monsters from the deep; shipwrecks
minimum of Challenge Level 5. loom on every horizon; characters interact with encountered natives, whether
savage or civilized; and a far greater variety of not-so-deadly monsters lie in the
Severe: Severe weather conditions are driving rainstorms, white-outs, waters off the coast. Shallow-water adventures are easier to manage and the
snowstorms, wind storms, and any conditions associated with a hurricane characters do not always face imminent death.
or typhoon. All dexterity checks are made at a minimum of Challenge
Level 10. Ship: Almost any adventure the characters embark upon lands them in a
ship. But the ship doesn’t have to be only a means of transportation; it can

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Part 2: Worlds of Adventure
be a place of adventure itself, with the ocean or coastal waters being only Note: For a complete description of ships, cost, and other details refer to
a backdrop or setting, so to speak. Many players enjoy such adventures, Chapter 3 Equipment, page 57.
especially if the CK has done his homework and can use enough technical
terms to make the whole experience believable. These adventures are, Table 8.2 Movement of Vessels
per their nature, restricted, as the boat is a closed environment. However,
the magic ripe in any C&C game lends itself to pushing the boundaries Min. Sail/ Normal Full Sail/
Vessel Type
of adventure, so a ship could be a gate to multiple extra-dimensions and Oar* Sail/Oar * Oar*
itself serve as a setting backdrop. Barge, Small, Under Sail 5 10 20
Lake: Lake adventures remain the forgotten stepchild of C&C Barge, Small, Under Oar 1 2 2
adventures. Preconceived notions place the lake in a very contained Barge, Large, Under Sail 2 5 10
environment, and though this may be the case, the lake offers a wide
scope of adventuring opportunities. Some lakes are extremely large, more Barge, Large, Under Oar .5 1 1
akin to small seas than actual inner lakes; these may take broad-beamed Blockade Runner 15 25 35
sailing vessels to cross them. Small lakes often lie nestled in wilderness Brigantine 5 15 25
areas, attracting all manner of man and monster, and these may require
only 15 minutes to cross by canoe. Lake adventures offer the best of both Dugout / Rowboat 5 10 15
worlds: ship travel and safety from certain death. Carrack 20 30 40
Cog 15 25 35
Water Movement
Cruiser 20 25 30
Moving across water poses a different set of challenges for the Castle
Keeper and the players. As noted above, there are many different types Cutter 35 42 50
of water adventures. Consult Table 8.2 Movement of Vessels below Dhow 15 25 35
for the standard speeds of various crafts and the effects of conditions on Fishing Smack 10 20 25
their movement rates. Swimming movement, above and below water,
represents its own challenges. Floating Palace 5 7 10
Frigate 20 30 50
When using Table 8.2 Movement of Vessels, cross-reference the ship’s
condition to determine the maximum speed it can attain. Minimum sail Galleon 30 40 50
means the ship is understaffed and cannot attain maximum sail. Normal sail Galley 25 35 50
means the crew may be understaffed but can at least attain minimal use of its
Hulk Current Current Current
resources. Full sail requires the ship have a full crew onboard and able to deploy
the ship’s full resources, achieving a maximum sail/oar. If a ship has damaged Longship 20 35 45
sails and cannot move without oar power, its speed is reduced by 80%. Speed is Schooner 40 50 60
measured in nautical miles, and it represents how fast the vessel can travel over
the course of 8 hours under its normal travel method (sail or row, for example), Sloop 15 25 45
assuming wind and conditions do not hinder it. Treasure Ship 25 30 40
Warship 20 30 40
* Indicates the number of miles traveled in 8 hours.

Canoe Travel
The birchbark canoe is an efficient means of transportation up and down
rivers. Light and flexible, the canoe carries up to six man-sized passengers
and 2000 lbs. of materials. At a rate of 40 strokes per minute with a full
complement of rowers on calm or gentle rivers, the canoe could easily
make 40 miles in an 8-hour day or 60 miles in a 12-hour day. The canoe
moves roughly 10 ft. per round plus 1 ft. per point of strength bonus per
rower. Rowers cannot physically row beyond 12 hours without being
sapped of energy, suffering -2 to strength and constitution until they have
had 12 straight hours of uninterrupted rest.

Fighting From a Canoe: Shooting or hurling missile weapons from a canoe


forces an automatic -2 penalty to the attack roll, in addition to any other
applicable penalties, due to the boat’s rocking upon the water.

Melee combat requires the fighter first make a successful dexterity check or
fall in the water. The dexterity check is at CL 2, modified by strong or rough
currents. Strong currents add an additional +2, and rough currents, such as
white water, add an additional +4 to the challenge level. If the combatant
makes a successful dexterity attribute check, he may attack normally but suffers
a -2 to his attack roll. If he fails, he drops anything held and falls into the water;
swimming rules then apply. An attacker failing his dexterity check with a roll of
natural 1 tips the canoe, its contents, and any additional occupants!

A canoe’s riders suffer a -2 to dexterity-based magical saves, as they have


nowhere else to move to except out of the canoe. If the rider decides to leave

144 Castles & Crusades


Chapter 8 — Air and Water Adventure
the canoe, he may instead make an unpenalized dexterity-based save, but he Generally, characters who know they will be underwater for a fair amount
will then be in the water and under the effects of the swimming rules. of time will prepare with magic or magical effects allowing them to breathe
underwater. The Castle Keeper should keep track of the duration of these
Sitting in the canoe provides a +2 cover bonus to Armor Class. magical effects and apply the above rules when that magic ceases to function.

Portaging: When rivers become exceptionally rough or when travelling


past waterfalls and the like, the canoe must be dismounted and carried. Ship Damage
The canoe can be portaged by four man-sized humanoids. A portage Bad or severe storms or combat can cause extreme damage to ships.
typically takes an hour due to unpacking and repacking the canoe plus Severely damaged ships must be brought inland for repairs, unless all
travelling the distance the canoe must be carried. The time of a portage supplies for repairing them and experienced hands are onboard. Cross-
could be longer or shorter, depending on the distance the canoe must be reference the conditions to determine the possible damage. All checks are
carried in order to move it to safer waters. made with a challenge base of 18, unless there is an experienced deckhand
or captain able to take charge of the ship; under those circumstances, the
Swimming Movement CB is 12. If there is an experienced captain or deckhand in charge, he
adds his highest primary attribute bonus to the check. Every hour a storm
Swimming requires prior knowledge of swimming (example, desert rages, the CK should check for damage effects; on a failed check, roll a d6
dwellers may not have encountered vast bodies of water) and a successful and consult Table 8.4 Damage to Ships.
strength check. Aquatic creatures treat all strength checks for swimming
as a primary ability score, receive a +10 bonus to all checks, and need
Table 8.4 Damage to Ships
only make checks in strong or rushing currents (at the CK’s discretion,
aquatic creatures may do away with all strength checks for swimming). The Damages (D6) Bad Severe Hurricane
following challenge levels are meant to serve as examples, but they may be
1 Mangled Rigging/Sail CL 6 CL 8 CL 14
adjusted to reflect the unique difficulties of the Castle Keeper’s adventure.
Swimming is impossible in armor heavier than leather. 2 Mast Breaks CL 2 CL 6 CL 12
3 Hull Damaged CL 2 CL 4 CL 8
Table 8.3 Swimming
4 Capsized CL 3 CL 5 CL 7
Calm Moderate Strong Rushing
Swimming 5 Ship Sinks CL 1 CL 3 CL 5
Water Current Current Current
Challenge Level (CL 2) (CL 6) (CL 8) (CL 10) 6 Lost Crewman CL 2 CL 5 CL 10

A successful strength check is required to move at half speed through the Becoming Lost
water, whether on the surface or beneath it. At the CK’s discretion, a bonus
It is far easier to become lost at sea than on land, especially if there is no
to movement might be provided for a particularly high success or when a
experienced navigator onboard the ship. Weather conditions play havoc
character is swimming with, rather than against, the current. Failure by
with direction and location. If there is no navigator, roll once a day on
4 or less indicates the character flounders and cannot move that round.
Table 8.5 Getting Lost to determine the required CL for the ship to
Characters failing by 5 or more are pulled beneath the surface, or, if already
stay on course based on the weather conditions. If there is an experienced
swimming underwater, are dragged in a different direction by the current.
navigator, checks only need to be made in severe or moderate weather;
Characters failing their strength check when attempting to swim in the navigator adds his level and wisdom bonus to the check.
strong or rushing water are tossed by the current at a rate of 40 ft. per
round and must make a successful dexterity check (CL 8) to grab hold Table 8.5 Getting Lost
of anything (if there is anything available to grab). If there is no object Weather
to grab hold of, they may attempt to make another swim check with +2
added to the challenge level in order to correct themselves and begin None CL 4
swimming with the current. Bad CL 8
Without steps to create or maintain buoyancy, characters with moderate Moderate CL 12
or greater encumbrance sink to the bottom and may choose to walk along
Severe CL 20
the bottom at half speed. This forces them to travel around any hazards
existing along the bottom, such as hills, ravines, coral reefs, holes, or If the ship becomes lost, it moves 10 degrees off course for that day. To
other hazards. Moving water can throw characters off balance, and a determine the direction in which it veers, roll a d8 and consult Table 8.6
successful strength check is required to walk across the bottom when Directions.
there is a strong (CL 4) or rushing (CL 6) current. A failure of this check
causes the character to be swept away as above.
Table 8.6 Directions
Drowning 1 North
Characters can hold their breath for a number of rounds equal to their total 2 North West
constitution score. Each additional round requires a successful constitution 3 West
check that begins at CL 0 and increases by +1 each additional round. If a
character fails a constitution check before finding breathable air, he begins 4 South West
to drown, and is reduced to –7 hit points, losing one hit point per round 5 South
thereafter until he dies. Taking several rounds to finally drown provides
nearby allies the opportunity to save a drowning character and, ideally, 6 South East
provides a great deal of tension and excitement as they attempt to do so. The 7 East
CK should note that while these drowning rules are designed to be applied
to air-breathing creatures underwater, they can also be used as “suffocating” 8 North East
rules for aquatic, non-air-breathing creatures that venture out of the water.

Castle Keeper’s Guide 145


Part 2: Worlds of Adventure
Underwater Adventures him to speak and pronounce the words normally. Likewise, magical items
requiring a verbal spell trigger are similarly impossible to activate while
Whether it is searching for sunken treasure, exploring underwater ruins,
underwater unless the caster meets the above conditions.
or delving beneath the waters inside a dungeon or cave, underwater
adventures pose unique challenges to both the PCs and the CK. This While it is clear that normal fires do not function underwater, magical fire
section looks at visibility, ranged and melee combat, and spellcasting; effects are also ineffective beneath the waves unless the description of the
underwater movement and drowning rules are covered earlier in the spell, creature, or magic item creating them specifically states otherwise.
chapter. As with all options presented in the Castle Keeper’s Guide, these Fire-based spells cast by clerics or other divine spellcasters succeed if the
rules are subject to your own interpretations and adjustments to help fire is described as “divine.” Rather than a column or blast of fire, though,
maintain the smooth flow of your campaign. the spell creates super-heated steam with the same damage effect. A
number of other magic spells simply fail underwater, while others have
Underwater Movement profoundly different effects (described below). Spells that never work are
Refer to swimming rules on page 171. presented in a Castle Keeper’s Quick Guide at the end of this section. As
always, these changes to spells are merely suggestions; the Castle Keeper
should feel free to modify or eliminate any of these suggestions.
Visibility
While movement and the demand for air are challenges beneath the waves, Freedom of Movement: this spell is listed first, as it allows all creatures to attack
a further challenge is the limited ability to see surrounding dangers. Modeling and move normally through the water. Characters under a freedom of movement
true visibility in deep water would be difficult and require numerous variables spell, or using a magical item or potion that provides a similar effect, suffer no
and tables. Add in seaweed or schools of moving fish, and it could be made penalties to attack or damage rolls when making melee attacks. Ranged attacks
even more complicated. Castles & Crusades is designed to be a swift game are not affected because the water still affects the fired missiles. It should also be
with most variables left to the Castle Keeper to boil down to simple bonuses noted that this spell does not provide the ability to breathe underwater.
or penalties. Weeds, coral reefs, and even schools of fish can provide potential
cover bonuses at the Castle Keeper’s discretion. Water Breathing: this spell and similar spell effects allow characters to
breathe underwater for a limited duration. The CK should consider
Non-magical fire obviously doesn’t burn underwater, so any light sources allowing the opposite spell, air breathing, to purely aquatic creatures that
the characters might use will be magical in nature. Although magical cannot otherwise survive out of the water.
light might provide the same illumination underwater, the moving nature
of the water and its ability to bend light rays reduce range of sight to half Air/Water Walk: subjects of this spell automatically float straight up to the
of normal. Murky, muddy water limits range of sight to 10 ft., even with surface at an uncontrolled 60 ft. per round.
a magical light source. The Castle Keeper can determine the water is
Animal Shapes: only an animal shape capable of surviving underwater can be used.
particularly clear and allows a greater range of sight.
Cone of Cold:the area for this spell is reduced to 5 ft by 25 ft. long, as it turns
During daylight hours, sunshine can reach down as far as 100 ft. in clear
a large area of water into ice. The spell deals only 1d4 points of damage per
water and provide an accurate range of sight out to 50 ft. Beyond 50 ft.,
caster level (no save for the damage), but it forces a dexterity save to avoid
moving shapes can be seen, but exact features are indistinct. Aquatic
being encased in ice. Medium targets or smaller that are encased in ice float
creatures are especially adjusted to the water and can see much farther
immediately to the surface and are frozen as in a hold person spell. They
than surface dwellers. The lens in the eye does not dilate, but rather
remain there until the ice melts or they are freed. The ice is magical and
adjusts by going in and out, allowing them to see in dim light. Generally
does not suffocate them in any way.
aquatic creatures have poor distance vision but excellent up close vision,
seeing several hundred yard, or up to a thousand yards for some species. Create Water, Create Food and Water: these spells can be reversed and used
to destroy water around an underwater creature. The water rushing to
Ranged Combat take the place of the destroyed water buffets the creature, dealing 1d4
Ranged weapons fired underwater are completely ineffective unless points of damage.
specially designed as underwater weapons, such as those wielded by aquatic
Earthquake, Move Earth: these spells function on the ground beneath the water
beings. Thrown weapons are completely ineffective underwater, whether
and can create powerful, damaging waves at the Castle Keeper’s option.
they are made by creatures living beneath the waves or above them. Firing
missiles into the water from above is also very difficult. First, missiles fired Flamestrike: half this spell’s damage is considered holy damage and is not
from above are significantly slowed by the water and can’t harm anything subject to save. For the other half, instead of a column of fire, it creates a
more than 10 feet beneath the surface. Second, such missiles only do half column of super-heated steam that deals normal damage, half if there is
damage when they do strike. Finally, the water bends light, making it a successful save.
difficult to truly determine where the target is, providing a significant –6
penalty to all ranged attacks fired from above into the water. Fly: the fly spell allows the target to move through the water as if he were
flying through the air, but he can only move at half the normal movement
Melee Combat rate provided by the spell.
In an effort to keep rules simplified, all melee attack rolls by non-aquatic/ Heat/Chill Metal: the heat metal version of this spell does not work
amphibious beings made underwater simply suffer a -2 penalty and deal only underwater, but chill metal does.
half damage due to water resistance. This can be eliminated by the use of some
magical effects (see below). Aquatic creatures suffer no penalties underwater. Ice Storm: the hail version of this spell can do half damage to creatures within
Characters with freedom of movement or similar magic or magical effects act 5 ft. of the surface, or normal damage to those swimming on the surface.
normally underwater and suffer no penalties to their attack or damage rolls.
Invisibility (all types): Invisible, air-breathing creatures leave a detectable
Magic and Spellcasting bubble trail. Invisible amphibians and aquatic creatures still displace water,
thus allowing opponents actively looking for them to gain a wisdom check
Any spells requiring a verbal component are impossible to cast while with a CL equal to the spellcaster’s level. If the invisibility is granted by a
underwater unless the caster is under the effects of a water breathing magical item, the CL is equal to the lowest caster level required to cast the
spell or some form of air bubble surrounds the caster’s head, allowing invisibility spell (CL 4).
146 Castles & Crusades
Chapter 8 — Air and Water Adventure
Levitate: a character levitating underwater can control his ascent and limitations, aerial adventures open up a wide vista of possibilities for the
decent through the water, but currents still move him about. Castle Keeper to explore, and they allow for the creation of a whole new
set of adventuring parameters, finally taking full advantage of flying
Lightning Bolt, Chain Lightning: these spells send out a 25ft.-radius burst of monsters and magic that suffer few advantages for their evolutionary
electrical energy centered on the caster and deal damage to the caster as adaptations when stuck in the terrestrial world.
well as all those around him.

Shocking Grasp: this spell deals 1d8+1 points of damage to both the target Setting
and the caster. Several types of aerial adventures exist, but atmospheric and the extra-
planar adventures prove the most common. These types of adventures
Sound Burst: the water makes the sound more damaging, inflicting 3d6 act in similar ways: creatures move up and down, left and right, and
points of damage to those in its area of effect. Unfortunately, the caster they dwell in regions where sight is possible in all directions. The only
takes 3 points of damage himself when casting it. particular differences between the two are the comforts necessary for
survival: breathing, eating, drinking, etc; for instance, on some planes, the
Summoning Spells (all): only creatures able to survive underwater can be PCs may not be able to breathe the air or find edible food. Adventuring
summoned underwater. here is not restricted to some craft, but is restricted to those who have the
ability to move through the environment. This almost always means by
Summoning Spells (elementals): fire and air elementals cannot be summoned some magical means or upon the backs of some type of flying steed.
underwater. Earth elementals can be summoned, but they must remain in touch
with the ground at the bottom of the body of water they are summoned in. Atmospheric: These adventures take place in the air above some world,
which need not be a terrestrial planet; it can be a gas giant, for instance. In
Wall of Ice: the created wall of ice instantly begins to float to the surface any case, those occupying the space must eat, sleep, drink, etc. Adventurers
as a plane of ice. propel themselves, or find themselves propelled, into the air where they fly and
encounter flying creatures. Flight is the common denominator in all encounters
Castle Keeper’s Quick Guide and adventures. Those who can’t fly can’t exist in the environment. These
adventures tend to be short, fun escapes into the air, where the characters
Spells that Never Work Underwater overcome certain objectives, much as a dungeon, or treasure hunt.
Acid Arrow Incendiary Cloud Extra-Planar: Beyond the scope of the physical lie the magical planes:
Cloudkill Insect Plague the elemental plane of air, the ethereal plane, and the astral plane, to
name but a few. These planes require their own parameters for survival,
Continual Flame Meteor Swarm
and differences of perception exist from plane to plane. For a complete
Control Winds Pyrotechnics discussion of the extra-planar rules, refer to Appendix B. These adventures
act in the same manner as atmospheric, but usually involve other mitigating
Creeping Doom Rope Trick
circumstances, such as extreme heat, extreme cold, etc. These conditions
Dancing Lights Secure Shelter should be applied by the CK in whatever degree is deemed necessary.
Delayed Blast Fireball Sleet Storm
Movement
Faithful Hound Solid Fog
Feather Fall Stinking Cloud Visibility
Fireball Storm of Vengeance Little restricts visibility in the air. Technically, the human eye can see light
millions of light years away, so long as that line of sight remains free from
Fire Seeds Sunburst objects or obstructions. However, the light one sees does not necessarily
Fireshield Tiny Hut allow the brain to deduce the object’s actual shape. The eye focuses
the light, and through rods and cones, signals the brain through nerve
Fire Storm Wall of Fire endings, allowing the brain to deduce the object. The eye itself can only
Fire Trap Wall of Thorns interpret so much; distance does play a part. On earth, the curvature
of the visual sphere restricts our practical vision in daylight, limiting it
Floating Disk Wall of Wind to about 16 miles, allowing us to interpret what we see. The nature of
Fog Cloud Web the eye does not change in role-playing games; for all practical purposes,
visibility is restricted to about 16 miles.
Gaseous Form Whirlwind
Gust of Wind Wind Walk Cloud formations restrict this visibility considerably, especially if the
adventurer is passing through a bank of cloud, storm or otherwise. If the
Adventures in the Air clouds are heavy storm clouds, visibility is at nighttime levels, meaning
only those creatures with Darkvision can see normally. If the party
Much as with waterborne adventures, aerial adventures add a new
encounters normal clouds treat the visibility as the same conditions that
dimension of play to role-playing games. The adventure takes place
exist at Dusk and only Dark and Duskvision works.
in a multi-dimensional environment where there is an “above” and
a “beneath.” Aerial adventures have limited scope, as there are few
treasures hidden in the air where they aren’t easily detected, and the Ranged Combat
monsters here are limited to those with natural or magical flying abilities. Ranged combat works exactly as it does in terrestrial environments. Use the
Characters who venture in the aerial environs must possess some type of Aerial Combat Rating (ACR) (as discussed below), if desired.
flying ability, as well, or they, too, could not venture into the sky.

In the air, area of effect is not restricted by the ground or the terrain; Melee Combat
line of sight is much further, unobstructed by anything like the curvature Air battles are like no other. In normal terrain, combatants fly over two-
of the earth, but rather only by the limits of the eye and light; and dimensional spaces. The plane is flat, even if interrupted by topographical
movement is restricted to the manner of propulsion. Even with these

Castle Keeper’s Guide 147


Part 2: Worlds of Adventure
features, meaning the combatants look upon their plane and above them Aerial Combat Rating Made Easy
only. But in the air, combatants must worry about what is above them, what
The combat round proceeds as normal. Each combatant rolls initiative, with
is on the aerial plane before them, and what lies beneath them. Movement is
the highest roll reacting first; creatures whose movement rate is double their
extremely fast and unimpeded by anything other than the opponent and any
opponents’ gain a +2 on initiative rolls. The combatants battle, adding their
air resistance; storms may loom, but their interruption is temporary, at best,
ACR to their armor class, to-hit rolls, and to any attribute checks they make.
and the flyers break free from their grasp as quickly as they enter them. This
This counts for both defender and attacker. The faster the creature and the
freedom laces airborne battle with tremendous potential; the physical terrain
more maneuverable, the better chance it has to score a successful strike or to
does not dominate the area of operations, but rather frees the combatants
avoid a blow. The ACR stacks with abilities, such as air mastery.
from worries over anything other than their opponent. A character’s ability to
move and react is paramount, making dexterity the all-important attribute. The combat, however, should not be a simple recitation of ‘“he hits”
or “she misses.” Aerial combat is exciting, as it is battle in a pure form,
Aerial Combat Made Easy with no impediments. The skill of the combatants, their dexterity and
In an effort to keep rules simplified, a creature whose movement experience, combine to make this form of battle a testament to their
rate is double its opponent’s gains a +2 on its initiative roll. All abilities, whether monster or character. Actively incorporating the
melee attack rolls by non-aerial beings suffer a -4 penalty; terrestrial maneuvers listed below, or any number of aerial maneuvers not listed,
creatures assuming the form of aerial creatures only suffer a -2 penalty enhances the battle experience.
because, though they may have the ability to fly, they do not have
the experience. Damage remains the same. Aerial creatures suffer no Aerial Combat with Maneuvers
penalties in aerial combat. If the combatants are attacking each other head on, with no aerial
maneuvers, they add their ACR to their attack rolls, armor class, and
Aerial Combat with Maneuvers ability checks; and combat proceeds normally. However, intelligent, or
For the venturesome, Castles & Crusades assigns monsters an Aerial even experienced, natural flyers almost always use combat maneuvers to
Combat Rating (ACR). The ACR is a combination of the creature’s gain attacks free from harm.
speed and maneuverability. The ACR serves as a bonus to the creature’s
Aerial combat maneuvers in Castles & Crusades are very similar to the
dexterity when conducting aerial combat maneuvers. All airborne
aerial battles conducted by airplanes in the Great Wars of the modern
maneuvers and most actions the creature takes require a dexterity check.
era; here, pilots learned to maneuver their aircraft in various tactical
The faster and more maneuverable the creature, the higher the ACR and
maneuvers, allowing them to gain advantages upon their less-skilled
the better at aerial combat and maneuvers the creature is.
opponents, or conversely to escape them. Through a series of turns,
To determine a creature’s ACR, consult Table 8.7 Speed Rating and Table loops, dives, and climbs, they wove their machines through a network
8.8. Maneuver Rating. The creature’s fly movement is fixed, giving the of aircraft, bullets, and missiles. The best survived their first contests
creature a movement score. Add this number to the Maneuver Score. The through their speed and instincts, and experience soon made them almost
Maneuver Score is cumulative. For instance, a creature can be slow but agile, unbeatable. They used speed, maneuverability, and their ability to climb
giving it a score of 6 (+4 for being an aerial creature, -1 for being slow, and and to orchestrate combat maneuvers, outwitting or destroying their
+3 for being agile=6). enemy. Any dragon with a lifetime’s worth of flying under wing would
obviously possess similar skills. The dragon would know its abilities in the
air, just as the World War I fighter ace did.
Table 8.7 Speed Rating
Fly Movement Rate Score As before, creatures whose movement rate is double their opponents’ gain
a +2 on initiative rolls. In the case of aerial maneuvers, the creature’s
10-50 +1 AC remains the same. Its ACR serves as a combat bonus; it adds that
51-100 +2 bonus to its attack, AC, and any ability checks. Furthermore, a creature’s
101-150 +3 ACR adds to the creature’s hit dice to serve as the challenge level that
any attacking creature must overcome to successfully conduct a combat
151+200 +4 maneuver. The combatant with initiative announces his attack; however,
201+ +5 the defender may attempt a defensive combat maneuver, as well. He must
announce the defensive maneuver and make a successful dexterity check
to successfully pull off the maneuver (see the example below).
Table 8.8 Maneuver Rating
Maneuverability Score In order for the defender/attacker to successfully make a combat
maneuver they must make a successful dexterity save against the CL
Non-Aerial -2 listed below. Failure means the attack proceeds; success means the
Encumbered -2 defender can attack first or attempt to flee.
Cumbersome -1
Table 8.9 Combat Maneuvers
Slow -1
Action CL Result Description
Average 0
Complete roll, slows combatant,
Agile +1 Barrel Roll 4 A
placing him behind/above opponent.
Magic Flight +1 Pass on attack, climb, roll and pass
Immelman 10 A
360° Vision/Senses +2 again for second attack that round.
Wings +2 Hover 2 A Allows controlled attack, gain +2.
Very Agile +3 If pursued on plane, slow up to vertical,
Cobra Turn 8 D/A
drop behind/above and attack.
Aerial* +5
*Air elementals, genies, etc.

148 Castles & Crusades


Chapter 8 — Air and Water Adventure
Roll on access, confuses enemy and Black 8
Aileron Roll 2 D
gains (doubles) speed after 2 rnds.
Blue 8
Climb 2 D Vertical Climb to escape opponent.
Green 9
Flyer ascends vertical, stops, drops,
Tailslide 6 D Red 9
until level and moves again.
Allows flyer to maintain speed and White 10
Scissor 6 D
plane with enemy. Brass 10
Inverted roll, completely changing Bronze 8
Split S 8 D
direction, on lower plane.
Copper 8
Example: A gargoyle and a cockatrice battle in the air. The gargoyle’s Gold 7
ACR is 4 (from Creature ACR below), giving him an AC of 20 and
a +9 to the attack (5HD + 4 ACR); dexterity is a prime for the Silver 9
gargoyle, giving him a CB of 12+9 for HD and ACR; its Challenge Dragonne 1
Level is 9 (5HD + 4 ACR). The cockatrice’s is 7, giving him an AC
of 21 and a +12 to the attack (5HD + 7 ACR); dexterity is a prime Eagle 8
for the cockatrice, giving him a CB of 12+12 for HD and ACR; Elemental, Air 13
its challenge level is 12 (5HD +4 ACR). Both creatures are aerial
creatures and gain no bonus to initiative. Gargoyle 4
Genie 11
First Round: The gargoyle wins initiative on the first round, and attacks
the cockatrice head on. The cockatrice desires to avoid the head-on Griffon 7
attack, but it does not want the gargoyle attacking from behind it, so it Harpy 2
attempts a split S. He rolls a dexterity check, achieving a natural 20. The
move allows him to avoid the attack, change direction, drop down below Hippogriff 7
the gargoyle, and then flee. The gargoyle cannot attack that round, but Homunculus 2
he continues the pursuit, swooping down behind the cockatrice.
Imp 5
Second Round: On the following round, the cockatrice wins Jaculus 6
initiative. He announces a barrel roll attack. The gargoyle’s ACR/CL
is 9, so the cockatrice must beat 21 (CB 12 + CL 9 =21). He rolls Lammasu 3
a 19+7 ACR, giving him a 26. He succeeds, launching an attack on Manticore 2
the gargoyle. The gargoyle takes a defensive maneuver and attempts
a vertical climb to escape the cockatrice. The cockatrice’s ACR/CL is Nightmare 5
12, so the gargoyle must beat a 24 (CB 12 + CL 12 = 24). He rolls a Pseudodragon 7
5+12 ACR, giving him a 17. He fails to take the defensive maneuver,
and the cockatrice attacks. The cockatrice rolls a 13 and adds + 12, Quasit 5
for a total of 25, which strikes at the gargoyle’s AC of 20. The gargoyle Raven 8
must save against petrifaction; he rolls a 4 + 5 (for its HD) results in
a 9. The target number being 23, the gargoyle is transformed to stone Roc 6
and plummets to the earth to crash in a heap of rubble. Sphinx
Below is a list of creatures that appear in the Monsters & Treasure book. Andro 4
They have been rated with their ACR. These numbers are based upon Crio 5
our interpretations of the creatures; individual CKs should adjust them as
they see fit for their games. Furthermore, they should serve as a basis for Gynos 5
determining the ACRs of creatures not listed. Hieraco 4
Sprite 6
Table 8.10 Creature ACR
Stirge 7
Creature ACR
Arrowhawk 8 Will-o’-Wisp 4

Barghest 1 Wyvern 4

Belker 3 * Dragons in the young (1-3) category get a -1 to their ACR and
dragons in old (10-12) category gain a +1.
Bird of Prey 8
Chimera 4 Magic and Spellcasting
Cloaker -1 Magic is unaffected by the aerial environment. Aerial magical attacks are
handled normally. Magic does work differently on certain planes, as each
Cockatrice 8 has its own parameters (see Appendix B Extra-Planar Attributes).
Couatl 7
Darkmantle -1
Dragon*

Castle Keeper’s Guide 149


Chapter 9 — Equipment Wastage
As noted in previous chapters, equipment plays a major role in Castles
& Crusades. It is a renewable resource that CKs can use to augment
battles, to role-play gained experience, to drain party treasures, and
to motivate the adventurers to embark upon further adventures.
Equipment defines many aspects of the game, and as such, deserves
more than just passing attention and brief descriptions. Once altered,
the pricing guides set down in the Players Handbook can impart a
whole set of imagery about a certain area or even an NPC. Using
equipment to augment battles is obvious, but the forced wastage of the
gear, weapons, armor, and normal equipment can often be as painful
as watching hit points bleed away. In short, expanding the use of
equipment enhances the game; paying attention to pricing, wastage,
and even special gear are all tools in the CK’s toolbox.

Because players often associate their character’s equipment with their


character’s identity and the way they perceive that identity and project
it, the equipment itself can assume an exaggerated role in the game.
Characters rarely discard anything, but constantly accumulate treasures.
It mimics the hoarding instinct; gather as much as you can in times
of plenty to safeguard for times of scarcity. Of course, this can reach
ridiculous proportions as far as player characters are concerned. Much
of the gear they accumulate is heavy and bulky and would wear anyone
down after even a few short marches. Magic items compound this; as
these virtually indestructible items accumulate, players are very reluctant
to let them go under any circumstances.

Unless the characters have a lair, a home base, castle, dungeon, tower, or
other domicile within which to store their gear, the CK should keep some
note of the amount accumulated. Reducing these lists of items is up to the
CK. Using the below wastage and weathering rules offer a perfect approach to
this problem, as does increasing the cost of items characters attempt to buy.

Take note to not overdo it. The tyranny of rules surfaces here like in all
other RPG realms. It becomes very easy for CKs to fall into the habit of
forcing saving throws on every item at every possible junction, or worse:
constantly reshaping a character’s image through habitually destroying
his items and gear. Use the wastage and weathering rules lightly, and symbol is 25gp, so the base cost for Koetel is 27gp and 5sp, a 10% jump in
never constantly; as with all things, moderation usually suffices. price. This, of course, doesn’t include any other fees the smith may charge
for constructing the item (see Chapter 4 NPCs and Hirelings).
Cost of Goods
It is entirely up to the CK if he wishes to make items abundant, common,
The Castle Keeper may find it necessary or convenient to adjust the cost or rare. Following a simple 10% rule is the best; the addition/subtraction is
of certain items by their availability. In general, all items are relatively easy to do and easy to control. Anything beyond that simply complicates
common, and they are not subject to price differences: a hammer is a the approach and makes more work and less fun for everyone.
hammer, after all. However, there are several reasons why the cost of
items may need adjusting. Use the following table to determine cost adjustments.
The foremost reason is that the setting itself, or the region where the
adventure is taking place, actually calls for it. For instance, as noted Table 9.1 Cost vs. Availability
above, iron is available in a Bronze-Age setting; it is just rare, and items Availability Cost Adjustment
made of iron may be subject to a cost increase.
Abundant -10%
Also, the CK may find it convenient to use the adventure to relieve Common N/A
the party of its treasure. He may need to do this to encourage the party
members to seek further adventure, or because the characters’ wealth has Rare +10%
gotten a little out of control. Commonly, the CK employees an encounter
with a rogue to perform this relief, but a far more insidious and less Role-Playing Equipment
reactive approach is through the characters’ needs. The characters have
There is no fun in allowing the player characters to go into a city and buy
to buy equipment, food, and the like. Jacking up prices by a few gold saps
equipment at the prices listed in the Castles & Crusades Player’s Handbook.
their belt pouches of its excess coin quite quickly.
Make them work for their goods. There are lots of factors determining the
Example: Koetel, the cleric, is looking for a silver holy symbol. The town cost of equipment. Remember, in C&C, it’s all about the role-playing, and
is too small to have a temple to his deity, so he sets off to a smithy to have everything in the game has the potential for a great deal of fun. Use some
one made under his direction. The smith is more than willing to undertake of these scenarios to increase the pleasure of your game.
the charge, but he tells the character that raw silver is scarce in town, as
The trick is to use the need or desire for equipment as the source of action
the trade roads have been hounded by orc bandits these past two years. He
and fun. Below are some sample encounters or leads for new adventures
can get some, but Koetel should expect a slightly inflated price for his item.
involving the characters’ need for equipment.
Koetel agrees to pay the extra amount. The normal cost for a silver holy

150 Castles & Crusades


Chapter 9 — Equipment wastage
The Only Game in Town: Arnold the armorer is the only metal smith Wastage, if used properly, offers the CK a plethora of opportunities to
within a hundred miles. Normally, he shoes horses, but in his spare time, advance the game, to create plot points and turns, to establish a mood, to
he likes to make pieces of armor and well-crafted shields. Currently, he has capture players’ emotions, and to bring the entire game to a head without
several full suits of chain mail, and he has several large steel shields of which disrupting the flow of play.
he’s extremely proud. He’s asking triple the book value for these things, and
if the characters don’t like the price, they can look elsewhere. Games often stymie as players become dismayed or unsure of which
direction to take, or what they are supposed to be doing. When this
He Doesn’t Like Your Looks: Dirk Bardon is a retired army weapon happens, it is incumbent upon the CK to propel the game forward by
smith and is the only weapon smith in the town and the surrounding area. shifting the players’ focus away from the task at hand. This often forces
He likes working on all sorts of weapons, but specializes in war hammers them into new circumstances, which the CK can use to bring more
and has many of them in his weapon shop. When the player characters information to bare, revealing plot points and the like. There are several
come in, he sees them as trouble. He whistles up his four apprentices, and approaches to this problem.
they come running in with throwing hammers in their hands. No matter
how nice the characters treat him, he’s going to charge them double the The heavy-handed approach is to force them through simple
normal rate for his unusually well-made equipment. explanations, pointing them in the correct direction. But this often
shatters the suspension of disbelief the CK may have established,
He Has A Problem Only You Can Solve: Danwise Bowson is an and also frustrates players that may not want to be handheld in
expert bowyer who is an elf living at the edge of a small village. His bows any direction. A more generalized approach is to force them into
and crossbows are excellent and have a +1 to strike. His arrows and battle with a wandering monster. Though this certainly has its value,
crossbow bolts have a +1 on their damage. His prices are double normal bringing a party to its senses through a melee, it can lead to unwanted
prices, but he asks a favor and will give bows in return. Human slavers circumstances, such as causing a character’s death, or even knocking
took his niecelast week. Danwise would have gone after them, but elves one character into the negative hit points, which can cause major
aren’t appreciated in human lands. If the group finds his niece and problems with a game’s flow. This pause forces the characters’ attention
brings her back, they can keep the bows and arrows and he’ll resupply on the unsolved problem without offering any avenues of approach, and
their arrows at least once more thereafter. killing a character causes all manner of unforeseen problems.

The Area is in the Middle of a War: The city has been battling a huge orc This is where equipment plays a vital role for the CK. Normal wastage on
fort located on a cliff face a dozen miles away. The city is bristling with military equipment constitutes the act of normal wear and tear on a character’s
types, and there isn’t an unowned suit of armor or military weapon available. gear. Weather wastage is the damage extreme conditions may cause the
There is a brisk trade in orc weapons and armor for human-sized weapons and gear. Combat wastage is the damage inflicted upon gear by the tremendous
armor, however, should anyone be brave enough to scavenge the battle site. number of cleaving, crushing, chopping weapons used in the various
battles the adventuring character is involved in. By utilizing the wastage
He’s Working for the Baron Right Now: The local baron rules the rules below, the CK uses the character’s equipment as a CK tool, and he
land in a wide area around the town. He lives in a castle high on a hill forces the game onward without undue problems for the party—other
above the town. Currently, he’s preparing for a war with the baron in the than the simple need to find a store to replace broken-down equipment.
next county, and he’s demanding all of the smiths’ time to make his armor
and weapons. It might be worth the player characters’ time to sign up for Example 1: The party arrived at Green Lonesome, a community of
the war. They stand a good chance of getting equipment for free as long Halflings in the southern Darkenfold, over a week ago. Their intent to hire
as they fight for the baron. an NPC cleric failed, as problems developed with the local halfling temple.
The characters cannot decide which direction to go or whether or not to
A Sister’s Rescue: Everyone in the city of Petersboro agrees the armorer push on with the adventure in the forest. The Castle Keeper needs them to
Ganson is the best in the entire region. The player characters want to move further west toward to the town of End’s Meet, where the Wizard’s
upgrade their equipment, as they have just scored a rich haul of gems and Tower lies. This lull serves a good time for the CK to do an equipment
gold. They meet Ganson and ask how much a steel breastplate would cost, check to determine what kind of wastage the party has suffered; the CK
knowing it should be about 300 gold. Ganson asks for 900. A give and take is then able to take control of the situation. “You find that the constant rain
about the price reveals that Ganson has a missing sister. If the group agrees to and watery conditions of this part of the forest have taken a terrible toll on your
find her, Ganson will give all the fighters a full chain suit with a breastplate of equipment. Much of it is worn down and in need of replacing, particularly the
steel. The characters agree to the new quest and the adventure is afoot! edges on swords, arrows, axes, and your other weapons. There is no iron smith
worth a salt in Green Lonesome, so you are informed that to properly equip and
Equipment Wastage repair your characters, you must go to the town of End’s Meet.” The CK has
effectively created an excuse for the party to move forward and has forced
Adventuring is hard work. It involves travel on long, ill-repaired roads, them to do so without seeming to railroad them to the adventure.
deep-forest trails, and almost invisible tracks through the open wilderness.
It involves clambering over mountains, running down dark alleys, and Example 2: The CK has come to the realization that the characters are well
crawling through dungeons. The adventurer must brave a variety of equipped and have plenty of coin. The evening’s play calls for a local sheriff
weather from the extreme scorching heat of the desert to the frozen to hire the party to do a certain job. The job leads to the wizard’s tower, and
tundra. Wind, rain, snow, and sleet all batter and pummel the wandering the tower is where the adventure lies. But the usual player bickering over
adventurer in his quest for gold and glory. But more, adventuring whether or not to take such a job is going to be an impediment. Angrod’s
involves hard battles with often large and nasty creatures that pick up the player has the least motivation to go on the adventure, as he has hoarded
adventurers and toss them about, or at the very least, hack and chop at his coin and has good equipment. The CK draws up a quick encounter with
them with cleavers, swords, axes, halberds, and all manner of weaponry, orcs. In the ensuing battle, he takes the reigns of the game firmly in hand.
to include their very claws. The physical part of running, jumping, falling
down, being pummeled with huge iron-studded maces and the like causes Armed with a chain hauberk, breast plate, great helm, and shield,
extraordinary damage to equipment. Wastage is that slow grinding down Angrod attacks the encountered orcs. He wields a battle axe. He
of something, which, in this case, is the adventurers’ equipment. fearlessly lays into the assailing orcs, hacking one down and driving
the other off with his shield. But as he does so, the CK allows for
For CKs seeking this level of detail in their game, equipment wastage, how a third orc to leap past his guard and drive a spear between the
fast it wears down and needs replacing, begets a whole new level of fun. front and back of the dwarf’s breast plate. Though the blow misses
Furthermore, wastage offers the Castle Keeper an invaluable resource. any flesh, it cuts through the hauberk and drives into the inside of

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the breast plate. The force of the blow breaks the straps of leather covered shirt hangs about him like a sack. He hobbles across the room
holding the two halves of the breast plate together. This forces the looking like a bedraggled hunchback and hobo.
dwarf to shed his breastplate, as it is now useless. A few rounds later,
his helmet is crushed down over his eyes, and he is forced to toss A description like that is usually enough to chase anyone to the local
the misshapen helm aside, as well. Another blow bends his shield, so equipment shop to reequip. The CK achieves usage through play, without
that it, too, is useless. Although Angrod has taken little damage by any dice rolling or equipment saving throws.
the battle’s end, his equipment is horribly damaged and in need of
replacement, or at the very least, repair. Weathering
In this example, the CK caused enough damage to Angrod’s gear to Weather impacts the condition of equipment as much, if not more,
force him to spend money, one way or another. It will probably be than normal usage. Extreme temperature variances, moisture, and dry
enough to tap out the dwarf, putting the need for a job to earn more conditions can cause any number of problems in equipment, especially if
coin firmly in his mind. The CK has quietly used the character’s own not properly maintained. These conditions are easy enough to role-play,
equipment to further both the story and the adventure. The character much as with the over-used boot with its broken sole mentioned above.
is really no worse for the wear, having just earned one more battle scar In order to effectively role-play the weather’s impact on equipment, it
to add as proof of his heroic deeds. is necessary to make weather a factor in the game. It does not have to
be something huge or time consuming. Simple descriptions of what the
weather is doing, whether it is sunny, rainy, cold, or warm, serve to make
Role Playing Wastage the weather a part of the role-playing experience. Keeping mental track is
easy enough to do, or you can consult the weather determination charts.
Normal Wastage
Equipment simply wears out over time. Whether it’s backpack straps, Once weather is a factor in the game, allow the characters to interact
shoe soles, or the too-often-used rope, equipment suffers from normal with it. If it is raining, nine times out of ten, players are going to want to
wear and tear. It’s not easy to track this, and the CK should not make put on a cloak, cover their sword, or unstring their bow. Encouraging this
any attempt to seriously do so over extended periods of time. Such an brings much more realism to the game, and it brings the characters into
endeavor would require too much effort and yield very little fun for the that all-important mood by further establishing the tone.
CK or player. Checking periodically is more than sufficient; checking
once every few games or when the campaign stalls and needs a simple It isn’t necessary to infuse a detailed meteorological weather pattern into
push to get it started again works very well. the campaign or game, but the CK may want to keep notes on the time of
year, season, and conditions to avoid altogether strange weather patterns
The easiest way to show usage is to put the responsibility on the player. that might misdirect players into thinking a wizard, illusionist, cleric, or
You can do this through imaginative role-playing. The Castle Keeper druid is out mucking with the weather. Following simple seasonal weather
needs only to take any mundane action and use it to put the idea of usage patterns existing in reality is the easiest way, but keeping notes helps keep
in the player’s head. track and to not loose focus. Chapter 5 Worlds of Adventure provides
some detailed information on weather patterns for the CK’s world.
Example: “Angrod, you move up through the small crevice, pulling yourself up
through the opening. The rocks are jagged, notched over the centuries from Once a general pattern is set up, simply keep mental notes on the wear
the moisture found in the cave. As you pull yourself through the aperture, and tear of the equipment, much like usage above, but augment it with
the iron ring of your axe scabbard catches on a rock, and before you know it, descriptions of the conditions the weather caused.
you’ve torn the belt holding it. Though the belt is intact, its developed quit a
tear in the leather. How long that will last is anybody’s guess.” Example: This is your fourth day on the open road, and the rains
continue unabated. Your equipment, even that covered by your cloaks,
The player will remember this tidbit, as the torn, droopy belt probably is soaking wet and beginning to show signs of wear. The water has seeped
does not fit his image of the character, and so he will endeavor to replace into the ration packages, as well, and all your food is damp, sprouting
the belt at the nearest opportunity. Role-playing usage is easy to do, as it mold. The seams on your boots and clothes are beginning to weaken, as
comes in the normal course of play, and any and all equipment is subject the constantly wet conditions loosen the fabric. The dyes of your shirts,
to it. Furthermore, it enhances the descriptions of adventure, giving it pants, and cloaks have long since run out, vanishing into the mud of
more texture for the players to grasp. Over time, most characters react the road, so that only drab colors remain, and your once-colorful outfits
by replacing their bedraggled equipment: stained cloaks, torn clothes, are now brown and gray with mottled splotches of color on them. You
threadbare rope, backpacks with latches broken off, and so on. are going to need several days to dry out, and much of your belongings,
especially your food, needs replaced.
Of course, some players never react to described usage, so it is necessary
to have more equipment tear through the course of the adventure. The For more detail or a concrete method for tracking weather, consult the
sole of their character’s boot might crack, letting in water and perpetually Table 9.3 Tracking Weathering and Combat Wastage table below.
soaking his foot. An entangling tree branch knocks a broach off the
cloak it is pinned to, making wearing the cloak a pain at the very least. Combat Wastage
These are simple role-playing approaches that encourage the player to
eventually purchase new gear, usually with an announcement that he Wastage through wear and tear generally takes time. Though wandering
spends his hard-earned gold to replace his threadbare equipment. through the thick forest may cause the branch to slide up into the
backpack strap, catch it, and break it in just a few seconds, the norm is
To drive home the point, keep mental notes of these minor occurrences and a slower degradation of equipment. Weather may be dramatic, but isn’t
describe the characters to the players at the next waypoint. too common, and usually comes with a plot device that is cumbersome
for the CK to track and follow over time. However, when dealing with
Example: Angrod opens the door to the tavern. He stands there, peering equipment, the ultimate tool, where role-playing truly meets mechanics,
into the dim, smoke-lit room. His cloak is tied in a haphazard knot about is in the combat round. Combat wastage is immediate and effective.
his throat, making it bunch up around his shoulders. His belt hangs off at
an angle so much so that it appears as if he has lost a great deal of weight; It does not take a great leap of imagination to envision the destruction of
worse, his axe haft drags the ground with a strange scraping sound. His weapons and armor in the midst of combat. Many weapons are specifically
shoe has no sole on it, and he’s standing a bit lopsided. His torn, stain- designed to destroy armor through crushing or penetrating blows. The

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mace, for example, is a bludgeoning weapon whose purpose is to so dent but including cloaks, hats, gloves, and boots, for example), and the other
plate that the mail becomes useless, almost becoming an impediment to for general equipment such as rope, hammers, sleeping gear etc. The Castle
the user. The CK should take the opportunity during the course of combat Keeper must keep track of the checks made; the CK usually tracks this in the
to describe the horrid effects this rough treatment has on the characters’ same manner in which he tracks food usage.
weapons and armor. Repeated blows can dull sharp edges, reducing their
effectiveness. Cutting blades score divots in wood and light iron. Chipped Each category represents a check. The first time a check is made, reference
or heavily used wood may break; hafts can break with ease. Shield straps the New category; the second time a check is made, reference the Used
may break, the shield’s facing may become too dented to allow use, or the category; the third time a check is made, reference the Worn category, and
shield may shatter or break altogether. Bow strings may break, as might the so on. If the item in question fails the check, then it needs repairing or
bow itself. The list goes on and on, and it should be easy to apply. replacing. The CK may opt to check each item individually, or he may do a
general check of all items.
Role-playing combat wastage is easy to do. During the course of combat,
use the various weapons to their designed purpose. Describe the whirling The number listed below each category is the item’s challenge class (CC),
maelstrom of blades and axes as they cut and hack through armor and the target number required to pass the equipment check. This check has no
other weapons and items. It is not necessary to use any challenge rolls to bonuses or penalties to it, nor does it have a challenge level modifier. Roll
deal with wastage; simple descriptions are enough, and the player must a d20; any roll equal to or greater than the listed challenge class means the
generally accept whatever fate serves up. item(s) is still serviceable. Any roll below the listed number means the item is
no longer useful and must be replaced. One roll should be made for clothing
Example: Angrod wades into combat with his heavy-bladed axe and and another for gear, with each roll being for the group as a whole; thus, if a
large iron shield. He falls upon the hapless orcs with a battle frenzy clothing check fails, then all the character’s clothing needs to be replaced.
born of his raging hatred of their ilk. He cleaves to the left and right,
wounding or slaying his opponents. But his triumph is short-lived, as Table 9.2 Equipment Usage
a mighty orc, upon rolling a natural 20 (see Note below and Simple
Rules for Combat Wastage), smashes Angrod’s shield from above, Equipment New Used Worn Threadbare
the force of the blow tearing both arm straps from their holdings and Clothing CC 6 CC 10 CC 14 CC 18
knocking the shield to the ground; not only has Angrod lost the shield,
but it is useless as armor until a blacksmith repairs it. Gear CC 3 CC 5 CC 7 CC 9

Note: It is very easy to over do combat wastage. The constant and Example: After completing a rigorous adventure into the mountains and
complete destruction of weapons and armor is not only unrealistic through a dungeon, the party’s clothing and gear is showing some signs of
but promises to become frustrating and irritating to the players who usage. Rather than track each piece of gear or clothing, the CK requires
eventually rebel against the heavy-handed treatment. It is best to everyone to make one roll for each of these items. Angrod rolls an 11 for his
preserve the actual destruction of gear to momentous events occurring in clothing and a 14 for his gear; checking against the New category (CC 6 for
the combat round: a death blow or the roll of a natural 20 or a natural 1 clothing and CC 3 for gear), all his equipment survives. Several sessions later,
for overwhelming effect, etc. a second check is made for the items against the Used category. Angrod rolls
a 9 for his clothing and an 11 for gear. The gear survives the journey, but his
A more controlled manner of role-playing wastage involves these simple rules: clothing, which need a 10 to save, has failed, so he needs to replace his attire,
such as pants, boots, cloaks, etc. After the character purchases new garments,
the clothing is later checked against the New category, but his gear will be
Simple Rules for Combat Wastage
checked under the Worn category (for its third check).
When role playing combat wastage it is always good to include a little
dice rolling as well. All normal wastage should be tracked by the CK/ Tracking Weathering & Combat Wastage
players when role playing the wastage with the exceptions of critical hits
and misses. Use these rare opportunities to allow the dice to propel the Role-playing equipment wastage and usage is sometimes not the easiest
wastage forward. direction for CKs or players to take. They either desire a more detailed
approach, or need more information to impress a realistic fell upon the game.
When a character or foe rolls a natural 20 against an opponent, roll a saving In that case follow the rules set down for Tables 9.4-9.7. For example: extreme
throw for the opponent’s stricken armor or shield, on a roll of 1 or 2 the circumstances, beyond the critical hit, call for immediate resolutions. Castles
equipment has suffered damage requiring a blacksmith’s attention, and their & Crusades is replete with extreme circumstances: magical fire, crushing
AC drops two points. These rolls are cumulative. blows, hurled boulders, lightning strikes, etc. Like weathering and combat
wastage, these events are not constant conditions. Characters enter extreme
When a character or foe rolls a natural 1 for his attack, roll a saving environments or find themselves caught up in extreme situations in which
throw for his weapon. On a roll of 1 or 2 the weapon has suffered damage the equipment at hand might suffer extraordinary damage. This affects all
requiring a blacksmith’s attention, and the weapon’s damage drops by -2. equipment, including normal gear and arms and armor.
These rolls are cumulative.
Use Tables 9.2-9.5 any time the situation calls for them; these tables can
These rules only extend to any armor, weapons, or pieces of equipment be used in conjunction with role-playing equipment loss, combat wastage,
struck by a natural 20 or involved in a natural 1. weathering, usages, etc. They are designed for immediate adjudication of
equipment loss.
Tracking Equipment Usage
These tables operate in the same manner as Table 9.2 above does. The
If role-playing usage does not adequately address the need of the player to number listed below each category is the item’s challenge class (CC), the
reequip, the Castle Keeper may want to require characters to make periodic target number required to pass the equipment check. This check has no
equipment checks. This approach works well if it is used in moderation. bonuses or penalties to it, nor does it have a challenge level modifier. Roll
Constantly checking the condition of the players’ equipment is not a d20; any roll equal to or greater than the listed challenge class means the
particularly fun, and it should never consume anymore than a few seconds of item(s) is still serviceable. Any roll below the listed number means the item is
game time. At the end of an adventure, or after several adventures, require no longer useful and must be replaced. One roll should be made for clothing
each player to roll on Table 9.2 Equipment Usage below. They should and another for gear, with each roll being for the group as a whole; thus, if a
make two rolls: one for clothes and other worn items (excluding armor, clothing check fails, then all the character’s clothing needs to be replaced.

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The damage and wastage a creature does is treated much the same as a If the item is magical or of expert workmanship, it reduces the item’s
weapon. When a creature strikes with a natural 20, the Castle Keeper rolls challenge-class save by 2 when rolling to see if it is damaged. In addition,
1d6, and on a six, there is damage to the armor and/or equipment of the if the item is magical or of expert workmanship and the category’s result
attacked PC. When the player character strikes at a creature and rolls 1 on a shows BREAK, instead give the item a challenge class (CC) of 20 to save
d20, there is damage to the PC’s weapon. because of its high quality.

Table 9.3 Weathering & Combat Wastage


Condition Bronze Ceramics Glass Gold Iron Silver Steel Stone
Abrasion CC5 CC8 CC6 CC6 CC8 CC6 CC3 CC6
Acid Attack CC10 N/A N/A CC8 CC11 CC11 CC12 CC13
Alkali CC8 N/A N/A CC9 CC10 CC10 CC9 CC10
Bending CC9 BREAK BREAK CC11 CC10 CC11 CC13 BREAK
Blow, Crushing* CC8 BREAK BREAK CC6 CC9 CC6 CC12 CC10
Blow, Piercing* CC10 BREAK BREAK CC8 CC11 CC8 CC14 CC12
Blow, Slashing* CC12 CC14 CC14 CC10 CC13 CC10 CC16 CC14
Cold N/A N/A N/A N/A N/A N/A N/A CC10
Cold, Magic CC8 CC6 CC6 CC8 CC8 CC8 CC10 CC10
Electricity CC7 N/A N/A CC10 CC8 CC10 CC12 N/A
Electricity, Magic CC14 N/A N/A CC17 CC15 CC17 CC19 N/A
Falling CC6 BREAK BREAK CC7 CC6 CC7 CC10 BREAK
Fire N/A N/A N/A N/A N/A N/A N/A N/A
Fire, Magic CC10 N/A CC12 CC12 CC11 CC12 CC14 CC10
Heat N/A N/A N/A N/A N/A N/A N/A N/A
Heat, Magic CC8 N/A CC16 CC10 CC8 CC10 CC12 CC10
Lightning CC15 CC10 CC11 CC13 CC16 CC14 CC15 CC10
Lightning, Magic CC16 CC12 CC13 CC15 CC18 CC16 CC17 CC12
Sound CC3 CC6 CC8 CC3 CC4 CC5 CC2 CC3
Sound, Magic CC10 BREAK BREAK N/A N/A N/A N/A CC8
Stretching CC11 BREAK BREAK CC13 CC12 CC13 CC15 BREAK
Water, Crushing CC9 BREAK BREAK CC11 CC10 CC11 CC13 BREAK
Water, Soaking CC3 N/A N/A N/A CC4 N/A CC4 CC5
Weight CC10 CC12 CC12 CC11 CC10 CC11 CC18 CC12
Weight, Crushing CC8 BREAK BREAK CC6 CC9 CC6 CC12 CC10
Wind CC6 CC4 CC4 CC5 CC5 CC5 CC4 CC4
Wind, Magic CC8 CC6 CC6 CC7 CC7 CC7 CC6 CC6
*Add attacker strength bonus modifications to the existing CC. A hill giant strikes an iron shield with a normal blow. The shield’s listed CC is 9, the
giant’s strength bonus, +3, serves as the CL, so the final CC is 12.
Expert or Magical Weapons: When an item on this chart is expertly made or filled with magic, subtract 2 to the CC because the nature of the object
is aided by the craftsmanship.
N/A: The condition does not influence the material.
BREAK: The condition automatically breaks the material.
The enchanted breath of a dragon or the dangerous spit of a monster is a highly magical effect that does a great deal more than a normal substance
of the same type.
Example: The alchemist Donal tested out hundreds of materials trying to make a fireproof suit. He figures he could sell it to towns for their fire
fighters to use. After much research, he found a type of silk that wouldn’t burn. His first huge sale was to the king of a large empire. The king made
the alchemist walk through a large fire in one of the silk uniforms and it worked perfectly. In a month, the fire fighters of the city were able to put out
huge fires and not get burnt. The alchemist thought his fame was made and he would be a rich man soon. That same year an ancient red dragon came
to the countryside of the kingdom and ate everything in sight. Ten of the most famous heroes of the kingdom donned the silk fire suits and drew their
magical swords to fight the dragon. In one huge dragon fire breath, the ten men were burnt just the way the dragon liked them and quickly eaten. The
king took the head of the alchemist as the price to pay for poor workmanship.

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Table 9.4 Monster Combat Wastage
Monster Attack Form Bronze Ceramics Glass Gold Iron Silver Steel Stone
Aboleth Slime CC3 CC5 N/A CC4 CC9 N/A CC11 N/A
Ankheg Acid Spit CC15 CC6 CC8 CC16 CC19 CC17 CC20 CC18
Arrowhawk Electric Ray CC14 N/A N/A CC17 CC15 CC17 CC19 N/A
Behir Static Electricity Arc CC14 N/A N/A CC17 CC15 CC17 CC19 N/A
Black Pudding Acid CC15 CC6 CC8 CC16 CC19 CC17 CC20 CC18
Chimera Flame CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Cloaker Sonic Moan N/A N/A N/A N/A N/A N/A N/A N/A
Cockatrice Petrification * * * * * * * *
Djinni Whirlwind CC6 CC8 CC8 CC5 CC4 CC5 CC3 CC6
Dragon, Black Acid CC16 N/A N/A CC19 CC17 CC19 CC21 CC10
Dragon, Blue Electrical Arc CC16 CC4 CC6 CC19 CC17 CC19 CC21 CC10
Dragon, Green Caustic Vapor CC13 CC4 CC6 CC14 CC17 CC15 CC18 CC16
Dragon, Red Fire CC12 CC4 CC14 CC14 CC13 CC14 CC16 CC12
Dragon, White Frost CC11 CC9 CC9 CC11 CC11 CC11 CC13 CC13
Dragon, Bronze Lightning CC17 CC4 CC5 CC20 CC18 CC20 CC21 CC10
Dragon, Bronze Repulsion CC9 BREAK BREAK CC11 CC10 CC11 CC13 BREAK
Dragon, Copper Caustic Acid CC16 N/A N/A CC19 CC17 CC19 CC21 CC10
Dragon, Copper Slow Gas N/A N/A N/A N/A N/A N/A N/A N/A
Dragon, Gold Toxic Gas CC16 N/A N/A CC19 CC17 CC19 CC21 CC10
Dragon, Gold Flame CC12 CC4 CC14 CC14 CC13 CC14 CC16 CC12
Dragon, Silver Frigid Air CC11 CC9 CC9 CC11 CC11 CC11 CC13 CC13
Dragon, Silver Paralysis Gas N/A N/A N/A N/A N/A N/A N/A N/A
Dragonne Sonic Roar CC11 CC9 CC9 CC11 CC11 CC11 CC13 CC13
Efreeti Heat CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Elemental, Air Whirlwind CC6 CC8 CC8 CC5 CC4 CC5 CC3 CC6
Elemental, Fire Burn CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Elemental, Water Drench CC9 BREAK BREAK CC11 CC10 CC11 CC13 BREAK
Frost Worm Ice Crystals CC9 CC7 CC7 CC9 CC9 CC9 CC11 CC11
Gelatinous Cube Acid N/A N/A N/A N/A N/A N/A N/A N/A
Gibbering Mouther Spit CC15 CC6 CC8 CC16 CC19 CC17 CC20 CC18
Gorgon Petrify Gas * * * * * * * *
Gray Ooze Acid CC15 CC6 CC8 CC16 CC19 CC17 CC20 CC18
Green Slime Devouring Acid CC16 N/A N/A CC19 CC17 CC19 CC21 CC10
Hell Hound Fire CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Iron Golem Poisonous Vapor N/A N/A N/A N/A N/A N/A N/A N/A
Jaculus Spit N/A N/A N/A N/A N/A N/A N/A N/A
Manticore Spike CC17 CC19 CC19 CC18 CC19 CC18 CC20 CC17
Nightmare Burning Hooves CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Ochre Jelly CC15 CC6 CC8 CC16 CC19 CC17 CC20 CC18
Pyrohydra Fire CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Remorhaz Heat CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Salamander Heat CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Travis Wyrm Heat CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Will-o’-Wisp Shock Touch CC14 N/A N/A CC17 CC15 CC17 CC19 N/A
Winter Wolf Frigid Slush CC9 CC7 CC7 CC9 CC9 CC9 CC11 CC11
Yrthak Sonic Lance CC12 CC4 CC14 CC14 CC13 CC14 CC16 CC12

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*The magical effect is dependant on the flesh to stone saving throw of the character holding the materials in the chart. The use of Gorgon gas on a
piece of bronze does not turn it to stone. However, when the piece of bronze is held by a character that is petrified by the gorgon, the bronze turns to
stone with the character.
^Generally, the monster breath or spit will ruin the softer materials in the Bone, Cloth chart.
The damage and wastage a creature does is much the same as a weapon. When a creature strikes with a natural 20 the Castle Keeper rolls 1d6 and on
a six there is damage to the armor and/or equipment of the player character being attacked. When the player character strikes at a creature and rolls
1 on a d20 there is damage to the weapon of the player character.

Table 9.5 Monster Physical Combat Wastage


Condition Bronze Ceramics Glass Gold Iron Silver Steel Stone
Bite, Small Creature N/A CC15 CC16 N/A N/A N/A N/A N/A
Bite, Medium Creature CC15 CC17 CC17 CC16 CC17 CC16 CC18 CC15
Bite, Large Creature CC17 CC19 CC19 CC18 CC19 CC18 CC20 CC17
Claw, Small Creature N/A CC15 CC16 N/A N/A N/A N/A N/A
Claw, Medium Creature CC14 CC16 CC16 CC15 CC16 CC15 CC17 CC14
Claw, Large Creature CC16 CC18 CC18 CC17 CC18 CC17 CC19 CC16
Fist, Medium Creature CC8 CC10 CC13 CC6 CC6 CC6 CC4 CC8
Fist, Large Creature CC10 CC12 CC15 CC8 CC8 CC8 CC6 CC10
Horn, Small Creature CC6 CC8 CC8 CC5 CC4 CC5 CC3 CC6
Horn, Medium Creature CC8 CC10 CC10 CC7 CC6 CC7 CC5 CC8
Horn, Large Creature CC10 CC12 CC12 CC9 CC8 CC9 CC7 CC10
Hug, Medium Creature CC12 CC14 CC14 CC11 CC10 CC11 CC9 CC12
Hug, Large Creature CC14 CC16 CC16 CC13 CC12 CC13 CC11 CC13
Slam, Medium Creature CC6 CC10 CC12 CC8 CC5 CC8 CC4 CC9
Slam, Large Creature CC9 CC13 CC15 CC11 CC8 CC11 CC7 CC12
Stomp, Medium Creature CC10 CC12 CC12 CC9 CC8 CC9 CC7 CC10
Stomp, Large Creature CC12 CC14 CC14 CC11 CC10 CC11 CC9 CC12
Tail Whip, Medium Creature CC6 CC8 CC8 CC5 CC4 CC5 CC3 CC6
Tail Whip, Large Creature CC8 CC10 CC10 CC7 CC6 CC7 CC5 CC8
Talon, Small Creature N/A CC15 CC16 N/A N/A N/A N/A N/A
Talon, Medium Creature CC15 CC17 CC17 CC16 CC17 CC16 CC18 CC15
Talon, Large Creature CC17 CC19 CC19 CC18 CC19 CC18 CC20 CC17
Tentacle, Small Creature CC6 CC8 CC8 CC5 CC4 CC5 CC3 CC6
Tentacle, Medium Creature CC8 CC10 CC10 CC7 CC6 CC7 CC5 CC8
Tentacle, Large Creature CC10 CC12 CC12 CC9 CC8 CC9 CC7 CC10
Wing Beat, Large Creature CC6 CC8 CC8 CC5 CC4 CC5 CC3 CC6

Table 9.6 Soft Materials Weathering & Combat Wastage


Condition Bone Cloth Fur Leather Leather, B Paper Rope Wood, H Wood, S
Abrasion CC15 CC17 CC12 CC9 CC7 BREAK CC CC7 CC15
Acid Attack BREAK BREAK CC17 CC16 CC15 BREAK BREAK CC18 BREAK
Alkali CC10 CC15 CC13 CC11 CC10 CC15 CC11 CC10 CC10
Bending BREAK CC8 CC6 CC4 CC6 CC10 CC4 BREAK BREAK
Blow, Crushing* BREAK CC19 CC17 CC15 CC13 BREAK CC17 BREAK BREAK
Blow, Normal* BREAK CC15 CC13 CC11 CC9 BREAK CC11 CC10 BREAK
Blow, Slashing* BREAK BREAK CC15 CC13 CC11 BREAK CC15 CC11 BREAK
Cold N/A N/A N/A N/A N/A N/A N/A N/A N/A
Cold, Magic BREAK CC18 CC16 CC14 CC12 BREAK CC14 CC12 BREAK
Electricity CC18 BREAK BREAK BREAK CC18 BREAK BREAK CC18 BREAK

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Chapter 9 — Equipment wastage
Electricity, Magic BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK
Falling CC18 CC8 CC8 CC8 CC6 CC8 CC4 CC18 BREAK
Fire CC18 BREAK BREAK CC18 CC16 BREAK CC18 CC12 CC18
Fire, Magic BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK
Heat CC18 BREAK CC18 CC10 CC8 BREAK CC18 CC16 BREAK
Heat, Magic BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK
Lightning BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK
Lightning, Magic BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK
Sound N/A N/A N/A N/A N/A CC10 N/A N/A N/A
Sound, Magic CC10 CC12 CC10 CC8 CC6 BREAK CC10 CC8 CC10
Stretching BREAK CC15 CC13 CC11 CC9 BREAK CC11 BREAK BREAK
Water, Crushing BREAK CC18 CC16 CC14 CC12 BREAK CC14 BREAK BREAK
Water, Soaking N/A N/A N/A N/A N/A BREAK N/A N/A N/A
Weight BREAK CC10 CC8 CC6 CC4 BREAK CC6 CC10 BREAK
Weight, Crushing BREAK BREAK BREAK CC10 CC8 BREAK CC10 BREAK BREAK
Wind CC10 CC13 CC14 CC15 CC16 BREAK CC10 CC6 CC8
Wind, Magic CC12 CC15 CC16 CC17 CC18 BREAK CC12 CC8 CC10
*Add attacker strength bonus modifications to the existing CC. A hill giant strikes an iron shield with a normal blow. The shield’s listed CC is 8, the
giant’s strength bonus, +3, serves as the CL, so the final CC is 11.

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Weathering & Combat Conditions Table Defined Heat, Magical: Any fire-based attack derived from a spell or magical
beast. Magical heats can be as hot as dragon fire and is designed to
Abrasion: Items rub constantly against other things. Such rubbing doesn’t
destroy. Anything that can burn will burn under the effects of this heat.
usually cause a problem, but rough surfaces can cut into and eventually
tear items. When a climbing rope is used against a stone wall, the wall can Lightning: Lightning coming from the skies is extremely powerful, with
abrade the rope. A sword used to continually bash against many types of great damaging potential. However, the effect can pass without damage
shields causes a weakness in the sword’s metal, causing it to crack. through bodies, metals, and woods under the right circumstances.
Acid Attack: Acid has a corrosive influence on most surfaces that pits Lightning, Magical: Any lightning-based attack derived from a spell or
and destroys those surfaces on contact with the acid. magical beast. Whatever this form of lightning hits, it damages but cannot
pass through an object under any conditions.
Alkali: Prolonged exposure to salt, such as salt water, has a severe drying
effect, allowing the salt to dry on the surface. Dried seawater can do this. Sound: This is the loud roar of a large monster or the noise made by large
The salt on objects close to the sea suffer erosion; any person living near pieces of metal pounding on each other. While the noise is hard on the ears, it
the sea experiences this constantly. isn’t usually damaging unless constantly repeated, so that the vibrations caused
by the sound do damage to fragile materials.
Bending: When items are continually bent, a weakness forms, causing
further bending to eventually break the item. Naturally, when ceramics Sound, Magical: The roar of an androsphinx is powerful enough to
and glass and stone are bent, they break. cause damage to almost any material. The older dragons are also capable
of bellowing out enough sound to cause damage.
Blow, Crushing: The blow doesn’t just smash into the item, but a
great deal of weight is also applied behind the blow. This assumes Stretching: Clothing, ropes, armor straps, and similar items stretch from
the attempt to strike the item was successful. In the normal give and use. As these materials get used, they wear out.
take of combat, it is not the intention of this entry to force a combat
wastage roll after every strike, but only after receiving massive blows Water, Crushing: When tons of water come down on an object, the
from a very strong creature (like a giant), being damaged by called water strikes with great force, crushing items.
shots, or being hit by a natural 20 on an attack roll.
Water, Soaking: This is more than just an hour’s soaking in water. It’s
Blow, Piercing: The blow is designed to punch into and through the several days or more of complete emersion in water.
material. This assumes the attempt to strike the item was successful. In the
normal give and take of combat, it is not the intention of this entry to force a Weight: This is a constant pressure placed on an object. Weights that
combat wastage roll after every strike, but only after receiving massive blows are so light they haven’t the chance to do damage are not considered in
from a very strong creature (like a directed claw strike from a dragon’), being this definition.
damaged by called shots, or being hit by a natural 20 on an attack roll.
Weight, Crushing: This is a massive amount of weight placed on an
Blow, Slashing: The edge of a weapon is drawn across the surface of the object. It has a good chance to do damage to whatever it is pressing
material, with the intent to cut the material. This assumes the attempt to upon. Something like a massive stone or a collapsed building would fit
strike the item was successful. In the normal give and take of combat, it this definition.
is not the intention of this entry to force a combat wastage roll, but only
after receiving massive blows from a very strong creature’s blade, being Wind: This is a tornado-generated wind.
damaged by called shots, or being hit by a natural 20 on an attack roll.
Wind, Magical: Any wind-based attack derived from a spell or magical
Cold: Cold and moisture can crack any material. This is biting cold, such beast. Magical winds are created to destroy something and are much
as an iced-over a lake, and not the cold of outer space. more powerful than even the winds from a tornado.

Cold, Magical: Magical cold harms and destroys materials even faster than Creature Combat Conditions Chart Defined
natural cold. The quick freezing of things does damage on a cellular level.
Bite, Small Creature: Examples of this bite include those by a goose’s
Electricity: Electricity does come naturally in the form shocks from some bill, a small dog, or a barracuda.
types of creatures like eels. This effect happens in a close area near a lightning
strike, as the energy spreads from the impact point. Bite, Medium Creature: Examples of this bite include those by a large
dog, a black bear, or a wolverine’s attack.
Electricity, Magical: This attack constitutes any electrical attack derived
from a spell or magical beast. This energy damages objects or kills targets. Bite, Large Creature: Examples of this bite include those by a cave
It’s a stronger energy than most lightning strikes. bear, a great white shark, or a dragon.

Falling: These falls are always more than 10 feet and onto hard surfaces. Claw, Small Creature: Examples of this include a crab’s pincer, a
Falling into water or into cushioning trees doesn’t count in this definition, scorpion’s grab, or a lobster claw strike.
as those falls are cushioned and not likely to harm objects on the body.
Claw, Medium Creature: Examples of this include a mountain lion’s
Fire: This is a standard fire like that of a woodpile. It does damage, but it paw, a panther’s strike, or a lion’s strike.
isn’t the damage from an intense smithy forge fire.
Claw, Large Creature: Examples of this include an achaierai strike, a
Fire, Magical: This intense magical blaze is hotter than all normal fires dragon strike, or a dragonne strike.
and is designed to do damage and to kill. The intense nature of this fire
can easily melt most metals. Fist, Medium Creature: Examples of this include a human’s strike, an
orc’s strike, or a baboon’s punch.
Heat: Hotter than a wood fire, this is the heat caused by lava or by molten
metal. Anything that can burn will ignite in the presence of this heat. Fist, Large Creature: Examples of this include an ogre’s strike, a giant’s
fists, or a titan’s punch.

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Horn, Small Creature: An example of this includes an imp’s strike.

Horn, Medium Creature: Examples of this include horn attacks from


gargoyles, unicorns, or minotaurs.

Horn, Large Creature: Examples of this include horn attacks from


gorgons, bulls, and rhinoceroses.

Hug, Medium Creature: Examples of this include hug attacks from


brown bears, human wrestlers, and orcs.

Hug, Large Creature: Examples of this include hug attacks from cave
bears, golden bears, or werebears.

Stomp, Medium Creature: Examples of this include stomp attacks from


ogres, trampling bulls, or trolls.

Stomp, Large Creature: Examples of this include stomp attacks from


trampling elephants, dinosaurs, or giant lizards.

Talon, Small Creature: Examples of this include talon attacks from


hawks, cranes, or birds of prey.

Talon, Medium Creature: Examples of this include talon attacks from


hippogriffs, griffons, or harpies.

Talon, Large Creature: Examples of this include talon attacks from


devourers, white dragons, or rocs.

Tail Whip, Medium Creature: Examples of this include tail attacks from
basilisks, raptors, or dinosaurs.

Tail Whip, Large Creature: Examples of this include tail attacks from
brontosauruses, belkers, or ancient white dragons.

Tentacle, Small Creature: Examples of this include tentacle attacks


from octopi, land krakens, or giant slugs.
Historically, there are many examples of famous weapons being given
Tentacle, Medium Creature: Examples of this include tentacle attacks names by their equally famous owners. Tizona was El Cid’s sword, Leg-
from giant octopi, assassin vines, or violet fungi. biter was the Viking King Magnus Bareleg’s weapon, Joyeuse was King
Charlemangne’s sword, and Curtawa was the English King Edward’s
Tentacle, Large Creature: Examples of this include tentacle attacks weapon. All of these were accidentally crafted steel swords given names
from giant squids, aboleths, or krakens. because they were so powerful versus iron weapons and armor.
Wing Beat, Large Creature: Examples of this include wing attacks Consider granting each piece of expert armor or weapons a name in your
from old dragons (winged), rocs, or giant eagles. campaign; doing so fleshes out the item, giving it more value than a simple
item, and often such items become objects for adventure. They often have
Example: The wizard tries to jump over a pit and fails his check. The
unusual patterns to their surface, and their prices should be so large that only
wizard falls into the pit and lands on his backpack. Everything within
adventuring for them is worth the effort.
suffers a crushing blow. The CK wishes the fall to have some impact
on the character so chooses to randomly determine what might Example: The party finds a great helm with dragonheads embossed all
have been damaged. Consulting Table 9.4, he rolls a d8 (1 for each over it. After talking to a sage, the party learns that this expertly made
category) and rolls an 8; the result is stone. He asks his player what, helm formerly belonged to Skellar the Bold. In fact, history notes that
if any, stone the player has on his character. If there is no stone, there Skellar also owned a suit of armor, a shield, and a maul all with the
isn’t a problem, and nothing happens. Unfortunately for the player, he embossed dragon pattern. Suddenly, the PCs want to embark on a quest
has a luck stone. The CK consults Table 9.3 Weathering & Combat to recover all of Skellar’s equipment. The sage presents clues about
Conditions Wastage, looking up crushing weight for the stone Skellar’s last documented location: the Renee Mountains.
category, and he notes its challenge class is 10; the CK adds +2 to
the roll because the luck stone is a magical item. The CK rolls a 15 in
front of the player, adds +2, for a total of 17; the stone is fine. Existing Expert Weapons & Armor
Player characters should rarely be able to walk into a smithy and buy
Expert Equipment expert equipment. These items should be used by powerful foes in the
dungeons and castles the characters explore. Along the same lines, while
In the middle ages, the fabrication process used carbon and iron and every merchant knows an expert piece of armor goes for 10 times its
generally made iron weapons. Very much by accident, smiths learned the normal cost, expert weapons go for 25 times the weapon’s normal cost;
perfect mixture of heated iron and carbon made steel. Steel weapons, armor, of course, merchants will only buy expert weapons and armor for half of
and shields were vastly superior to their iron counterparts. Steel weapons their true value or less.
didn’t break as much as iron. Iron weapons with edges needed sharpening
after every battle, but steel weapons held their edge much longer.

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CHAPTER 10 — LAND AS TREASURE
As discussed in Monsters & Treasure, Land and Title are perfect rewards for In many respects, the setting is akin to the video game console. As any table
hard fought campaigns and serve to shake up the normal gold and magical top gamer recognizes the video console is very limited. It creates boundaries
treasure that veteran players are sometimes accustomed to earning. The that the gamer cannot pass over or through. The CK’s setting is often too
enterprising Castle Keeper offers Land and Title in order to both reward the much akin to this, there are established boundaries that restrict the actual
character or characters and propel the game in new directions. Understanding play and in some cases the imagination of the player.
when to offer land as treasure and how to integrate it into the ongoing game
are critical elements to making land as treasure an enjoyable and workable Lands as treasure offer the CK the perfect tool to set aside this gaming
aspect of the game. When used correctly, it can heighten the experiences of paradigm and allow the characters themselves to interact directly with
any game and bring the players to the table with enthusiasm. the setting and the game. Furthermore, the characters are able to change
the course of its history and become actual participants in the world’s
Castles & Crusades is not particularly limited to any one type or genre creation. In many regards this makes them part of the setting itself.
of game. But for the purposes of this chapter we are using Medieval
Europe as our baseline. Please note that the term Land as treasure is used Too often the veteran CK shies away from this concept. At first mention of
throughout this chapter but covers any type of land, title, entitlement, or letting players possess a greater role in the setting, visions of madness and
endowment treasure that the CK might devise, from the guildhall orders destruction emanating from every wild, hair-brained idea that a player may
to the landed estate. put forward come to their minds. They see an endless debate over strange
questions pertaining to bizarre cultural, ecological, and social issues that
New Horizons have no grounding in the rich flavor and or history of the setting. “No
the Kopesh sword is a near-eastern weapon; this is a medieval European
The Castle Keeper’s main task is to engage the character in a fun and exciting environment. They have no knowledge of such a blade!”
game of chance and adventure. The setting is the arena within which this fun
takes place. Settings range from the very detailed to the simple (see Chapter This attitude is slightly misplaced. The setting should be a vibrant and
5 Worlds of Adventure above). Troll Lord Games’ Aihrde Setting is evolving environment. The CK must make adjustments to it from time
complete with history, racial groups and sub-groups, political institutions, to time, refining aspects, or reacting to the very exploits that their players
cosmology, and affords the CK and players a virtual tapestry within which to achieve. There is no reason that allowing characters a freer hand, or any
weave their own stories. However, such detail is by no means necessary; the hand at all in the local setting, should have any more impact than do
game’s setting need have no further depth than “the forest path looms.” the actions they routinely take. If the characters slay the local giant that
is terrorizing the lands of Krackenmore, they have in effect impacted
No matter the depth of the setting, this is where the action takes place the entire region of the world, realistically changing the local political
and the players conduct the activities of their characters. The setting is environment — and if one wanted to be extremely technical— the
traditionally the CK’s realm. They design it, creating its structure, the rules ecological, social, and economic environment as well. Even plundering a
that guide it, and the monsters that people it. Rarely are player opinions dungeon liberates a region of the terror of the undead that rose from its
sought and even less rare are they acted upon and integrated into the game. depths with vast ramifications on the surrounding region. The argument

160 Castles & Crusades


Chapter 10 — Land as Treasure
states that these are actions within the CK’s control and as such remain recuperate, the CK quickly comes up with a deal whereby the profits of the
acceptable because they are controllable. village can go to building a castle on the land. It may take 2-6 months to
build a small castle, and several years to pay it off but it is very realistic. The
In fact, the opposite is true. By allowing the players a greater role in the setting, player, not wishing to bury the game in a lot of money tracking agrees. The
it adds to their own involvement, giving them a vested interest beyond the impact on the party, the character, and the game is huge but does not in
acquisition of gold and silver, to work within the setting. To put it frankly, any way slow down the pace. Within a short period of game time, the party
allowing players to assume greater roles in the setting is something akin to has a safe base of operations where they can store their treasure, heal up,
the political concept “keep your friends close and your enemies closer.” The or do whatever else they need to do. In turn, the CK has created a whole
player whose knight earns the title of Duke and stands as one of the King’s wealth of adventure material in the local surroundings, with the Baron and
men is far less likely to do things detrimental to the Court and country, his court, and whatever else creeps behind the screens.
such as mouthing off to their rightful lord, if he is a part of that Court. The
setting itself must be a vibrant arena in order to keep the players captivated
A Time of Rest
and interested in playing in said setting. Creating a setting in which all the
controls are there must by its very nature wear on the players and bore them Land as treasure is actually a natural outcome of playing the game itself.
into wanting to do something else or play some other game. As the characters gain in levels, it is natural to want to accumulate
wealth; monies and magic come to mind first, but eventually land and
The Setting should be the arena for the adventure, not the restricted power enter the equation. The castle, tower, hold, or home becomes a
access
club. Bringing the characters into the setting allows the CK to place to recuperate from wounds and adventures, to advance in level, to
bring the players more into the game. This does not mean that the CK manufacture equipment and magic items, and to plan the next spate of
must yield to the player’s opinions or his desire. This in no way impairs adventures. Many characters love the concept but don’t actually voice
the CK’s ability to run his own game and maintain clearly defined setting the desire themselves, more focused on the task at hand, adventuring! By
rules. Maintaining control of the integrated setting is as important as awarding it as part of the adventure the CK fills both the need the game
maintaining control over any interactive aspects of Castles & Crusades. may have and the desire of many players for something to show for their
wealth. With land for treasure the player can express the success and
Involving the Character status of their character with the treasure awarded. The young warrior is
now a knighted lord in the Baron Charles’ Court, who owns both a village
As discussed in Chapter 5: Equipment above, equipment offers the player and soon a castle. Land as treasure opens up new vistas for the player
one of the few areas of control for his character. This is relatively important character as the local setting can become a focal point of the game.
as it allows the player direct involvement in the role playing game, it is an
area that they control. They choose what they wear, what they fight with, These new vistas open up a whole new set of role playing and adventure
how they look and more. Bringing land as treasure to the table offers a opportunities. With land and title, assuming the CK and players want it,
whole new venue of player control. Now, the player has the opportunity to comes NPC interaction like never before. The Lord who granted the title
take a small portion of the world and make it theirs by creating structures, rises from obscurity to an active role in the character’s fortunes. The locals
appointing people to posts, interacting with the locals from a position of who have become part of the new Knight’s domicile are now beholden to
power; in general becoming involved in the ongoing events. him or her for protection. The neighboring lords, knights, villagers, etc. all
have a role to play in fleshing out the local setting. Beyond the borders are
This involvement ranges from the very simple to the very complex and monsters, roaming bandits and other bad guys who now must interact with
depends completely upon the designs of the CK and the interests of the the new Knight and the new Knight must interact with them.
players (see below). Land ownership and entitlement in fantasy games is
every bit as complex as it is in the real world and as it certainly was in Feudal The possibilities are almost limitless. The CK is able to work the plots in
Europe. There are no real defining limitations other than those imposed by any way they see fit. The young knight and his band as protectors of the
the CK and player. weak works as well as the Knight manipulated by the Baron to offset the
power of another Knight who struggles with the Baron over land rights.
It is perfectly natural for a player to enjoy receiving land but want no These two ideas are just the tip of the iceberg of course. Intrigue ranges
part in managing it. After all, the game is one of epic adventure, not epic from the very low to the very high and involving the characters at any
book keeping, tax rolls, land development and so on. Awarding land as level can be both fun and challenging.
treasure and removing it all to the background role is perfectly workable
in any game. Often lords and knights possessed land in provinces they Depending on the scale of the land as treasure and the nature of it, this
never visited, trusting their stewards to manage the affairs of their estates. type of reward opens up city adventures as well. Different classes have
Absentee landlords are normal and work perfectly for those players who different types of treasure (see below) when it comes to giving land as
like to take a light handed approach to such game concepts or even to treasure; the rogue who becomes Master of a Guild; the wizard whose
those games that have a light approach to the setting. A simple and quick order grants him a tower in a town of enemies; the dwarf lord given a
calculation by the CK, designed off the needs of the game, or through the fortress upon the edges of the wild; the possibilities are limitless. In short,
charts below generates the necessary yield of any land or title. the possibilities expand greatly when land and title enter the game. But
all this has little place unless the game calls for it, the players want it or at
Example: Hale is a young Knight who recently rescued the village of least don’t fight it, and the CK has designs for its future. It’s important to
Hawthorne from an ungern attack. Overjoyed, the local lord, Baron know when to award land as treasure.
Charles of Shipp, decides to award him for his efforts. The Baron Knights
Hale and grants him the very village he saved as a fief. The newly knighted
Sir Hale has entered the ranks of the nobility, though at its lowest rung. Know Your Game
Hale accepts the honor fully aware that he does not own the village, as The Castle Keeper must know what type of game they are running before
ownership remains with the Baron, but that all the income from crops they award land as treasure. If the game is a fast paced series of one
and other yields are his so long as he swear fealty, with all its incumbent shot adventures that bring the character from one dungeon to the next
obligations, to the baron. The CK must now determine what benefits if and allow them to amass wealth and power, the land as treasure should
any the village reaps for the character. Without consulting the charts below definitely take a back seat. Consult the tables below, determine the benefits
the CK determines that a constant source of money and a safe base of and problems with a few dice rolls, and move on. Let the characters pile
operations are more important for the game and arbitrarily tells the player up titles as if they were magic items. If the game is more involved, with a
that the village yields about 15gp a month, with which the character great deal of role playing and campaign arcs that carry characters through
can do as he chooses. Wanting the party to have a place to fall back and an epic thread then the tables are going to be too superficial. More work

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Part 2: Worlds of Adventure
is required, i.e. NPCs fleshed out, regional maps drawn up, political and pick and choose which portions of the system work best for their games,
religious power structures established, etc. This can take a great deal of leaving the whole complicated, intricate web of obligations to the most
work (reference Chapter 6 for some of this information). It’s more than venturesome of Castle Keepers.
likely that the game falls somewhere between these two extremes and the
land as treasure integration will as well. Feudal land ownership involves interactions between Lords and Vassals
from which come a hierarchy of nobles. These nobles form an aristocracy
In short, determine the amount of involvement the land as treasure is going that governs the whole; however, the aristocracy is frequently divided
to have in the game, adjust it accordingly, either through game play (as in the into multiple political groups of varying sizes contending for power. Feudal
example above), role playing and design, or through the charts below. Use a nobility bases its power structure on two major things; land ownership
combination of all of them when needed. from which the noble derives their wealth, and title, which commands
influence, prerogatives and rights. Many portray feudal structures as
It is also important to note that the land as treasure can and should evolve. centered on the King, but this is not always the case. Feudal governments
What may have started as a simple, unusual way to reward the party for a exist at multiple levels; their power structures determined by which
job well done may easily evolve into a dynamic part of the game. noble owes vassalage to which lord. In fact, the nature of feudalism and
the aristocracy it fosters and maintains is very complex. European titles
Know Your Audience derived their power from old Roman administrative districts as much
as they did from granted rights of land ownership. Furthermore, land
It is the job of the CK to understand their players and their normal mode ownership is not restricted to a knightly class; early land ownership came
of play. In many respects this is far more important than understanding the from one’s abilities or family position. In a fantasy role playing game such
game the CK is running. The game is adaptable, but players are often not. It is as Castles & Crusades, allowing clerics, druids, wizards, rogues, bards and
natural to become entrenched in a certain style of play and any deviation from others to participate in the feudal hierarchies of a society is more than
that causes a great deal of heartache. Many players simply do not like political realistic. The scope of feudal structures and the title of nobility are far
intrigue and most certainly detest any method of economic play. Forcing players beyond the aims of this guide book, but for our purposes the general
to participate in an extravagant, multi-faceted game of political intrigue, double outline of both feudalism and its major parts and the titles of nobility and
speak and personal innuendo often exhausts those not interested in such their origins is more than sufficient.
themes. The end result is always bad, either the player becomes bored and
destructive, or just stops showing up for the game. Feudalism: A series of inter-related political, economic, and military
obligations based upon land ownership. The central figure of a feudal
As with most elements in role playing games, moderation is the key. If society was a land holder, usually a warrior, who leased out his land in fiefs
land as treasure is awarded and one or two players begin to really enjoy to other warriors. These warriors swore homage to the central figure, the
it and want to play up on these new elements, but others are bored or lord, promising any number of obligations; usually these obligations were
listless, give them outs by softening the amount of actual involvement military (see homage below) and involved providing troops to the Lord.
they have in the newly acquired land. This is not always the case however; sometimes the vassalage involves
economic obligations as well. Those who swear homage become Masters
Example: Hale is now lord of his village and the castle walls fast rising on of the Fief, but vassals to the Lord. These vassals can use the fief and reap
the hill of Torul. But Hale has learned that there is more to ownership all its economic benefits, build structures on it, improve it, tax it and
than he suspected as his neighbors are attempting to drag him into usually hold complete control over the legal rights of the inhabitants,
their alliance against the Baron’s policies, reducing the requirements of barring only the laws of the Lord. Actual ownership of the fief was
their vassalage. Here, the CK has presented the potential of a complex normally, but not always, retained by the Lord (see fief below).
adventure that may involve all manner of Court intrigue. Instantly
he recognizes that a few of the players are interested, but the player Vassalage can become very complex. A single individual may swear fealty
responsible for the village, the Knight Hale, is not so inclined. Certainly (not homage) to two different Lords or find that his obligations span over
he does not take the bait and enquire more about the Court politics. the land ownership of several different Lords. Sometimes this happens
This is a sure sign that though he may like the castle and village idea, through inheritance, sometimes through right of conquest. In these
he does not like role playing it out. An adventure is called for; one that cases vassals could find themselves obligated to provide warriors to two
perhaps involves other members of the court, but moves the action different Lords, even if these Lords are fighting each other.
away from the land and village in order to not saddle the character(s)
with an adventure they may not wish to embark upon. Example: Young Hale has sworn homage to the Baron Charles of Shipp.
He is now his vassal. His vassalage requires that he send 2 mounted
Integrating Land as Treasure warriors to the Baron during each campaign season. Hale brings a young
Knight Errant, Basil, into his employ, housing him in his castle, outfitting
No charts have been supplied that allow you to roll land as treasure as a him and training him. He intends to meet his obligation with himself
portion of the treasure earned from an adventure. This was pointedly left out and Basil. However, during the course of the adventure, he finds that he
of the treasure tables in the Monsters & Treasure because land as treasure is has inherited, from his fallen uncle, a tract of land with two villages on
something that only the CK should do, and then only when they are certain it. The obligations of these villages pass to Hale. The villages, however,
that that is what they want to do. As discussed above, it’s important to note were originally held from the Count of Kleaves, the very powerful Lord of
what the game’s needs are and the players’ desires as well. Olmutz. The obligations of the two villages come to supplying the Count
with 5 men-at-arms and one knight on foot each year. The young Knight
If the CK has determined to award land as treasure, consult the following
finds himself forced to give up one of the fiefs or to meet his obligations
tables and definitions to better understand what it entails. Reference
to two different Lords. Even if these Lords should go to war with one
classes where necessary.
another, Hale’s men and colors will be on both sides of the field.

Land Ownership Defined Manorialism: This consisted of a system of economic and property
Land ownership in a feudal society is a complicated network of ownership, obligations that governed the jurisdictions commonly referred to as
homage, vassalage, and fealty that entails a variety of obligations from manors. The obligations existed between the serfs, or peasants, and the
one party to the next. It involves transactions that are economic, Lord who owned or held the land as fief from another and the land that
political, and military. Though it is not necessary to include all facets of they lived on. In very basic terms the Lord promised protection to the
the feudal system in any game, we have outlined them here for the CK to land’s inhabitants and in turn the inhabitants paid rent in the guise of
foodstuffs, money, work or other transactions such as supplying firewood

162 Castles & Crusades


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for the local manor house or castle. The inhabitants came under the Titles
legal jurisdiction of the Manor Lord. The manor’s property was generally
Inherited Titles: These titles come from a variety of areas. A family
divided up into three separate classifications, the demesne, dependent
connection can leave the title to its nearest chosen descendent or just as
and free. The demesne consisted of land worked by the Lord, meaning
likely a region may appoint a person to the rank and grant the title that
the proceeds of that land went directly to the Lord. The dependent land
accompanies the region. Many medieval European dukes derive their title
is held in lease by a peasant or serf who, in turn, pays for it in work and/or
not from the King but from the Roman word Dux which loosely means
goods; some serfs paid for their land by working the demesne. The peasant
commander, a title and post inherited from the office itself.
owns the free land outright, but is subject to the judicial authority of the
Lord and he could be taxed on its proceeds. The serfs were sometimes Earned Titles: Often, aspiring individuals who achieve great status
bound to the land, and therefore the Lord, but not always. through their own actions, or do great deeds for an established Lord are
granted a place in the rank of the nobles. In early medieval Europe, men
Lord: A noble or aristocrat with social rank derived from military power
earned rank almost exclusively through feats of arms. Later, as the society
and/or land ownership. In general, a Lord owns land, the proceeds of that
became more complex, awarding nobility for services rendered became
land, and those who work it or on it. A Lord is able to acquire vassals
normal. This served to water down the older more militaristic nobles
through leasing his land, as a fief, and/or accepting obligations from lesser
causing a great deal of tension. This can lead to societies closing the ranks
lords and knights through acts of homage. It is not impossible to envision
of nobility, requiring patents of nobility before one is allowed to enter the
a Lord who owns very little land but has many vassals.
hallowed halls of the aristocracy.
Vassal: A knight or lesser lord who swears an oath of fealty or homage, to
Patents of Nobility: A patent of nobility is a sheet of paper given by
a Lord. Generally the oath of fealty or homage require the vassal to supply
a great noble, usually a king or emperor, which allows one entrance to
warriors to the Lord, however; vassalage can take on complicated obligations
the ranks of the nobles. It is generally a reaction forced upon senior
such as supplying equipment, foods stuffs, horses, boats, etc. The vassal in his
Lords in order to keep them from giving out titles too randomly, thereby
own right can lease land out to other knights or lesser lords.
weakening the value of the landed aristocracy.
Homage: A complex ceremony and oath taking, in which the lesser lord
Confirmation: Often the new noble must be ‘confirmed’ in the title. The
or knight swears an oath of fealty to a Lord making the lesser lord vassal;
confirmation ceremony is usually the oath of fealty or homage demanded by
in turn, the Lord invests the vassal with property. The act of homage is a
a Lord from a vassal. This helps to reaffirm the rights of the Lord and impress
binding act that creates a bond between the Lord and vassal in which the
upon the new noble his status as vassal in relation to his lord. It is also a time
vassal swears to being one of the Lord’s men. In effect, the Lord ‘owns’
that a Lord or vassal may attempt to wring concessions out of one or the other.
the vassal. Swearing of homage can only be done to a single Lord (unlike
fealty) and bears with it significant religious, social, and cultural bonds.
The act of homage obligated the vassal and the Lord to certain levels of He is a King in Name Only
protection and military commitment. It is entirely within the realm of possibility for a noble to possess a title but
no land. Land ownership and the vassalage he commands is the basis for
Fealty: An act of swearing allegiance to a Lord in return for a fief. Far the power of a feudal Lord, the noble. Land can be lost as easily as won and
less complex than homage, fealty is an arrangement that can be repeated when that Lord loses land, the vassals that are upon it are lost as well.
from one vassal to several Lords. The act of fealty obligated the vassal and
the Lord to certain levels of protection and military commitment. Any number of circumstances may exist that deprives a noble of land.
Perhaps circumstances forced him to award his land as allodial fiefs, a process
Fief: A tract of land leased or yielded from a Lord to a vassal. The vassal that gradually eroded his power base, while strengthening that of his vassals.
has the right to occupy the fief and derives all proceeds from it. From Maybe indebtedness crippled his ability to uphold the terms of vassalage. War
these proceeds he feeds himself, family and his own network of vassals as destroyed much of his army and he was forced to cede territory and rights as
well as supplies the Lord with the obligations promised during the homage part of the peace. The processes that can derive a lord of his land but not his
or fealty ceremony. The legal definitions of a fief vary greatly. Some fiefs title are limitless. The French King, during the reign of Louis VII was one of
were held for limited times and confined to one owner; meaning a son the militarily weakest of the French aristocracy. It was not until much later
could not inherit the fief from his father. Others were held in perpetuity, that the King managed to regain his power over his own lords. He did so
meaning they were given the right of inheritance; the fief could be passed because his position retained advantageous religious and cultural powers.
down from father to son.
This concept plays perfectly into almost any land for treasure award. By
Allodial Fief: A fief owned outright by the vassal free of any necessary granting a title without the lands that would normally support the title,
obligations. The obligations of vassalage are removed or at the very least the CK is effectively challenging the player to wrest control of what once
lessened. A Lord awards a vassal certain portions of a fief from a Lord belonged to that title, or at the very least gain land from which to build
as allodial land for service and good deed. So, a vassal may control 14 the title’s strength. In this respect, the title becomes as important as the
villages and the various tracts of land that go with them. But he could land, because having the title is itself a form of power, a treasure.
own several as allodial fiefs, and be responsible for the terms of vassalage
for only the remainder.
The Ranks of Nobles
Nobility Defined Some texts attempt to quantify how much land the average noble would
possess or pass on in a strict hierarchy of rank. They further attempt to
The noble is a person with rank or title. The noble earns their rank or title make the King Lord over the Duke and so on down the line. In reality,
through a variety of means. The most common method is to inherit the except where feudalism as a system of government was imposed, this is
rank or title. But an equally common method is that a powerful Lord grants rarely the case; the true test of rank resides in the system of vassalage as
the title, the rank, the honor to a lay person, giving them all the benefits and built up over centuries of interacting political machinations. Who has
honors of the noble. The Lord who awards nobility is generally a monarch sworn homage or fealty to who is the true mark of the power-ranking, this,
or emperor, church prelate or similar figure vested with religious power; and the sheer power the various nobles possess. It is entirely within the
but this is not always the case. The ability to earn such a rank depends realm of possibility that a Duke has not sworn vassalage to any King and
on the society, culture, and particular needs of a region or country. Early though he would not be the social equal of the King, his rank and status
Europeans gained rank and title through force of arms, at times granting are his and his alone, free of any fealty or homage.
the rank to themselves, combating any who might deny them.

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The ranking is completely dependent upon the CK and the needs and Land as Treasure
demands of the game. A Duke or even a Count may rank more actual
In Castles & Crusades, when awarding land as treasure, the CK must choose
physical power than a King, though the King retains the title that grants
one of three methods, or create a hybrid of the three. The first of course is
him the most dignified and highest of social rank.
to role play the land as treasure. Note the example above where young Hale
If the CK intends on using land as treasure beyond a simple backdrop gains his title and land. No dice hit the table; the CK determines how much
treasure, bringing land as treasure into the game will require some leg the land is worth and builds it into the structure of the game. Consult Table
work and statistics on the lords of the land. In general, the following table 10:2 Land & Title as Treasure for title, size, the number of men-at-arms
lists the ranks of nobles and their wives, and level. These levels represent it produces and the habitation. The adventure continues, only now the
averages and the CK should alter them or change as they need to. The party has a base of operations and the knight Hale is beginning to build a
table is for quick reference only. The noble can be any class but generally castle. In one swoop the CK uses the profits from the land to build it up.
are fighter type classes.
When using Table 10:2 Land & Title as Treasure keep in mind that these
are averages and many variables can apply. Further, the awards listed, the
Tables 10.1 The Feudal Hierarchy recipient holds in direct vassalage to a noble or Lord; meaning they have
Title Level* sworn an oath of fealty or homage. The lands do not come with their own
vassals. If the recipient chooses to lease some of his newly acquired lands to
Emperor, Empress 25 a vassal they are perfectly able to do so. To use the table, determine the level
King, Queen 20 of the recipient and cross reference the data giving. Also, consult Table 10.2
Land Yields & Obligations below for average size and occupancy of a fief.
Prince, Princess 18
Duke, Duchess 15 Use Table 10.3 Land Yields and Obligations to determine an average yield
and obligation that a fief might supply. The Yield refers to money earned above
Marquis, Marquess 12
and beyond the expense of running the fief. These include road and bridge
Earl or Count, Countess 9 maintenance, hiring, training, and paying for men-at-arms (as listed in Table
Viscount, Viscountess 8 10.2), and normal upkeep for a Manor or Castle. The obligation is an average
payment the vassal must make for his service. It is important to note that these
Baron, Baroness 6 are averages only and dependent on the information supplied from Table 10.2
Baronet, Lady 5 Land & Title as Treasure. As discussed, a Duchy can be any size, great or
small, and might yield more or less at the Castle Keeper’s discretion.
Dame (Lady who owns) 4
Knight, Lady 4
Knight Errant, Lady 3
Squire 1
* This equals the total number of average levels. If the King is a
fighter-wizard he should have a maximum of 20 levels combined. For
instance, 8th level fighter and 12th level wizard. It should be noted
that a noble can actually be any level.

Table 10.2 Land & Title as Treasure


Level Title Fief* Occupants** Men-at-Arms† Habitation
1 Knight-Errant 320 undeveloped n/a n/a
2 Knight, Ward 320 1-10 scattered n/a n/a
3 Knight 640 4T n/a n/a
4 Knight 640 4 T, 2 H 4 n/a
5 Baronet 1500 6 T, 4 H 8 n/a
6 Baron 5000 8 T, 6 H 14 n/a
7 Baron 20000 12 T, 4 H, 1 V 26 Manor
8 Viscount 50000 20 T, 6 H, 4 V 37 Manor, Keep
9 Count 100000 40 T, 12 H, 8 V 72 Moat & Baily Castle
10-11 Earl 200000 60 T, 20 H, 6 V 85 Fortified Manor, Castle
12-15 Duke 400000 80 T, 40 H, 20 V, 2TW 240 Greater Castle, Castle
16-17 Prince 800000 160 T, 80 H, 40 V, 6TW 520 Greater Castle, Palace
18-20 King 1mil 400 T, 200 H, 80 V, 8TW, 1 city 1160 Palace, Fortified City
21-25 Emperor 2mil 500 T, 250 H, 100 V, 8TW, 1 met 1485 Fortified City
* Each fief in acres.
** T = Thorpe; H = Hamlet; V = Village; TW = Town
† Men-at-Arms refer to how many men-at-arms the fief yields on its own resources. Of course the vassal can increase that with other resources.

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TABLE 10.3 Land Yields and Obligations Land as Treasure per Class
Fief Annual Yield* Obligation** The list below expands concepts on how to award land as treasure for each
1 175gp 1 Foot Knight, 1 Man-at-Arms† class. The list assumes that nobility, the title and rank of Lord and Vassal, is
not restricted to a soldier’s profession, but one whereby deeds beyond the
2 250gp 1 Mounted Knight, 1 Man-at-Arms
sword earn an adventurer rank and title. In this case use of Table 10.2 Land
3 650gp 1 Mounted Knight, 2 Men-at-Arms & Title as Treasure is the baseline for any class that earns a fief, however;
4 750gp 1 Mounted Knight, 4 Men-at-Arms for those Castle Keepers that wish to preserve the warrior culture of feudalism
1 Mounted Knight, 2 Light Horseman refer to the below for guidelines on how to award land as treasure for each
5 1,000gp class. Each class is different, possessed of a different set of skills, goals, and
or 6 Men-at-Arms
designs and the setting that you are playing in or have designed may not have
3 Mounted Knights, 4 Light Horseman
6 3,500gp room for a druid who has become a fief holding Lord and Vassal.
or 12 Men-at-Arms
6 Mounted Knights, 8 Light Horseman,
7 8,000gp
or 24 Men-at-Arms Fighter
15 Mounted Knights, 20 Light The quintessential adventurer, the fighter is the least specialized and
8 25,000gp most versatile of all the classes. Their ranks encompass the very spirit
Horsemen, or 50 Men-at-arms
of the soldier of fortune and their awards in land as treasure rank as the
35 Mounted Knights, 50 Light
9 75,000gp most simple. The world of the nobleman, the Lord, is open to them as
Horsemen, or 100 Men-at-arms
the fighter is the bedrock of that culture. For a standard land as treasure
100 Mounted Knights, 100 Light reward for fighters refer to Table 10.2 Land & Title as Treasure.
10-11 200,000gp
Horsemen, or 200 Men-at-arms
250 Mounted Knights, 300 Light Ranger
12-15 700,000gp
Horsemen, or 600 Men-at-arms
Awarding a ranger a fief would only serve to tie them down and perhaps not
500 Mounted Knights, 600 Light
16-17 1,500,000gp play to their skills as a Lord would desire. However, there is a constant need
Horsemen, or 1200 Men-at-arms
for a warden, someone able to watch the roads, keep an eye on strangers
1000 Mounted Knights, 1200 Light who pass through a land. The warden keeps track of the amount of game in
18-20 3,000,000gp
Horsemen, or 2500 Men-at-arms an area, when best to hunt, and how best to hunt. Furthermore, they keep
1200 Mounted Knights, 2400 Light a watch out for any monsters that live in the area or may travel through it.
21-25 5,000,000gp
Horsemen, or 5000 Men-at arms Rangers are generally awarded wards to watch over and keep safe for the
* Yield derives from any number of enterprises: firewood, hay, wheat, Lord of the land. As such, they are not required to raise troops, or render
barley, fruits, cattle, sheep, pigs, mined ore, or even manufactured obligations. Their oaths of fealty or homage earn them a different reward.
goods; also taxes on roads, bridges, gate charges, etc. The yield is
based on a maximum number of habitations in a fief.
** These obligations are for an average period of 30 days. Payment for
them must come from the Yield. These Knights, horseman, and man-at-
arms are not equipped with armor, weapons, or horses. The Vassal must
equip them from his armory, assuming he has one, and his herd, assuming
he has one. The equipment must come from the Yield or other recourses.
†A man-at-arms may be substituted for double the number of Archers.
Table 10.4 Land & Title as Treasure: Ranger
Level Title Ward* Huntsmen** Habitation/Pay†
1 Deerstalker 2 0 n/a; 10gp
2 Huntsman 4 0 n/a; 25gp
3 Scout 8 1 Draw Rations; 40gp
4 Pathfinder 50 2 Free Room at Inn; 50gp
5 Sheriff 150 4 Free Room and Board at Inn; 65gp
6 Master of the Hunt 500 8 Quartering Anywhere in Realm; 75gp
7 Master of Game 1200 12 Living Quarters in Lord’s Castle; 110gp
8 Warden 5000 16 Cottage; 120gp
9 Marshal of the Realm 15000 24 Manor House, 10,000 acre fief; 150gp
10-11 Ranger 30000 36 F. Mn. House, 20,000 acre fief; 200gp
12-15 Ranger Lord 55000 48 Keep, 45,000 acre fief; 300gp
16-18 Ranger Lord 90000 65 Motte-Baily Keep, 90,000 allodial fief; 600gp
19-20 Lord Marshal 150000 85 Castle, 150,000 acre allodial fief; 1200gp
21-24 Lord of Rangers 300000 120 Castle, 300,000 acre allodial fief; 3000gp
* A ward is measured in square miles. As a point of reference the state of Arkansas in the United States America is 52,000 square miles.
** These are hireling scouts. They are proficient in 1-2 weapons only.
† This is monthly pay for everyone

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Rogue targets. Their guilds are usually loose and not as structured as is the rogue’s;
mainly because the very profession these adventurers practice lends itself to
The rogue is a character whose land for treasure award takes a dramatically
the risk of betrayal. The chart below sets out a template for what an assassin
different turn from many of the other classes. It is unlikely that they would
might earn from carrying through a task, and what payment he would receive
aspire to, or that a Lord would grant, a traditional fief to such a character.
if put on the payroll of a powerful employer.
The rogue is by his nature a dungeoneer, one particularly trained to enter
and explore dungeons; hiding in shadows, sneaking through the dark, Table 10.6 Land & Title as Treasure: Assassin
surprising an enemy, finding and removing traps are all skills of the specialized Guild
adventurer. When awarding him land as treasure it is best to look beyond the Level Title Payment* Stipend†
rank**
fief and land and into a realm more specialized. The rogue often works in
networks of guilds and deeds, great and small, or in overcoming challenges 1 Crowbait 5gp n/a 15gp
that allow him to move up and through the hierarchy of rogues. These guilds 2 Candidate 10gp n/a 30gp
are often in the employ or at least on the payroll of powerful oligarchs, nobles,
ecclesiastics, even other adventurers. They are secretive and their status kept 3 Operative 20gp n/a 45gp/Apartment
so by those who employ them, assuming, of course, they do not operate on 4 Partisan 45gp n/a 100gp/Apartment
their own, for their own means. In any case, the rogue’s guilds are houses that 5 Knell 100gp Cell Leader 175gp/Small Flat
resemble in many ways the fiefs of Lords and Vassals.
250gp/Flat with
6 Bane 210go Cell Leader
The land as treasure award comes in the guise of rank and entry in these Servant
guilds and often employment in the most powerful of houses. The rogue 475gp/House
is given his own “fief” to watch over and control. In turn he is granted 7 Hatchet Man 350gp Pit Boss
with 1-4 servants
footpads to work for him and with him.
650gp/House
8 Gatekeeper 700gp Master
with guards
Table 10.5 Land & Title as Treasure: Rogue
1000gp/Manor
Guild Guild 9 Kingmaker 1200gp Master
Level Rank Footman House
Relationship* Dividends **
2000gp/Manor
Serve a 10-12 Master Reaper 3000gp Master
1 Footman n/a 0 House
Hawkshaw
Master
Serve a 13-15 7500gp Master 2500gp/Palace
2 Bracer 1-2 5 Ferryman
Hawkshaw
Master
3 Dunner Blockhouse 1-2 15gp 16-18 17000gp Master 3500gp/Palace
Gatekeeper
4 Scout City Block 2-4 25gp Tothun
19-20 25000gp Master 4500gp/Palace
5 Hawkshaw Neighborhood 4-8 50gp (Death’s Man)
6 Dungeoneer Serve a Doge n/a 100gp Grand
21-24 Grand Master 30000gp 8000gp/Palace
7 Goodman District/Town 8-36 150gp Master

Serve a Grand *Payment is determined by multiplying the level/HD of the target by


8 Rogue n/a 200gp the task payment. For instance, an Operative attacking a 4HD ogre
Doge
would earn 80gp.
9 Patriarch Region 12-48 300gp
**The Guild Rank is very loosely defined. A Cell Leader would
Serve Guild command about 1-4 assassins, but a crowbait, candidate, operative,
10-11 Doge n/a 400gp
Council and partisan would not command any, nor have any communication
Whole with the upper hierarchy of a guild.
12-15 Grand Doge Guild Council 500gp
Guild †The stipend refers to a court paid or hired assassin per month or the
Master Whole average dividend a guild pays its members.
16-18 Guild Master 1000gp
Rogue Guild
Master of Guild & Barbarian
19-20 Gorde 2000gp
Inner Sanctum Council The furthest removed from rank and title of any of the adventurers, the
Master barbarian’s awards from land as treasure are wide ranging. It is completely within
21-24 Guild Lord All 5000gp the realm of possibility that a Lord would award them a fief with full honors,
Gorde
eventually rising through the ranks of the nobility to tread the jeweled thrones
* The guild relationship refers to the area the rogue controls or watches over. of the world beneath their booted heels. If this course is followed, refer to Table
At the lower level they are made to serve higher level rogues and carry out 10.2 Land & Title as Treasure.
their directives. The size of any given area depends upon the size of the city.
** These dividends are paid to the rogue monthly before any guild dues If, on the other hand, the Castle Keeper decides to branch out into a
or membership requirements are met. more class specific award, consult the chart below. This chart reflects
a culture far more savage and based upon the primitive power of the
warrior class, his fearlessness, and his ability to encourage men to like
Assassin
minded deeds. The resulting treasure is negligible but few barbarians
Assassins are very similar to rogues. Working as specialized informants or hired concern themselves with the wealth of civilized men, for to them fate is
guns, they strive to master their craft and gain rank in the guild hierarchy, or the world’s unfolding and things come into their possession and leave it
at the very least, if they do not belong to a guild, create a reputation that with as much ease. His award comes in his ability to enter his local tribal
carries with it high earnings. Their titles all refer to their profession, though group and raise bands of warriors.
not necessarily evil, they do specialize in eliminating difficult and dangerous

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Table 10.7 Land & Title as Treasure: Barbarian Novice of the Voice on Council/
9 8-48
Level Title Calling* Offerings** Inner Circle Manor/400gp
1 Deerstalker n/a 0 Master of the Head of Couincil/Manor/
10-12 10-60
Inner Circle 600gp
2 Hunter n/a 0
Elector of Inner Master’s Circle/Palace/
3 Warrior 1-4 25gp 13-15 20-80
Rites 1000gp
4 Sub-Chief 1-8 45gp Elector of Inner Voice in Circle/Palace/
16-18 10-100
Shirt Wearer/ Rites 1000gp
5 1-10/Seat at Council 65gp
Thane Master of Inner Order Warlord/Fortified
19-20 20-200
6 Totem Warrior 2-12 130gp Rites Palace/2000gp
7 Society Chief 2-16 200gp Master of the Master of Guild/Temple/
21-24 All Present
Order ** 3000gp
8 War Chief 4-24/Council Elder 500gp
* Payment is a monthly dole handed out by the order for services to and
9 Chief/Jarl 4-32 1000gp at the temple, guild hall, etc.
10-12 Warlord 4-80 2500gp ** There is generally only one Master of the Order. The change of
13-15 Elder 10-200/Council Chief 3000gp command either takes place peacefully, or in the case of some orders,
16-18 Elder 20-250/Council Chief 3500gp through challenge and personal combat.
19-20 Elder 40-300/Council Chief 4000gp
Wizard/ Illusionist
King/Tribal
21-24 The Tribe/Council Chief 5000gp The Magi, which for our purposes encompasses both the wizard and the
Chief
illusionist, are uncommon, and as such their talents are highly prized. Often
* It should be kept in mind that much of the barbarian’s power resides they are members of guilds of like minded magi who draw resources from
in their reputation so that much of the awards that come their way are common pools, such as libraries, apothecaries, and the like. These guilds are
geared to enhance that aspect of their character. The Calling is their closed orders and only the most dedicated are allowed entry. Rising in the
recognition by the tribe or group that the barbarian has particular élan ranks of the magi is slow and arduous but in the end pays high dividends.
on the battlefield and his leadership often yields greater spoils of war.
** Offerings are monthly pledges given to the barbarian by other tribal Above and beyond the guild nobles, lords, oligarchs, and most other
members; though listed in gold pieces, these are only the value of the creatures of power in any fantasy setting, the magi is most prized. Their
offerings but they are more often in the guise of food, horses, equipment, wealth of magic is a tool that any court would benefit from. Whether
etc. They are incumbent on that warrior being accepted into the tribe. illusionist or wizard, these spell casters are highly sought after and prized
These figures are after any donatives he may have given to his warriors. members of any retinue.

Each of the following two tables is broken down by Guild affiliation and
Monk Court appointed habitation and stipend. Both options, guild and court,
The monk is perhaps the most bold of adventurers. They alone enter combat can be used together as there is no reason that rising in the ranks of the
with no weapons or sorcery beyond those they possessed at birth. Battle is courtiers would not coincide with a rise in the ranks of the guild. On the
a multi-leveled contest between the monk and their enemy and the monk other hand, the guild membership would not pertain to a mage that does
and themselves. They strive to make their body a weapon, perfecting it as not belong to a guild.
they increase in skill. It is not unreasonable to assume a monk would earn
a traditional fief as treasure. In this case, refer to Table 10.2 Land & Title Table 10.9 Land & Title as Treasure: Wizard
as Treasure above. However, monks often have loose associations amongst
Guild
themselves, clubs, guilds, and orders within which they learn from each other Level Title Courtly Boon
Benefit*
and perfect the art of unarmed combat. These range from the simple fight
clubs to the more elaborate religious orders. 1 Prestidigitator Library Access 1 Room Quarters; 10gp
2 Theurgist SG 1 Room Quarters; 25gp
Table 10.8 Land & Title as Treasure: Monk Apartment, fire place;
3 Thaumaturge SG
Level Title Monks Order Grants* 35gp
1 Pug 0 Room & Board As above, 1 servant;
4 Magician SG
2 Flyweight 0 Room & Board, 5gp 50gp
3 Strong-arm 1-2 Room & Board, 15gp As above, Workshop;
5 Comus SG/Laboratory
75gp
Entrance to Guild
4 Gladiator 2-4 6 Warlock SG/Quartered As above, 1 1st lvl mage; 125gp
Complex/45gp
Entrance to Inner Manor, servants, 1-4
5 Initiate of Rites 2-8 7 Gramaryian SG/Apartment
Complex/95gp magi (1st-2nd lvl); 300gp
Permanent Residence in SG/1-2
6 Novice of Rites 2-12 8 Conjurer As above; 550gp
Order/125gp Apprentices
7 Master of Rites 2-20 Manor House/200gp Wing of Palace/Castle, 1-
9 High Mage SG/Stipend
4 1st-2nd lvl magi; 1000gp
Initiate of the
8 6-36 Join Council/Manor/300gp As above, 2-8 1st-2nd lvl
Inner Circle 10-12 Sub-Magus SG/Wing
magi; 1000gp

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Tower & Dungeon, servants, a shape that reflects the aforementioned special relationship. Clerics earn the
13-15 Wizard Guild Leader right to govern or administer temples and those petitioners who attend them.
2-12 magi†; 2500gp
Tower & Dungeon, servants,
16-18 Magus Guild Council Table 10.11 Land & Title as Treasure: Cleric
4-24 magi†; 5000gp
Level Title Acolytes* Habitation St†
Master of Tower & Dungeon, servants,
19-20 Arch Magi 1 Suffragan 0 Room 5gp
Council 6-36 magi†; 7500gp
Guild Master/ Tower & Dungeon, servants, 2 Acolyte 0 Room, Board 7gp
21-24 Arch Mage
Master 12-64 magi†; 10,000gp 3 Lector 0 Room, Board 10gp
* SG: Spell Grant. A spell grant is equal to 1 spell that is one level Sanctuary,
lower than the wizard’s level. For example a Magician that enters the 4 Sacrodote 1 45gp
Lesser††
ranks of Comus, moving up from 4th to 5th level, gains one 4th level spell
from the Guild. The CK should roll randomly, using the spell lists in Access to
5 Warden 2 60gp
the Players Handbook. Temple Supplies
†These magi vary from 1st to 6th level. Access to
6 Priest 4 80gp
Temple Armory
Sanctuary,
Table 10.10 Land & Title as Treasure: Illusionist 7 Exarch 6 95gp
Full††
Guild
Level Title Courtly Boon 8 Officiate Priest 8 Private room 105gp
Benefit*
Room with
Library 9 Canon 12 150gp
1 Adept 1 Room Quarters; 10gp chapel
Access
Bishop, Cardinal Small
2 Mystic SG 1 Room Quarters; 25gp 10-12 24 300gp
Priest Dwelling/Wing
3 Illusionist SG Apartment, fireplace; 35gp
13-15 Confessor 50 Manor 750gp
4 Hypnotist SG As above, 1 servant; 50gp
16-18 Elder 75 Manor 1500gp
SG/
5 Psionisist As above, Workshop; 75gp 19-21 Heirarch 75 Large Manor 3000gp
Laboratory
Patriach, Pontiff,
SG/ 22-23 100‡ Temple 5000gp
6 Cabalist As above, servant; 125gp H. Priest, Prelate
Quartered
24 Apostle All Temple Palace Nil
SG/ Manor, servants, 1-4 magi;
7 Enchanter * The cleric is responsible for outfitting, feeding, and clothing the acolyte.
Apartment 300gp
8 Empath SG/ As above, 2-8 magi; 550gp **Habitation can only be received from the temples of the character’s
deity or, at the CK’s discretion, deities of a related pantheon.
SG/ Wing of Palace/Castle, 1-4
9 Conjurer † Stipend or collections are paid to the cleric from the temple coffers
Stipend magi†; 750gp
and assume the cleric is active in a particular region or area. They are
Mas. of
10-11 SG/Wing As above, 2-8 magi†; 1000gp paid monthly and are not cumulative.
Phantasm
††Lesser Sanctuary includes use of the temple ground for the cleric
SG/Full
Sorcerer Tower, servants, 2-12 magi††; and their comrades for rest and recuperation. Full Sanctuary includes
12-15 Guild
Initiate 2500gp healing, blessings, cure disease and the like.
Access
‡ The number of acolytes is the number of clerics serving in the temple,
Sorcerer Treasury Tower, servants, 2-12 magi††;
16-18 included with these would be all the lay people in the Temple. In short, the
Master Access 5000gp
Patriarch is complete Master of the Temple of which he is placed in charge.
Access to Tower, servants, 2-12 magi††;
19-20 Sorcerer
Arsenal 7500gp Druid
Master of Master of Palace/Tower, 2-12 magi††;
21-24 The power of nature is immense and without consciousness. Its power
Sorcery Guild 10000gp
is beyond the understanding of mortals because it is so unadorned with
* SG: Spell Grant. A spell grant is equal to 1 spell that is one level empathy, feeling, or sympathy. But the druid is the focal point of this power
lower than the wizard’s level. For example, a Hypnotist that enters the in the kingdoms of man, dwarf and elf. For this reason, the druid occupies
ranks of Psionisist, moving up from 4th to 5th level, gains one 4th level an utterly unique position amongst the adventuring classes. Title has little
spell from the Guild. The CK should roll randomly, using the spell lists meaning, and land ownership is something that this class, though they may
in the Players Handbook. understand, do not have the ability to empathize with. You can no more
†These magi vary from 1st to 3rd level. own land than you can air to the average druid’s thinking. It is perfectly
within the realm of reason that a druid can be granted a fief and title of
††These magi vary from 1st to 6th level. nobility, and in fact a Lord’s reasoning may be sound in doing so, it is not
the path that the average druid would find rewarding. Instead it is in his
Cleric interest to gain greater power in his ability to pass through the indifferent
god of his choosing, than to Lord over it.
The cleric holds a special place in any region, be it settled or uncivilized. Their
relationship to the deity makes their role in society a peculiar one both within The druidic grove is just such a place, a temporal realm that channels
and out of the society. Though it is perfectly plausible for a cleric earn a fief as nature’s mindless power into a force more compatible with the empathetic
reward and for him to sit with secular titles and power, it is far more beneficial natures of man. The grove is the druid’s holy ground and the center of his
both to the character and to the party if the land for treasure award takes on power and his ability to grow and advance.

168 Castles & Crusades


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Table 10.12 Land & Title as Treasure: Druid Table 10.13 Land & Title as Treasure: Knight
Level Title Furnishment* Druidic Grove Level Title Fief Command Hospitality**
1 Initiate n/a Draw rations 1 Armiger * 0 Room & Board
2 Novice n/a Draw rations and arms 2 Dragoon * 0 Room & Board
3 Mystic Right of Access** Sit at Council 3 Pioneer * 0 Room & Board
Participate in Master of 1-10 Men-at-
4 Flamen Box of sacred dirt 4 * Above, Armory
Council Arms Arms
Decanter of sacred Master of
5 Epopt Call a Council 5 * 1-10 Horse 3 Man Quarters
water Horse
6 Hieros Flagon of Air 1-2 Initiates Master of Small Castle
6 * 3 Man Quarters
Siege or Wall
Chest ever burning 2-4 Initiates, 1-2
7 Daduchus
embers Novices Master of 10-100 Men-at-
7 * Personal Room
Battle Arms
Taught spells to make 1-10 Initiates, 2-4
8 Sagart
Grove† Novices Knight’s
8 * 10-100 Horse Personal Room
Master
Able to Establish 2-16 Initiates, 2-8
9 Ardsagart
Grove Novices Knight’s 1-10 Knights
9 * Residence, 500gp
Commander & their Men
Able to Furnish 1-20 Initiates, 1-10
10-12 Hierodule
Elements Novices Knight’s
10-12 * 2nd in Command Residence, 1000gp
Marshal
Control Multiple Above, with 1-4
13-15 Arch Druid
Groves Mystics 13-15 Lord of Hosts * 1st in Command Residence, 2500gp
Master of Arch Above, with 1-4 16-18 Lord of Hosts * 1st in Command Residence, 3000gp
16-18 Elder Druid
Druids Flamen
19-20 Lord of Hosts * 1st in Command Residence, 4000gp
Master of the All Druids at his
19-20 Hierophant 21-24 Lord of Hosts * 1st in Command Residence, 4500gp
Druidic Sect command
* A Knight’s beginning fief is equal to a 4th level fief on Table 10.2 Land
All Druids at his
21-24 Merlin†† Any & Title as Treasure. It comes with all the benefits and obligations listed
command
in that and following tables. For example at 1st-level a Knight would gain
* These represent the elements necessary to create a druidic grove. a 640 acre fief. At level 6 it is as 10th-level, at Level 7 it is as 11th-level
and so on. The fief comes complete with the Title; however, the above
** Access to the Inner Grove is granted.
indicates that the Knight remains the Lord’s Man and as such can never
† These spells are unique to every Grove and sect. attain a Title higher than that of Viscount (unless of course by other
†† There can only be one Merlin in any order. means).
** The Knight is able to board in the Lord’s Castle. This is above and
Knight beyond any other residence he may have. When at the Castle, the Lord
supplies him hospitality: food and a bed. As he advances he earns more
Knights possess advantages over all other classes as they are able to establish personal quarters. The residence and stipend is above and beyond
lands of their own. The class name does not indicate that they are a ranking anything gained from the fief.
Knight in a noble class. It means that their training only lends them to
the warrior class of Knights that command so many realms. They can be
ennobled of course, making them official Knights. Their renown can attract Paladin
followers faster of higher quality than all the other classes. The rules for Paladins are the fighting arms of most good religions. They serve as arms
this are set down in the Players Handbook, allowing 10th-level Knights to bearers for gods and their lives are devoted to protecting the temples,
establish themselves, build fortresses, and to attract followers. What this does churches, and holy ground of their gods and orders. They do this because
not allow for, however, is the Knight’s position in the aristocracy, unless he they are ennobled of spirit, requiring little in the way of pay or recognition.
enters the ranks of nobles he remains outside the system of patronage that Unless the circumstances are extraordinary, a Paladin may not swear fealty
comes with both advantages and disadvantages. Being at the mercy of every to a Lord and therefore cannot earn a fief in the traditional sense. If they
powerful Lord in a region is a major disadvantage. awarded a fief, their oaths of fealty or homage must come second to those
they have already given to their Order and deities, otherwise they risk of
The guidelines set down in Table 10.2 Land & Title as Treasure violating their mission and losing their paladinhood. They can of course be
are a perfect starting point for the Knight when dealing with land for awarded ecclesiastical fiefs. These fiefs would resemble those in outlined in
treasure. However, the Knight’s particular training and background Table 10.2 Land & Title as Treasure.
lends him the unique abilities to command armies. His charisma and
training combine to make him the perfect master of war and the Knight Land and control of money is not the paladin’s goal. Combating evil and
can earn rank in the armies of a Lord. The rank is incumbent on his serving the greater good is. The following table outlines what constitutes
swearing homage, as opposed to simple fealty, to the Lord. Below is a land for treasure for the paladin.
list of land as treasure that a Knight may earn above and beyond that
set down in the Players Handbook.

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Table 10.14 Land & Title as Treasure: Paladin 3 Bragi Room and Board n/a
Call Brethren 4 Odist Private Room/Board/4gp n/a
Level Title Sanctuary*
to Arms
5 Skald Private Room/Board 6gp n/a
Bear Colors of 6 Sagaman Private Room/Board 8gp n/a
1 Yeoman Claim Refuge
the Order
7 Travatore Private Room/Board 15gp 1 Scop
2 Steward With Arms Temple Guard
8 Chronicler House/25gp 2-4 Scop-Fili
Bear Colors of
3 Gallant With Arms, Armor 9 Troubador Small Manor/50gp 2-8 Scop-Bragi
the Deity
4 Valiant With above & Horse 1-2 Paladins Fortified Monor/75gp/2
10-12 Minstrel Scop-Odist
Men-at-Arms
Temple Kn.,
5 Hospitiliar Aid of 1st lvl spells Command Castle/100gp/2-12 Men-
13-15 Master Bard 2-16 Scop-Skald
Temple Guard at-Arms
6 Champion Given +1 Weapon 1-4 Paladins 16-18 Chronicler Castle & Library/125gp 4-24 Scop-Skald
7 Defender Aid of 1 -2 lvl spells
st nd
1-6 Paladins 19-20 Mythmaker Castle & Library/150gp 6-36 Scop-Skald
8 Justiciar Aid of 1 -3 lvl spells
st rd
1-8 Paladins 21-24 Muse Castle & Library/150gp School
9 Lord Protector Establish Refuge 2-16 Paladins * Paid per day.
10-12 Paladin Aid of 1 -4 lvl spells
st th
2-24 Paladins ** Followers are always other minstrels and there are always more
lower level than high. There must be at least one of the highest level
Paladin possible in any musical troop or bardic college. Any followers are fed
13-15 Lord Paladin Given Holy Weapon
Commander and clothed at the bard’s expense.
Paladin
16-18 Pillarist Protector of Holy Items
Commander Creating the Feudal Model
Paladin A third method is the most time consuming, though in many ways the
19-20 Saint Aid of 1st-4th lvl spells
Commander most satisfying. The Castle Keeper must sit down and design their own
Paladin feudal kingdom, complete with titles and their origins; the nature of
21-24 God’s** Arm Ear of the Gods
Commander homage and fealty, what these demand of the vassal and Lord; a political
* Sanctuary is given only in Temples or on Holy Ground that serves hierarchy wherein the methods of acquiring a title and land are explained
the Order and deity of the Paladin. It includes at the very basic levels and presentable. They must build all this into the campaign arc of the
room and board. If the temple does not have weapons and armor for game and present it to the players. It is almost impossible to create a set of
the Paladin to choose from, they must supply the necessary money to rules to follow, but the following guidelines and example may be helpful.
equip him. The Sanctuary offerings are cumulative. The Aid of spells
In order to create an effective system, follow these basic guidelines, but
comes from clerics within the Temple itself. The Paladin may command
always remember that the power is based upon the ownership of land and
or demand the aid of low level clerics for himself and his men.
the title that that ownership grants:
** Translate God’s Arm to the deity the paladin pays homage to, such
as Odin: Odin’s Arm. 1) History. Develop a history for the region grounding it several
hundred years in the past. This allows for precedents to be set and
Bard allows a realistic frame work within which to build a wide variety of
Lord to Vassal relationships, from the landless Duke to the knight
The bard’s task is that of a story teller. Whether they do this through song, errant who inherits an Earldom.
poetry, recitation, or other means is not important, for the method does not
detract from the value of the information that the legend master’s command. 2) Find a center. It is best to start with an Emperor or King, as these
This is often information that both delights and instructs, and as such figures will command the most power and give a broader scope. If the
gains the bard food and drink, a place to lay his head, money for his empty design calls for a smaller political entity, keep in mind that at some
pockets; as well as being summoned by noble lords in order to serve them. point in the feudal hierarchy a King will be called for, as no Duke would
The bard would not normally be awarded a fief; his reputation and skills do remain a Duke if King were possible. Of course this does not preclude
not lend him to becoming a member of the noble class, though if the CK creating a setting wherein the King is missing or his line has died out.
desires it would certainly not be out of the realm of the possible. Consult the
aforementioned Table 10.2 Land & Title as Treasure if doing so. 3) Create the feudal hierarchy. Make certain that there are some
loose rules governing the nature of vassalage and what it entails.
In awarding the bard land for treasure consult the following table. It is This allows you to quickly tackle any problems that might arise from
designed with the idea that at lower levels the bard’s ability to entertain is play or design. Consult Table 10.3 The Feudal Hierarchy above.
greater than his value to those who would grant him the benefice of land It is not necessary to have all the titles included in the setting. Use
and its wealth. Once they have gained such recognition they can attract the ones most fitting to your design. Keep in mind that in C&C
followers of their own, opening a bardic college so long as they have a there are a multitude of classes that thrive on different rewards so try
domicile to house them and instruct them. not to restrict the rank of Lord or even Vassal to the knight, fighter,
and paladin classes. In a world of magic, the power of a wizard can
Table 10.15 Land & Title as Treasure: Bard be more devastating than that of a knight. The vassalage may come
with an obligation to serve as Court Mage 25 days out of the year.
Level Title Earnings* Followers**
1 Scop Drink n/a 4) Entry Points. To actually be able to award Land as Treasure, make certain
there are entry points for the characters and or party. Making a feudal
2 Fili Food and Drink n/a
society that is stagnate and requires too many hurdles to gain nobility will

170 Castles & Crusades


Chapter 10 — Land as Treasure
shut out your players and drive them away from the setting. Make certain In this manner, Pryzmira came to rule the New Empire, though in truth hers was but
that the setting can accommodate almost any class as noted above. a shadow of her ancestor’s power. Though for many years she strove to combat the
Dukes and gain leverage over them. This led to many internal conflicts and the slow
The following is an example of a feudal structure designed for the world evolution of a complicated feudal system. Pryzmira introduced the cult of Toth to the
of Aihrde. It traces the (re)creation of the Empire of Aenoch after the realm to vie for the souls of the common men. Only a few converted, and mostly those
Winter Dark Wars. possessed of great wealth.

Example Feudal Structure As she grew older the Empress mollified her demands and rarely struggled
with her Dukes. She turned instead to conquering new land and in this vein
Pryzmira stood as heir to the Imperial throne of Aenoch. In a few short years called to the west for a crusade, promising land and wealth. The summons
she came of age and when she learned of her heritage, she declared she would generated wide enthusiasm in the west and hosts of men came to carve holdings
seek her throne, even though none of her lands remained intact. Her family’s for themselves. Through the right of conquest, the Empress possessed a hidden
empire had been destroyed a thousand years ago by the horned god; Unklar and power, for it was hers to create a whole new class of vassals that held their
he ruled an Empire that dominated the known world for all those years. The power and rights directly from her and owed her homage and fealty. A host
Winter Dark Wars threatened to bring his realm to an end. of new, small, holding sprang up upon her borders, knights sworn to her for
the properties they conquered but she owned. In time, she realized that these
The Winter Dark Wars raged across Aihrde for two decades. Everywhere men vassals would prove amazingly powerful counterweights to the seven lords.
waited to see which way the wars would go, but after the great battle of Olensk, it
seemed obvious. Pryzmira knew she had but to find the right allies to support her Creating your own feudal system and region can be both fun and
claim. She soon found them, or they her, in the lands south and east of Aufstrag satisfying. Though it is a great deal of work, if the CK can coax the players
in the Kellerwald. The Duchies of Aesperdi, Dundador, Kourland, Barachia into such complicated adventure tapestries it is well worth the time.
and Meteira along with the city-states of Heimstadt and Vilshofen; they all had
lived under the shadow of Aufstrag for a thousand years. These duchies and
cities predated the Winter Dark era, counting themselves as the old aristocracy Pitfalls
of the Aenochian Empire. They grew wealthy through control of the overseas There are two common pitfalls that come with awarding land as treasure.
trade routes and they suffered little from the hand of Unklar. In consequence, The first is the attitude modern players have for ancient and aristocratic
a powerful, educated merchant class came to rule these cities and states. When systems, and the second is a tendency for the CK to turn the game into
war came to Unklar’s capital and it seemed his fall a certainty, these lords and one of papers and paychecks.
Burghers banded together in a loose confederation and prepared to rebel.
The most common pitfall comes from the very background the vast majority
Pryzmira, last daughter of the House of the Old Empire of Aenoch, came to them of C&C players come from, our constitutionally guaranteed rights. We
and promised the wealth and power of the Council of Light (those forces that take it for granted inherent freedoms of speech and have a great deal of
fought Unklar) if they would support her claim to the ancient lineage. She bore trouble empathizing with stratified cultures. This is particularly true with
the Mark of her house and they believed her. They agreed to league with Pryzmira cultures based on military exploits. In a feudal environment, it is not natural
under the stipulation that she award each of the Duchies and the city states the intelligence that propels you forward, though this can help, but rather martial
rights to elect the Empress and her heirs to the throne. In turn, she demanded that prowess. It goes against our grain to recognize aristocratic privilege. The CK
their borders be permanently fixed, that they give her the city of Ascalon to rule must simply remind the characters gently at first that they are misplaying
from, and that they grant her wide privileges of taxation and expansion. their characters. In the society they are living in, they would have no concept
of freedom of speech; in fact, being mouthy to a noble with a greater vassalage
In 1030md, the provinces and cities declared themselves against Aufstrag and than they possess would be a completely foreign concept. If they persist, have
invited Pryzmira to rule them. Aufstrag had no strength left to combat this the Lord show his power through force or magic, reminding the character
final blow to her prestige, so the rebellion went unchallenged. The war raged that they are not the dominant force in the room. If they persist, marshal the
on for another 10 years. At last in 1040md, the Electors crowned the 30 year King’s vassals and punish the character most terribly.
old Pryzmira Empress of Aenoch, by placing the Cunae Mundus Usquam, the
“Cradle of the World,” upon her head. An equally common pitfall emanates from the Castle Keeper. In
attempting to create a believable, real setting, the CK tends to go
In short, the constitutions drawn up were these: The military and mercantile overboard with bookkeeping. Marking down how many bushels of grain
alliance of the cities and provinces of New Aenoch granted their support and a region or town is able to harvest in X weather is not helpful to the flow
elected Pryzmira Empress after she conceded the following: 1. Pryzmira recognized of a fun and adventuresome game. It is a natural tendency in the CK to
the territorial rights of the League members and agreed to the investiture of Ducal attempt to establish rates of taxation and the like, but the CK should
authority for each territory with subsequent rights given to the Lord, including make careful note of the players’ attitude. If in the course of a description,
justice, maintenance of troops, and taxation. 2. Pryzmira recognized the rights of one of your players is asleep, another is counting the popcorn bubbles in
the City Burghers and Lords to choose the successor from their own number to each your dining room ceiling and two of them are playing dice games, it is best
Ducal throne. 3. Pryzmira agreed to support the League militarily, maintaining to back off the book keeping and get back to dragon slaying.
the League’s mercantile rights. 4. Pryzmira agreed to support a general free trade
throughout the League 5. Pryzmira agreed to maintain an army from her own
Where to Grow
expenses to act as protection of the League and “Empire”. She agreed that the
Imperial army would not be used but for extreme purposes within the territories of Once land for treasure enters the game and the CK has determined that it
the League itself. However, the members agreed to supply 500 well equipped men- is a viable portion of the game, it is easy to expand. With only minimal effort
at-arms in support of the Imperial Army for a period of 40 days each year or in the the CK can encourage the construction of fortifications, the acquisition of
advent of no troops being available to supply monies to hire mercenaries. even more land, more titles, and more control over the local region. This
in turn allows the characters even more direct involvement in the game.
In turn the League bestowed the crown of Aenoch upon Pryzmira’s brow and Building on the land for treasure concept has already been covered Chapter
installed her as their new Empress. They gave her lands surrounding the city of 16 Treasure and again on construction costs in Chapter 5 Worlds of
Ascalon to support her household. In Ascalon, a castle and tower were built for Adventure. But the most common method of expanding a character’s power
her at the League’s expense. Furthermore, she was given all rights of taxation base or encouraging them to do the same is through war and aggression and
upon the roads and rivers and sea ports (this last only upon non-League these concepts are covered in Chapter 11 War.
members). At last the Imperial House gained sole rights to the minting of coins
and the status and conquest of territory they left to the Empress’s judgment.

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Chapter 11 — Going to War
The war horn sounds its howl across terrain crawling with thousands of The Inevitability of War
armored combatants, and reverberates off the walls of the ancient sorcerer’s The condition of war occurs when a nation, group, tribe, or culture
keep. Lightning bolts and exploding balls of arcane fire tear into the lines as brings its will with violent military force upon another for the purposes of
clouds of arrows rise and fall with scythe-like precision. This is the footage control, power, protection, or plunder. The reasons are many, and some
burned into our brain when we read a work of fantasy fiction or see an are good, and some are bad; but ultimately, they end with warriors on a
epic film of high fantasy. Culturally, we come to expect such scenes in our battlefield fighting to the death until one side surrenders or is destroyed.
fantasy role-playing games, but often as not, many new players leave the
gaming table with a mild tinge of disappointment after hearing about the In the fantasy genre, the reasons for warfare are often clear to see. The
king’s great battle but not being able to involve their characters in it. fantasy world overflows with chaos, evil, and strife. Hordes of humanoid
beast-men, driven by evil and often arcane forces, plague the world.
They may ask the Castle Keeper running their game, “Why didn’t we get to Villains amass large armies, or wield great magical powers with which
fight in the great battle against the orc horde of Yorgach the Ravager?” to harass the innocent with brutal violence. Fortresses and walled
settlements rise up to defend against their incursions. Heroes rise to
Such questions often leave the CK with an equal amount of frustration. Of
defend the common folk against these evil forces. Conversely, in a setting
course the players should have had an opportunity to go to war and fight for
where the “heroes” are actually “the bad guys,” it is as likely they will wish
their kingdom or country. Unfortunately, in most game systems, the Game
to punish civilization for its misdeeds, or simply plunder it for its monetary
Master’s answer is usually: “I don’t have rules to allow you to do that.”
value and arcane wealth.
Luckily, the unifying Siege Engine mechanic of Castles & Crusades
Characters could find themselves embroiled in such conflicts at
provides very simple solutions for resolving the mass combat mechanic
any time, or their own actions may be the catalyst for large battles.
with only a small amount of prep work. Through this use of the Siege
Perhaps they undertake the task to build a fortress upon the marches
Engine, Castle Keepers can easily transform a story about a battle taking
of a once-great kingdom, charged with clearing the area of its
place in the periphery of their campaign into an event that is at the front
known foes. In such events, small surgical strikes by small bands of
and center of an adventure. Better than that, this expansion of the Siege
adventurers may not be the best course of action. The muster goes
Engine does something that other mass combat systems fail to do: It allows
out, and soldiers trained or hired to fight the foes dwelling along the
the player characters to remain player characters and do the things that
dark edges of the map quickly respond to the call.
adventurous and heroic player characters do in their ordinary game!
Without a doubt, at some point in their adventuring careers, the
characters will become embroiled in a war.

172 Castles & Crusades


Chapter 11 — Going to war
Role-Playing War 4) Death Comes Quickly: Do not become too concerned about the
hit points of the characters’ opponents. In the mass battle, it’s not
A war the characters start, or one they participate in, offers the CK a
the personal kill that matters. If the character rolls a natural 20 or
unique opportunity to advance the game in new directions, rapidly and
does massive damage, allow the opponent to die quickly. This helps
forcefully. Furthermore, the battlefield offers the players a chance to be
players stay in the moment by avoiding a long, expansive duel with
truly heroic, often fighting for something more than short-term treasure
one opponent as the battle continues around them.
goals or long-term level gains. Bringing war into play is desirous and
often necessary. To allow the characters to stride through that valley 5) Allow for Spells: Spellcasters can cause massive damage to an
of chaos that is war, either as leaders of large armies, partisans of small enemy’s army. Understand the nature of the party’s spellcaster before
ones, or members of someone else’s band, makes no difference; the sheer you begin the battle and plan for it. If the party’s wizard can cast 7
whirling madness of hundreds, if not thousands, of men encased in iron fireball spells in the course of the battle, make the army large enough to
and wading through pools of blood struggling over a stretch of ground is sustain the spells or suffer a short-lived battle. However, do not be afraid
enough to raise the ire of any gamer. to allow the spellcaster to blast giant holes in the enemy’s army. If you
have pre-determined the battle’s outcome, do not fear the loss of a few
Any combat, especially at high levels, can become complicated. Moves,
troops.
countermoves, spells, armor class, various weapons’ damage, reach,
character abilities, monsters stats, and more all play a role in individual 6) Keep it Going: Return to Number One above, providing short,
combat. These same factors play out in large-scale battles, as well; however, brutal descriptions of the mass combat.
they are multiplied by the number of combatants, ranging from small bands
to gigantic armies. Keeping track of it all is difficult for the CK but even Role-playing a mass combat can be extremely fun and need not be as
harder for the players to follow. Generally, the sheer act of staying alive time-consuming as actually running a mass-combat battle. Keeping the
engages most of the players’ attention, attempting to follow a right flank players engaged is the key to the whole experience; but this must be
infantry phalanx’s attempt to form up in a refuse left formation to combat a complemented with vivid descriptions and the CK’s constant attention
worg cavalry charge is not something they are going to readily do. to the players and their role in the unfolding battle. However, if a more
direct approach is desired, one in which the players and the CK command
In order to role-play large combat effectively, the CK must engage the the actual armies and the dice and tactical skills determine the results of
players at some level, allowing them to wade through the combat, engaging the battle, the following rules offer everything the CK needs.
this enemy or that while maintaining a broad descriptive text. Too often,
Castle Keepers become embroiled in long descriptions in which the
characters must listen to the ebb and flow of the encounter, large or small, Combat on a Grand Scale
as a pupil does a teacher. Though that might work in school, it does not Like their historical counterparts, fantasy battles breed legendary tales and
work at the gaming table. Players readily become bored and tend block out legendary figures, where heroes stand strong in a whirlwind of blood and iron.
anything not pertaining to the immediate ground around their characters. For those Castle Keepers who want more direct expression of combat use of the
SIEGE Engine, with small modifications, the following system offers exciting,
If the Castle Keeper has pre-determined the battle’s outcome, give the fast-paced mass-combat solutions which can be played out as quickly and
characters heroic moments of personal combat. Medieval battlefields efficiently as standard combat, and enjoyed in a single gaming session.
do not resemble modern battlefields where long-range combat is the
norm and a vast array of communication hubs allows soldiers to react Mass combat rules are for any situation in which a simulation of battle
to immediate dangers. Medieval battlefields comprised masses of men between hundreds or even thousands of combatants is required. In order
combating one another, on a very personal level, face to face. Though to simulate the effects of mass combat incorporating battles with such large
certain types of battles, such as the phalanx battle, consisted of organized numbers using the SIEGE Engine, the Castle Keeper need only use the
bodies of men pushing one another, they all boiled down to men with following multipliers to represent greater numbers of foes on the battlefield.
swords and shields forced, at some point, to slay their enemy close up.

With this in mind, role-playing battles is rather easy. After brief descriptions
of this flank moving there, archers shooting here, cavalry riding down Fields of Battle Boxed Set
this wing, or whatever is occurring on the field, turn immediately to the The following mass combat rules are excerpted from the Fields of Battle boxed set
players and engage them by allowing them to roll initiative and swing and authored by fan-favorite Casey W. Christofferson, which is currently available
hack through the combat as normal. It’s important to note that these from Troll Lord Games in conjunction with Fat Dragon Games. This chapter on
individual battles occur in the swirling mass of large-scale battles, and war does not fully explain all the rules detailed within the boxed set, but provides
they do not have to end with one or the other killed. By applying these enough information for the CK to understand how mass combat works. To take
simple principles, one can engage players in large-scale combat without full advantage of the rules, CKs should acquire Fields of Battle. In addition to the
actually running the large-scale combat. set’s 48-page rules booklet, the boxed set includes the following:

1) Keep it Brief: The descriptions of the mass combat should be 4 Battle Scenarios, scores of Battle Unit Counters, 8 sheets of two-
brief and brutal. Capture the moment in a few sentences, and then dimensional terrain tiles, and the following three-dimensional siege
immediately turn to the players to find out what they are doing in the engines by Fat Dragon Games: a battering ram, a catapult, and a
combat. Come back to these descriptions often, but keep them brief. siege tower. .
2) Run a Normal Round: Run the round as you normally would, While many of the rules from Fields of Battle are included in this
engaging players and finding out what their characters are doing or chapter of the CKG, the boxed set’s rules provide more in-depth
want to do. Between players, insert short descriptions of the mass information on these rules as well as information on larger force
combat taking place around them. groupings, troop functions, battlefield commanders and high
commanders, morale and broken morale, racial combat maneuvers,
3) Constant Movement: Allow the swirl of combat to pull an combat formations, heroes at war and embedded heroes, squad
opponent away from a character and another come up against the formations, and battle magic.
character. This helps the player live in the madness of the moment,
as the struggles against one or the other opponent ebb and flow with
the fortunes of war.

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Unit Hit Points UHP Calculation Examples
Mass combat introduces a new hit point type, Unit Hit Points (UHP), The CK determines a squad of goblin spearmen’s Unit Hit Points as
which helps CKs and players more easily track troop damage. follows:

Base HP =d6 or 6 for common goblins


Calculating Unit Hit Points
Size Modifier = x1/3 for small creatures, so 6x1/3 =2
To calculate Unit Hit Points, determine the maximum hit points of a base
individual from a unit; use the base creature’s or base class’ hit dice (HD) Members in Unit =10 for small creatures
to determine. Multiply this total by the unit’s size multiplier (Table 11-2
Unit HP =10x2=20 Unit Hit Points
below), and then multiply the result by the ratio (the number of individuals
comprising a squad from Table 11-1: Members-to-Unit Squad Ratio). The unit retains the same movement, armor class, and damage, and
This equation works for infantry, missile units, aerial units, and rabble. special abilities as goblins described in Monsters & Treasure.
Cavalry and aerial wings use a slightly different formula: cavalry add the
mount and rider’s maximum hit points together (see Cavalry/Aerial Similarly, a unit of human archers calculates its Unit Hit Points as follows:
Wing UHP Equation below) before multiplying by the size and ratio
multipliers. Base HP =1d10 or 10 for 1st-level fighters
Unit Hit Point (UHP) Standard Equation: Base hit points (*Maximum Size Modifier = x1/2 for medium-sized creatures, so 10 x 1/2 =5
hit points of the unit creature) x size multiplier (rounded up) x unit ratio. Members in Unit = 5 for medium creatures
*For the purposes of mass combat, individuals comprising the unit are Unit HP = 5x5=25 Unit Hit Points.
considered to have maximum hit points per hit die (HD) as their base
hit points. Again, the unit retains the same movement, armor class, damage, and
special abilities as a 1st-level human fighter.
Cavalry/Aerial Wing UHP Equation**: (Base hit points (Mount’s
maximum hit points + rider’s maximum hit points) x the mount’s size Finally, using ogre clubbers as an example, the CK determines Unit Hit
multiplier (round up the answer, not the multiplier)) x ratio. Points as follows:

See UHP Calculation Examples below for non-cavalry troop UHP Base HP = 4d8 or 32
examples. Size Modifier = x 2/3 for large creatures, so 32 x 2/3 = 21.3 or 21 (rounded up)

**This is a correction to the Fields of Battle 1st printing’s listed formula. Members in the Unit = 2 large creatures
The correction is in regard to where to round the answer. Unit HP = 2 x 21 = 42 Unit Hit Points

Ratios of Members to Units Again, the unit has the same movement, armor class, damage, and
special abilities as the ogre’s description in Monsters & Treasure.
The relationship between the size of a unit and its members is expressed
as a simple ratio. For hero units, that ratio is 1:1, meaning the unit is
comprised of 1 member. For the members-to-unit ratios of other squads,
Troop Types
the squad members’ actual physical size affects the number present in the In a basic land-based game, troops are broken down into the following
unit. For instance, a squad comprised of small creatures has a 10:1 ratio. formations, whose squads and units are comprised of like individuals
Table 11-1 provides more ratios by squad size. For simplicity’s sake, it is geared and armed in basically the same manner. Fields of Battle provides
best for CKs to only include like-sized creatures in a squad. details on the unit types’ functions.

Table 11.1: Members-to-Unit Squad Ratio Infantry


Members’ Size Members-to-Unit Ratio Infantry (foot-soldiers or grunts) is the most common troop type on the
battlefield. Infantry is organized by weapon type and similar abilities.
Large 2 to 1 Infantry units are the core of any army.
Medium 5 to1
Infantry unit attacks are the same as melee attacks in a standard C&C
Small 10 to 1 combat encounter, including charges or setting to receive charge attacks.
Single Hero 1 to 1
Missile Units
The squad sizes given are the basic sizes for running mass combat using
the SIEGE Engine; they may be increased by greater multipliers to reflect Missile units include archers, slingers, crossbowmen, and other units
larger scale battles. For a quick-and-dirty game, each time the troop ratio with ranged weapons. Missile units typically wear light armor so they can
doubles, have the unit’s damage dealt on a successful attack double, as carry extra ammunition. Missile units can make special attacks, such as
well. Otherwise, saves, special attacks, and other special abilities remain indirect fire, which affect large areas of the battlefield
virtually the same as they do in a standard Castles & Crusades game.
Cavalry
Table 11.2: Size Multipliers for Unit Hit Points Cavalry includes any troops on the battlefield who are mounted on beasts
Size Multiplier such as horses, worgs, or other mountable creatures. Specialized mounted
combatants, such as dragon riders, typically fall into the function of hero
Small: x 1/3 units, yet their hit points are determined using the cavalry’s UHP method.
Medium: x 1/2 Because of the speed and devastating abilities generally possessed by even
low-level cavalry units, cavalry is greatly feared on the battlefield.
Large: x 2/3

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In general, cavalry squads are counted at their mounts’ size ratio and Hero Units
speed. Knights on horseback, for instance, use the large-sized ratio (2:1)
High-level player characters, NPCs, and large enemies, such as dragons,
due to their mounts’ size, while goblins on worgs use the medium-sized
qualify as hero units due to the extreme amounts of damage they can do
ratio because worgs are medium-sized creatures.
over a broad area of the battle terrain. Heroes are a 1 to 1 ratio.
Some monster races are known to ride worgs, dire wolves, and even dire
Typically, heroes face off against other heroes on the battlefield; however,
boars into battle as mounts. These creatures make great cavalry mounts
situations may arise where the hero is directly assaulted by one or more
due to their size, speed, and viscous attacks.
enemy units. In this circumstance, the hero directly faces the direct ratio/
A cavalry unit’s UHPs (and an aerial wing’s UHP) are determined number of individuals comprising the encountered units. Thus, a hero
similarly to that of other units, except the mount’s maximum hit points unit coming into contact with a squad of orcs (medium-sized creatures)
are added to the rider’s. The equation, repeated here, is as follows (see faces 5 orcs. A hero unit encountering a squad of goblins (small-sized
Cavalry UHP Examples below): creatures) faces 10 goblins, and so on.

Cavalry UHP Equation: (Base hit points (Mount’s maximum hit In this situation, the CK can have the hero face the foes as per the
points + rider’s maximum hit points) x the mount’s size multiplier (round standard SIEGE Engine rules, or, using Fields of Battle, implement the
up the answer, not the multiplier)) x ratio. Squad Formations special rules. Units in squad formations receive attack
and damage bonuses against heroes. Squad formations are only used for
A cavalry unit’s AC is the average AC of the mount and rider. Its movement small- and medium-sized units battling heroes. Large units, which consist
rate is equal to the mount’s movement rate. This movement rate may be of two troops, cannot fight in squad formation, so they battle hero units
adjusted based on the weight of barding and the rider’s armor. via the standard SIEGE Engine rules.

Cavalry units add the riders’ HD and the mounts’ HD together to With Squad Formations, fighters with Combat Dominance or Extra
determine the HD bonus for their base morale score. For example, the Attack may use these abilities when fighting units, just as they would in
knight on the heavy warhorse would have a +5 morale score (1 HD for standard SIEGE Engine combat. So, a high-level fighter with initiative
the knight + 4 HD of the heavy warhorse=5). over a weaker squad should have no problem in defeating the squad
quickly or at least forcing a morale check!
Cavalry Attacks In more advanced mass combat games, lower level NPCs or characters
Cavalry units engaging in hand-to-hand melee use the attack bonus of any level may embed themselves with a similar unit type, using their
of the rider, and they deal whatever damage the rider deals + 1 die of special abilities, such as spells, as they normally would. Heroes embedded
damage equal to the mount’s most damaging attack. For example, a 1st- in this manner use their particular level and skill to boost the strength of
level knight mounted on a heavy warhorse has an attack bonus of +0 the unit with which they are embedded. For more on embedded Heroes,
(modified to +1 for strength), and deals 1d8+1 points of damage with refer to Castles & Crusades Fields of Battle™.
her lance. Targets take an additional 1d6+3 points of damage from the
heavy warhorse’s hoof attack. Rabble
Any special attacks offered the mount or the rider apply as normal when A rabble comprises any force of untrained combatants, such as peasants,
used as an attack action. urban mobs, slaves, or other civilians pressed into combat. A rabble still
falls into the same ratio category as any other combat force; however, the
Special: Mounted archers may move half their distance and fire as rabble cannot enter into any specific battle formations or perform any
a normal combat action. While firing, mounted archers do not deal trained combat actions.
additional damage for the mount. They do, however, deal any potential
additional damage when engaged in melee and using melee weapons. Rabble units use the standard formula for calculating Unit Hit Points.
Human commoners typically have a HD of 1d4 for the purposes of
calculating UHP. Their armor class and weapons depend on whatever
Cavalry UHP Examples they have on hand or have been outfitted with. Rabble units are unsteady
The CK would calculate the UHP of a squad of 1st-level knights mounted in combat and have a morale of +0.
on medium warhorses as follows:
Standard Human Unit Samples
Base HP = d10 or 10 max for 1st-level knight + 3d10 or 30 max for a
medium warhorse Sample unit stat blocks for generating your own armies and keeping track
of their abilities are provided below.
Size modifier = x 2/3 for large-sized mount, so (40 x .667=26.6=27
(rounded up).
Human Longbowmen (Fighter 1)
Members in unit =2 (again using largest size in the unit, i.e., the horse)
Size/Ratio: Medium/5:1
Unit HP* = 2 x 27=54.
HD/UHP: 1d10/UHP 25
*This is a correction from the Fields of Battle boxed set, which lists the Move: 30 ft.
UHP as 52.
AC: 14 (Studded leather armor + 1 Dexterity)
Goblin archers mounted on worgs would calculate their UHP as below: Attacks/Attack Bonus: Longbow (1d6+1)/+3 AB or Short Sword
(1d6)/+1 AB
Base HP = d6 or 6 (goblins) + 4d8 or 32, for a total of 38
Squad Formation: HP 8, Longbow (1d6+6)/+8 AB or Short Sword
Size modifier = x1/2 (worgs are medium-sized mounts, so 38 x .5=19 (1d6+5)/+6 AB
Members in Unit= 5 Special: Weapon Specialization (Longbow, +1 hit/damage) Combat
Unit HP =19 x 5=95 Dominance; Dexterity 13
Saves/Primes: Strength, Dexterity, Wisdom

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Face: 10 ft. Range and Scale
Morale: +1 Ranges for missile attacks, ranged spells, and spell effects should be
Spells/Spell-Like Abilities: None converted to 1 inch per 10 feet of range. Note, when playing larger
scale battles, the maximum range and area of effect for spells and missile
weapons remain as per their spell description. In other words, a fireball
Human Heavy Cavalry (Knight 1) has a 40-foot diameter regardless of the change in face to units due to
Size/Ratio: Large/2:1 greater numbers of individuals.
HD/UHP: 1d10 plus 4d10 (heavy warhorse)/66 UHP
Elevation
Move: 50 ft.
For bow and crossbow attacks, add 10 feet to the range increment for
AC: 16 (17) (Full Chain Suit, Shield) every 20 feet of elevation, up to 60 feet maximum. Thus, an archer with a
Attacks/Attack Bonus: Heavy Lance or Longsword (1d8 + Hoof longbow (range increment 100 feet) standing atop a 20-foot-high bastion
(1d6+3))/+1 AB increases the range increment with the longbow to 110 feet. If the archer
were in a 60-foot-tall tower, the range increment would increase to 130
Squad Formation: NA feet. The archer’s longbow distance cannot be increased farther than 130
Special: Horsemanship (Deflect, Cover, Fall Softly, Leap, Charge), feet by elevating himself more than 60 feet.
Inspire +2 to 12 persons, triple damage lance charge; Charisma 16
Saves/Primes: Charisma, Strength, Constitution Incline
Face: 10 ft. (1 inch) Moving up an incline causes attackers to suffer a reduction in their speed.
Moving down an incline causes no penalties to movement. See Table 11-
Morale: +1 3 Terrain Movement Effects for penalties to moving up an incline.
Spells/Spell-Like Abilities: None
Defending an embankment or incline offers the defender a +1 to hit
due to the height advantage over an opponent. Even with the speed
Human Rabble (Commoner 1) reduction, being on high ground is preferable in battle.
Size/Ratio: Medium/5:1
HD/UHP: 1d4/13 UHP Table 11.3: Terrain/Movement Effects
Squad Formation: HP 3, +5 AB, Weapon +4 damage Crossing Trench/Ditch: ½ Movement.
Move: 30ft. Lightly Wooded Terrain: ½ Movement (Elves/Halflings move at ¾ speed).
AC: 11 Wet/Swampy Ground: ¼ Movement.
Attacks/Attack Bonus: Spear (1d6)/+1 AB -5ft. per 10-degree grade; maximum penalty
Hill or Grade:
Special: Rabble cannot form complex formations. Rabble units have of ¼ speed and 45-degree grade.
notoriously poor morale when faced with heavily armed opponents; they As per hill; combatants suffer 1d4 points of
have a +0 morale score. Spiked Hill or Grade:
damage per 10 feet of movement.
Saves/Primes: Strength, Constitution, Dexterity
Movement Actions
Face: 10 ft. (1 inch)
A commander may order the following actions as non-combat movement
Morale: +0 actions.
Spells/Spell-Like Abilities: None
Enter Formation: A group of similar squads or units may spend a round
getting into combat or marching formations.
Movement and Scale
Double Time: Troops may move double their movement speed across
Battlefield Scale unimpeded terrain.
Normally, 1 tabletop inch represents 10 feet when operating on the squad
scale. For simplicity’s sake, unit movement, facing, range, and magical Climb: Any movement requiring troops to pass over trenches, ditches, or
effects are all converted to inches. These inches may be as large as you hedgerows requires the unit to scale the terrain obstacle. Getting across
wish, but should be no smaller than 10 ft. For movement rates, allot or to the top of the obstacle requires one round per 10 feet.
one inch for every 10 feet of movement speed the unit possesses. For
Rally: All like units return to formations, forming “whole” units from
instance, a kobold unit’s movement rate of 30 feet would equal 3 inches
wounded ones.
of movement on the battlefield.
Forage: Units ordered to forage might scavenge the battlefield and the
Terrain conditions like hedgerows, soft ground, sand, or magical
dead for arrows, weapons, equipment, potions, rations, and the like.
conditions may affect the movement rate of units on the battlefield.
Such modifiers to the movement rate are dependent upon scenario Heal: Where a sufficient number of healers, potions, or other healing
descriptions of the battlefield map or conditions that arise during the methods are available, troops hold their formation and take healing and
course of a battle, such as via magical effects. When used against large libations.
forces, where the platoon is the standard, the change in number of
individuals affects the Unit Hit Points of the force, so the damage from
the magical effect remains consistent. Combat
In general, combat is resolved similarly to standard combat using the SIEGE
Engine rules. Initiative is rolled, movements and positions are taken, and
attacks and counter attacks are made. Combat is resolved by making attack

176 Castles & Crusades


Chapter 11 — Going to war
rolls for individual squads, platoons, companies, or larger units versus bonus of the officer closest to their unit with the highest charisma bonus.
targets who threaten their space. If a platoon of 10 squads makes an attack, Command bonuses stack with any applicable morale boosts, such as those
it is far simpler to roll just one attack roll for all 10 squads. A successful hit provided by knights and bards. For some creatures, like orcs, command
damages all opponents whose armor class may be struck and who are within bonuses can be strength-based (CK’s discretion).
range of the platoon’s attack. In the case of melee attacks, that means all
foes within melee range of the attacking force. Command Presence & Radius
Charges, magical bonuses, special attacks, and missile attacks all take Commanders have a quotient for leadership called command presence.
place normally, with few differences other than morale and scale. The commander’s command presence is the radius by which units under
Elevation, weather, cover, and other terrain factors are the same as in his command can see him and are willing to follow his orders; it is also his
standard SIEGE Engine combat. ability to directly lead a number of units within that defined radius.

As mentioned earlier, CKs can handle hero-versus-unit combat by having The command presence radius equals 1 inch (square or hex) of radius
the hero unit face the number of individuals indicated in the unit’s size, per level or HD +1 space increment per point of charisma bonus.
but Squad Formation, with the units swarming the hero, is outlined in Additionally, the command presence radius can be extended 1 inch per
Fields of Battle’s Chapter 5: Heroes at War. 500 gp spent in payment or promise of loot (See Fields of Battle for more
information on purchasing command presence). For some creatures, like
An example of combat involving large-scale units (from Fields of Battle) orcs, command presence can be strength-based (CK’s discretion).
is included in this chapter. See A Combat Sequence in Action on page
179 for an example of how mass combat works. Commanded Units
A commander may only directly command a specified number of units.
Initiative For each hit die she possesses, she may command two units. Additionally,
Initiative is decided with a roll of a d10, with the highest roll taking she may command one extra unit per point of her charisma modifier and
initiative. However, battlefield units add their battlefield commander’s one extra unit per 500gp spent in loot offered to her troops to further her
charisma modifier, if any, to their initiative. This benefit reflects their command presence. Thus, a 10th-level fighter with a charisma score of 16
commander’s strength in leading and inspiring the troops. Hero units can command 20 squads based on her level, plus two squads because of
(including NPCs and the PCs) do not gain this bonus on the battlefield, her 16 charisma modifier (20+2). If she also spends 2000 gp to bolster
and they roll their own initiative, acting on their own turn, just as her troops, she can then command an additional four squads, bringing the
they would during a normal combat round. This reflects the battlefield total squads under her command for the battle to 26.
importance of heroes. The heroes’ actions take place just as they would
when using the normal SIEGE Engine rules. In the event of an initiative In Command
tie, heroes always go before combat units. All other units re-roll.
Units within the command radius of a commander are considered
Initiative Example: War-clan leader Wrothgar Yimmyrsclaw of the “in command.” If they are in command within an unbroken chain of
Frostbone Clan leads his barbarian horde (army) against their mortal command, then these units gain the highest officer’s morale bonus,
enemies, the ice ghouls of the White Wastes. His opponent is the Ghoul usually the general’s. If the chain of command is broken, then the units
Lord Issavul. Wrothgar has a +1 charisma bonus, and his foe, Issavul, has a gain the morale bonus of the closest commander (who outranks their
+2. Issavul gets a modified 6 and Wrothgar a modified 4 on a 10-sided die. squad leader) with the highest charisma modifier. Thus, if a unit is within
Issavul wins initiative for his army, so the ghouls act before Wrothgar’s men. the command presence of two commanders, and one commander has no
Wrothgar has two heroes on his side, they being his twin son and daughter, charisma bonus, but the other has a charisma of 16, granting an attribute
Kulung and Uma. Their initiative scores are 3 and 8, respectively. Issavul bonus of +2, then the unit gains a +2 to morale bonus—until that
has one hero, a remorhaz, and it scores a 4 initiative. commander is slain, or until the unit moves out of his command radius.

As the battle commences, Uma takes the first action, followed by Issavul’s Morale
entire force, except for his remorhaz hero, who acts after Issavul’s forces.
Next, Wrothgar’s forces attack, and then Kulung takes his action at the Morale is the willingness of a unit or army to advance and fight, and it’s
end of the battle round. their ability to withstand the horrors faced on the battlefield without
breaking and running. Quite simply put, morale is the measure of the
unit’s honor and bravery. In mass combat, morale is measured in the form
Battlefield Commanders of a save versus fear, otherwise known as a charisma save.
Forces larger than individual squads need commanders to give orders
and focus their attacks. Commanders are generally NPCs who are mid- Morale Checks
to high-level versions of the troops they command. For example, the
commander of a company of swordsmen is generally a renowned, skilled Each unit has a morale score (this is included in the two sample stat blocks
swords master, and an expert archer often leads other elite archers. provided on page 175-176 above). This score merely reflects the unit’s
However, some high commanders may have achieved their leadership HD. The unit’s morale check and its success or failure is resolved like any
role through heredity or through their wealth, so not all of them will be other attribute check, but the morale score is added to the roll instead of
battle-proven leaders. the HD—even though they are likely the same (it is only likely the same
because some creatures, like dwarves, have a bonus to their morale score,
while gnolls and rabble units are unsteady in battle and begin with a +0
Command Bonuses morale; undead never check morale and do not have a morale score, and
In addition to adding their charisma modifiers to their army’s initiative, cavalry units add the riders’ HD and the mounts’ HD together to determine
commanders provide this same charisma modifier as a morale bonus to morale). CKs should be sure not add both the unit’s HD and its morale
any required morale checks (See the Morale section for information on score to the attribute check; a unit may, of course, add morale bonuses
morale checks) made by units in their command who are within their gained from its commander and any other applicable morale bonuses. Units
command radius (See Command Presence below). Units tied together with mental as their primary attribute or that are of high hit dice will more
through an unbroken chain of command receive the morale bonus of the likely succeed in their morale checks, remaining steadfast in the battle.
army’s primary general; those outside the command link use the command

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The challenge level (CL) for a morale check is determined by a number * Refers to any configuration of troops made up of smaller sub units
of circumstances, ranging from the death of a battlefield commander or as determined by the unit ratio set up for the battle.
hero unit, to suffering massive casualties against superior odds. Table
11-4: Morale Check Conditions lists the conditional modifiers that **The power of a supernatural being such as a powerful celestial,
force a morale check. All applicable conditions stack. Additionally, two dragon, or demon has a minimum effect on morale of at least +3,
morale-causing situations are more fully discussed below: the loss of a and potentially more as determined by the Castle Keeper, or as
commander and being out of command presence. agreed upon by the players in a non Castles & Crusades game of
Fields of Battle. A deity’s presence adds +10 to the challenge level of
the morale check, or more at the CK’s discretion.
Morale Check: Loss of the Commander
The loss of a commander can demoralize a unit. If the commander falls or Broken Morale
is captured and the troops are outside the command presence of another The following details what can happen when a unit’s morale breaks.
officer, treat the unit as being out of command presence (see below), which
requires a morale check (CL 3; 1 for being out of command presence and
2 for witnessing their commander’s fall or capture). If a commander is lost Withdrawal
while the troops are in the command presence of another commander, The unit uses its action to take a full move away from any engaging
however, the troops must also make a morale check (CL 2 for witnessing their unit in the easiest possible direction. If the unit encounters a friendly
commander’s fall or capture) to accept the new commander’s orders. Morale unit during its route, the encountered unit may allow it to pass, or its
(charisma) checks for a unit to accept a new commander’s authority do not commander may attempt to assume command of the withdrawing forces
include the new commander’s charisma modifier, as the unit is not effectively (See Regaining Command below).
under her influence at the time of the morale check. Keep in mind that a
commander may only command as many units as her command presence If the unit is not recalled to battle by a commander, it continues moving
allows, so that can affect her ability to gain command of the unit. at its full movement rate away from the battle. If it is attacked again and
suffers additional casualties, a second morale check must be made. If the
Morale Check: Outside the Commander’s Command Presence second morale check is successful, the unit continues its steady retreat
until it has left the engagement area (the tabletop or whatever agreed
Units that have fallen out of their commander’s command presence must upon boundary exists for the battlefield). If the second morale check is
immediately make a morale check without benefit of the commander’s failed, however, the unit is now in a route (See Route below).
charisma bonus at CL 1. If the force’s morale check succeeds, it continues
to execute its last received command. If the force fails its morale check, the
unit loses its action for that combat round. Units outside the commander’s Regaining Command
command presence fight defensively and move to withdraw or retreat from If an adjacent commander is present at the end of a unit’s withdrawal or
attackers should the fight go against them, but they take no other actions. is later encountered during the withdrawing unit’s trek, the commander
If units remain outside a leader’s command presence for more than four may attempt to regain command of the unit by making a successful
rounds and do not attack or take any actions, they desert the field if possible. charisma check. A unit commander whose troops have failed their
If the unit is otherwise attacked during this time or forced to defend itself, morale check may not make this attempt. The challenge level of this
it does so, though it makes no effort to move forward or capture objectives check is equal to the number of withdrawing units. If the commander’s
on the battlefield without the guidance of a commander. check is successful, the units join with the other units under her
command presence. Player characters and other hero units may also
Table 11.4: Morale Check Conditions make this command attempt. If the charisma check is failed, the unit
enters a route, fleeing the battlefield as quickly as possible.
Morale checks are forced for any of the following conditions. The listed
challenge level modifier indicates the added difficulty to the morale
check. Morale conditions stack, so units may suffer from more than one Route
CL modifier. Note that undead units never need to check morale. When a second morale check is failed, or if a commander’s attempt to
Challenge Level regain control of a withdrawing unit fails, the withdrawing unit enters
Forced Morale Check a route. A route is the complete, utter breakdown of command; the
Modifier
routed unit is in a state of sheer panic and terror. Routed units suffer
Unit is out of the command presence of an a -3 armor class penalty, and they attempt to flee the battlefield as
+1
immediate commander quickly as possible, moving up to 3 times their movement rate. If a
Unit suffers a loss of half or more of its UHP in routed unit encounters other allied combat units in its flight path,
+1 the encountered unit must also make a morale check, or it deserts
a single round
with the routed forces. If the new unit succeeds in its morale check,
Unit leader with highest command presence it remains steady in the fight, but the routed unit continues to flee
+4
bonus is slain, captured, or immobilized the battle. When the routed unit ultimately exits the battlefield, it is
Platoon* loses over half of its squads +2 considered destroyed or lost; it cannot return to the battle.
Immediate commander is slain, captured, or immobilized +2 If another commander encounters the routed unit, he may attempt to
Opposition possesses more powerful magic +1 halt its route, though he does so with a charisma check at CL 4. This
commander must not be a commander who has previously failed to bring
Units outnumbered by opposition by 2 to 1 +1 a unit under command. If the commander succeeds, the routed units fall
Opponent unit is impervious to unit’s attack damage +2 into formation with other troops within his command presence. Only one
last-ditch attempt to regain command of a routed unit is possible. If it
Celestial, demon, or dragon of at least 12 HD fails, the routed unit is lost for the duration of the battle.
+3 or More**
manifests on the battlefield.
Deity manifests on the battlefield (allies) None required
Deity manifests on the battlefield (opposition) +10 or More**

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Combat Actions Mounted archers may move up to half their movement rate and fire during
their turn. Typically, they can move twice as far as archers travelling on foot.
Melee Mounted archers take a -2 to their attack roll while firing from a mounted
Attack rolls are made by adjacent foes to overcome targeted armor class. position. This penalty combines with any range increment penalties.
Damage is dealt and subtracted from the Unit Hit Points. When squads
are destroyed, their numbers are removed from the larger force. Damaged Magical Attack
squads who maintain morale are absorbed by other squads of similar Magic works in mass combat as it does within the SIEGE Engine rules.
composition (i.e., swordsmen join up to form full squads of swordsmen Area-of-effect spells still affect a radius, line, or individual. The range
from wounded ones). Units with reach weapons may attack squads at the of most spells is converted into 1 inch of battlefield space per 10 feet of
end of their reach but not those adjacent to them. Units with a longer range. Duration remains the same, and any saves are rolled as normal.
reach or reach weapons may reach over allies and attack enemies in their A spell’s radius or area of effect remains the same as its spell description
threatened area just as in standard combat. in the Castles & Crusades Players Handbook. In squads or larger units of
spellcasters, CKs should assume all equal members have the same spells
Charge and number of spells per spell level.
Charge: A charge attack may be attempted by units at least as far away as
A magical attack may include using a scroll, wand, staff, or rod.
their maximum movement rate, but no more than double it. A successful
charge attack deals an additional +2 damage, though the attack unit More powerful spellcasters rarely serve in units but are, instead, hero
takes a -4 penalty to its armor class. units due to their ability to so quickly change the tide of battle.
Cavalry Charge: This is a special cavalry maneuver can be made by
cavalry units with good morale and within an officer’s command radius A Combat Sequence in Action
(called command presence; the officer must be in command—Fields of Battle When squads of combatants come into contact with one another,
fully explains this, but CKs without the boxed set may arbitrarily make make one attack roll versus the armor class of the adjacent opponents,
their own ruling on how far a commander’s influence stretches on the acting in initiative order. Opponents may be from mixed units and have
battlefield). In order for a unit to charge, it may not be impeded by difficult differing armor classes, so a successful roll against one unit may not
terrain, such as ditches, hedgerows, fences, and the like. During a cavalry affect another. If the attack roll successfully strikes the armor class of any
charge, the cavalry moves double its normal movement rate, and it deals an adjacent opponents, roll damage based on the weapon type and damage
additional +2 points of damage with a successful attack. The charge affects adjustments of the attacking unit. Multiply this damage times the number
every unit within its path whose armor class it successfully hits. The cavalry of attackers adjacent to an enemy unit. This number represents the total
unit suffers a -4 penalty to its AC until its next combat turn. damage dealt by the attackers.
Note: Lances deal double damage when used during a charge. Pikes and Divide the Unit Hit Points (UHP) of defending squads by the total
long spears set firmly to receive a charge make their attack roll prior to damage dealt. The resulting number indicates the number of squads
being struck by charging opponents; set attacks deal double damage on defeated in that combat round.
a successful hit versus charging enemies. Setting to receive a charge is a
special maneuver, and it requires a morale check to issue orders to the Combat Example: A platoon of 10 squads numbering a total of 50
defending unit. elven swordsmen makes a successful attack roll versus a platoon
comprising 12 squads of adjacent orcs. The attacking elves are actually
Ranged Attacks in contact with 6 of the 12 squads of orcs. The elves roll 1d8+1 for
damage and get a 6 for the total damage. The 6 orc squads in contact
Ranged attacks are divided into direct fire and indirect fire (see below). with the elf force then receive 36 points of damage. The orcs have
20 Unit Hit Points (UHP) per squad. One squad is destroyed and
Direct Fire: Direct fire works exactly like a standard missile attack.
another must make a morale check after suffering over half of its unit
Missile squads can fire on targets within their direct line of sight, applying
hit points in damage. The unit succeeds, so the player marks the unit
standard penalties or bonuses for range, cover, concealment, and
as wounded and records the damage the unit suffered.
elevation to their attacks.
The orc unit succeeds its morale check and the battle continues.
Indirect Fire: Indirect fire is the use of missile weapons to carpet
an area of the battlefield. Units may only fire indirectly at long range Regrouping and moving into position so that more of their units are in
or longer, as battlefield conditions make use of indirect fire nearly contact with the elf front, the 11 remaining orc squads assault the elves.
impossible at closer ranges and leave missile squads exposed to They roll a 16+1, effectively hitting the elves’ armor class. The orcs roll a
retributive actions by enemy forces. Firing indirectly is a full-round 4 for damage and multiply it times their 11 contacting squads, dealing 44
action requiring the entire force’s concentration to launch a hail of points of total damage. The elves lose 2 squads immediately, as they also
fire on a single area of the field of battle. have 20 Unit Hit Points. One unit suffers 4 points of damage, but does
not need to make a morale check.
To make an indirect fire attack, make a normal missile attack roll
and subtract any penalties for range, cover, or concealment. On a The remaining 8 squads of elves rally for another attack, slashing deeply
successful hit, roll damage, and apply the damage, including any into the orcs with their next attack. They roll a 15, again striking the orcs,
bonus damage, to every unit or individual caught in the attack radius, doing 5 points of damage (5x8=40), effectively killing two units of orcs
which is equivalent to 1 inch per two squads firing. Thus, 10 archery and reducing their platoon to 9 squads.
squads participating in an indirect fire attack may affect a 5-inch
radius on the battlefield with this devastating attack. The 9 squads attack the 8 squads of elves, but roll a 2 and miss! The elves
respond in kind, attacking and rolling a 19, striking successfully again.
Mounted Archers This time they score 8 points of damage times the 8 squads, which results
in 64 points of damage! They destroy 3 squads of orcs, and the wounded
Unlike heavy cavalry and lancers, mounted archers serve as an effective mobile
squad is also lost. The orc platoon is now degraded to 4 squads, which is
force for flanking enemy formations. Mounted archers typically ride smaller,
less than half the squads it had at the beginning of the engagement.
faster mounts and are less heavily armored than their heavy cavalry cohorts.

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Morale Check Moment! awaiting their chance to earn glory and plant the standard of their
nation, people, or lord in the heart of their foe! That is siege combat.
As the orcs have lost over half of their platoon to the elves, they must
For such grand adventure, one needs some explanation of how siege
make a morale check for the remainder of the platoon. Their challenge
equipment works, and knowledge about the strength of walls.
level for their morale check is +2 for losing half their squads, and +1 for
being outnumbered two to one, for a total of CL 3. This leaves the orcs In mass combat, it is often necessary for one force to assault a fixed structure
needing to roll a 21 or better on their d20 roll to avoid failing their morale and for another force to defend that structure from an invading onslaught.
check and withdrawing from the combat. The orcs gain a +1 to their die In prolonged engagement scenarios, it is possible that some forces may
roll for their morale score and a +1 to their die roll, as their chieftain have entrenched themselves, creating semi-permanent defensive positions.
promised them 500 in gold for participating in battle. They roll a 10, Possibilities for such scenarios are endless. This section provides details for
however, and their morale fails. They withdraw 30 feet from the elves in the strength of fixed emplacements and siege equipment.
preparation of departing the battlefield.
Sieges work effectively in fantasy role-playing scenarios as plot hooks and
The elves reply with a call to Thayaleon the Tree Lord and strike true and as exciting culminations of long-standing campaigns. Perhaps the PCs are
charge the retreating orcs. They rush forward on the withdrawing orcs striking required to take vital information or a holy relic into a stronghold to give
them with a 15, dealing 8 more points of damage multiplied by 8 squads, or 64 the defenders that last piece of material needed to destroy the demonic
more points of damage, destroying 3 more squads. The remaining squad fails enemy general. Perhaps the PCs are attempting to infiltrate an enemy
its morale check, is routed, and destroyed as it turns to run. base to slay an evil lich generating legions of undead warriors from the
bowels of his tower, and the only way into the fortress is through the ranks
The Siege of undead in their path. Simply defending what the PCs have fought long
Oftentimes a battle takes place where an entrenched opponent resists and hard to seize for themselves is about as “old school” a campaign
attackers from the relative safety of a fortification. For such great scenario as it gets for fantasy role-playing games.
battles, one needs siege gear: catapults launching casks of flaming oil
or plague-infected bodies over the city walls, or ballistae hammering Siege Equipment
targets sniper-like from the parapets! Then there are the brave, armored Siege engines function normally on the battlefield, affecting targeted
souls crouched in a wooden deathtrap known as the “Siege Tower” squares on a hit and random squares on a miss. Listed below are common

180 Castles & Crusades


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siege engines. Table 11-5: Siege Engines lists the siege engine’s cost, Siege Tower
typical damage, range increment, and number of crew to operate at a
glance. Table 11-6: Special Siege Engine Ammunition lists optional
Cost: 2,000gp, Damage: —, Area: NA, Range: —, Crew: 20
ammunition for the siege engines. A siege tower is a wooden structure covered with soaked animal pelts
or thin metal sheeting to protect it from catching fire. The inside of the
Ballista tower is hollow, with ladders built within to allow armed troops to easily
Cost: 500 gp, Damage: 3d8, Area: 5X5, Range: 120 ft., Crew: 1 or 2 scale its inside with full cover (+10 AC). The top interior floor of the
structure is typically affixed with a drawbridge-like front wall that drops,
A ballista is a huge wooden crossbow typically fixed in place, but it may be attaching to the wall of an enemy castle, allowing the troops within to
mounted on rollers, wagons, ships, and the like. Because a ballista is so large, storm the battlements and end a siege.
medium- and small-sized users suffer a -4 penalty to their attack rolls when
attempting to fire a ballista alone or -2 when firing as part of a crew. A ballista Siege towers are typically constructed at the site of the battle after many
has a range increment of 120 ft. This weapon is primarily used to kill large weeks and months of siege. They are built to be slightly taller than the wall
creatures on the battlefield (such as elephants, ogres, dragons, etc.) exposed intended to be breached, thus their cost is reflected in multiples of 20 ft.
within its range. Equally, ballistae may be used to fire flaming spears against
The tower’s roof provides a firing platform that grants ½ cover or +4
siege towers to catch them on fire. A ballista with a crew of 2 may have the
armor class to defenders. The roof is large enough to hold one squad of
weapon prepared to fire every other round. Otherwise, the ballista may fire
combatants or 1 ballista and crew.
once every 3 rounds. A ballista takes up a space 5 ft. across.
Siege towers have 50 hp per 10 ft. section and an armor class of 14. They
Catapult, Heavy may be pushed or dragged 5 ft. per turn, and require at least 20 medium-sized
Cost: 800 gp, Damage: 6d6, Area: 15x15, Range: 200 ft. (minimum creatures, 10 large-sized creatures (such as ogres or horses), or any huge or
range 100 ft.), Crew: 4 colossal giant to move it per 20 ft. of height. For example, a 40-ft. siege tower
may be pushed into position by 2 frost giants, 20 ogres, or 40 orcs.
A heavy catapult hurls huge pieces of stone or bundles of cast iron balls
at a range increment of 200 ft., with a minimum range of 100 ft. With Historically, the largest siege towers were nearly 140 ft. tall and 60 ft.
a crew of 4 trained siege engineers firing the heavy catapult, it may be wide. They could hold 1000 knights and archers. Such behemoths were
winched, loaded, aimed, and fired every other round. Heavy catapults outfitted with multiple catapults, ballistae, or cannons; they required
may be loaded on wagons and moved at the bearing weight and speed of hundreds of men to push and pull them into position. Siege towers cost
the animals hauling it. Otherwise, a heavy catapult may be pushed 10 ft. 400 gp per 20 feet in height to construct.
per round. Heavy catapults take up a space 15 ft. across.
Table 11.5: Siege Engines
Catapult, Light Engine Cost Damage* Area Range Crew
Cost: 550 gp, Damage: 4d6, Area: 10x10, Range: 150 ft, Crew: 2 Ballista 500gp 3d8 5X5 120 ft. 1 or 2
A light catapult is similar to a heavy catapult; it hurls stones, cast iron 200 ft
Catapult,
balls, or other ammunition. Light catapults have a range increment of 800gp 6d6 15X15 (min 100 4
Heavy
150 ft., with an absolute minimum range of 75 ft. A crew of 2 may winch, ft.)
load, and fire every other round. Light catapults may be loaded on wagons Catapult,
and moved at the bearing weight and speed of the animals hauling it. 550gp 4d6 10X10 150 ft. 2
Light
Otherwise, it may be pushed 15 ft. per round. Light catapults take up a
space 10 ft. across. See Firing a Catapult below for more information. Ram, 1 Stationary
1,000gp 4d6 — 10-20
Battering Target
Ram, Battering Ram, 1 Stationary
Varies 2d6 — 10-20
Makeshift Target
Cost: 1000 gp, Damage: 4d6, Area: 1 stationary target, Range:
­—, Crew: 10 medium-sized crew or 20 small-sized crew Siege
2,000g — NA — 20+
Tower
A battering ram is a huge log, usually with an iron or bronze end cap. *A ballista or catapult can fire special ammunition. The special
Battering rams may be complicated siege engines built with protective ammunition does damage as listed in Table 11-5: Special Siege
covering for the ram team (typically 2-4 squads of infantry) in a wheeled Engine Ammunition.
frame with the ram swinging from stout chains. Rams can also be simple
affairs, being a log born by strong backs used to hammer against a gate. Special Ammunition
A battering ram affords full cover (+10 Armor Class) to the ram team. The Boiling Oil: Boiling oil is prepared in cauldrons on rooftops. Boiling oil
ram may strike every other round and deals 4d6 points of damage to wooden affects a 10x10 ft. area directly below it and deals 6d6 points of damage.
structures, but deals only one-half damage to stone, and one-fourth damage No attack roll is necessary. The oil may be set aflame with fire arrows,
to metal (such as a portcullis). A ram of this sort costs 500 gp to construct. whereupon it deals an additional 4d6 points of burning damage before
extinguishing in 1d2 rounds. A gallon of oil costs 8 gps.
Ram, Makeshift Falling Stones: Stones may be hurled by defenders on battlements. These
Cost: Varies, Damage: 2d6, Area: 1 stationary target, Range: — Crew: stones affect a 10x10 area below the wall and deal 1d8 points of damage.
10 medium-sized crew or 20 small-sized crew

A makeshift ram deals 2d6 points of damage to wooden structures, and


may be used to make a ram attack every other round. Makeshift rams
provide no cover, concealment, or protection to their bearers.

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Table 11.6: Special Siege Engine Ammunition Assaulting Structures
Engine Ammunition Damage Cost Structures have Armor Class and hit points. Units attacking structures
with the proper gear (rams or mauls for walls) do damage to structures
2d8+and anchored as PCs normally do when kicking in doors and shattering locked
Ballista Harpoon 5 gp each
to target. chests. Walls and gates that are 10-20 ft. thick tend to have more hit
Flaming Bolts 3d8+1d6 (fire) 2 gp each points and more guardians, ensuring they do not get overtaken easily.
Rules already exist for climbing walls, breaking stone, and cutting
Catapult, down doors, and they work normally in large-scale combat, with the
Cast Iron Balls 6d8 10 gp each
Heavy squad or larger force replacing the individual effort for all except the
Flaming Oil Cask 6d6 (fire) 32 gp each hero units on the battlefield.
Catapult,
Cast Iron Balls 4d8 10 gp each Walls
Light
Flaming Oil Cask 4d6 (fire) 16 gp each Walls come in a variety of shapes and sizes and are made from various
materials. Wall hit points are measured by the number of feet of thickness
Dropped 6d6 (with fire per 10-ft. section of wall. Stone walls have an Armor Class of 16,
Boiling Oil
from Above +4d6) reflecting the hardness of the wall and difficulty in damaging it. Wooden
Falling Stone 1d8 walls have an Armor Class of 14, reflecting the hardness of wood and
difficulty of damaging it.
Cast Iron Balls: Cast iron balls are expensive and rare, though they are
easier to manufacture than the typical fieldstone spheres used as catapult Table 11.7: Walls
ammunition. Cast iron balls are said to be an invention of dwarves, owing
Wall Type Hit Points AC
that iron deals double damage against stone structures and fortifications
and triple damage to wood. Cast Iron Balls also have the potential of Masonry 100 per ft. 16
rolling when they land, causing havoc among ground troops, tearing off
Reinforced Masonry 200 per ft. 16
legs and pulverizing feet with their strike.
Hewn Stone 1000 per ft. 16
Flaming Bolts: Flaming bolts deal standard damage plus 1d6 points
of fire damage. They have a 20% chance of setting ablaze any wooden Iron 100 per inch 20
structure they strike. Wood 50 per ft. 14

Soaked animal skins reduce the chance of wooden structures catching


fire. They provide 1d4 rounds of complete fire protection, after which
Using the above table, a 15-foot-thick castle wall made from reinforced
they reduce any fire damage by half.
masonry would have 3000 HP per 10 ft. section of stone. Taking down
Flaming Oil Cask: A flaming oil cask is typically an amphora-like jug such a wall would require constant bombardment from catapults and/or
filled with flaming oil that explodes on contact, hurling its contents magical strikes against the same 10 ft. section of wall to breach it.
throughout the ranks of enemy forces. Flaming oil casks are especially
Edged melee weapons typically deal no damage to stone walls over 1
destructive to wooden structures, lighting them aflame, and causing
ft. thick, no matter what special material the weapon is made from.
panic (requiring Morale Checks) to forces adjacent to squads immolated
This is because most melee weapons are designed to overcome armor,
by their fiery payload. These casks usually contain 2-4 gallons of oil and
cleave flesh, and shatter bone; they are not tools designed to destroy
are affixed with a wick that must be lit before launching the payload.
fixed structures. One could argue that the “military pick” would work
Harpoon: Harpoon ammunition is attached to a length of strong rope up vs. stone walls since it is a “pick.” The clever CK will remind the player
to 100 ft. long, with the rope coiled around a winch and pulley mechanism. that a military pick is for punching holes in helmets and breastplates,
Due to the weight of the rope and its effect on the aerodynamics of the and a pickaxe is designed to carve through stone. Mauls and chisels do
harpoon, the firer takes an additional -4 to attack rolls. Harpoons may normal damage and require no attack roll to hit, so long as the striker
not fire beyond the length of their rope. is not under attack from defenders. In other words, a lone man hitting
a wall section with a hammer and chisel without duress would simply
do 1d8 points of damage to the wall per round. This is called tunneling
Firing a Catapult or demolition and is detailed elsewhere in this chapter.
A catapult affects an area based on the ammunition used, and firing a
catapult requires a keen intellect to understand the proper elevation, Magic
arc, and trajectory of its payload. The engineer makes a standard ranged
attack roll based on his base attack bonus, adding his intelligence modifier Magic: Magic spells which deal damage to objects also deal damage to
instead of his dexterity modifier for purposes of aiming the attack, and walls. Spells such as fireballs and lightning bolts deal structural damage
then subtracting any range increment penalties. Targets of a catapult equal to the damage rolled on the dice. Other, more powerful spells
attack may make a dexterity check to take half damage from the attack. such as earthquake, dig, and move earth may be used to easily collapse
The save’s CL equals the firing engineer’s intelligence modifier. On a roll reinforced walls unless some precaution on the part of the builders is
of natural 1, the catapult shot hurls straight into the air, falls back down, made to protect their structures from such magic.
and then lands on the catapult and its crew.
Defensive Bonuses
Catapults may be “locked” on a target once their engineer scores a hit.
Walls generally have protective features, providing cover for those who
Fired ammunition continues to hit the same area with no additional
stand atop them. This protection is conferred as an armor class bonus
attack roll required until it is re-aimed. Re-aiming takes one round and
due to cover.
requires a new attack roll.
Arrow Slits: Piercing a length of bastion wall, arrow slits provide excellent cover
for defending missile units. Arrow slits grant 3/4ths cover or a +6 to armor class.

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Chapter 11 — Going to war
Crenellation: The classic “battlement” or castle top that ridges the edge Collapsing Walls: Tunneling under walls may cause them to collapse.
of the wall. Crenellations confer ½ cover or a +4 to the armor class of Typically, sappers dig beneath enemy walls, timbering the roof and sides
defenders. of their tunnel, but setting these to collapse once the tunnel is vacated by
sapper squads. On its turn, a sapping unit may collapse a wall section as its
Earthen Rampart: An earthen rampart is similar to a trench, but elevated action. Once the tunnel is collapsed, a section of wall equal to the width
to require enemies to move up-hill against defenders crouched and firing or of the sapper tunnel crumbles, leaving a breach in the fortification.
attacking from above them. Ramparts are often lined with sharpened dung-
coated stakes, dealing 1d4 points of damage against approaching opponents and Tunnels may also be used to secret enemy troops inside of a fortification
reducing their movement rate as they scale the expanse. They offer a secondary without the necessity of collapsing the wall at all. Would-be conquerors
effect of potentially infecting climbers with, requiring a constitution save intending to occupy a captured fortress prefer to keep the structure intact
(Challenge Level 4) to avoid their debilitating effects. Beings thus infected suffer for their own occupation rather than raze it to the ground, so their troops
a -2 to attacks and damage and may only move at half speed until they finally do not collapse tunnels and walls.
make a successful constitution save and shrug off the infection. The onset of this
dysentery begins 1d12 hours after infection. Ramparts provide ½ cover or +4 Tunneling and Counter Tunneling: A typical sapper tunnel is 10ft. by
armor class to those crouched in the fighting holes atop the rampart. 10ft. wide and is accessible by one sapper squad. Multiple sapper squads
may dig multiple tunnels at the same time.
Improved Range: Archers firing from an elevation gain 10 ft. to their
range increment for every 20ft. of elevation, with maximum bonus of One method of sapper combat is when one sapper crew attempts to collapse
+30 ft. at 60 ft. of elevation. the tunnels of another by means of crossing or otherwise weakening the
other crew’s walls. In game terms, this is simply accomplished by breaching
Trench: Trenches are in essence narrow earthen ditches, providing the another sapper crew’s tunnel and spending a full turn sabotaging it.
most basic of siege protection. Defenders in trenches are conferred 1/4th Collapsing a tunnel causes 1d6 x 10 ft. of tunnel work to collapse. Sapper
cover or a +2 to their armor class. units caught in a resulting cave-in are instantly destroyed.

Tunneling and Sapping Sea Battles: Fire and Water


The purpose of tunneling and sapping is to dig beneath enemy Sea battles differ in some ways to land battles. The most obvious difference is
positions, creating a weakness below the enemy’s walls, tumbling they take place upon the sea, where armor actually makes combatants more
them down upon the defenders’ heads, and leaving a breach in their vulnerable — they may be hurled overboard and drown, after all! Additionally,
defenses. Tunneling or sapping takes place as part of a pre-existing even the largest sea battles constrain quarters of melee combatants to ship
scenario, as digging requires a great amount of work on the part of decks, limiting their movement and mobility. Thus, as often as not, when
miners. Tunneling and sapping may also involve counter tunnels and ships are tied together, no quarter is asked, nor given! There is no retreat, and
counter sapping to collapse the tunnels of attackers. surrender likely brings the same end for the survivors as defeat.

Sapping: Sapping is the technique of digging trenches or tunnels to The flipside to this is that sea battles involve a great deal of artillery fire
pierce, undermine, or destroy walled fortifications. Typically, experienced prior to hand-to-hand engagement, with siege equipment and archers
engineers are required to sap or mine an area, and do so while protected lofting swarms of arrows against the decks and riggings of opposing
from enemy fire and counter sappers. In fantasy role-playing games, vessels. Vessels with greater speed and longer range tend to win the day
various races have an affinity to tunneling and mining, which may play a before grapples are even cast!
role in the use of such a technique in the campaign setting.
Oh Captain, My Captain
Sappers are also adept at building and maintaining siege equipment on
site from on-hand materials. Sapper units come outfitted with the proper The captain of a warship is the equivalent to the commander in a ground
tools to perform their job: saws, shovels, hammers, chisels, and pickaxes. campaign for the purposes of initiative, ship movement, morale, ballistae
While siege engines demolish fixed emplacements by dealing direct deal and ramming attacks.
direct hit point damage against them, sappers destroy or circumvent
fortifications by carving their way through earth and stone at a number of Armament
feet or inches per turn, thereby penetrating or collapsing structures.
Most ships may be armed with ballistae or ballistae-type weaponry. Catapults
Tunneling beneath fixed fortifications takes time and requires a great are virtually impossible to use on any except the largest and slowest of battle
amount of patience on the part of commanders. The charts below give barges, as the torsion from their firing would shatter the deck and destroy
tunneling speed and time for sapper units based on their affinity to earth their vessel. That said, in a fantasy game, anything is possible.
and stone. A unit of sappers clears a number of cubic feet of earth or stone
per round based on the rate listed in the chart. Ballista, Light (ship mounted)
Cost 600 gp, Damage 2d8, Range 120 ft., Crew: 1 or 2
Table 11.8: Sapping
Race of Sapper Squad Tunneling Rate per Round A ballista is a huge wooden crossbow mounted to a locking swivel and pivot.
Hard Medium- and small-sized crewmen using the giant weapon suffer a -2 penalty
Earth Soft Stone
Stone to their attack rolls. A light ballista has a range increment of 100 ft. The
Halfling or Human 1 ft. .5 ft. .25 ft. weapon is primarily used to set ships’ sails aflame by firing fiery spears at them,
Gnome or Kobold 1.5 ft. 1ft. .5 ft. or to hole enemy vessels at the waterline. A ballista with a crew of 2 may have
the weapon prepared to fire every other round. Otherwise, the Ballista may
Orc or Hobgoblin 1.75 ft. 1.5 ft. .75 ft.
fire once every three rounds. The ballista takes up a space 5 ft. across.
Goblin 2 ft. 1.75ft. 1 ft.
Dwarf 2.5 ft. 2 ft. 1.5 ft. In ship battles, ballistae attack rolls are based on the captain’s level and
Stone Giant 10 ft. 5ft. 2.5 ft. Intelligence modifier, as his maritime warfare expertise supersedes the
Earth Elemental 15ft. 10 ft. 5 ft. skill of crewmen manning the ballistae. For instance, Captain Zarek, a
6th-level fighter with a 15 Intelligence score would add +7 to his crew’s
Xorn 20 ft. 20 ft. 20 ft.
ballista attack roll.

Castle Keeper’s Guide 183


Part 2: Worlds of Adventure
Mangonel (ship Mounted) Cutting Grapples: Cutting grappling ropes takes 1 round per rope. No
other action may be taken by a squad while cutting the lines. Assume one
Cost 1800 gp, Damage 5d8, Range 220 ft., Crew: 4 rope per squad of marines or sailors aboard ship.
This heavy weapon uses torsion coils to directly fire round shot, stones, or
Hulls and Holing: A ship’s hull has 50 hp per 10-foot section and an
flaming oil casks. It is a heavy, unwieldy weapon that suffers an additional -2
armor class of 14 for the purpose of holing or damaging the boat. Ships’
to hit and requires 3 rounds to load and 1 round to re-aim. It occupies a 10 ft.
hulls are highly vulnerable to warp wood spells! A warp wood spell cast
x 10 ft. space on a ship’s deck. Mangonels’ are mounted on ships and battle
on the hull of a ship causes it to immediately sink. For battle purposes,
barges to maintain seaside sieges of port towns and fortresses. An historical
the ship and its crew are both lost. It otherwise takes a holed ship 1d10
example of the mangonel’s use is Alexander the Great’s siege of Tyre.
rounds for a ship to sink completely, allowing other ships to rescue
crewmen and marines.
Range Increment Penalties
Ballistae and other missile attacks suffer a -2 penalty for each range Masts, Rigging, and Sails: Masts have 50 hp each and an armor class
increment. Thus, a ballista fired at a range of 600 ft. has a -6 penalty of 14 for the purpose of cutting them down with weapons. Their sails and
to hit due to range penalties; combined with its -2 difficulty penalty for have an armor class of 10 and 25 hit points; sails take double damage
firing the unwieldy siege piece, a ballista fired at this range suffers a total from fire. A ship’s speed is reduced by 1/4th for each destroyed mast or
-8 penalty to hit. sail. Burning sails and rigging fall to the deck, dealing 3d6 points of fire
damage the first round, 2d6 the second, and 1d6 the third over a 10 x 20
ft. area directly below the sail. This fire has a 10% chance per round of
Combat and Combat Actions catching the deck and rails on fire, as well.
Castle Keepers should treat sea combat as per the mass combat rules for
land battles. The sailors and marines aboard the ships form units via the Rams and Ramming: A ship’s ram deals 5d10 points of damage on a
unit size rules, just like in land combat. The only difference between the successful hit against an opposing ship. The attack roll is based on the
hand-to-hand melee upon the sea and that on land is that such melee can ship’s captain’s base to hit, with no modifiers for strength or dexterity.
only take place when ships are lashed together and boarded. This maneuver Enchanted rams receive any applicable magical bonuses, and captains
is detailed in the grappling rules below. If ships are never boarded, then fire under the effect a bard’s inspiration ability, a bless spell, or a prayer spell,
and movement rates rule the battles upon the high seas! or any other spell providing relevant bonuses may add those to the attack
roll, as well. On a successful hit, the ships are tied together as if grappled.
Grappling: Once ships are within 30 feet of each other, sailors aboard Ships with oars may back away from a sinking vessel if the captain makes
the ship with the prevailing advantage (i.e., the least damaged and/or the a successful Intelligence roll and opts to move his vessel on the next turn.
fewest casualties) may attempt to grapple the opposing ship. To grapple, The challenge level of this roll is based on the length of the opposing
the attacker needs only to make a successful ranged touch attack against vessel, adding +1 to the challenge level for every 25 ft. in length.
the hull’s armor class. At least two ropes must be successfully grappled to
an enemy ship to successfully lash the ships together. Speed: Ships can move at speeds between 2-10 miles per hour, translating
to roughly 5-25ft per round. Oared ships can double their speed during
Allies aboard their attacking ship tie off the ropes, bringing the ships a ramming attempt, but they can only maintain ramming speed for 1d4
crashing together, shattering any oars not stowed, and forcing all rounds + 1 round for every 10 rowers.
members of each crew to make a dexterity save (Challenge Level 5) to
avoid falling. Crewmen hanging from riggings gain a +2 to their check. Swinging to the Opposite Deck: Swinging on ropes to the opposite
Anyone failing from the rigging has a 50% chance of falling 1d4 x10 ft. to deck is a movement action requiring a successful Dexterity Check
the hard deck, taking 1d6 points of damage per 10 ft. of the fall, or they (Challenge Level 4). A successful roll places the unit safely on the
fall into the water, forcing swim checks. Sailors who fall overboard are lost opposition’s deck, as intended. Failure means they fall from the rope and
for the remainder of the battle. have a 50/50 chance of hitting the deck or falling in the water. Units and
characters hitting the deck suffer 2d6 points of damage and must spend
Those on deck who fail their dexterity save and fall must spend the the subsequent round getting up.
subsequent round getting up.
Forecastles and Sterncastles: Forecastles and sterncastles offer a
+2 armor class bonus to their defenders against missile fire due to their
elevation and wooden crenellations.

Table 11.9 Sample Ships


Speed/
Common Ships Length Width Crew Artillery Ram Oars Masts Speed/Round Cost
Hours
82/+300 2 ballistae/2
Carrack 120 ft. 100 No None 3 7 mph 18 ft. 120,000 gp.
passengers mangonels
Trireme 125 ft. 23 ft. 170 None Yes 170 1 2 mph 5 ft. 5000gp
Yes/
Longship 120 ft. 27 ft. 50-80 None 25 1 8mph 20 ft. 30,000 gp.
Optional
20/+120
Cog 100 ft. 20 ft. None No None 2 8 mph 20 ft. 5000 gp.
passengers
30-50/+30 Yes/ 20/
Galley 160 ft 20 ft. 4 ballistae 2 10 mph 25 ft. 60,000 gp.
passengers Optional Optional

184 Castles & Crusades


Chapter 11 — Going to war
Ariel Combat Table 11.11 Foraging
Aerial combat units are generated in the same way as they are in standard Foraging lbs. of Food x100 lbs.
mass combat, and combat works the same, except it takes place in three Environment
Chance gathered
dimensions. A unit’s movement rate is based upon the flight speed of the
riders’ mount. Civilized Urban 50% 2d100
Civilized Suburban 70% 3d100
When a unit is reduced to less than 50% of its hit points, it must land and cannot
return to the air again until the unit is healed above 50% of its hit points. Civilized Agricultural 85% 5d100
Uncivilized Temperate 60% 2d100
If a single attack reduces an aerial unit to less than 25% of its hit points,
the unit plummets from the sky, taking falling damage as well. This falling Uncivilized Desert 10% 2d20
damage equals to 1d6 per 10 ft. fallen, and is suffered by the entire unit. Uncivilized Mountain 50% 5d20
A dexterity check saves for half damage.
Uncivilized Jungle 90% 4d100*
WaR * Jungle food requires a successful constitution save vs. poison to avoid
The above rules provide a simple template allowing the CK a quick cramping from the abundant and unfamiliar fruits and food items.
mechanical approach to solving the problems of running mass-scale Those failing their save are unable to travel for 1d4 days.
combat. For a complete, detailed treatment that includes everything from Foraging takes an army 15 minutes per every 100 lbs. of food gathered.
tactical battle formations to detailed commander morale and hero rules, This time is halved if a ranger travels with the army and makes a
please refer to the already published Fields of Battle boxed set successful survival check, the CL for which is +1 for every 500 troops
in the army.
Provisions
An army marches on its stomach. In campaigns where armies must
traverse large distances, the question of how to feed and water the
soldiers and mounts becomes an issue. Certainly, it is completely fine for
a Castle Keeper to waive such micro management to “foraging,” but for a
grittier, more realistic feel, an army must be fed.

The average soldier requires a minimum of one day’s rations for every day on
expedition. A day’s minimum rations equal 1 lb. of dry food and a minimum
of ½ gallon of fresh water per day. For every two days, the soldier’s meals are
mixed with some fresh food: fruits, vegetables, or fresh meat.

In simplest terms, each medium-sized soldier requires the following:

Table 11.10 Cost of Provisions


Provision Cost Weight
4 gallons of water per week in temperate climes*: 4 gp. 16 lbs.
Rations (Dry and Fresh 3 gp. 7 lbs.
* In warm climates, such as desert and jungle, this amount doubles
to take into account the simple sweat and grind of the march.

To calculate the total cost of provisions and the foodstuffs’ total weight,
multiply the gold piece total and the weight total.

Primitive wooden wagons of the type described in the Players Handbook


carry a maximum load of 8000 lbs.; however, the type and sort of wagons
available heavily depend on the sort of campaign the CK is running.

It is possible a Castle Keeper may run a campaign where elephants,


camels, howdahs, or slave-borne supplies exist. The possibilities are as
endless as the adventures your imagination can create.

Foraging
Foraging is the act of plundering the countryside for foodstuffs. Foraging
is difficult, and may require extra coin on the part of the warlord in order
to purchase food or water (in the case of good-aligned characters). In
most terrain, the army must take time to pillage, plunder, scavenge, or
forage for food. Highly civilized areas typically have more foodstuffs to
offer, leaving the soldier’s dry rations intact. In less-civilized regions,
game may be plentiful, but acquiring it requires hunting. In civilized
areas, additional food may be purchased at market price plus 1d20%,
depending on local rates. Castle Keepers should modify the price of food
as conditions in their own campaign dictate.

Castle Keeper’s Guide 185


Chapter 12 — Monster Ecology
Monsters have haunted our waking hours from the time we were
small children, when the thing beneath the bed clawed its bridled
rage across the wooden floors of our nightmares. As adults, living in
a world where the monsters are almost always human, it is difficult
for us to imagine, much less capture, those elusive beasts that haunt
the edges of our waking. When you are young and the world is open
to possibilities, when explanations do not assuage the wild pulse, but
rather confuse the senses and dull your ability to truly understand,
is when monsters are real. And that is the challenge of the Castle
Keeper; recapturing those moments of fear, when monsters, unsought,
but all too real, creep quietly down the hallway floor, because in this
imaginative world of your making, monsters are real.

The monster is the core of the role playing experience. Overcoming


adversity, climbing the mountain, or unlocking the trapped door; they are
themselves moments filled with excitement but they pale in comparison
to the wild experience of battle with a monster, where the life of the
character hangs in the balance of a decision and a dice roll. First and
foremost, the CK must understand the monster’s role in the game. Once
this concept is firmly grasped, understanding its attributes, abilities, and
general mechanics is much easier and a world of possibilities open up for
the CK, which in turn open up a world of dread for the player.

Understanding the Monster Concept


Too often Castle Keepers, or game masters in general, use the monster as
a weapon, a sledgehammer to pound the party of characters mercilessly.
Though the monster certainly has this use, and there are occasions that
call for the monster’s weight to come crashing down on the players, it
really is ancillary to the role of the monster. On the other end of the coin,
the monster is not a simple obstacle for the player to maneuver around or
played, as if it lived in a vacuum. In Castles & Crusades, the monster is a
living element of the story, one that can change and alter to the situation
even as the characters can; the CK must treat it as a central tool of the
storyboard to ratchet up the excitement and danger. As any student of
There are some exceptions. Unlike the lion cited above, many creatures
the horror genre understands, direct bludgeon attacks where the monster
in C&C are pure evil, mad, or magical creations with little drive to
thrashes about in a seasonal display of gore does little to heighten the fear
survive beyond that given to them by their creators. Use these as their
factor; though it may heighten the “I just vomited in my mouth” factor, it
backgrounds dictate, but understand that some are mindless killing
does not drive people into the wild corners of their own minds seeking for
machines and others have more survival instincts. This increases the
answers about which they do not understand.
unknown factor in the game. If players, through their characters, cannot
The foremost thing to understand about the monster is that it is readily identify what monster is going to react one way or the other, they
not a battering ram for the CKs ire or the player’s adrenaline. It is a must tread a little more lightly, and are more loathe to risk their skins in
creature, with its own wants and desires, with an ecology that drives a free-for-all battle with some creature that may or may not possess some
it even as the player’s own desire drives their characters. The monster ability to mete out death quickly.
is a creature in and of itself; its habits evolve from its genetic make up
Understand the monster and use his abilities to engender that element
and environment; it’s a creature that uses those genetic make-ups, its
of the unknown.
abilities, as efficiently as a welder uses a blow torch. Taking the monster
and hurling it directly at the party of players in order to crush them With that in mind it is important to note that the CK should not overly
rarely does justice to these beasts . . . unless their genetic make-up calls love the monster. Do not make it so that monsters never die, so desirous
for such actions . . . and usually does little but excites the players into of life, they never fight to the end, but always run off into the wilds.
a dice contest not unlike a game of craps. But by using the monster’s Players rapidly tire of such devices and as any hero must, they long to kill
abilities as the monster would, the creature immediately leaves the the bad guy. As noted, some monsters are more like animals, such as the
realm of understanding for the player. owlbear or a giant, but others are just closer to magical creations such as
the undead. Use them to their abilities and nature.
In order to do this, the CK must know the monster first. Read its
background, understand its abilities; imagine under what circumstances
those abilities would be the most effective and deploy the monster in that Monsters, Their Attributes
fashion. Treat the monster as an animal who desires life even as much as Castles & Crusades does not categorize monster attributers in the same
the players do, or at least, as any animal in the wild would. Rarely does manner as it does character attributes. Characters possess six standard
a lion pursue a hunt to the detriment of its own life. They do not get attributes: strength, dexterity, constitution, charisma, wisdom, and
angry and humiliated and whine about their ego or id; they attack to kill intelligence. The game categorizes monster attributes in only three
something, but failing that, they quit, either looking for a more effective categories: none, physical and mental. These represent the saving
route to kill their prey or leave altogether. Monsters should act the same; throws and attribute check categories for monsters rather than the
avoid the heedless duel to the death if possible, for this only reduces the actual attributes. These mean the monster is more able to defend itself
monster’s capacity to affect the players in the course of the game. Fighting or react to physical or mental conditions than the other. Few monsters
the unknown is always more terrifying than fighting the known. have both. Saving throws are made in the same manner as for characters,

186 Castles & Crusades


Chapter 12 — Monsters
but with broader descriptors. Each monster is listed in the Monsters guide monsters and characters. The design supports the balance built
& Treasure and other monster listings as having either physical (P), into the game and affects the overall playability and fun factor that all
mental (M), both (P+M) or none (N) as its saving throw category. The games must, in the end, address. It is best to understand the differences
category roughly equates to primary or secondary attributes and thus between the two and leave the system as is. Far more effective ways exist
the base number needed to make a saving throw. Physical attributes are of building or expanding the monster concept, whether through new
strength, constitution, and dexterity. Mental attributes are intelligence, creations, or simply variances on an old monster.
wisdom, and charisma. A goblin has a physical saving throw category, so
it makes all saving throws or checks dealing with strength, dexterity, or Monsters With a Twist
constitution with a challenge base of 12, and all saving throws or checks
dealing with intelligence, wisdom, or charisma with a challenge base of After players have played C&C for awhile, it is only natural that they
18. The monsters # of HD acts as a modifier to this roll in the same become familiar with the monsters in play. And orc is an orc after all
fashion as described under HIT DICE (HD) and it doesn’t take long for a player to realize their relative strengths
and weaknesses. It has become common knowledge that the only way to
When dealing with monsters, it is important to keep in mind that monsters destroy a regenerating troll is with fire. Every troll encounter involves a
are not player characters. The Monsters & Treasure is a book designed character arming himself with oil, torch or other flammable material and
for use by the CK, not the players. Conversely, monsters shouldn’t use casting the burning weapon upon the seemingly hapless troll. This is a
the Players Handbook. Monsters do not have specific attributes, such as natural outcome of years of play and experience. However, this does not
strength, and therefore do not fall under the bonuses and penalties that need to be the end-all of the already-encountered monster’s role in the game.
accompany character attributes. Awarding monsters character attributes Apply simple variations on a monster, changing its make-up somewhat,
immediately gives them a bonus advantage, making them stronger, or expanding or contracting its abilities, adding new ones, or changing its very
weaker than designed. A monster’s abilities, whether strong, fast, weak or habits. This is a simple process and one every CK should follow.
slow already play out in their listed attacks and special abilities.
Creating variations of monsters actually serves two purposes. The
Astute players and CKs cannot help but notice that the system effectively monster itself gains a second life, and what was once an old-tried, familiar
awards monsters three primary attributes, and three secondary attributes, monster becomes something new. It is once again, unknown. The familiar
seemingly putting them at an advantage over characters, who often have becomes the dangerous as common reactions associated with the monster
only two. But again characters fall under a different set of guidelines. prove useless and whole new methods must be used in dealing with the
Character advancement, though it does not improve his attributes, monster, whether role playing, in the defense or offense.
improves his bonus; monsters get no such advancement. Their strengths
and weaknesses are built into their descriptions and they have no ability to Example: To return to the troll analogy: In the world of Aihrde there are
advance, unless by design or desire of the CK. Their rolls never improve. several types of trolls; the most common of which are trolls, but less common,
though probably better known are Troll Lords. These latter creatures are
This approach seems to break down at the demi-human level. Why do demi- monolithic beasts possessed of an evil that transcends the regular troll’s almost
humans in the Monsters & Treasure have 3 primary attributes and demi-human animal reaction to its emotional shortcomings. When first encountered a
characters only have two? The answer is simple. Demi-human characters are Troll Lord obviously heals itself, lending itself to the belief that as a troll its
characters and demi-human monsters are monsters. The demi-human monster great weakness is fire. Because of the creature’s background, once a living
is stuck, with their three primary attributes as are. They gain no bonuses, nor tree that has left the path of its more benign brethren, it fashioned magics for
suffer any penalties. Demi-human characters on the other hand earn more itself that made fire an ally. Fire and acid attacks, common ailments for trees
experience and gain more skills and improve their capabilities; this is expressed and trolls, actually heal the Troll Lord. A character who casts fireball on a
in their level. Each level they gain, they also gain in abilities. Troll Lord is likely to meet a stark surprise.

To put this in a greater game context, the characters represent that small Common Variations
portion of the demi-human, or human community, that possess that “four
o’clock in the morning courage.” They are not like the others in their Background: Every official C&C monster’s entry begins with a physical
tribe, village, kingdom; they are the few possessed of enough courage and description of the monster, and is either meshed with or followed by a
gumption to set down the walking stick and take up the sword and plunge brief description of its habits and habitat. Players quickly learn these
into the unknown. habits but it is easy enough to change them. Add your own personal flavor
to a monster’s description, giving it a reason for being where it is; or even
Example: Death in the world of Inzae is a hard thing. If your body is not a wholly different ecological niche. There is no reason a harpy, normally
burned, no matter how heroic the death, the spirit goes to the gray world. associated with forests, cannot live in the deep deserts. Changing a
This means an eternity of misery. This begs the question: Why would creature’s background niche will surprise the players and elicit a different
anyone ever leave their homes? If they risk death and eternal damnation? response from their characters because they suddenly face the unknown.
Why leave?” The reply is simple: “Most don’t. 99% of the people stay
home where it is safe and they are warm. But that 1%...those are the Personality: Changing a monsters personality serves the same purpose.
adventurers...they are different. An ogre, normally viewed as a lumbering idiot but who now fights as a
clever hunter, able to stalk prey and set traps, is something entirely new.
Those dwarves in the Monsters & Treasure are monsters, not player Players met with such a beast must instantly question whether it is the
characters. They are different. same beast, a variant, or some new monster concocted in the wilds. The
Monsters & Treasure does not codify the personality of monsters nearly as
Note that though CKs are more than welcome to assign attributes much as it does backgrounds and actual mechanics, but this should not
numbers, as the characters possess, to monsters in their individual game, dissuade the CK from changing assumed or stereo-typed personalities.
monsters with attributes create a whole new level of complexity to the Even those the characters have become habituated to;, rather, most
game. The CK must now roll attributes for dozens of monsters, or at least especially the ones characters are habituated to — should undergo
design them into the monsters themselves, and adhere to a whole new sudden revisions. The sky is of course the limit.
host of modifiers for those monsters possessed of higher attribute scores.
Furthermore, the game’s balance is unsettled for monsters as presented Base Mechanics: The easiest part of any monster to adjust are the basics
include their strengths and weakness, whether mental or physical. of hit dice and armor class, by allowing the creature to be stronger or even
weaker than expected what was a normal encounter suddenly becomes more
In short, the CK must understand that two separate overriding principles interesting. Keep these alterations within reason. Giving a monster that has

Castle Keeper’s Guide 187


Part 2: Worlds of Adventure
no natural defenses a 23 AC is not going to be met with anything other than These are only a few examples and the sky is truly the limit when it comes
incredulous grumblings. But meeting a an orc with an AC of 18, gained to monsters and understanding how they react when encountering the
through his large shield and thick armor becomes both believable and a characters.
desirable target in that the characters want to possess what he owns.
Creating a monster’s personality should not become method acting;
Abilities: Treat special attacks or defenses much as you do AC and HD. It nor should the monster become such a fixture that its destruction
takes little effort and less imagination to imagine a magical monster with is impossible or unwanted by the CK. Simple traits and background
different abilities than normal. Of course, the CK must remember to keep material for the monster should give the CK plenty of material to develop
these changes within some normal bounds; allowing an armless creature an the coming encounters. As cautioned above, do not put too much work
improved grab attack would not be within the spirit of the monster. into the monster unless the CK intends it to become a long term fixture
in the game. Chances are, all the work put into the monster leads to the
Note on Experience: Remember to adjust the experience point value up same conclusion: the monster lying dead on the ground and the players
or down with adjustments to the monster’s abilities. tallying up experience points.

Roleplaying monster actions and reactions Magic Items and Treasure


Role playing is a facet of running a monster that Castle Keepers often Creatures who possess large treasure troves often have magic items
overlook in the mad rush to get the combat going. Take some consideration within those troves. The Castle Keeper, in designing the monster or
of the monster itself, and if the adventure allows for it, develop a personality the encounter, should take note of this treasure. Any monster that has
for the creature, complete with goals, designs, prejudices, etc. This works items it can use would more than likely use them. An orc who has in his
especially well for long running campaigns, as monsters easily take on possession a +1 longsword is more than likely going to use the sword
recurring roles in the game. These traits, if allowed to play, take the game in battle. This goes for almost any item, whether it be a ring, horn, or
to new heights, creating a new dimension for the characters. cloak. If usable, the creature should use it. Of course, some monsters
would not deign to use magic created by others; an ancient dragon for
Example: Ki and Stark unearthed a dungeon and accidently freed a Rune example probably views such items as trinkets and pays little more
Maiden (Monsters & Treasure of Aihrde). In the ensuing battle the party attention to them than they do a piece of gold.
drove off the Maiden but not before she spirited one of their number,
Stark, to the Void. Later he escaped, steeling her magical steed and Value is relative of course, some monsters may horde items the characters
returned to the world of Aihrde where he continued his life of adventure. do not find particularly attractive and the CK should not shy away from
The Maiden, however, had not forgotten the theft of her beloved steed, filling a horde with the bones of the fallen or some other thing the
and set about laying a trap to slay Stark and retrieve her steed. monster finds worthy. Be wary of not awarding treasure however, as part
of the motivation of playing a role playing game is gaining the wealth of
In this example, the CK plays up the Rune Maiden’s love of her magical ages, but on an occasion a trove filled with mounds of broken weapons
steeds and uses it as a catalyst for future adventure with the same monster. can make for an entertaining role playing session if nothing else.

Growing up Monster Monster Alignment


In developing personalities for monsters it is helpful to map out, at least Alignment in Castles & Crusades represents the basic moral or ethical
mentally, where the monster has come from, its origins, something of it outlook of any sentient being. Those creatures without sufficient reasoning
physical traits, what has brought it to the region it haunts. Developing all capacity or high levels of self-awareness do not have alignment and are driven
these traits creates a depth for the monster that helps serve the CK as a guide by basic instincts rather than any learned ethos. A lion has no alignment as its
in running the creature, creating more havoc and seemingly more terrifying instincts drive it forward, it does not stop to ponder the ethical ramifications
or evil, benign or helpful. of its decisions or acts. A dragon, elf, orc, and human can all examine the
effects of their actions and decide whether or not they lie within the ethos.
Example Traits for Monsters
It is easy to interpret alignment on a philosophical level. An orc is lawful
An ancient creature, filled with knowledge; tired and greedy evil, as its actions seem — according to a Judeo-Christian ethic — brutal,
1.
for wealth. unforgiving, depraved, and unkind and therefore understood to be evil.
2. A hunter, seeking to fill its dungeon with a menagerie of creatures. However, an orc may not see his or her actions as evil but rather efficient
in ridding the world of a pestilent species — elves. However, Castles &
A clubfooted warlord, bent on using flying beasts to wage his
3. Crusades is not a philosophical discussion group. It is a game, and the
conflicts.
orc, whatever its own variant causes and interpretations, is actually evil;
4. The creature, wizard, etc. obsessed with eternal life. its view of itself is wrong. The evil creature is a monster not because its
5. A haunt, fearful of light, upon seeing it, it goes into a blind rage. mother abused it, but it is evil because it is the nature of the monster.
Grendel was not evil because he was malformed and rejected by his
A multi-headed creature with one head dead and dragging; father; Grendel was evil because the creature’s mother was a foul demon
6.
it is diseased and mad. and he himself of demon kind, his malformations were only a byproduct
7. A flying creature whose wing is so damaged it is stuck on the ground. of his nature or pure coincidence.
Wise and ancient, the creature is bored, seeking to guide or Changing a monster’s alignment is possible and can often be fun; but at
8.
pester the characters. no point should the game become bogged down by any moral quandaries
A wickedly intelligent humanoid, schooled in warfare, of whether slaying a monster is right or wrong. Slaying the monster is
9.
tactics, and weapons. right, because it is evil.
A fey that falls in love with whoever talks to her/him,
10. Example: A troll attacks the party and they kill it, burning its body
becomes enraged if jilted.
as custom demands. As evening settles upon the group a second troll
11. A sphinx enslaved, chained and bound since a pup; bitter but helpful. attacks, enraged, but upon recapturing some portions of the first troll,
12. A grotesquely obese creature that must eat constantly. it flees the field of battle. The party immediately sets off to pursue it;
immediately the question arises what the second troll is doing, it is

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learned through sorcery and legend lore that the troll is actually the first For example, a deer or its variation can live in almost every temperate
troll’s mate and was bereaved at its fall; stealing the arm is its attempt biome in the northern hemisphere. Other animals, such as the American
to bring back her fallen mate. The party is torn about whether to track Bison only dwelt in the North American Great Plains. In a fantasy setting,
the 2nd troll down and kill it; allowing it its rest and grief seems the right similar instances of geographic limitations should restrict some monsters
choice. A debate breaks out in which it is determined that the creature, while not others.
as feeling as it may be, is evil. How does the party come to this inescapable
conclusion? The book says it is so. Along these lines, many species have regional adaptations and live in
several different biomes yet have features distinctive and useful for their
environment. The Bengal tiger and the arctic tiger are both in the same
Monsters and their Ecology
animal species but have color and hair density/growth variations unique
All animals and creatures live within certain ecological ranges and to their environment. Such can be the case with many fantasy creatures
climes. A quick review of the ecology section in the Chapter 5 above should the Castle Keeper choose to place them in disparate biomes.
shows a wide variety of ecological niches for animals to inhabit. When
designing a world, the ecological biome in which the creatures that
Geologic Niches
inhabit the world should receive at least a cursory examination.
Creatures and beasts should be placed within a particular biome. This The following are several basic geologic niches abbreviated from Chapter
serves to give the world a consistent and believable environment and 5 above, in which creatures can live. Many can survive in several geologic
avoids disjunctive problems such as finding creatures in locations niches while others would or should be limited to certain niches that
that make no immediate sense. This latter is important especially for best fit the monster. For example, the griffon may live on high mountain
experienced characters, rangers, druids and the like, as their skills, both peaks near front ranges so they can hunt grasslands or scrublands but
assumed and actual, come into play all the time; learning that a coastal they do not have to live in every front-range. Rather, localize the griffon
creature is living in the mountains may lead them off track if they to a few front ranges or mountainous areas and not every one. As in the
already understand that that creature normally lives elsewhere. real world, an elephant can survive in India, America, Africa, and South
America; however, it only dwells in Africa, India, and Asia. Do the same
The section below addresses some basic considerations in placing beasts in with animals for your world.
a world; the type of beasts to be concerned with and manners in which to
vary animals according to climate and geology, such that their placement Note: Refer to Chapter 5 above for a more detailed discussion of types
makes sense and is made easier. of terrains.

When creating a clime for a creature, either one designed by yourself or Mountains: Highland region with elevations routinely above 7,000 feet
taken from another source, first consider its geographic distribution, it and steep narrow valleys with rugged peaks.
geologic distribution, and finally its ecological distribution to complete
its description. Then develop variations on the monsters to show regional Hills and Foothills: These include low elevation regions similar to
adaptation. mountains but with elevations of no more that 2,000 feet. Although there are
steep and narrow valleys they are also shallower and more gradually displaced
The lists below help the Castle Keeper to create random encounter charts over the land. The foothills of mountain regions are included in this.
for beast and animals found in their world. By breaking down areas and
regions into its basic components, the Castle Keeper is given a vast array Flatlands: These are level to near level regions with no more than
of possible choices and regions in which to have unique encounters. several hundred feet of elevation changes, without any truly narrow
distinctive valley and peaks.
Creatures, Beasts, Magical Beasts and Others Riverine or Lake: These are those regions located along major river
There are 17 types of creatures in Monsters and Treasures. Of these, the courses or near large lakes.
only types the Castle Keeper need concern themselves with assigning
ecologies to are: animal, beast, plant and vermin. To a greater or lesser Coastal: These are regions where oceans or lakes meet land. They can
extent, the other types of creatures can survive in such a broad range of be narrow strips of land or broad coastal environments stretching inland
climates as to not be a concern or their very being limits their location or for hundreds of miles.
range and are self addressed.
Lake: These are large bodies of water located inland and refers to those
That is not to say that dragons, giants, aberrations and others do not animals that live in the lake as well.
have particular biomes in which they live or are limited to, but their
description or very being limits it. For example, a frost giant can ostensibly Ocean: Regions of massive bodies of water found between continents. It
be found nearly anywhere but would most likely and most often be found also refers to those creatures that live in the ocean.
in colder regions of the world. The Castle Keeper is encouraged to look at
these cases individually and decide for themselves whether or not a biome Ecological Niches
needs to be given for those creatures.
As with geologic regions, animals and beasts should thrive in particular
Other creatures, such as the dwarf, human, orc, and rat live nearly everywhere ecological regions (called biomes). An abbreviated list of the different
and so have no natural biome to which they are acclimated. As with other biomes is listed below. Many species can survive, with some small
creatures though, the Castle Keeper is entirely within their rights to place variations, in several different biomes. Many times the variations consist
these creatures within particular biomes depending upon desire and need. only of skin color and size adaptations.

Tropical and Sub-Tropical Broadleaf Forest: Heavy rainfall throughout


Geographic Regionalization the year with dense vegetation typifies this biome.
Although all creatures live or thrive within particular biomes or ecological
niches, that is not to say they live in all those biomes. They may exist in Tropical and Sub-Tropical Dry Broadleaf Forest: These forests are
only a few restricted geographic locations within that particular biome. similar to tropical and subtropical forests and may even have rainfall in
On the other hand, some animals or variations of the same species exist excess of those forests, however they have a long dry season during which
in similar biomes. all or many of the trees drop their leaves.

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Tropical and Sub-Tropical Coniferous Forest: This forest type receives other means? The animal must have access to its food source to survive.
lower rainfall than the above, are generally located in higher elevations but Also, consider whether or not it is a pack animal or individual, nocturnal,
with tropical temperature zone and are dominated by pines and oaks. diurnal or acts during the day. What are its major sources of food and how
does it gather them. There are many facets of an animal or monsters and
Temperate broadleaf and mixed forests: These forests are found in their lifestyle to consider.
humid areas with an average temperature of 5-15 degrees Celsius and
25-60 inches of rain a year. In many of the forests there is a dry and wet One of the more important aspects of habituation is diet. Ensure that
season, but this is not necessary to the forest. These forests have a vast when placing animals or beasts they have access to their primary food
altitude range as well. The forest has four canopies with mature trees sources. Do not overpopulate an area with so many carnivorous creatures
taking the uppermost layer, immature trees, shrubs and the groundcover that they could not reasonably survive. Do not cluster an area with bizarre
comprising the rest. Oaks, beeches, maples, spruces and firs dominate animals as to force you to design an entire food chain. Rather, have the
this forest. They also support a wide variety of animal life. monsters a part of the food chain, by replacing a predatory species such as
the lion, with that animal/monster. Make sure that the environment can
Temperate Coniferous Forests: These forests have high rainfall sustain the animal’s feeding habits. If griffons eat horses, they should have
and moderate to low annual temperature with a dry and wet season a ready supply of horses in the area in which they live. Approach every
supporting massive trees such as redwoods and sequoias. creature with a general scheme in mind. Extreme detail is not necessary
nor does it necessarily have to ‘work’ but it should make some nominal
Taiga: This is a harsh environment characterized by a wide summer to sense in that the environmental setting is coherent.
winter temperature variation, low precipitation with a dry and wet season
and long winters. The forests are primarily larch, spruce, pine firs and
pines with closely spaced trees or sparsely spaced trees and a mossy, lichen Variation
undergrowth on the ground. Most creatures have variations that allow them to survive in many
different biomes or geologic areas. Consider the bear: it’s small counterpart
Tropical and Subtropical Grasslands, Savannas, and Shrublands: This in the southern United States to the massive white polar bear found far to
is semi-arid to semi-humid region with moderate to high average temperatures. the north. Many beasts will have the same variations in their makeup to
Grasses with scattered trees or small shrubs dominate the biome. allow for their survival in different regions. When varying an animal for
niches, address primarily its size, coloration, and dietary intake.
Temperate Grasslands, Savannas, and Shrublands: These open areas
experience freezing weather during winter and high temperatures during
summer. Low grasses and shrubs (steppes) to high grasses and shrubs Handling monster ecology in an adventure
(prairies) dominate the biome. Monster ecology can enhance a game, adding necessary bits and pieces of
flavor to a game’s encounter, a running adventure, a set piece campaign,
Flooded Grasslands and Savannas: These regions are grasslands that or any other type of adventure. Players appreciate the added flavor and
flood seasonally and are usually found in tropical regions. the relation of things with the ecological sphere, even if they do not
recognize it. However, it is very easy to overdo the relation of a monster
Montane Grasslands and Shrublands: This zone refers to high and its ecology to the game. Worry over the possible food sources of
altitude grasslands and shrublands located above the tree line creatures that are magical in nature and may not actually need to eat
is something that should not slow down or negatively impact the game.
Tundra: This biome experiences low annual temperatures, short growing Furthermore, it is very easy for a Castle Keeper’s ecological classification
seasons with soils which freeze nearly year or year round. The regions are to become confused in a contradictory mess of information.
stark and barren supporting little tree growth.
Note: If players become sticklers for information and catch the CK in any
Mediterranean Forests, Woodlands, and Scrub: This is a temperate zone contradictions or misstatements, it is easy enough to explain the “seeming”
typified by hot dry summers and mild rainy winters. These regions contain contradictions away with monster variants.
a vast array of subzones and mosaic ecosystems from thick forests to open
savanna/shrubland in very small areas.
Monster ecology
Deserts and Xeric Shrubland: These are arid zones receiving fewer than Animals live within certain ranges and climes. A quick purview of
10 inches of rainfall a year, and are rocky and sandy and support little life. ecology shows that certain types of animals inhabit certain regions or
environments of the world. Also, though broad swaths of a creature such
Mangrove: These are coastal regions with shrubs and trees growing in as deer inhabit nearly all continents, they are of varying types, colors, and
flooded salty swamps and sandy soils. natures with different habits as is peculiar to their environments. Apply
the same concept to monsters. They should have ecological niches in
Lake: Lakes are large bodies of waters found inland and fed by one or which they live best. Although this can be a broad range, within each
more rivers. range there can and perhaps should be some variability.
River Delta: This is a densely vegetated region resulting from the The list below discusses some general concepts and covers various
deposition of soils from rivers as they empty into the ocean. monsters and their ecology. The list explores some variations on the theme
as well, to indicate adaptive niching, making the same monster somewhat
Freshwater: This biome refers to streams, ponds, bogs and rivers fed by
unique to each locations. The discussion below rests on those magical
underground aquifers, rainwater, or snow/ice melt.
creatures which inhabit a world. Furthermore, the ecologies offered below
Wetlands: These are areas in which the soil is saturated seasonally or are merely suggestions. Being magical in nature, these creatures can live
year round, such as marshes, bogs, and swamps. anywhere that the Castle Keeper deems fit and in any way the Castle
Keeper deems possible. However, remember to give some thought and
reason to habituation and variant to allow for a deeper understanding of
Habituation the world and a more engrossing story telling environment.
This latter section is rather broad. When developing a creature, the
CK should give some thought to its habits and lifestyle. Is the creature NOTE: These are only samples that can be used, or expanded upon.
a carnivore, omnivore, or herbivore? Does it derive nutrition via some

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Arrowhawk: The arrowhawk is ecologically acclimated to high those extremely rare occasions when two bullettes fight over territory,
altitudes and regions of great electrical discharge. They range widely they fight to the death. They prefer drier climates. They do not inhabit
in and around mountain tops and great mountain ranges. They often those areas with rocky outcrops with significant amounts of rock in
roost above the tree line (7,000 feet) along precipitous rocky cliff faces the ground, preferring areas with deep soils. Waterlogged areas are not
but hunt below the tree line. They prefer hunting small game such conducive to their survival as they spend so much time underneath
as rabbits, grouse, beaver, and similar animals but are not averse to the earth. During heavy rainstorms, the bullete comes up from the soil
taking down mule deer, young elk, and others. On rare occasions, an otherwise they might drown. They must eat a lot but spend about 6
arrowhawk hunts larger game. Arrowhawks hunt alone. The arrowhawk months out of the year hibernating.
is extremely territorial and anyone getting within 100 yards or so of a
roosting area is likely to come under attack. These rare creatures Bugbear: Though humanoid and capable of making structures and fires
roost in packs of 2-5 adults each and attack intruders. Arrowhawks and able to survive in any clime, bugbears are particularly noted for their
in northern climes tend to have fuller feather mounts and are colored presence in northern coniferous and boreal forests. Their thick mats of
in white and blacks. Those in more southerly climbs are more colorful fur are well adapted for cold weather and their temperament bespeaks
showing silvers, brown, whites, and even yellow feathers. The northern of that violent and terrifying weather of the north. They are also keenly
breeds are larger and more dangerous yet the southern breeds are more aware of bears, considered sacred to them, and are often found near or
violently disposed to guarding their roosting spots, attacking those around areas of dense bear populations. The bugbears of the far north
within several hundred yards of the roosting area. tend to be larger than their southern cousin, more aggressive though less
inclined to use weaponry in combat.
Assassin Vine: These vines come in many shapes and forms but fall
into one family. They survive in well watered loamy soils with low Centaur: The centaur is associated with glens and groves. They inhabit
sunlight. They can not survive in areas of extensive sunlight exposure. areas bordering large forests but are primarily on open scrubland, forested
They can live underground in shallow caves or tunnels as long as they plains, and the like. The centaur is able to adapt to most any clime,
are within 20’ of the surface. Boreal forests and coniferous forests and being intelligent and capable of making fire and houses. Being half horse,
tropical forests all have variations of the assassin vine. In northern they enjoy running and like wide open spaces near their homes. Being
climes these plants go dormant during fall and winter and spring forth reclusive, they prefer to live in copses of trees.
again in summer and spring. In southern climes they linger year round.
Southern variations can be very large while their northern cousins tend Chimera: This creature can fly, giving it a broad range. It is also very large
to be small. They grow in clumps in the north but individually in the and carnivorous. It might need or prefer high cliffs on which to nest and
south. Once a year in the late spring, assassin vines produce 1-2 flowers open savannas in which to hunt. Considering this, it generally inhabits
the nectar from which is a highly valued poison. Assassin vines eat hills or mountainous regions near savannas or open country. Its range
flesh and derive all their sustenance from that so they do not need the is limited to tropical and temperate savannas. Because it can fly, it does
sun to survive. Extended cold weather causes them to go dormant and not have to worry about nesting or settling near water at all and can be
excessive exposure for a long time burns their leaves. found, as is often the case, in remote areas. Because they tend to nest in
one area for many years, locals tend to attempt to feed them, sometimes
Basilisk: This extraordinary creature can survive anywhere that it can eat. building the chimera roosts, and give them treasures as an offering for a
However, cold climes slow its metabolism and can cause it to sleep for years protection no normal guard could offer. They eat anything and are not
at a time. They prefer to range in drier climates with a lot of sunlight. They averse to hunting humans or others.
often dwell in deserts, savannahs and the like. They like to bask in the sun
and when not eating or hunting, look for high places to sit and bask. As a Cloaker: The cloaker is a highly intelligent creature whose origins and
result they often find themselves on rocky outcrops and even amongst the methods of procreation, if any, are unknown. They prefer dark places in
ruins of old fortresses or temples. As night sets, a basilisk often goes into a which to hide. They can survive in any climb or environment as long as
cave or other structure to keep warm. They have their favorite lairs and it is dark. They can not survive in long exposure to the sun. They enjoy
remain there for centuries. They do not eat often but when they do go on killing intelligent creatures though rarely devour them as they seem to
an eating spree, they eat a lot. Its range is a hundred miles or more. Several find some type of pleasure in leaving the bodies around and can almost
basilisks can inhabit one location, especially during mating season. feel the fear and panic these bodies create when found. They can be
found in castle sewers, tunnels, and caves.
Basilisk dark: Because the basilisk is a magical beast, it has various
forms and can survive most anywhere. There is a breed of black, deep, or Cockatrice: These creatures are found in or near open savannahs
dark basilisk that lives underground. These creatures are extraordinarily though sometimes they inhabit forests. As they prefer to eat carcasses,
violent and aggressive as food is scarce and they take a meal whenever the they often follow or are located and nest near major migratory routes.
opportunity presents itself. They are dark in color and move stealthily and They are not particularly aggressive and they try to avoid combat as
quietly across rock and stone. much as possible. Most other birds fear the cockatrice and make wide
berth of them. They roost on tall limb-filled trees, where they can have
Behir: The behir has an extraordinary range, dwelling both above the a good look around to see if anything nearby is dead or dying. They also
earth and beneath it, in forests and in deserts. They prefer bodies of water. roost on rocky outcrops or any other thing that both gives them purchase
The behir needs to eat a lot. Its breath weapon works underwater, often and elevation. They are not found in high elevations, arctic conditions,
used to hunt; killing a great deal of marine life. So whether underground jungles or dense forests as their movement is either highly curtailed or the
or above, the behir is a menace. Behir adapt differently to each clime. ability to gather food limited.
Those found in mountainous regions tend to be smaller and grayer in color
and very rare; those found in riverine environments and deltas tend to be Coutal: These creatures inhabit very warm climes, jungles or deserts
large but not terribly aggressive. Those found along major river courses and even savannahs. They are solitary creatures whose origins lie outside
surrounded by arid lands tend to be the largest and most aggressive of the the prime material plane. They do not need much sustenance but they
kind. They often have coloration matching their environment, with those must eat. They are carnivorous. When hunting, they usually prefer
in forested regions having greenish and pale yellow scales, while those smaller game. They never (or rarely) hunt large intelligent creatures that
in desert regions have dull brown scales. Underground behir have dark are armed. They do not like to fight though are formidable foes when
scales and those in the mountains have gray and white scales. engaged in combat. They roost or nest in high places such as in the upper
canopy of larger trees, the highest point in a ruin or a rocky precipice.
Bullette: The bullette lives in broad open grasslands and savannas. They Though not intent upon it, the coutal tends to keep the area in which it
are rare and often occupy an area of several hundred square miles. On lives clear of troublesome creatures

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The coutal comes in various shades and colorations. Those in the jungle Ettin: Ettins can live virtually anywhere. They are not often found beneath
tend to be brightly colored with glistening scales and many hues while the earth but are particularly fond of cold climates. Being fat and lazy, they
those in the desert have a tendency to have only a few bright colors with often make homes or seek cover anywhere they can, such as the mouths
a dull sheen. The dry clime coutal are often longer and thinner, while the of large caves, beneath overhangs, the interiors of abandoned castles, etc.
jungle ones are often more compact and shorter with wider bellies. Only in the rarest of circumstance do they build something. They tend
not to linger in one place too long but roam in search of ever easier prey
Darkmantle: This subterranean hunter is devastating and terrifying. It or things to steal and eat. Although dangerous for them, they do come
crawls around deep and expansive caves awaiting prey. They sometimes down to civilized lands on occasion to steal cattle or sheep because the
inhabit remote caves that are small in size. Although the darkmantle will domesticated animals taste so good and are rarely difficult to take.
find a cave to go to, they can cross land. Though they move slowly and
usually only at night, they do go out and search for caves. They do best in Flesh Crawler: This creature can be found in many variations from
cavernous complexes that are well trafficked. Since the world beneath is a tropical to temperate climes. They go through periods of growth in which
maze and warren of caves and tunnels of even cities, the darkmantle can they become ravenous. During these periods, they can inhabit the body of
find food. Depending upon its local conditions, the darkmantle gravitates one person and take control of it. They do this to get close to others and
towards cave entries (where food is more plentiful) or major passageways attack them. When they have a full meal plan (about 500 lbs) in meat lying
where it can drop on and consume the unwary. about they begin to gorge themselves. They start out as smaller creatures,
perhaps 1 foot or more in length and grow to rather large creatures of up to
Devourer: The devourer inhabits an area between the ethereal, astral, 6 feet in length. At a certain point they can no longer fake being in control
and prime material planes though it frequently travels to the prime as it of a medium sized body as they are too big to get in the gut and to the spinal
revels in the destruction of living creatures it undertakes this for reason. column without exposing themselves. In these cases they start to take down
cows and other larger creatures. Many times the fleshcrawler inhabits wild
Dragonne: This rare creature is a natural predator for certain small animals as they make easier prey.
bipedal creatures such as goblins, Halflings, gnomes, and the like. As
such, this creature, very reclusive and wily as it is, inhabits the fringes of Frost Worm: These creatures dwell the length and breadth of the world
societies and communities inhabited by their favorite prey. More rarely in the far north or south in snow tundra laden regions. They burrow
they inhabit forested regions or rolling hills with deep grasses. They are beneath the earth and lay in wait for their prey. In mountains and hilly
the bane of many communities. They can withstand temperate regions regions they burrow through rock, seeking broken slate, cracked shelves
and subtropical but the heat of tropical regions is too much for the and other loose formations within which they can burrow.
normal dragonne.
Fungus, Violet: Violet fungus is the generic name for a variety of mushrooms
Tropical Dragonne: This is a smaller and short haired cousin of the found in many temperate and tropical environments. This fungus cannot
dragonne, found in tropical regions. It has the same general characteristics survive in cold climates such as tundra or high mountain ranges. The fungi are
of its northern cousin but smaller with less hair. slow movers – perhaps 50 feet a day and a slow grower, perhaps an inch a month.
It appears as a patch of mushrooms but is, in reality a single entity connected by
Doppleganger: These creatures live in cities and other places crowded fibrous material. It eats anything it can catch in its vines and tendrils. It moves
with humanoids. They are often found amongst humans as other races constantly, if slowly. It also leaves a trail of dead material, covered in spores,
are difficult to mimic and more aware than are humans. In all other behind it that can take up to a year to grow into more fungus.
respects they act as the people they have chosen to mimic.
Gargoyle: These beasts once lived in mountainous regions of the
Drider: These cursed, but highly intelligent creatures have the habits world-and often still do. Their nature is such that they are actually
of both spiders and elves. They have a natural tendency toward solitude lizard and have finely scaled skinned chameleon like in power. The
though are driven by other needs to find companions, no matter how scales can take on the color and to some degree the texture of the stone
grotesque. Driders most often live in forested areas far from the habitations around them. They are also semi-intelligent creatures. Cities of stone
of man or elf. Within the forested areas, driders make homes in either the became favored haunts for gargoyles after a time as they could sit and
trees or old ruins. Some even go so far as to furnish their quarters and try blend into the surroundings fairly well. When statues were created this
to live a semblance of their elven side. Driders eat only meat. They prefer became even more easy. And when bas relief or statuettes of gargoyles
it raw and can hardly digest cooked meats. There are driders acclimated to (in a fruitless effort to scare away gargoyles) became common, the
desert realms. These are almost always solitary creatures that live on rocky gargoyle relished the city or like environs. They are still found in the
outcrops or in ruins. They are smaller than their forested cousins. mountains where their ability to stand stock still and blend into the
rock around them makes them difficult to see. They also linger amongst
Dryad: These reclusive and mystical creatures inhabit copses, groves, and ruins and any edifice of rock.
even forests. They live where trees grow in some density. They come in varying
natures depending upon their clime and the types of trees they live in. Gargoyles inhabit most any clime though each is adapted to their local
environment and rock types. Those found in deserts tend to be brownish
Ettercap: The ettercap lives primarily in southern climes, in thick, with a sandy texture while those in the mountains tend to be grayer with
old growth forests. There is a more northerly version of the ettercap a sharp and angular shape to their skin.
which has similar characteristics but is smaller. The ettercap builds
an array of small web tunnels and web traps and lives in them as Gargoyles are voracious eaters but take a keen liking to the various
if in a house. Being somewhat intelligent, these tunnels are often humanoids of the world-orc, human, elf, goblin and the like. They are
divided into various functional areas-eating, sleeping, food storage, indiscriminate in their killing and eating, having no innate prejudices.
etc. Ettercaps move often, staying in one place for about a year before After feasting in one area, the gargoyles have a tendency to move on
going on. They live in small groups. Ettercaps eat virtually any living to another area for fear of reprisal. However, if the region or city they
thing, including worms and flies, and any creature caught in its webs are in is crowded and has too many people that they can go unnoticed
can be considered food. If full, the ettercaps simply cocoon a victim for a time, they remain longer. Gargoyles are adapted to high and low
and store him for days or even weeks before eating them. They pile altitudes. They can not survive underwater. Temperature does not
these cocoons in a room they have set aside for food storage. Ettercaps seem to affect them.
sometimes live in the company of other large spiders with whom they
have a symbiotic relationship. Ettercaps will eat spiders of any size and Gelatinous Cube: This creature is related to the fungi of the world. It has
spiders will eat ettercaps, as it is a tenuous relationship. adapted to life underground. Rather than a stationary fungi, this large clump

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of fungal material moves through caves and caverns scouring the life out of dangerous as they do propagate and can quickly get out of control coming
it and eating or consuming everything in its path except metal and stone. It up onto streets late at night to eat. Though they eat a lot, they can, if they
is a very dangerous fungi as it can rot and dissolve everything if it lingers long must, go many years without eating anything as they are magical beasts and
enough in one spot. This fungi spreads though the underworld by people have no real need of food. Things consumed by the mouther usually pass
or others who travel from place to place and carry its spore with them. The into the Wretched Plains. In this case, they go into a deep hibernation and
spore can live for long periods but if ever exposed to daylight it dies almost appear as nothing other than a clump muddy fungal material.
immediately. Anything the gelatinous cube touches has some spore smeared
on it. Often the cube eats its own spore, only those creatures which contact Ghast: These undead are found in unconsecrated grounds or cursed
it and get away can carry the spore on. grounds. The ghast rarely leaves the area it haunts. They arise from
bodies of the dead of their own volition where a great deal of suffering
Genie: The genie, or djinni, is summoned to the prime material plane and has occurred.
only rarely travels there of their free will. They are solitary beings on the
prime and can be found anywhere as they travel wherever they want and Ghost: These creatures haunt unconsecrated grounds where the suffering
usually for a reason. The djinni also has a peaceful realm of sumptuous of at least one person has been significant and without a proper burial.
palaces, where the streets are truly paved with gold. The efreetie is much
like the djinni except they are evil of mind and bent on the destruction Ghoul: These undead inhabit areas where many dead have lain in the
of much of that around them. The efreetie come from a place of fire and ground and never received proper consecration. They only dwell in those
destruction. areas where many creatures have died. They also express the unfulfilled
lusts of man and devour everything they can.
Giants Gnoll: Gnolls inhabit most temperate climes though they are most
Cloud: Cloud giants generally live in the high mountains, building often found in open savannas and prairies; more rarely they inhabit
palatial mansions upon the slopes of peaks lost in the clouds. Few cloud lightly forested regions bordering the savannas. They contend with many
giants, very powerful, dwell in the clouds, building their homes in floating creatures for territory but are at a distinct disadvantage against most
fortresses. They inhabit remote areas preferring only the company of their intelligent humanoids. As such, they avoid contact with them except when
kind and a few animals. They can live in most any clime, though they they appear vulnerable. They are most commonly encountered by caravans
prefer cooler climates and old forests or large mountains. or small groups traveling over the open grasslands. Gnolls generally hunt
small to medium game and attack humanoids only to replenish weapons
Fire: Fire giants enjoy the heat born of fire, hence they are often found in and armor or other supplies as they make none of their own
areas of high volcanic activity whether in the arctic or in the jungle. They
often carve homes out of rock and volcanic material near open vents. Gnomes: Gnomes naturally inhabit small hilly regions with fertile land
that is well watered and forested. However, intimate contact with other
Frost: Frost giants live in the tundra and wasted lands of ice and snow. The humanoids has changed this such that they often dwell in cities and
do not find the hot lands or tropics at all hospitable. Frost giants build grand towns. Though usually they prefer living in fairly secluded homogeneous
fortresses deep in ice fissures and cracks or caves. Rarely are these places settlements there are significant numbers who no longer do. Gnomes
finished with wood and stone. They hunt and kill most anything in their tend to small amounts of agriculture but have settlements small enough
range but prefer hunting larger beasts such as mammoth and dragons. that they derive the significant amounts of their resources from their
environment through hunting and gathering. Not innately aggressive,
Hill giants: These come in many varieties and are the most common of gnomes actively protect the lands which they consider theirs.
giants. They live in nearly any clime except the most extreme and those
areas occupied by other giants. They build simple structures of stone or Goblins: These hardy and clever creatures have adapted to almost every
wood in which to dwell but are not unknown to have large elaborate castles clime so they can be found in swamps, jungles, temperate forest, glacial
or at the other end to live in caves. They hunt bovine, boar, and deer as wastelands, etc. As long as the goblin has an even moderate amount of food
their favorite meat. They have no domesticated animals excepting large on which to survive, it can overcome its environmental circumstances.
wolves and often prey upon human settlements to gather cows and pigs. Goblins can and will eat anything and can derive some small amount
of nutrition from it. Even the wood from trees offers the goblin a source
Stone giants: These giants inhabit rocky areas and mountain ranges. of nourishment. They prefer meats but are not bent on getting it at all
They are kin to the hill giants and much like them though simpler in costs. Some goblins keep small livestock for food but they are, in all, poor
needs. They dwell in caves and natural formations, which offer shelter, managers of animals; goblins are also slightly different in appearance
though they are so little affected by inclement weather that they prefer depending upon their environment. Those in northerly climes or cold areas
the outdoors. They do not dwell in one place for long but move from tend to be squat and stocky while those in southern climes tend to be tall
valley to valley once they have scared away or cleared out most game. (for goblins) and thin. Their appearance ranges the gamut between those
They avoid contact with other giants. It is rare that they attack civilized sizes, with skin coloration differing as well.
settlements as the undertaking is not worth the risk but they do guard
their valleys as if home and fight hard to keep people out. Gorgons: Gorgons range forested regions at the foothills of many
mountain chains. They drink lots of water and need shade to keep them
Storm Giant: These are the most reclusive and rare of giants. They cool as they heat up fairly quickly. However, they do enjoy basking in the
are highly industrious and intelligent and build magnificent fortresses in sun for a few hours every day. Well watered, forested foothills afford the
remote mountains, forests and even underneath the ocean. They hunt best environment for them. They also live in caves or overhangs. Gorgons
for pleasure as many have domesticated animals to give them food. They typically hunt out their environment fairly quickly so move fairly often.
prefer not to have contact with others. Some have taken up wide ranging habitats covering several hundred miles.
The gorgon does not use their breath weapon that often, as it takes down
Gibbering Mouther: As with many creatures of this nature, the gibbering most of its prey through normal means. It has no known natural predator.
mouther lives deep underground or in those places the sun never shines.
Because of their voracious appetites, they have a tendency to live in or Green Slime: This odd creature is an alga that moves and eats organic
around underground cities or places nearby such that they always have a matter. It can eat just about any organic matter, but prefers fibrous woody
source of food. But even so, they are still reclusive and take to hiding and material, the denser the better. Often encountered in forests, they do inhabit
slinking back into the corners of their lairs so as not to be seen. Some larger cities and towns where it can be very invasive, eating dead wood and other
cities have gibbering mouthers in their sewers to act as cleaners. This is similar material. But it is not a picky eater and will eat other things as well.

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Green slime reproduces by consuming animals. It can be any type of animal Homunculus: Created by wizards and as such they dwell almost anywhere
which it can kill, but a green slime can only create one at a time, and looks to that a wizard may have been. They have no environmental preference.
kill things in the 200lbs range, the minimum necessary to reproduce. As such, They do not need to eat and can live for ages beyond count. Once freed
it occasionally drops on humans or humanoids. It does not normally attack of their master they have a tendency to visit their grief on the race of the
children, gnomes, kobolds, etc. It feels no fear. A side effect of its acidic body one who created them so move around looking for them.
is its food sources, as it can devour weapons and armor.
Hydra: These are solitary creatures preferring places far from the confines
Griffons: These creatures live on high mountain peaks or the front of man, elf, or orc. They live in tropical to arid environments and from
ranges of mountains which overlook vast plains or grasslands. They are forests to desert, in secluded regions. They have large ranges and hunt and
ferocious hunters of deer, elk, bovine and similar animals but they enjoy scavenge for food. They do not actively protect their range though they do
horse meat above all other foods. They are highly territorial but only fight protect their lairs. They have a habit of bringing their food back to their lair
or scare away creatures which pose a direct threat to their food sources. for consumption. There are those who capture hydras and place them in
They will engage and clear out lions, wolves, bears and other large specific spots and feed them to keep them there. It only takes a few feedings
predators to keep their range open. They roost close to one another. They for the hydra to begin considering the lair as their own. They like to lair up
are highly intelligent for animals and once managed, easier to train than in a dry cave or will build up elaborate nesting areas to help keep them dry
horses or donkey or even dogs. They are also a wild proud animal and not should no cave or such be available.
averse to turning on cruel masters.
Imp: These are summoned creatures brought to the prime material plane
to serve wizards or others of like ilk. Thus they live anywhere a wizard
Hags
might have brought them. They are fairly impervious to harsh climatic
Annis: These are large cannibalistic females who love to eat raw human conditions but drift to mountainous or hilly regions or along lakes and
flesh. They are often found alone and wander most temperate and tropical along the seaboard as they like to fly. Though they do not eat, they
climes near human habitations to get food. They have a tendency to are thoroughly evil and intelligent and enjoy, immensely, seeing other
move a great deal. In order to better gather food they occasionally travel intelligent creatures in pain.
in the company of ogres, trolls, orcs, etc. They are often in command or
are high up in the command of these groups. Invisible Stalker: This is a summoned creature that inhabits anywhere
a wizard or other of their ilk may have summoned them. If left alone they
Green Hags: They are similar to the annis except they inhabit streams, drift to airy regions of great altitude or near lakes and the ocean for they
rivers, and swamps. love to float with the wind.

Night hags: The night hag is the most foul of all hags. They are Jaculus: These creatures are most often found in tropical rainforest or
consumed inside and out with the desire for elf and human flesh. This forest with tall canopies. They enjoy nesting high in the tress and floating
can never fulfill their longing and it plagues their immortal lives. They down for a kill. Because they have few natural enemies they are not averse
inhabit virtually any clime or terrain or location. As with the other hags, to trying to take down medium sized creatures and will attack humans.
they live close to human habitations in order to fulfill that lust. However, They have a tendency to cluster in areas creating a large family of them.
they are even more reclusive and wary than the other hags, building lairs
deep underground or in remote abandoned castles or keeps. Kobold: There are several distinct varieties of the kobold. There are
those acclimated to a life underground (dark skinned) the tropics
Harpy: The harpy has a preference for the tangled woods of young temperate (bright green) and the forests (mottled grays and browns) but in all other
hardwood forests and scrublands. They inhabit many climates but prefer to respects are similar in nature. The kobold inhabits all those climes. They
hunt in arid or semi-arid hill land. The trees offer a place to nest while the do not like colder areas or arid environments. They hunt small animals
open scrubby hills allow them to hunt and see their prey better. However, but are not averse to getting together and taking down large animals
harpies can inhabit many other climates. Harpies are carrion eaters and hunt with devious traps and poisons. They are fairly nomadic, getting up and
for and eat dead animals. They rarely actively hunt, except for humans and moving every couple of years. They have a tendency to move into old
Halflings, as they really enjoy their flesh. When they have spotted one (and ruins or cavern complexes where they don’t have to do much work to
they spend a great portion of the day flying round), they try to entice their make them habitable but they do make their own villages on occasion.
erstwhile victims with the use of their songs. They also like baubles such as These generally consist of round huts on raised platforms. They are
gems and jewelry. Knowing that certain creatures are wont to carry these territorial and very protective of their lairs, attempting to kill or deter
items, they attempt to bring them to their lair as well. people before getting to their lair.

Hell hound: These summoned animals thrive in almost any climate or Kracken: These massive creatures live in the deep oceans, massive lakes,
terrain. The hell hound is more intelligent than its canine counterparts or gargantuan underground pools. They need a lot of space and food to
and because of this frequently escapes captivity where they serve powerful live. They will hunt each other out, excepting females. Though they do
masters as guardians. Once escaped into the wild, the hell hound hunts not need to come to the surface for air, they do approach the oceans and
and kills indiscriminately. They have no need of actual sustenance and lake surfaces on occasion looking for food. They are known to ply shipping
therefore kill for the sheer pleasure and evil of it. lanes because of the ease of food generation from capsized boats.

Hippogriff: These creatures inhabit the highest mountain peaks from Lamia: These are solitary creatures inhabiting lonely spots in wildernesses
which they descend to hunt. They have a preference for mountain goat or any place they can hold sway over the inhabitants; sometimes holding
and other animals that roam the highlands. They herd in greater numbers sway over whole, if small, cities. They keep vast menageries so have need
in very high upland flats. They are not excessively territorial except when of large spaces. They revel in the slaughter of their foes (everyone) and
griffons come around. The only time they enter into a fight willingly is in causing fear in them. More often than not (as a result of their rather
when someone approaches their nest and young are in it. unsociable manners) they live in remote places or in ruins of palaces
where it would be difficult to find them.
Hobgoblin: Hobgoblins, like many humanoids, can be found nearly
everywhere, but have a preference for wooded areas, hills, and low Lammasu: The lammasu is only found in hot climes, be they arid or
mountain ranges. They eschew frigid climes (though some are adapted to tropical. They are generally solitary creatures though they do keep one
it) and tropical climes. They rarely inhabit arid environments. another company on occasion, sharing their knowledge and exchanging
information. They take up residence in abandoned places for the most

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part as they do not build anything themselves. They have a preference to contact with the outside world. It is rumored that there are merpeople
for ruins with high towers where they make their quarters and can take who live at the very deepest part of the world in vast cities near volcanic
off aloft to fly about. They are aggressively territorial, attempting to ridges where the water is warmer. They aggressively defend their home
empty their region, which can be considerable at times, of evil creatures, area from interlopers who might give away their location. They also tend
interlopers or anyone who might give away their location or cause to travel to shipping lanes in search of sunken ships from which they
problems. They hunt and devour small game in their region. gather various goods they value, such as glass.

Lich: These rare creatures inhabit the haunt of a wizard before death, Mimic: Mimics are intelligent creatures who dwell underground. They
protecting its phylactery. However, they can travel far from their propagate by splitting once they get large enough. They have no eyes as
phylactery and in the later stages of their lives, are wont to do so, knowing such but can sense the heat of living creatures and feel their vibrations.
that their phylactery is safe. They do not need to eat but they do need They also have a minor telepathic ability allowing them to sense the
to kill things. In these cases they are known to gather a large army of the intelligence of a creature, but just in a general sense, realizing if their
undead and march off to war. target creature has animal, average, or genius intelligence. They have a
tendency to attack small creatures and especially animals which scurry
Lizardfolk: These creatures inhabit many tropical, semi-tropical, and underground. They travel slowly but do migrate. Sometimes they take
more rarely temperate climes. They do have a preference for the tropical or the form of a rug or other pliable item that an intelligent creature may
warmer climes. They have no preference for aridity. They hunt their area pick up and carry and use them as transport. They are not vulnerable
and but are not aggressive about cleaning out everything in it. They hunt to sunlight but prefer darker places as it is easier to mimic things. For
small game animals for the most part. When some creature encroaches creatures that sense heat, this is not at all possible. There are rumors of
upon their immediate territory, they do defend it. Also, they are nomadic congregations of mimics who can take on the appearance of a whole room
and when they resettle they may do so in moderately inhabited lands which full of furniture.
they would then consider their own. They also find the domesticated
animals of orcs, humans, and others easy prey and are highly sought after. Minotaur: These horrible creatures dwell in labyrinthine environments
— tunnels beneath the earth or mazes above ground and even in tangled
Locathah: These creatures live underwater in shallow seas and along forests and along mountain trails and paths. They prefer these locales
coral reefs. They are adapted to saltwater, though there is a fresh water because they have an uncanny sense of direction and hardly ever get lost
variety that travels in smaller numbers. They live in small villages built and use the maze like effects or mazes of their environment to trick and
along coral reefs and hunt in or around the reef. They can go on land for a trap their foes. They eat any flesh but have a preference for human meat,
few hours at a time and will hunt or attack people on land on occasion. In finding it delectable. They do range widely outside their lairs to hunt for
the previous case, they look for small animals they consider exotic and will food. They dwell in most any environment except arid regions, savannas,
attack those they consider interlopers. They only inhabit semi-tropical to and similar areas. A variety of albino minotaur is known to live in the
tropical waters, as colder waters are too frigid for them to survive. high mountains and northern reaches of the world.

Lycanthropes: These creatures live in the environment in which they Mummy: Mummies inhabit any locale where the dead are buried and
were created. They take on both the life of their original form and that of swathed. These are culturally specific restrictions and not ones of
the form into which they were turned. environment.

Manticore: Manticores are voracious hunters and wanton killers, Naga: These creatures are summoned to the prime material plane
roaming scrublands and other sparsely vegetated but well watered areas. to serve any number of purposes. As such, they dwell in any locale or
Manticores tend to dwell near water but enjoy the openness of scrubland environment.
in which to do their hunting. Manticores range widely over their territory.
They actively hunt out other predatory species including humanoids if Nightmare: The nightmare dwells on the prime material as an
possible. They are very aggressive and, having few natural competitors, extraordinary event. They are summoned to the plane to serve in certain
possess little fear. They hunt large animals in their range, leaving small functions. They do not feel the affects of hunger thus they never need to
animals alone. They are dusk hunters as well and often fly up and down eat. When they come to this plane they do so for a reason that usually
riverbeds and along lake edges looking for prey. Large prey are shredded involves killing something. They also do not feel the affects of weather
and eaten on the spot but medium sized prey is carried to their lairs for so can live in any environment. They do not linger long on the prime
devouring later. If nursing young, the manticore brings as much back to material unless requested by those who summon them. If freed, they go
the lair as possible. They inhabit large precipitous rocky outcrops, as back to their plane.
those are the only things that can bear their weight and the weight of the
carrion they often carry up there. Nymph: Nymphs reside in clear pools, ponds and streams in sylvan
environments. They typically reside in tropical to temperate, well watered
Medusa: These cursed women or men dwell in many places as they environments where the water never freezes over as this can trap them
usually inhabit the places they once lived or, in other cases some power underwater. They keep their streams pure by keeping all animals at bay.
has moved them or run them out of their homes, in which case they take Nymphs are vegetarian and eat fruits, nuts and the like. They have a good
up residence in some abandoned fortress, tower, or the like. There they sense of what is good to eat or not. In general, they only charm people in
usually remain for the rest of their live long days, which can indeed be order to make them leave wherever they are located. They never sleep so are
long, pining away for their lost beauty and taking revenge upon others active in the day and night.
who happen their way. Occasionally, medusa travel to inhabited lands to
wreak havoc and pain amongst the inhabitants of the region. Ogre: Ogres inhabit the entire world. They have adapted to every single
climate above ground and even below ground. They live in one place for
Merpeople: The merpeople reside underneath the sea. There is a a few years at a time before moving on unless they have a gainful source of
freshwater and saltwater variety, each unable to live in the other’s food from raiding or orc thralls or some such. As for themselves, they do
environment and each taking on particular colorations or appearances, not practice any kind of agrarian activity. They hunt and enjoy randomly
but both following the same type lifestyle. Merpeople live in small villages killing things. Even though ogres can live everywhere, they prefer hilly
built of coral and rock along the rocky outcrops and coral reefs of the regions or mountains that have many caves for shelter. They prefer forests
continental shelves. They live in both tropical and subarctic climes. They to savanna as it provides more material for them. They do not settle near
range widely in the ocean and along their reefs eating fish and other humans, elves, or gnomes but will settle near orcs and goblins as they are
small aquatic creatures. They are reclusive and shy and not given over inclined to get along well.

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Ogre Magi: These ogres are found in vast open regions and make lairs in live in highland plateaus but usually move to lower elevations in winter
old ruins or temples. They travel alone and live off the land. They enjoy for forage. Pegasus are encountered in many environments but prefer
hunting humans, elves, gnomes, and halflings in particular. subtropical to temperate regions.

Black Pudding: The black pudding is a blob of acidic material that moves Phase Spider: Phase Spiders prefer dark, cool, moist environments.
slowly through the underworld consuming everything it can. They attack There are two varieties; a subsurface variety and a surface variety. On the
without recourse every living thing with which they come into contact. surface, the phase spider is only found in thick forested regions, swamps,
They are usually found in moderately well traveled, large, cavernous areas marshes, or riverine environments. They do not live in high elevations or
but have been intentionally transported to smaller complexes. They can in tropical, sub-tropical arctic or subarctic conditions. The subterranean
go many years without eating but do eventually starve to death. They can versions can live virtually anywhere underground so long as there are
travel underwater as well. Direct sunlight dries these creatures out fairly ample food supplies. They do not live near actively volcanic areas.
quick; losing 1- hit point per hour. When they die they become calcified
chunks of rock about ½ their original size. These asexual creatures split Both varieties of phase spiders, however, have the same basic patterns
during the reproductive process. They do not sleep. of living. They can weave elaborate webs though rarely do, they ‘live’ in
ethereal plane and use the prime material plane to hunt. They use the
Gray Ooze: These oozes are rare and found in only the most remote webs to store food for once they kill something, if they do not eat it; they
areas of the underworld, though as with many types of ooze, others have cocoon it and store it. Phase spiders stay in one area for a long time or
intentionally transported them to other areas. They do not move around until its food sources dry up. Although phase spiders do not hunt together
much; rather, they have a tendency to wait in one place for many years they do congregate in small numbers. These groups are often the sign of a
to catch a foe. They reproduce by splitting. When they die they become region where phase spiders have become an infestation. Phase spiders eat
calcified pieces of rock that look like mudflows. They are sensitive to one another should they get hungry enough.
direct sunlight and lose 1-4 hit points per hour when exposed.
Pseudodragon: These rare creatures generally inhabit old growth forests
Ochre Jelly: These creatures dwell in remote cavern complexes. with vast majestic trees stretching hundreds of feet into the sky. They do
Though one only finds a few in a small area, where there is one, there not live in areas of extreme heat and cold, such as tropical, sub-tropical
are others. They tend to congregate in regions of caverns and move as and arctic or sub arctic conditions. They also do not like arid landscapes.
groups, though always remaining widely dispersed. They reproduce by They are not voracious eaters and are selective hunters. They live in
splitting. When they die, they become calcified pieces of rock that look small family groups and range over a wide area. They nest high up in trees
like mudflows. They are sensitive to direct sunlight and lose 1-4 hit points for safety and do not make their presence known should a threat appear.
per hour when exposed.
Purple Worm: These creatures live deep underground in only the most
Orc: The orc is encountered anywhere. They are one of the most massive of caverns. However, they burrow as well and dig long passages
adaptable of the humanoids. They also can eat anything, deriving underneath the earth looking for fertile ground in which to find prey.
sustenance from the barest of foods. They hunt or grow crops or raise The miners of the world hate and fear the purple worm. They dig large
animals, pigs being their favorite. They can use horses and boars as tunnels stretching many miles underneath the earth making mining easier.
steeds (as well as many other animals). They can live alone, in thorps, Encountering one can be very deadly. Purple worms are endlessly hungry
cities or travel as nomadic tribes. There seems to be no limit to the and can eat anything, though they derive nutrition only from living things.
orc’s capacity to adapt and survive. They also breed like roaches The rest they grind into dust. They rarely rest in one place but keep moving,
leading to staggering food supply problems, which plays into their burrowing, and eating. As temperatures underground are fairly constant,
aggressive expansionist tendencies. purple worms dwell in any subterranean place except those near volcanic
activity. They also avoid water as they can drown rather easily.
Otyugh: This subterranean creature is encountered in many places
throughout the world, but always underground. They are scavengers Quasit: This is a demon summoned to the prime material plane. It does
and eat any dead or decaying material. They do not attack or hunt not need to eat and generally lives only in those areas where it summoned.
to gather food and only fight when pressed. When fed they are
remarkably docile creatures. When threatened, cornered or confined Rakshasa: These creatures dwell in southerly climes, preferring warm
with others in a small space, they are remarkably deadly. When left tropical or humid environments. They generally only live in remote
to wander, they do not establish a range but rather wander aimlessly palaces or, on very rare occasions, in disguise, in highly populated cities.
looking for something to eat. Should one particular area be fairly
productive (sewer outlet, cesspool or pit where dead are thrown) Giant Rat: This rat inhabits all climes and biomes.
they linger, expecting food. It is possible, through a combination of
starvation and torture, that they can become very aggressive. Remorhaz: These creatures inhabit regions of extreme cold. Arctic
conditions are generally the only ones in which they can survive. They live
Owlbear: These pack animals hunt and roam in remote areas of thick in ice caves or burrow into ice and snow and live in deep burrows. Although
young growth, coniferous or deciduous, temperate to subarctic forests. massive, these creatures do not need to eat often, but when they do, they
There is a smaller, less hairy version found in subtropical environments eat a great deal. They comb sea coasts for dead whales, walruses, and other
but it is just too hot in southerly climes. The owlbear hunts at dusk large carrion to eat. Otherwise they hunt bear. They also swim though they
and in the early morning when animals are bedding down. They have do not stay in the water for long, nor can they go to great depths. While
only one competitive species with which they routinely deal, the bear, swimming, they hunt for whales, dolphins, seals and other animals.
and as such, are afraid of nothing. They roam and have no lairs except
in winter when they hole up in caves near the cave mouth. When Roc: Rare and wonderful, the Roc roosts in high mountains, their nests
hibernating, several can be found in one cave. are almost always near great open planes or savannahs where they hunt.
They can travel a staggering distance in one day. They hunt massive
Pegasus: This rare creature has removed itself to the most remote areas of creatures such as elephant and large ox, elk, or other animals of like
the world. It prefers, despite being an avian creature, to live in or around nature. They avoid tropical environments as the game is not often as
plains or savannas. In these areas, it will roost in hilly areas or where large as they need it to be. Those living on or near the coast hunt in water
there are hidden or deep ravines. They avoid contact with humanoids as much as eagles do except they can catch large fish, very large fish. They
they are often taken into slavery as mounts (where most die). They eat are day hunters and rarely go out at night.
grass like horses and enjoy grazing in open pastures. There are some who

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Roper: The roper is a rare creature found in caverns underneath the earth. Shadow: Shadows live anywhere there have been dead or near any
They attack almost anything that moves within range of their web of arms. gateways to the Wretched Plains. There are many manifestations of
As they can stand rock-still they are difficult to notice minus a pile of shadows. Anything that has a soul and can feel remorse can become
decaying dead in the caverns in which they live. As with many subterranean a shadow. They tend to inhabit lonely abandoned places, though on
creatures, they sleep or go into hibernation for long periods of time and occasion they drift into cities, or manifest there, haunting the darkened
live exceptionally long lives, only becoming active when sources of food alleys and twisted streets seeking to assuage their agony.
approach. Ropers in particular do not eat a lot but they kill everything. They
also tend to cluster in areas in caverns and move as groups as well. For a lucky Shadow Mastiff: The shadow mastiff is not native to the prime material
few, witnessing a migration of 30 or so ropers can be a magnificent site. plane. Others usually summon the creatures for guards, pets, hunting
hounds or the like. They often escape or are left to their own devices
Rust Monster: This creature resides deep under the earth, where it and roam free over the country. They do not need to eat and can live in
dines upon a diet of metal. They transform metal into a food they can any climate. They often travel in the company of greater evil creatures
digest. The contents of their stomach are highly valued and rumored who summon them for hunting prey. They tend to be single minded and
to be the key to transform metal into gold. In any respect, they travel follow the general instructions of those who summoned them.
deep underground searching out metal. As they can not burrow, they
do have a difficult time feeding themselves and follow behind purple Shambling Mound: This amorphous creature lives in swamps, wetlands,
worms and other digging creatures, looking for metal; the purple worm and low-lying areas that are well watered. They inhabit tropical to southern
in particular attracts rust monsters as they turn everything to dust and latitude temperate environments. They do not dwell in arctic, sub-arctic, or
metals are found in the dust trails they leave behind. They can leach even northern climes, as they can die if the water they are in freezes over.
iron or gold out of rock to eat. They travel in pairs that mate once a They can not survive underground for long as they need some sunlight
year or so and deliver 2-4 young who strike out into the world on their to survive. They are fairly benign creatures, only hunting small prey that
own at birth. Trainable, they serve as pets for some creatures. walk into them, unless they are threatened. As they can take the shape of
muck and mire and look just like a muddy pile of water, they are virtually
Sahuagin: These creatures dwell in the shallows of saltwater seas. They indistinguishable from the surrounding landscape. One can walk right
are cruel creatures who hunt for pleasure and food. They cannot survive through one without it ever doing anything or the characters even knowing.
at great depths so are most often found around island chains or along the As such, they can be found near human habitations, in moats for example,
coast. They build villages in coral reefs. They primarily hunt fish. They and go undetected for a long time.
are generally only active a night. Though they do not live near humans or
their coastal settlements, they do enjoy hunting near them. Skeleton: Skeletons dwell throughout the world, in any climate or biome.

Salamander: The salamander is not native to the prime material plane. Specter: This odd undead creature is not bound to any particular place
It comes from the plane of fire. The salamander needs heat and therefore though they have their preferences. Their lives they spent in the quest
live by active volcanoes or any place which emits great amounts of heat for knowledge; in death they continue this pursuit of knowledge though
such as in rifts and geothermal areas whether above the earth or below their minds are twisted with evil. They dwell in libraries, universities, and
the earth. Water does not affect them and they cannot drown so they any place where great knowledge is stored in tomes or books which they
can live in the depths of the ocean near volcanic activity or geothermal can access. Since they can be reasoned with and have, as their primary
venting areas. If they stray too far from these places for too long, they goal a desire to escape death or continue with their pursuit of knowledge,
begin to suffer from exposure. They can live both above ground and they are not always intractable. They can be found traveling from place
below ground. They do not need to eat in the traditional sense, as they to place or can even be found in remote barren wildernesses pursuing
consume heat, so they do not hunt but they do have an unending desire their never-ending quest or looking for a person who can impart that
to kill and cause pain. knowledge upon them.

Satyr: The satyrs live in temperate forests and arid or semi-arid places. Sphinx: This creature prefers desolate arid regions where they can take
The forests they choose can be sparse or dense, they have no preference. flight and see a long way off. They are extremely intelligent, proud,
However, they do prefer more remote forests. They live in small family and egotistical-as such they avoid the company of others. They hunt a
groups, clans, or sometimes small tribes though even in these cases, their wide variety of large animals which they consume on the spot. They are
individual living places are spread out from one another (half a mile or territorial and seek to kill other predacious creatures in their area. They
so). Satyrs hunt small game, preferring to eat their catch raw. Despite also seek to keep their homes and lairs secret and even go so far as to kill
this they can have rather lavish lifestyles (if wealth permits it) living interlopers in the area. They hunt during the day having little to fear
in small woodland houses, laced with silver decorations. They are the and their prey being generally easy to catch. They range over a very wide
consummate revelers, almost always gathering in sacred places to dance area. They inhabit old ruins and have been known to cause places to be
and sing and play their flutes. They tend to drink and eat to excess. They abandoned in order to inhabit them.
have a particular fondness for human women and seek to enchant them
and entice them back to their forested homelands to bemuse them. Criosphinx: These creatures live in remote areas but, being greedy, love
to rob caravans. They are intelligent herbivores. As such they prefer
Screecher: These unusual plants grow underground. They are savannas and uplands where they do not have much to worry about in
reminiscent of mushrooms though are not a fungus. They need a the way of predacious creatures. They like to nest atop large mounds or in
little soil and a cool environment to grow in but react rather poorly the hills low to the ground but not on the ground. They infinitely prefer
to light and will die is exposed to sunlight for 24 hours or more. The old ruins as they offer the best protection from the elements that are often
screecher is a medium sized plant growing up to two feet in height. It defensible and offer a place where they can store their stolen treasures.
roots rather deeply and its roots follow cracks in the stone looking for
soil. They propagate by spores and the roots can actually grow into Gynoshpinx: These are the most intelligent and wily of the sphinxes.
another plant. When disturbed, they emit a high screeching sound They prefer hot arid environments in which to roam and often take up
as an air sac in the bowl of the plant begins opening and closing. residence in abandoned keeps or towers. They have a love for beautiful
This survival method works well underground as it scares off a lot of jewelry and go to great lengths to gather the gems and precious stones
creatures. It has also led to its cultivation by gardeners for the plant is they find so fascinating. Though they do not live near the byways of man
highly valued in the world above as it is a good ‘watch ‘ plant and its or elf, they do travel to them in order to speak with others and gather
exotic look/colors and difficult growing conditions make it somewhat what tidbits of knowledge they desire. They offer trade using their gems
desirable for a host of people. One can even find it in planters. and jewels for information they find interesting or pertinent. They inhabit

198 Castles & Crusades


Chapter 12 — Monsters
old forts or palaces. They have a preference for large airy palaces and find worm derives sustenance from the rocks of the prime material plane
towers and small buildings far too constricting. and worms its way through mountain and hills and the world under the
earth in search of particular mineral needs; it rarely comes to the surface
Hieracosphinx: This is the most feared of the sphinxes. They are and then usually as an accident. They are terrible foes if encountered
aggressive, territorial, range widely and attack without mercy or care. underneath the earth-as miners and others occasionally do, for they fight
These creatures, like their cousins, prefer arid open landscapes in which without remorse or pity and to the death. They fear nothing. They are
to hunt. They hunt primarily at dusk and dawn resting during the active all day and night only stopping to digest food-which in some cases
day in the lairs or nests or near their prey. These creatures range over may take up to a month or more-in which case they curl up and sleep.
hundreds of miles and attack large prey in small packs, though they have
no particular preference for human, elf or dwarf meat, they will hunt Giant ticks: These inhabit in northern temperate climes and tropical
them down as well to keep them out of their territory-if in small enough regions. They do not live at high altitudes. Although not known for
number (10 at most). They have been known to attack small farmsteads certain, there is quite likely a subterranean variety.
as well, taking sheep and cattle, as they are such easy prey.
Titan: These giants live in castles or palaces far removed from the lands
Spiders: These beasts live just about anywhere as they inhabit all but or places of other humanoids; they inhabit every known terrain or biome.
the coldest environments and the highest altitudes. They also live They are little involved with the rest of the world but when they are
underground. The only important thing is that spiders have something to it is usually devastating. Titans are much like humans in their dietary
eat to support their size. needs. They hunt or even raise animals for food if they want, for they can
magically create their own food.
Sprites: These rare creature tend to remote places where they are little
bothered by men. Giant toad: These creatures dwell in jungles and temperate forests or
even in subarctic conditions. Extremes of weather and high elevations
Grigs: These fey enjoy remote temperate forests and broken hill lands seem to be their only delimiter. They hunt at dusk and dawn and
where they enjoy the company of other fairies, especially satyrs. They are otherwise sleep beneath large logs, piles of leaf debris or in the mouths
entirely nocturnal, sleeping away the daylight hours in the bowls of trees, of caverns.
underneath large rocks or in the mouths of caverns or overhangs. They
build homes beneath old trees. These places are difficult to find but are Treant: Treants dwell anywhere there are trees of such age and stature
often elaborate structures. The tree is usually very healthy as the grigs see that they can mix in freely with them. They do not live in elevations above
to its care. Here, they brew their beers and wines for revelry-which is a 6,000 feet, glaciated regions, or very arid landscapes, though occasionally
nightly affair. Grigs eat small spiders, worms, and slugs and though lacking they live in oases. Like real trees, treants derive their sustenance from the
in appeal, they cook them in such spices as to become delicious. earth and sun so must remain still for a very long time to feed.

Nixie: These inhabit ponds, lakes, and streams in tropical to subarctic Troglodyte: These creatures inhabit swamps and marshes. They are
conditions. Those in the northern parts of the world tend to migrate filthy creatures who live for a long time in the same nesting area amidst
south in the colder season before the waters begin to freeze. They all their filth and decaying animals they devour. They live in huts much
prefer remote places but in their travels they occasionally settle near like those of a beaver. Entry is gained by going underwater and then
human habitations or in populated areas, largely because they enjoy inside. Sometimes their huts interconnect making hallways with several
enchanting human fishermen and the like,. They eat fish raw. They rooms. They are carnivorous and eat anything they can get their hands
are active during the day and night preferring to rest in the late on: fish, turtles, frogs, tadpoles, ants, spiders, birds or if it should be
afternoon and very late at night. They rarely come to the surface or available, humanoid flesh. They drag all their food back to their lair for
move over dry land-this is usually associated with migrating or going consumption. They are primarily active at dusk and at night.
somewhere to enchant a human.
Troll: Trolls come in two broad though distinct varieties: the hill and the
Pixie: These brilliant fey are some of the rarest. Not only because they river troll. The hill troll is an aggressive creature and the larger of the two.
choose not to be found, but because there are so few of them, and they It is carnivorous and hunts in lands as disparate as tropical to subarctic,
are difficult to find. They live in remote old growth forests. They search they are rarely found in arctic conditions. They prefer to live in caves
out some of the most beautiful and idyllic lands in the known world, there or overhangs so they commonly inhabit hilly and mountainous regions.
they remain out of sight for lifetimes. They make small villages in the They hunt at night giving rise to the belief they are afraid of sunlight.
trees and eat natural fruits and berries. They are not found in northerly This is not true, it’s just when most of them sleep. They attack all manner
climates but only along the southern fringes of temperate zone and in of creatures for food. Like a cat, they enjoy toying with their prey before
sub-tropical or tropical environments. They are active in the day and killing it. They eat everything and especially enjoy marrow from the
at night. Often their villages, when spotted, are mistaken for clusters of bones. This variety also lives underground. Though usually solitary, they
fireflies or luminous creatures moving around at night. occasionally travel in small hunting packs.

Strige: They are bane of the hills and mountains. This large bee-like The river troll is a smaller version of the hill troll that is semi-aquatic and
bird is extremely aggressive and territorial. They thirst for blood. They able to stay underwater for a day or more before coming up for air. Other
are active during dusk and dawn preferring to rest away the afternoon than that, it is the same as the hill troll. It lives in underground waterways
and late night hours. They roost in the bowls of rotted trees, old as long as it has access to air at some place.
towers, amid rocky outcrops or similar locales. They also need ample
water to help digest the blood they take so they live near swamps, Unicorn: The Unicorn is one of the rarest creatures of all and lives in
lakes, ponds, or streams. They prefer stagnant water to flowing water. remote grasslands and forests. It does not like high altitudes, cold winters
They inhabit tropical to temperate areas. There are breeds that live or real hot summers. It enjoys comfort. The unicorn travels freely during
in high altitudes but the lack of stagnant water tends to keep them the day and rests at night. These creatures find the open and airy ruins of
in lower altitudes and nearer flatlands. A subterranean variety exists long abandoned temples and palaces to be useful for shelter. The unicorn
but has morphology much like the bat, with leather-like wings, have grazes on grasses and berries found in the woods and plains.
exceptional hearing and are nearly blind.
Vampire: Vampires live almost anywhere that undead blood-sucking
Tavis Worm: These creatures travel from the elemental plane of fire creatures might thrive.
and have one great need from the prime material plane-rock. They tavis

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Part 2: Worlds of Adventure
Wight: Can be found near barrows and burial mounds in any clime. things can cause an ordinary meeting to transform into something far
more dangerous… as the Castle Keeper, it is important to remember that
Will-o-the-wisp: This dark fey lives in remote, forbidding places of great it is OK to remind the players they can run, parley, entreat, surrender, or
danger. The only attraction to these places is the natural danger of the simply avoid an encounter unless thrust upon them in such a way as to
terrain to those who may pass through it. The will-o-the-wisp likes to make such impossible.
augment its powers and seeks to trap its foes in the area it lives and let the
land itself do part of the killing. This creature attacks without mercy all Exceptionally large parties, such as those with 10 or more members, counting
those it hates (and it hates nearly everything that thinks). It does not eat hired men-at-arms or pets such as war horses or attack dogs, should be
or otherwise need any types of food or sustenance. The wisp is generally treated as being higher level for purposes of what can be encountered, though
only active at night. It rarely travels but when it does, it can go near they may still lack sufficient means to deal with the increased threat. This is a
populated areas to cause trouble before moving on to another local. tricky proposition and one which the Castle Keeper will need to weigh heavily,
factoring in not only what the group can do but more so what it cannot and
Worg: The worg has the same habits as a wolf and inhabits virtually every then base the encounter off that decision. For example, a party hires several
biome and terrain, though have a preference for grasslands and scrub. retainers and enlarges its size to 15 total (all 1st level) individuals. The Castle
Keeper decides this band is the rough equivalent of 3rd-4th level adventurers
Wraith: These undead exist anywhere as environmental conditions do and rolls on Tier II, getting trolls which are met in their own groups of 1d8
not restrict them. But these creatures never go near the sun and stay deep – instead of rolling for it, due to the creature’s ability to regenerate and the
in dungeons, crypts, or cavernous burial vaults. damage output, decides that one or two trolls will suffice. There are no real
hard-and-fast “rules” for this as experience will be the best guide. Note, too,
Wyvern: The wyvern, a distant cousin of the dragon, travels in small that when a high level party challenges much lower HD opposition, there
packs and ranges the world over from very high altitudes in arctic should be many more of them to defeat – for example, a party composed of
conditions to low altitudes in tropical regions. It hunts incessantly when six 20th level adventurers is likely to have few problems with 1 HD kobolds,
prowling. Often it kills for the sake of killing and not eating. When a but turn that same encounter into several hundred or thousand, and the risk
wyvern rests, it does so for many weeks at a time or even months. This is becomes far higher… especially when the monsters fight unfairly.
usually after gorging itself. They find airy precipices on which to nest.
Beyond these most general guidelines, the simplest solution to monster
Xorn: These creatures are not home to the prime material plane placement is to simply generate encounter tables, or to decide what
but reside there occasionally. They are used to digging tunnels or for creatures dwell in or nearby the adventure locale. There are many ways this
excavating, if in a somewhat circuitous manner. The tunnels they leave can be done, based on terrain, season, time of day, and so forth, but it may be
behind are often without any organization and simply move from one spot easier to simply use “level” in the sense that it corresponds, as above, to the
to another where there are clusters of gems and like material. They are HD of the creature. Therefore, what follows is simply a construction of the
not aggressive unless one comes upon them while eating gems and tries monsters available for the “tiers.” When moving “down” a tier, for number
to stop them from doing so. Otherwise, they tend to ignore everything encountered, roll one additional die of the appropriate type as presented
excepting those that threaten them. Engaging xorn is possible as they are in Monsters and Treasure; if the creature has more than one range, use
intelligent, but one has to learn to speak to them first. They occasionally the larger value. Moving “up” a tier halves the encountered number to a
attack people who are wearing gems and jewels to get to them. They minimum of one (1); if the creature has more than one available range, use
often dwell in subterranean places where they can find their food but the lower of the options. A direction to roll on more than one tier treats
occasionally they are in the ‘employ’ of a great wizard or others and used subsequent rolls normally without reduction or increase to the number
in siege warfare. encountered; this the exception to the aforementioned rule.
Yrthak: These creatures dwell in the desert or other arid places with Percentages assigned do not necessarily reflect any game logic and it
sparse vegetation. They are bat-like in many of their habits and nature is encouraged that a Castle Keeper modifies these charts to suit their
excepting they are almost always found alone. They mate in vast numbers particular campaign and world.
but only once every 5 years or so. They hunt at night exclusively and
den up during the daylight hours. They seek out any medium or small to
large prey; they especially prefer attacking things while they are sleeping
or resting. They try to take their prey aloft and drop it only to retrieve it
again. This helps to tenderize the meat and kill their prey. They nest in
any overhang large enough to hold them.

Zombie: These undead inhabit cemeteries, temple complexes, crypts, and the like.

Encounter Tables
When deciding the appropriate challenge for any given encounter, a
good rule of thumb is to base the threat comparatively using the average
party level against that of the Hit Dice (HD) of the creature. For most
situations, this is likely to work well, but some creatures pose a threat
greater than their HD indicates, perhaps due to a powerful ability such as
lethal poison or that of regenerating, and others are effectively “weaker”
than Hit Dice dictate due to low number of attacks, small encounter
size, or inflicting lesser damage than expected. Numbers, too, matter – a
meeting with three dragons is much tougher than one regardless of when
it occurs. Further factors worth considering are environment (whether
the beast is in its lair, for example), possession of usable magic (either
spells or items), sneaky surprises (traps, hazards and the like), conditions
(encountered in darkness when the party cannot see, use of extended
range missile weapons, etc.), lack of resources (creature requires magic
to affect and party has no, or few, available) and so on. Each of these

200 Castles & Crusades


Chapter 12 — Monsters
Table 12.1: Tier 1-3 HD 1-3
Tier I (HD 1-3) Tier II (HD 4-6) Tier III (HD 7-9)
1D100 Monster 1D100 Monster 1D100 Monster
01 Ant, Giant (Worker or Soldier) 01 Achaierai 01 Aboleth
02 Ape, Great 02-04 Allip 02 Banshee
03 Arrowhawk, Small 05 Ant, Giant (Queen) 03-04 Barghest (7-9 HD)
04 Baboon 06-07 Ankheg 05-06 Bear, Cave
05-06 Barghest (1-3 HD) 08-09 Arrowhawk (Medium) 07 Behir
07-08 Bear, Black 10-11 Assassin Vine 08 Belker
09-10 Bird of Prey, Small 12 Barghest (4-6 HD) 09 Bodak
11 Blink Dog 13-15 Basilisk 10-11 Bulette
12-13 Boar, Wild (Razorback) 16-17 Bear, Brown (Grizzly) 12-14 Chimera
14-16 Bugbear 18 Bird of Prey, Large 15 Couatl
17 Cat 19-20 Centaur 16-17 Dragon, Black (Age 3)
18-19 Crocodile (Alligator) 21 Cloaker 18-19 Dragon, Blue (Age 2)
20 Darkmantle 22-23 Cockatrice 20-21 Dragon, Green (Age 2)
21-22 Dog (Coyote) 24-25 Doppelganger 22-23 Dragon, Red (Age 1)
23 Dragon, White (Age 1) 26 Dragon, Black (Age 1 or 2) 24-25 Dragon, White (Age 3)
24 Dryad 27 Dragon, Blue (Age 1) 26-27 Dragon, Brass (Age 2)
25-26 Dwarf 28 Dragon, Green (Age 1) 28-29 Dragon, Bronze (Age 2)
27 Elemental, Any, Small 29 Dragon, White (Age 2) 30-31 Dragon, Copper (Age 2 or 3)
28-29 Elf, Any 30 Dragon, Brass (Age 1) 32-33 Dragon, Gold (Age 1)
30 Fleshcrawler 31 Dragon, Bronze (Age 1) 34-35 Dragon, Silver (Age 1)
31 Frog, Giant 32 Dragon, Copper (Age 1) 36 Dragonne
32 Fungus, Violet 33 Eagle, Giant 37 Drider
33-35 Gnoll 34-35 Ettercap 38-40 Elemental, Any, Medium
36-37 Gnome 36-37 Gargoyle 41 Elephant
38-40 Goblin 38-40 Gelatinous Cube 42 Genie, Djinni
41-42 Halfling 41-43 Ghast 43-45 Giant, Hill
43 Harpy 44 Gibbering Mouther 46 Golem, Clay
44 Herd Animal 45-47 Green Slime 47 Golem, Flesh
45 Hippogriff 48 Hellhound (4 HD) 48 Gorgon
46-47 Hobgoblin 49-50 Horse, Heavy War 49-50 Griffon
48 Homunculus 51-52 Hydra (5-6 HD) 51 Hag, Any
49 Horse, Light War or Riding 53 Lion 52 Hellhound (8 HD)
50-54 Human 54 Lizard, Giant 53-54 Hydra (7-9 HD)
55 Imp 55-56 Lycanthrope, Wereboar 55 Invisible Stalker
56 Jackal 57-58 Lycanthrope, Weretiger 56 Lamia
57 Jaculus 59-60 Lycanthrope, Werewolf 57 Lammasu
58-59 Kobold 61 Manticore 58 Lycanthrope, Werebear
60 Lizardfolk 62 Medusa 59 Mimic
61 Locathah 63 Naga, Ghost 60-62 Minotaur
62 Lycanthrope, Wererat 64-65 Ogre 63-64 Mummy
63 Lynx, Giant 66 Ogre Mage 65 Naga, Dark
64 Merman/Mermaid 67 Ooze, Ochre Jelly 66 Naga, Spirit
65 Nymph 68 Otyugh 67 Naga, Water

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Part 2: Worlds of Adventure
66 Ooze, Gray 69 Owlbear 68 Nightmare
67-69 Orc 70 Pegasus 69 Rakshasa
70 Pony, Any 71 Phase Spider 70 Remorhaz
71 Pseudodragon 72 Rust Monster 71-72 Roper
72 Quasit 73 Salamander 73 Shambling Mound
73-74 Rat, Giant 74 Shadow Mastiff 74 Shark
75 Raven 75-76 Snake, Giant Constrictor 75 Spectre
76 Sahuagin 77-78 Spider, Large 76 Sphinx, Gynosphinx
77 Satyr 79 Tiger 77 Sphinx, Hieracosphinx
78 Screecher 80 Toad, Giant 78 Treant
79 Shadow 81-82 Troll, River 79-81 Troll, Hill
80-81 Skeleton 83 Unicorn 82-83 Vampire
82-83 Snake, Venomous 84-85 Wight 84 Will-o’-Wisp
84-85 Spider, Small or Medium 86 Wolf, Worg or Winter 85-86 Wyvern
86 Sprite, Any 87-88 Wraith 87 Xorn
87 Stirge 89-90 Non-Player Character(s) 88-90 Non-Player Character(s)
88 Tavis Wyrm (Worm) 91-92 Roll on Tier I 91-92 Roll on Tier II
89 Tick, Giant 93-94 Roll on Tier III 93-94 Roll on Tier IV
90 Troglodyte 95-96 Roll twice on Tier II 95-96 Roll twice on Tier III
91 Wolf 97-98 Pick any Tier II result 97-98 Pick any Tier III result
92 Yellow Mold 99 Add Tier I result 99 Add Tier II result
93 Yeth Hound 00 Add Tier III result 00 Add Tier IV result
94-95 Zombie
96 Non-Player Character(s)
97 Roll on Tier II
98 Roll twice on Tier I
99 Pick Any Tier I result
00 Add Tier II result

Table 12.2: Tier 4-6


Tier IV (HD 10-12) Tier V (HD 13-15) Tier VI (HD 16-18)
1d100 Monster 1d100 Monster 1d100 Monster
01-03 Arrowhawk, Large 01-05 Dragon, Blue (Age 4-6) 01 Dinosaur, Triceratops
04-05 Devourer 06-10 Dragon, Red (Age 3) 02 Dinosaur, Tyrannosaurus
06-09 Dragon, Black (Age 4-6) 11-15 Dragon, White (Age 7-9) 03-06 Dragon, Black (Age 7-9)
10-12 Dragon, Blue (Age 3) 16-20 Dragon, Brass (Age 7-9) 07-10 Dragon, Blue (Age 7-9)
13-15 Dragon, Green (Age 3-6) 21-25 Dragon, Copper (Age 7-9) 11-14 Dragon, Green (Age 7-10)
16-18 Dragon, Red (Age 2) 26-30 Dragon, Gold (Age 3) 15-18 Dragon, Red (Age 4-6)
19-22 Dragon, White (Age 4-6) 31-33 Frost Worm 19-22 Dragon, Brass (Age 10)
23-26 Dragon, Brass (Age 3-6) 34-40 Giant, Cloud 23-25 Dragon, Bronze (Age 4-6)
27-30 Dragon, Bronze (Age 3) 41-50 Golem, Iron 26-29 Dragon, Gold (Age 4-6)
31-33 Dragon, Copper (Age 4-6) 51-55 Prysmal Eye (Nonocculus) 30-35 Dragon, Silver (Age 4-6)
34-37 Dragon, Gold (Age 2) 56-60 Purple Worm 36-40 Elemental, Any, Large
38-40 Dragon, Silver (Age 2 or 3) 61-75 Non-Player Character(s) 41-45 Giant, Storm
41-45 Ettin 76-80 Roll on Tier IV 46-48 Kraken (Leviathan)
46-47 Genie, Efreeti 81-85 Roll on Tier VI 49-55 Lich

202 Castles & Crusades


Chapter 12 — Monsters
48-50 Ghost 86-90 Roll twice on Tier V 56-58 Roc
51-55 Giant, Fire 91-94 Pick any Tier V result 59-60 Titan
56-60 Giant, Frost 95-97 Add Tier IV result 61-75 Non-Player Character(s)
61-65 Giant, Stone 98-00 Add Tier VI result 76-80 Roll on Tier V
66-70 Golem, Stone 81-85 Roll on Tier VII
71-75 Hydra (10-12 HD) 86-90 Roll twice on Tier VI
76-77 Naga, Guardian 91-93 Pick any Tier VI result
78-80 Ooze, Black Pudding 94-96 Add Tier V result
81-83 Sphinx, Androsphinx 97-00 Add Tier VII result
84-86 Sphinx, Criosphinx
87-88 Yrthak
89-92 Non-Player Character(s)
93-94 Roll on Tier III
95-96 Roll on Tier V
97 Roll twice on Tier IV
98 Pick any Tier IV result
99 Add Tier III result
00 Add Tier V result

Table 12.3: Tier VII(HD 19-30+)


1D100 Monster
01-05 Dragon, Black (Age 10-12)
06-10 Dragon, Blue (Age 10-12)
11-15 Dragon, Green (Age 11 or 12)
16-20 Dragon, Red (Age 7-12)
21-25 Dragon, White (Age 10-12)
26-30 Dragon, Brass (Age 11 or 12)
31-35 Dragon, Bronze (Age 7-12)
36-40 Dragon, Copper (Age 10-12)
41-45 Dragon, Copper (Age 7-12)
46-50 Dragon, Silver (Age 7-12)
51-70 Non-Player Character(s)
71-80 Roll on Tier VI
81-87 Roll twice on Tier VII
88-94 Pick Any Tier VII result
95-00 Add Tier VI result
Note regarding elementals: If the random
encounter indicates an elemental, there
is a chance that the elemental has more
HD, and is therefore of a higher tier than
normal. Roll (or select) a die closest to the
maximum possible for the Tier that does
not result in a possible elemental encounter.
For example, if a small elemental is found
on Tier I, the next higher Tier, without
an elemental listed, is II which also has a
maximum HD of 6; conveniently, HD is
easily rolled for 6 results and the Castle
Keeper generates a 5 which places it as
a Tier II encounter despite having been
rolled from Tier I.

Castle Keeper’s Guide 203


Chapter 13 — expanding the genre
Castles & Crusades is a fantasy role playing game and as such there are no Pre Industrial Age
limits to the playing arena. The idea that the magic of a powerful wizard
can teleport people over great distances, shift people between planes, and In this age, smoothbore flintlocks are in wide use. Most items are still
even stop time is in itself a mind boggling concept. To envision sorcery manufactured by hand though the quality has greatly improved, and
that can take characters across inter-dimensional landscapes is no mental is mass-produced in an assembly line manner, though without actual
leap, considering that departure point; in fact, it is a natural occurrence heavy machinery. Swords, cutlasses, sabers, rapiers, daggers, and hand
in a world dominated by divine and arcane sorcery. Inter-dimensional axes are still widely used when ammunition supplies run low. Cannon
travel may land the characters in worlds dominated by different forms have become more reliable and used aboard ships as well as in fortresses.
of magic and even technology giving reason to modern forms of warfare. Field cannon are hauled to battlefields. Heavy armor and shields prove
Beyond this, the Castle Keeper may desire to expand their game’s scope too weak to stop most gunfire and cannon shot and warriors abandon
by adding primitive firearms to the mix. It is not unreasonable to assume their use. Light cavalry used to skirmish or harass enemy flanks have
that, in a world where dwarves build and construct all manner of edifices, almost completely replaced heavy cavalry. Sea travel, although still
that they would have mastered the use of gunpowder. Being a warlike extremely dangerous, is helped greatly by modern developments in
people, the mental leap to firearms is a short one. But whatever the case, sextant, compass, and high quality map use. Primitive races are at a
the information supplied below allows for the CK to expand the fantasy huge disadvantage to the range and deadliness of modern armaments.
genre with a baseline bit of information on firearms and other types of
This setting remains well played with traditional fantasy races and elements.
weapons and beyond into different genres of play, from westerns to pulp.
Realistic approaches still maintain an increase in HD. Magic use remains
much as it does in other versions; spell casters and healers work as normal
Merging Fantasy with Technology and magic extends to gunpowder weapons.
Merging these two genres is not that difficult. In many respects they are
much the same. Sorcery that projects manifest power as channeled by a Industrial Age
wizard, enabling him to hurl a fire ball scores of feet from his body is not
The Industrial age leads to mass developments in such things as steam,
that much different than a flame-thrower. There are many such parallels,
coal, and eventually internal combustion gasoline powered vehicles and
a video conference that allows a hologram of someone in a room, or better
equipment. Armor is now reserved for vehicles to protect them from
still, transports them into a room is something akin to the teleportation of
rockets and bombs. Cannon, shoulder, and hand weaponry is all rifled,
people that is common in most fantasy RPGs. Allowing gun powder and
increasing range and accuracy of projectile weapons. Sword, bow, and
steam engines to enter a world of fantasy is little more than allowing the
other melee weapons have almost completely been supplanted by hand
inhabitants some technological innovations.
weapons. Motor vehicles replace horses and other mounts.
With these similarities in mind, it is important to note that as soon as
Technology supplants magic use to some degree, but magic users and
technology enters the game, it changes the nature of the game. Many
clerics continue in their normal track, only their services are slightly less
fantasy role players do not react kindly to guns and the like and before
in demand.
any such changes are made, the CK must consult with the players to
make certain they are interested in adding these weapons to the mix.
These additions tend to change the genre of role playing and open a
virtual Pandora’s Box of additions and changes. Integrating them into
the game can be fun and challenging but must be done with the Siege
Engine involved.

Campaign Styles
As has been previously mentioned, using modern elements can be a fun and
exciting use of the Siege Engine to drive adventures in nearly any genre.
Ultimately, the choice of how gritty and realistic or fantastic and whimsical
your campaign develops depends entirely on the needs of the Castle Keeper
and the players at the gaming table. Listed below are a variety of types of
campaign styles that blend with “modern” considerations for a Castles &
Crusades based campaign.

Late Middle Ages/ Renaissance


Also known as the age of exploration in our own world, this campaign
style still uses armaments and armor of traditional fantasy including
full plate, and breastplate type armors, as well as the coat of mail.
Rapiers and short swords, daggers, matchlocks, smooth bore cannon
and stone hurling mortar are all in development or used by professional
armies of the world. Heavy cavalry is slowly being supplanted by light
cavalry or Dragoons (dismounted cavalry/medium infantry). Mortar
and cannon have replaced the trebuchet as the primary means of
besieging walled cities and forts.

This setting style could be used with traditional magic, and traditional
fantasy characters and races with little modification. Realistic approaches
would transform all races to human of course, and level the base Hit Dice
to a d8 or d10 for all classes. Certain classes may become outdated with
the updates in technology in a magic free environment.

204 Castles & Crusades


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Post Industrial Age Demons and undead could be as common in a space opera setting as they
are in traditional fantasy adventure. Perhaps dragons are immune to the
Technology has grown by leaps and bounds. Cartridge rifles, and high tech
void of space or have their own star bases loaded with a thousand years
equipment become widely available. Missile weapons, rocket propelled
worth of ill gotten loot. Imperial Theocracies based on spreading the faith
grenades. Large weaponry is replaced with smaller, faster, accurate, and
of clerics’ deities could command great crusader armadas that threaten the
high ranged projectiles. Hand to hand combat is nearly extinct except in
freedoms of entire star systems with jihad or worse!
close quarters house to house fighting.
Standard races and classes work well in such campaigns, though some
Ages such as the industrial and post industrial age leave a lot to be mined
abilities may have to be altered to fit the genre. Magic is used by some but
so far as fantasy adventure. Understanding that fantasy weaponry as it
so many have a basic command of even complex technology that magic
is commonly known and experienced would be a “thing of the past”,
loses some of its luster, becoming a tool better used behind the scenes.
elements of magic and various races could easily be adapted to suit a
high tech fantasy campaign. Imagine a dwarven nation equipped with
tunneling tanks and high powered rockets, or hordes of orcs driving dune Pulp Noir
buggies and land rover equipment mounted with light or heavy machine This genre encompasses such elements as detective fiction, crime drama,
guns plaguing a great urban metropolis. Gangs of Halflings in large cities and gritty urban realism. Here Mafioso and thugs vie for power and control
hacking computer systems or peddling illicit materials and you have a of a dark corrupt underworld. Handguns, shotguns, and submachine guns
good start for a fantasy campaign of the “modern” era. Wizards with the are the norm as are heavy four wheeled vehicles. Campaigns in this genre
power of charm or extra sensory perception could run major industries can expect stealth, double dealing, and murder mystery elements to be
and manipulate economies and governments with ease. standard. There is a strong chance of law enforcement involvement so
that the norm of “killing enemies and stealing their loot” is balanced
Advances in science and medicine increase life expectancy and fertility of against the very real possibility of long term imprisonment. This type of
all races offering a higher base HD than listed by their standard character genre could well be played out along with dark horror or fantasy elements
class. New battlefield procedures from spray foam to anti coagulants help involving standard fantasy races and classes; however, heavy armors and
hasten the healing time of wounds. melee weapons are eschewed for normal dress or magically/technological
protective devices. An easy way to think of this is if you were to walk
Post Apocalyptic down the street of a modern city wearing an ancient suit of plate armor
Such games feature cybernetic engineered characters. New races could or chain mail, you would probably incur some strange looks. If, however,
include cyborgs, androids, mutants, or robots. Magic could serve as a you happened to have a bullet proof Kevlar vest hidden underneath
substitute for newly evolved psychic powers. Modern weaponry and your jacket its slim bulk would probably draw little attention from those
fantasy weaponry blend, as does the presence of “super science.” Such untrained in looking for their telltale signs.
campaigns could be run with gritty realism or in a more tongue and
Such adventures rely more heavily on role play vs. the “roll’ play of other
cheek manner where some things work well, and other things work
modes of gaming but often offer rich plot driven story telling in the vein
intermittently, à la a “wand of wonders”.
of classic detective movies or novels by Dashiell Hammet, Raymond
Adventure themes could involve survival, defense against bandits, Chandler, or James Ellroy. To enjoy playing such a game requires plenty
exploration of radioactive or destroyed areas looking for technology, of plot twists and mysteries that are peeled like an onion, one disturbing
weapons, food, or “things that work.” Standard monsters from Monsters layer at a time.
& Treasure could be given variants (see Chapter 12 above) with extra
eyes, limbs, attacks, abilities, or appetites. Horror Fiction
Already a tradition of fantasy from the days of early fairy tales and
Science Fiction: The Age of Lasers ancient myth, horror fiction offers other alternatives to the “modern
Science fiction has been blended with fantasy fiction since the days of minded” Castle Keeper. A blend of horror and science fiction offer other
Jules Verne and HG Wells. Their pulp fiction descendants in Edgar Rice avenues that were explored by the likes of H.G. Wells and perfected by
Burroughs, Robert Howard, and Howard Phillips Lovecraft honed this H.P. Lovecraft and Clark Ashton Smith in the pulp heyday of the 1930’s.
blend of science fiction/fantasy to a high art, easily blending the genres in Other-worldly entities of horrible aspect and supernatural power inhabit
their story telling. Thus the fantastic settings and adventures released at the minds of common folk. Ancient relics left by long lost extra-terrestrial
the advent of the fantasy role playing game genre were no different. civilizations spawn terrors from beyond space and time.

Found here are basic rules which the Castle Keeper may use to blend science Zombie infestation games can be quite fun, where ordinary people are
fiction elements into their Castles & Crusades game, and with further placed into a city or town infested with zombies, and armed with makeshift
development, the ability to play an entirely science fiction adventure weapons, or shotguns and firearms lifted from “ye olde abandoned gun
complete with plasma swords, laser rifles, and jet packs, and state of the art shop”. Simply use the zombie stats from Monsters & Treasure, or expand
battle armor with a “Y” rack bristling with weapon systems. their repertoire by advancing or re-imagining your spawn of the undead
any way you like. Have some maps ready and floor plans and give the
Like fantasy, science fiction embraces a broad genre from “near future” characters a goal. Certainly goal number one is survival. The second goal
science fiction using current cutting edge technology ramped up to what perhaps could be “reaching the safe zone” or “finding the zombie cure”.
“experts” believe their potential uses will be, to the “space opera” where high
speed deep space travel and alien races are an accepted everyday reality. Traditional “slasher” type horror games could easily enough be run where the
player characters take on the role of paranormal investigators or even “average
Joes” that find themselves in unnatural or horrific situations. Such games rely
Space Age on attribute checks for listening or noticing would be killers, or on athletic style
Space age themes are as wide open as space adventure films and novels. checks to flee from harm. These adventures refer to a “Pursue and Evade” style
Aliens could replace, supplant, or add to existing races. A possible of adventure that is easily accommodated by attribute checks and role play.
alternative setting could involve elegant elven star fighters or dwarven Although different from standard role play fare, they can be quite enjoyable by
battle galleys bristling with cannons. Orc pirates could ply the space-ways simply making everyone an “ordinary human” with a d8 HD, 8-11 hit points.
hidden on captured galactic barges. Characters could be on a hunt for alien Actions are resolved by attempts to use such items as knives, firearms, or other
technology or artifacts that lead them back to their long lost homeworld. materials and armor class is a Base 10 plus Dexterity modifiers.

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Settings for such games could be drawn from your own neighborhood, or be resolved “realistically” by better medicine or enhanced health through
town, its landmarks and other buildings. Again, games of this nature are science if a campaign reason for doing so is necessary at all.
limited only by your creativity and desire to explore new ways of using the
Siege Engine to create adventure at your gaming table. Combat and Equipment Considerations
In the modern and science fiction genre, technology replaces or supplants
Race and Class magic on numerous levels. Already, there are night vision goggles that
Race and class variants are wide open in more futuristic based campaigns. replicate “dark vision” or “low light vision”. Telescopic scopes replicate
A clever CK may use any of the information found in the Castle Keeper’s the effects of magical bows that fire arrows at greater ranges. Specially
Guide or other sources to develop classes and races specific to their woven fibers made into so-called “bullet proof” jackets reduce the effects
campaign needs. Luckily, the existing arch-types work well virtually “as and depth of common ammunition against soft targets. Armor piercing
is” with only slight modifications to make them fit a modern game style. rounds replicate arrows and bolts that do extra damage.

The myriad of play styles open to gamers using the siege engine is endless The same is true for various science fiction “givens” like jet packs and
and truly only dependent on the type of game that the Castle Keeper jump boots which replicate magical items that allow flight or leaping
and players are looking for. For example, a modern combat or military over unnatural distances. In other words, with a bit of creativity, a Castle
espionage style game may use existing classes like fighter, ranger, rogue, Keeper can easily substitute “tech” devices for magical items and vice
or assassin to fill out the roles of soldier, scout, spy, and assassin. Other versa. A party of fantasy fiction adventurers who come across a crashed
character classes could be devised based on the standard arch-types such space craft would not know the difference between their traditional
as medic replacing cleric, technician replacing wizard and commander magic native to their plane, and such items that replicate those same
replacing knights/paladins. powers but are indeed tech devices. Battery life may replace “charges” on
these curiously shaped staves and wands. Once batteries or ammunition
Of course, in any science fiction or modern style campaign, nothing is is extinguished, users find that their “type of magic” is otherworldly and
stopping the Castle Keeper from using the standard races and classes as thus un-rechargeable with their technological level.
written to create science fiction or fantasy based elves, dwarves, and half
orcs. A world could be devised where divine and arcane magic move hand The zap or report may be considered a side effect of the “magical” power
and hand with guns and cannon, or lasers, powered battle armor and great that they release. No doubt an electronic glow or hum would indicate
swords with chainsaw blades! some form of “arcane energy” found in an item, though they would not
necessarily be detected as “magical” unless they had also been enchanted
That said, certain other classes do not translate as easily, such as the with a magical enhancement bonus.
druid, illusionist, wizard, or paladin. The follow examples depict possible
class interpretations.
Enchanting Technology
Since modern manufacturing processes would make most all modern
Fighter
firearms and science fiction weapons items of superior quality, nothing
The Professional Soldier: Fighters may easily substitute for any marine, would necessarily stop a spell caster of appropriate level, wealth, and
soldier, or law enforcement type class required for a modern game. Their power from enchanting such items. Depending on the particular
weapon specialization abilities and use of any sort of weaponry or armor campaign, it could be feasible to enchant a muzzle loading pistol or other
give them an advantage over civilians or those less trained or equipped to firearm or ray gun to +1 or greater enhancement. Such enhancements
deal with the weapons of war. may prove necessary in campaigns where monsters or foes such as ghosts
or demonic entities require a magical enhancement bonus of some
Ability Substitutions: None specific plus before they may be damaged.

Ranger Combat
Special Forces: Rangers easily transfer to special operations forces. Combat in Modern and Science Fiction adventures works as normal,
Their blend of stealth and massive killing power makes them one of the with the exception that the weapons deal significantly more devastating
deadliest of modern style character classes. damage at greater range. For this reason, outdoor encounters begin at
greater range than similar wilderness style encounters in a traditional
Ability Substitutions: Rangers in science fiction games may have a fantasy based role playing game.
specific alien race, or alien race type where their combat marauder or
favored enemy bonuses apply. In modern combat style games, the Castle Characters move or attack, or move half their distance and attack.
Keeper may rule that their abilities apply to all enemies, cap out at a Characters attempt actions, make siege checks and roll for saves vs.
certain number, or apply only in specific circumstances, such as when the various effects of advanced weaponry. Due to advanced aim and lethality,
ranger has the advantage of surprise over foes. movement, cover, and stealth rules all become more important than ever
in the livelihood of characters involved.
Rogue
The Infiltrator: Rogues could fill in the roll of the spy, or infiltrator. Weapons
Their abilities of stealth and secrecy are second to none, as is their ability There are multiple types of weapons, from the primitive black powder to the
to overcome mines, and modern surveillance. sonic wave emitter. Depending upon the game’s genre, these weapons can be
nice additions to the normal fantasy equipment or replace them entirely.
Ability Substitutions: None
Primitive Firearms
Additional Considerations
Primitive firearms are the firearms first developed at the onset of the age
The Castle Keeper should consider increasing the base hit points of characters of gunpowder. Most had a bronze or steel barrel, a small hole to ignite
to a d10 regardless of character class. Likewise, it could prove helpful to grant gunpowder, and a muzzle where the ammunition was both loaded into
characters their Constitution score at first level for starting hit points to give and fired from.
them a fighting chance. Justifications for this are many, and could simply

206 Castles & Crusades


Chapter 13 — The Future
Table 13.1 Primitive Firearms
Weapon Dmg RoF* Loaded Capacity** Reloading† Range Inc †† Wgt Cost‡ EV
Black Powder Grenade 1d10 SS 1 1 rounds 100 1 lbs. 50 1
Matchlock 1d6 SS 1 3 rounds 300 8 lbs. 125 2
Flint Lock or Smooth Bore 1d8 SS 1 2 rounds 500 8 lbs 250 2
Flint Lock Pistol 1d6 SS 1 2 rounds 25 2 lbs 100 1
Rifled Flintlock/Cap & Ball Rifle 1d8 SS 1 2 rounds 700 8 lbs. 300 2
Cap and Ball revolver 1d6 SS 6 1-100 rounds 75 3 lbs 125 1
Cartridge Breech Loader d12 SS 1 1 round 180 8 lbs 300 2
Cartridge Revolver 1d8 SS 6 2 rounds 100 3 lbs 150 1
Cartridge Tubular Magazine Rifle 1d8 SS 1 3 rounds 150 6 lbs 500 2
Smoothbore Canon (crew of 5) 6d6 SS 1 3 rounds 900 600 lbs 1200 5
Smoothbore Mortar 8d8 SS 3 rounds 1800 400 lbs 2000 4

Using Table 13.1 Flintlocks needed heavy maintenance and frequent cleaning. They
were susceptible to misfire, as well as virtually unusable in wet, rainy,
Table 13.1 requires the CK to understand several concepts, abbreviated
or overly humid conditions. That said, the flintlock brought about the
in the Table. Dmg refers to Damage. * RoF is Rate of Fire. This represents
end of the age of armor, as their increased barrel length and relative
the number of times the weapon can be fired in a single combat round:
reliability could easily pierce heavy plate armor at equal to or greater
SS: Single Shot; DT: Double Tap; FA: Full Auto. **Loaded capacity is
range than the longbow. Their use required less training than a longbow-
how many rounds it can carry when fully loaded. †Reloading is how many
man or crossbowman in terms of months rather than years of training.
rounds it takes to reload. ††Range Inc is Range increment and refers to
This allowed armies to field thousands of musketeers for use in massive
how many feet a weapon can shoot in the short range. The long range
direct fire confrontations that threw up a literal curtain of lead. The most
being triple the listed number (which incurs normal penalties. ‡Value is
famous of these weapons is the Brown Bess, a .75 caliber land musket
gold, dollars, euros, credits, or whatever valuation your campaign uses.
used to establish the authority of the British Royal Empire, making them
the most feared army in the world at the time.
Black Powder Grenade
A black powder grenade is a cast iron canister or sphere with a fuse that is
lit before the grenade is hurled at enemies or dropped on them from walled Rifling is a groove cut inside the barrel of a firearm that causes the
fortifications. These grenades rely on the fragility of the iron to create ammunition to spin on its trajectory, increasing its accuracy and end
fragments that hurl through the air at high velocity killing and maiming damage upon reaching the target.
random targets in the blast radius.
Flintlock Pistol
Matchlock
The flintlock pistol is simply a very short variation of the smoothbore
A matchlock was one of the first widely used firearms. A heavy wooden flintlock musket. Users of such weapons often wore bandoliers of 2-6 of
muzzle loader with a wide smooth bore barrel. Powder was poured down the these loaded firearms as the loading time was little different than their
barrel and the weapon was then packed with lead balls, nails, or even small longer brethren. A bandolier of flintlock pistols is called a brace. They
stones. The firing mechanism involved a long slow burning fuse attached to came in calibers ranging from .32 to .45 and were often fired, and tossed
a hammer lock. A primer pan was located next to the breech of the barrel in favor of cutlass, rapier, or saber; or turned so the handle could be used
so that when the hammer dropped, the fuse ignited black powder in the as a club. Many were ornately carved and decorated, with the finest
primer pan, igniting the gunpowder in the breech, and hopefully discharging specimens being used in matched pairs for dueling purposes.
the ammunition towards the enemy. Matchlock firearms were used by the
Spanish Conquistadores in their sack of Native American cultures of Mexico,
Central, and South America. Due to the lengthy time of reloading and the Flintlock Rifle
unreliability of the weapon, most combat at the advent of the matchlock still Like the musket before it, the flintlock rifle is a muzzle loader that uses
involved heavy cavalry, steel armor, sword, and lance. exactly the same firing mechanism and technology as the smoothbore
musket. The difference came in the advent of rifling technology that put
Smooth Bore Flintlock (musket) a spin on the ball and an increase in muzzle velocity and overall accuracy
and range of the firearm. Aside from the increased range and killing power,
The smoothbore flintlock was the first reliable and widely used firearm. the flintlock rifle suffered from the same constraints as the musket, being
The flintlock has a firing mechanism which involves a cocking hammer problems of moisture, humidity, and a relatively long reloading time.
with a vice holding a small piece of flint, a steel frizzen (or striker), and a
small pan filled with higher grade “primer powder”. The pan had a small
hole drilled into it that led to the breech. Smoothbore flintlocks, like the Cap and Ball Rifle
matchlock were muzzle loaders, meaning black powder, followed by silk This proved an evolution (in the minds of some) of the widely used flintlock
or cotton cloth and then a lead round ball were stuffed down the barrel rifle. No longer did the firer need to keep an extra horn of primer powder to
of the weapon with a wooden ram-rod slightly longer than the length ignite the gunpowder in the breech of their weapon. The percussion cap and
of the barrel. Many of these weapons were over five feet long, though steel nipple replaced unreliable flint. With the percussion cap, so long as the
short stock and short barrel weapons were invented for use by sailors powder in the breech is dry, the weapon would fire even in wet conditions,
and favored by pirates. The weapon earned its name of “smoothbore” as a problem that had plagued flintlock weapons of the past. The downside to
manufacturers did not rifle the barrels. the cap and ball method was that when a user ran out of percussion caps,

Castle Keeper’s Guide 207


Part 2: Worlds of Adventure
and was far from the general store, they now carried a useless weapon akin Cartridge Firearms
to a wooden and steel club. For this reason many frontier users carry a flint
Cartridge firearms are a technological innovation where the primer and
and steel firing mechanism as a backup to the hammer and nipple firing
propellant for the projectile are contained in a copper jacket with the bullet
mechanism utilized by the cap and ball gun.
seated firmly into the end of the cartridge. They are water proof, but more
These weapons came in a variety of calibers, ranging from .45 to .78. A highly accurate than their primitive predecessors are. They typically do
famous example of this firearm is the .50 caliber Hawken Rifle that came not fire underwater, however, unless special modifications are made to the
in both flint lock and cap and ball versions used extensively by mountain weapon to allow them to do so.
men and fur traders of the early 1800’s.
Bullet cartridges were first held in revolver cylinders, loaded individually
A second evolution of these weapons came in paper cartridges, where the silk into single action breach (break apart to load) weapons, or in tubular
or cotton cloth previously used to seat the ball was replaced. A paper cartridge magazines capable of holding 4-7 cartridges.
contained the appropriately measured amount of powder and a lead round
or mini ball. To load, the paper was torn off at one end, the powder dumped Single Action Cartridge Revolver
down the barrel, then the paper and ball wadded and shoved down the barrel The cartridge revolver is the evolution of the cap and ball revolver first
of the weapon by means of the ramrod. Paper cartridges and percussion caps developed for use by cavalry and ship board marines. The typical revolver
reduced loading time by half over flintlock predecessors. fires large caliber ammunition and has a cylinder that holds 6 rounds. The
first of these weapons were single action, requiring the hammer to be
Smoothbore Cannon cocked every time the weapon was fired.
Made of brass and ranging in length from four to fifteen ft. long, smoothbore
are muzzle loading cannons measured by the weight of solid ball, exploding Cartridge Single Action Rifle (Breech Loader)
shell, spherical case, or cylindrical canister. Cannons fire at a flat trajectory These breech loading (break apart to load) weapons have extremely long
with a typical elevation of 5˚ above horizon. Typically the projectile weight range, but smaller caliber ammunition than their muzzle loading forebears.
ranged from 6 to 40 lbs (fired from huge cannon emplacements) with the They hold one shot, and must be broken apart at breech, that area between
average cannon shot weighing anywhere from 6 to 12 lb. The range of the stock and barrel, to reload. Reloading time is greatly reduced over its muzzle
smoothbore cannon is dependant on the type of ammunition loaded into it. loading predecessors. Its rifled barrel allows for higher velocity and thus greater
killing power than large caliber mini ball or round ball ammunition. The Model
Solid Shot: Solid shot consists of solid iron balls or shaped stone. It is used to
1874 metallic cartridge Sharps Rifle is an example of this type of firearm.
batter down ramparts, hole the hulls of vessels, and to bounce through tight
formations of soldiers, spreading panic and death.
Cartridge Tubular Magazine Rifle
Exploding shell: A hollow iron ball filled with black powder affixed with Like the breach loading rifle, the tubular magazine rifle uses copper
a fuse. Fuse length determines when the hollow shell detonates, raining cartridge ammunition. It has a cocking lever that must be manually
shrapnel through ranks of soldiers and spreading terror when fired above pulled to chamber a new round of ammunition. Its short, a rifled barrel
their heads. allowed for greater accuracy and muzzle velocity. The tubular magazine
held an average of fifteen rounds, meaning it could be fired fifteen times
Spherical Case: As the exploding shell, with the exception it is also filled
consecutively before reloading. Fully reloading a tubular magazine rifle
with lead round-ball ammunition, increasing the radius of death that the
takes considerably longer than a breech loader however, often requiring
subsequent explosion spreads.
the firer to take cover for a few moments to reload, then re-enter the
Canister: Canister shot is a can filled with sawdust, and lead or iron fight. The most famous of these weapons is the Winchester Model 1874.
round ball. Also known as grapeshot, this ammunition turns the cannon
into the equivalent of a short range battlefield shotgun, capable of
mowing down charging ranks of foes.

Smoothbore Mortar
Largely immobile, these squat, barrel-like weapons are made from iron or
brass and often weigh thousands of pounds. They are measured in inches vs.
lbs. Mortars of this sort are used to arc ammunition into fortified positions,
and were used as coastal defense batteries against invading warships.

Cap and Ball Revolver


Cap and ball revolvers were the first evolution of the black powder weapon
involving a cylinder that was filled with lead ball and black powder and
fired with a copper percussion cap. The hammer of the weapon needed
to be cocked every time the weapon was fired. Cap and Ball Revolvers
were overall safer than their other black powder predecessors were, though
had the danger of misfiring, and discharging every round in all remaining
cylinders with sometimes disastrous results. Reloading a cap and ball
revolver is a lengthy process so, as often as not, users of this weapon would
keep spare cylinders to hot swap when their initial six rounds had been
expended. On a roll of natural 1 there is a 25% chance that all rounds are
expended requiring the firer to make a dexterity save (Challenge Level 5)
or suffer 2d6 points of damage. If the user fails their dexterity save with a
natural 1, they also suffer 1d4 points of temporary constitution damage and
1d6 points of permanent dexterity damage (missing fingers, etc.).

208 Castles & Crusades


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Table 13.2 Modern Firearms
Weapon Dmg RoF * Loaded Capacity** Reloading† Range Inc †† Wgt Cost‡ EV
Semi Automatic Pistol 1d8 SS or DT 8-2 1 round 25 2 lbs. 250 1
Sub Machine Gun 1d8 SS, DT, FA 30-60 1 round 150 6 lbs 650 1
Assault Rifle 1d10 SS, DT, FA 30-60 1 round 300 9 lbs. 500 2
Assault Carbine 1d8 SS, DT, FA 30-60 1 round 150 7 lbs. 400 2
Light Machine Gun 3d6 Full Auto (cone) 200 Round Belt 3 rounds 200 18 lbs. 1200 2
Heavy Machine Gun 5d6 Full Auto (cone) 200 Round Belt 3 rounds 2000 25 lbs. 2000 3
Grenade Launcher 4d6/2d6 Single Shot 1 1 round 250 3 lbs. 200 3
Grenade 3d6/1d6 30 ft Radius 1 1 Grenade 50 1 lb. 100 1
Rocket Propelled Grenade 5d6/4d6 Single Shot 1 1 round 750 2 lb. 100 2
Mini Gun 8d6 Full Auto (cone) 2000 round Belt 3 rounds 1000 50lbs 5000 5
*RoF is Rate of Fire: This represents the number of times the weapon can be fired in a single combat round. SS: Single Shot; DT: Double Tap; FA: Full Auto
B: Beam.
** Loaded Capacity is how many rounds it can carry when fully loaded.
† How many rounds it takes to reload.
†† In feet. It goes up the listed number between short, medium and long. A semi-automatic can shoot 25 feet in short range, but 75 feet in long range.
‡ Value is in gold, dollars, euros, credits or whatever valuation the campaign uses.

Modern Carbine Rifle Heavy Machine Gun


The carbine is a short barreled rifle capable of firing single rounds or A heavy machine gun is considered an anti-equipment, or anti-vehicle
fully automatic. The carbine is considered a close quarters combat weapon; however, it is used most commonly to interdict approaching enemies
weapon with a range increment of 350 ft. Modern carbine rifles are or provide covering fire for allies advancing against enemy positions. Heavy
cartridge weapons firing copper jacketed cartridge rounds and a lead machine guns are mounted on tanks, vehicles, or fixed emplacements by
or steel pin bullet. The carbine is loaded with a box magazine holding means of universal weapon’s mount or tripod. Heavy Machine guns are crew
anywhere from ten to thirty or more rounds. The carbine sacrifices operated, requiring a gunner and a loader to keep the gun working efficiently.
range and damage for lightness and portability. They fire heavy rounds with a lethal range increment of 300 ft.

Combat Infantry Rifle (Assault Rifle and Carbine) Electric Minigun


A combat infantry rifle is a long rifle capable of semi automatic and fully This vehicle (typically aircraft) mounted multi-barrel (gatling) weapon
automatic fire. Combat infantry rifles have a range increment of 450 ft. system fires 7.62x51 mm ammunition at a staggering rate of fire, ranging
and fire copper jacketed rounds with a lead or steel pin type ammunition. from 500-4,000 rounds per minute, and a range increment of 1,800 ft.
Combat infantry rifles are loaded with a box magazine capable of holding Heavier models mounted in the nosecone of aircraft fire depleted uranium
anywhere from ten to thirty or more rounds. Combat infantry rifles may rounds that ignore armor, cutting through titanium and steel alloys like a
be affixed with any number of sighting devices and attachments. hot knife through butter.

Semi Automatic Pistol Grenade Launcher


The semi automatic handgun is a box fed firearm capable of holding Grenade Launchers come in a variety of types, from hand held holder fired
seven to twenty rounds of ammunition. They may be fired in double weapons to those mounted under rifle or carbine barrels as added attachments.
or single action. Combat pistols are close quarters firearms with a range They may be equipped with a variety of rounds usable for anti-personnel, anti-
increment of roughly 25 ft. vehicle, and door breaching activities. These are single fire items that require
a full round to reload. They have a range increment of 250 ft. The maximum
Submachine Gun damage radius is 20 ft. with secondary damage radius of 50 ft.
Submachine guns are lightweight firearms capable of firing semi or full
auto. Their size is intermediary between the handgun and the carbine rifle. Rocket Propelled Grenade
Submachine guns have a high rate of fire and are easily concealable. Sub These 15 lb. mini rockets fire from a milled steel tube affixed with
machine guns have a range increment of 150 ft. a simple sighting device. They are effective against lightly armored
vehicles, helicopters, as well as personnel depending on the type of rocket
Light Machine Gun round loaded. Twisting the nosecone of the rocket sets the fuse of the
rocket grenade to detonate at a maximum of 1,000 yards. Their range
The light machine gun is a belt fed, fully automatic weapon designed for fire increment is 750 ft. The RPG has a maximum damage radius of 50 ft. and
support. In other words it is carried into battle by a gunner who uses it to a secondary damage radius of 100 ft.
suppress enemy assaults so that allies can gain an advantage over opponents.
It is also used to damage or destroy light vehicles and enemies hiding in soft
cover. The light machine gun is considered heavy when carried into combat Modern Hand Grenade
reducing the movement rate of its bearer by 10ft., and it cannot be carried Modern hand grenades are the descendants of the primitive black powder or
and fired effectively by small figures unless it is fixed to a mount. Shooters Greek fire style grenades of the past. These weapons weigh just under a pound
attempting to “hip” fire the weapon do so at a -2 penalty. The barrel of the and can be thrown an maximum of 150 ft. Unfortunately, their blast radius is only
weapon must be changed after every 1d4+400 rounds. Typically, the gunner 50 ft., though their maximum damage is only at radius is 20 ft. of detonation, with
or ammunition bearer carries an additional pair of replacement barrels. They a secondary damaging radius of 40 ft for half damage.
have a range increment of 200 ft.

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Table 13.3 Age of Lasers
Weapon Dmg R oF Loaded Capacity Reloading Range Inc Wgt Cost‡ EV
Pulse Laser Pistol 1d8-3d8 SS, DT, B 50 shot battery. 2 round/Self recharging Line of Sight 2 lbs 500 2
Pulse Laser Rifle 1d10-3d10 SS, DT, B 100 shot battery 3 round/ Self recharging Line of Sight 10 lbs 750 2
Plasma Blaster 1d8-4d8 Heat SS, DT, B 100 shot battery 3 round/ Self Recharging Line of Sight 10 lbs. 750 2
Sonic Wave Emitter 1d6-4d6 Cone 100 round self charging 3 round/ Self recharging 80 ft. ‡‡ 1000 3
Railgun Rifle 1d12 SS, DT, B 100 round magazine 1 round 220 ft. 15 lbs 1200 3
Railgun Cannon 8d12 SS 10 round Magazine 2 rounds 300 ft. ‡‡ 10000 3
Laser Cannon 8d10 SS, B 400 round self charging 5 round recharge Line of Sight ‡‡ 8000 4
Plasma-Squad Spt. Gun 6d6 Heat FA 300 round self recharging 3 round/ recharge Line of Sight 12 lbs. 5000 4
*RoF is Rate of Fire: This represents the number of times the weapon can be fired in a single combat round. SS: Single Shot; DT: Double Tap; FA: Full Auto
B: Beam.
** Loaded Capacity is how many rounds it can carry when fully loaded.
† How many rounds it takes to reload.
†† In feet. It goes up the listed number between short, medium and long. A sonic wave emitter can shoot 80 feet in short range, but 240 feet in long range.
‡ Value is in gold, dollars, euros, credits or whatever valuation the campaign uses.
‡‡ Weapon must be mounted.

Plasma Blaster
A plasma blaster is a futuristic weapon that fires super heated ionized Body Armor
particles at targets in a distance equivalent to line of sight. They deal
damage based on heat transfer from the ionized particle to the target, Modern body armor is made from dense synthetic fibers, making it highly
causing severe burns and possible disintegration of pieces of the target at resistant to small caliber gunfire and tiny fragments let out from being
the point of impact. Plasma blasters use self recharging batteries. Sufficient outside of the maximum damage radius of explosive devices. Most armor
barrel heat is generated from repeated firing of the weapon, meaning it is is considered light but offers the effect of medium ancient armor. Heavier
only capable of firing forty or so rounds before it must cool for 1d4 rounds. armors reduce mobility but also increase resistance to larger caliber fire.
Body armor reduces bullet damage rather than making one harder to
Plasma blasters come in hand held pistol style and shoulder fired rifles “hit” with a weapon, thus the armor class rank for modern equipment
capable of dealing a greater amount of receives is subtracted from the damage dealt by the weapon.
damage to targets due to the larger plasma
ion pulse. Table 13.4 Body Armor
Type Damage Reduction AC Weight Cost‡
Sonic Wave Disruptor Level 1 Body Armor Ballistic Damage Reduction 10 Points Armor Class 2 10 lbs.500
A sonic disruptor is a type of hand held Level 2 Body Armor Ballistic Damage Reduction 20 Points Armor Class 4 20 lbs. 1000
or vehicle mounted device that generates
Level 3 Body Armor Ballistic Damage Reduction 30 Points Armor Class 6 30 lbs 2000
intense targeted vibrations that deal internal
damage to soft (living) targets. Targets ‡ Value is in gold, dollars, euros, credits or whatever valuation the campaign uses.
struck with a sonic disruptor suffer damage
and must make a constitution save or suffer Level 1 Body Armor
intense nausea. The Challenge Level of the save is dependant on the size
of the weapon. This body armor is easily concealed under normal clothing. This anti-
ballistic armor is useful against most small caliber handgun type wounds,
though is ineffective vs. edged weapons or slow moving projectiles such
Rail Gun and Rail Cannon as arrows or crossbow bolts. Level 1 armor does not protect against
Rail guns are large weapons, usually very long and cumbersome. Charged concussive blast, merely projectiles and ballistic fragments. Level 1 body
particles in the housing pass to a magnetic rail in the barrel that, once armor offers an armor class of 2 vs. melee and slow moving missiles.
fired, accelerates the particle at extraordinary speeds for tremendous
damage. A rail cannon is a large version of the same. Level 2 Body Armor
Worn by security and law enforcement, this armor may include knee
Sonic Wave Emitter and elbow pads, as well as groin and head protection such as a Kevlar or
The sonic wave emitter releases a powerful blast of sound. steel helmet. This body armor protects against most handguns and offers
fair protection against spray from low caliber sub machine gun fire. It
Laser Rifle & Pistol (Pulse); Cannon is bulkier and harder to conceal than Level 1 body armor. Level 2 body
armor offers an AC 4 vs. melee weapons and slow moving missiles.
These are Solid state beam weapons using highly focused pulses of light.
Technological advances in focusing of the beam are capable of burning
holes completely through a target or superheating air particles around a
Level 3 Body Armor
target with a wider beam creating a concussive blast. Laser rifles have a This armor can stop a high velocity rifle bullet. Heavy ceramic trauma plates
range of line of sight, potentially hitting targets five miles away in an earth are built in the front, back and sides of the vest. The armor has a steel collar
like environment, or at greater distances in the vacuum of space. to protect the throat, and comes with knee pads, elbow pads, groin guard,

210 Castles & Crusades


Chapter 13 — The Future
and helmet. Level 3 Body Armor offers an AC 6 vs. melee weapons and slow Effect: A successful called shot deals the weapons listed ammunition
moving missiles such as arrows and javelins. damage in constitution damage plus weapon damage, unless the target
makes a successful constitution roll vs. the attacker’s level. If the
Combat and Equipment Considerations Constitution save is successful, the PC still suffers the listed ammunition
damage, but avoids a more catastrophic wound and possibly instant death!
Single Fire
Special: Called shots may not be made with light or heavy machine guns
Single fire involves taking a single shot with the firearm. Single fire is unless these machine guns are also affixed with telescopic scopes. They may
capable with all firearms. A character may take a single fire shot and still not be made when in full auto “burst fire” capacity.
move half their distance as in a normal combat round.
Grenades, Rockets, and High Explosive
Double Tap
A double tap is capable with semi automatic weapons and double action Damage Radius
revolvers. The character suffers a -3 to hit with their first shot, and a -6 to All grenades, rockets, and high explosives, such as plastic explosive or
their second shot. The character may still move half of their movement when mines, deal damage in a radius starting from where the device exploded.
attempting a double tap but with an additional -2 to their attack roll. This radius is listed in the various weapon description tables above.
Targets within the first 10 ft. of radius take full damage, with the die
Two Weapon Firing of damage reduced by 1 for every 10 ft. increment. For example, a
fragmentation grenade has a damage radius of 30 ft. Targets within 0- 10
When using two small weapons such as pistols a character may attempt to ft. take 3d6 points of damage, targets within 11-20 ft. take 2d6 points of
fire both weapons in a single round. Normal two weapon penalties apply. A damage, and targets between 21 and 30 ft. take 1d6 points of damage.
character may not double tap and fire two weapons at the same time. The Targets of grenades, rockets, and high explosives are allowed a dexterity
character may still move half of their movement rate when attempting to saving throw for half damage only if they have room to move, duck,
fire both weapons, though at an additional -2 to their attack roll. crouch, or otherwise reduce the effect.

Burst Fire In other words, a stick of dynamite exploding in a closed 10 ft. by 10 ft.
cell allows no opportunity for a dexterity save to avoid its blast!
Burst fire is possible only with fully automatic weapons. An attacker
choosing to use burst fire takes a –5 penalty to their attack roll and expends Special: In addition to the listed damage, high explosive weaponry detonated
1/3rd of the ammunition in the weapon. Burst affects a cone five ft. wide at within range of a target has a chance of stunning and deafening the target.
the muzzle of the weapon extending to twenty feet wide at the end of the On a successful hit all targets within the damage radius listed must make a
weapons first range increment. Burst fire is ineffective beyond the weapon’s constitution save with a challenge level equal to +1 for ever die of damage that
second range increment. the explosive device deals. Failure indicates that the target is stunned for 1d4
rounds. Failure by more than five under the Challenge Level indicates that the
Unlike direct fire that requires careful aim, burst fire is a controlled attempt target is also deafened for 1d8 rounds, suffering all penalties that apply.
to harm as many enemies in the field of fire as possible. The firer makes an
attack roll in burst fire mode, adding their level and dexterity modifiers and
subtracting the burst fire attack penalty of -5.
1 2 3
All targets within the cone of the burst (equal to 1/3rd of the ammunition
currently loaded in the firearm) must make dexterity save vs. firer’s attack
roll or take the listed weapon damage. A successful save means the target
has completely avoided the deadly lead. A critical failure (target rolls a 4 Target 5
natural 1 on their save) means the target must also make a successful
constitution save vs. the level of the firer or take the listed dice of damage
in constitution damage as well as hit point damage! 6 7 8

Burst Fire vs. a Single Target


When the burst fire mode is used against a single target, the target’s save Oops!
is reduced by -5, modified of course by any cover that the target occupies,
Rockets, grenades and other high explosives still do damage in their blast
or weapon penalties related to the use and firing of the firearm. Such
radius even if they miss their intended target. Regardless of a hit or miss,
firing penalties may include firing from the hip, or firing on the move.
the grenade still lands forward of the thrower in a distance equal to at least
the first hurled range increment. Roll 1d8 to determine where the grenade
The “Called Shot” actually landed in relation to the target, adding 5 ft. for each five points that
Called shots may only be made with modern weaponry using a single the attacker missed their target. If the hurler or any allies happen to be within
shot firing mode. This is due to the fact that the rifling or technology the blast radius when it detonates, all normal saves, and damage apply.
of the weapon, its sighting systems, and the reliability of ammunition is
such that a “called shot may be made.” That said, a called shot falls into On a roll of natural 1, there is a 25% chance that the weapon misfires,
two categories. Primitive weaponry up to and including flint lock rifles is automatically dealing full damage to the attacker and all allies within the
difficult to achieve due to the spotty nature of primitive black powder. radius. A successful roll means that the weapon was a “dud” and failed to
operate as designed.
Called shots may only be made if the character takes the time to aim and fire.
The attacker must remain stationary in their firing stance for one full round
before making their called shot. The firer takes a -8 to their attack roll on top
of any range increment penalties that apply.

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212 Castles & Crusades


Chapter 14 — Advancing the Game
Castles & Crusades is a role playing game and as such requires a game The number of participants ranges from 2 (the Castle Keeper and 1 Player)
master. The game master is called the Castle Keeper or simply, the CK. to as many as the CK desires to handle. Usually four players offer a good
The Castle Keeper’s challenge is to create a scenario, usually through range of characters and classes; that puts 5 people at the table, four players,
adventures, able to both challenge the skills of the players and to and one Castle Keeper. Beginning CKs should probably limit the number of
capture their imaginations. The scenario is not a contest between the players for the first few games as the game can become quite confusing until
CK and the Player, but rather one in which the CK oversees and fairly everyone grasps the rules and understands the flow of play.
adjudicates the course of play. The process of adjudication requires that
the Castle Keeper manage a host of things at the same time: the type of Once a location and the number of players are determined, the CK must
game, the design of the adventure, the NPCs, the party itself, the flow of sit down and design an adventure. Its best to prepare for the adventure
information to and from the party, the combat and monsters. The CK before meeting, as it usually takes a few hours at the utmost, but can
must do this while maintaining an ability to quickly react to unexpected be as quick as a few minutes, depending on how complex the desired
events brought about by player actions. In order to achieve these goals, adventure. The CK must keep several things in mind when designing
the Castle Keeper must have a firm grip on how to play role playing games an adventure: the level of the player characters, the number of player
in general and Castles & Crusades in particular. characters, type of game, and type of adventure. All of these enter
into the design process. Base the adventure on the number of players
Beginning the Game attending the game; a difficult adventure with only one player is likely to
lead to that character’s demise.
Beginnings are the hard part. To start a game of Castles & Crusades, it’s
best to find a place where all the participants can be comfortable. A Beginning play usually starts with low level characters, but you may
kitchen table, an office, or similar environment usually serves very nicely. choose to start of at a slightly higher level. In any case, the following
The area in question should be a little removed from household traffic as outlines a basic approach to adventures.
the game can, at times, become a bit noisy as players battle monsters for
the gold and glory that is the result of such contests.

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Low-level adventures (level 1-3): Base the design of these games object does not have to be a noble goal of rescue or a quest. Many
on the character’s hit points and equipment; the extra abilities that of the most enjoyable adventures do not involve any kind of moral
characters have are helpful, but in the end the character must survive quandary, but rather emphasize sheer fun. Plundering the dungeon
long enough to use them. When designing adventures for low-level of all its ancient wealth is often sufficient to gain a night’s fun.
characters, always use monsters with low hit dice. The adventure can
2) Place the object in a setting such as a dungeon, town, wilderness,
be as complex as desired but the combatants and the traps must never
or old ruins. Dungeon adventures are those that take place
exceed the ability of the character’s to overcome them.
underground, in castles or contained areas. Overland adventures are
those that take place in cities, towns, in the wilderness, along a road.
Note: Many CKs assume that they can run monsters of high hit dice but
Both are very different, involving many nuances to run correctly
who have low hit points in low-level games. This is not the case. Monsters
(see above Chapters 5-6).
with a high hit dice have an increased chance to hit, and usually manage
to kill the characters faster. 3) Determine what challenges the players must overcome to achieve
the object: slay a dragon, overcome traps, and find the dungeon.
Mid-level adventures (level 4-8): The design of these games is far Like plot devices, the number of challenges are virtually limitless.
more open. The characters are able to use many of their abilities and These challenges often make or break a game. Really interesting
these compliment the increased hit points and their increased ability to monster encounters morph simple, mundane plots into truly
hit the enemy. Most monsters, from low hit dice to very high, are useful exciting and memorable escapades.
in these games. If they are low hit dice, there should be more of them; if
higher hit dice, less of them. Once the object, setting, and challenges are determined, the Castle
Keeper is prepared to run the game. It is entirely up to the CK how
High-level adventures (level 9+): High level games run the gambit much detail to place upon the adventure -- fleshing out the skeleton
and include hit dice and numbers of almost any monsters. The adventure so to speak. Names, backgrounds, descriptions of persons, places, and
can be very complex, or simple, though often prep time for these games things, etc. can enhance play and give it a sense of being. Often this tone
takes longer as the monsters or NPCs are more complicated and the write emerges during the course of the play whether the CK desires it or not.
ups require more attention. Preparation is very important for high-level Players naturally ask questions, the more questions asked, the more detail
games as there is an increased complexity of the monsters, spells, magic is required from the CK. As noted, this preparation can take hours or
items, and abilities. just minutes; but having some type of preparation is essential to capturing
the evening’s fun.
Once the Castle Keeper has gathered this information, it is time to
determine what type of adventure to run the players through and set to
work designing it. Open-ended vs. Linear plots
Adventure plots are often open-ended and when one adventure is
Plotting the Adventure completed another is unearthed in the completion of the adventure.
The characters who uncover a treasure trove may find a magic scroll
An adventure generally involves a challenge presented to the characters in that contains the map to the location of another dungeon and thus the
the guise of a task to be completed. There are an almost infinite number CK establishes the adventure hook for the next session. Open-ended
of tasks to choose from. Indeed, the type of task is limited only by the adventures must be adaptable as the CK almost never knows what players
imagination of the Castle Keeper; they include retrieving items, rescuing will do when confronted with one challenge or the other. Being fluid and
persons, plundering dungeons, destroying evil, solving mysteries, etc. adjusting the adventure is part of a night’s play. Some plots are quite
linear and require that the Castle Keeper keep the characters on track
In working on an adventure, it is a good rule of thumb to follow the and achieve preset goals before they can go to the next area. These are
same designs that a short story, movie, or novel follows. Draw up a more difficult and are often derailed due to player character actions that
brief outline of what the challenge is, where it takes place, who the are outside the circle of the CK’s planning or even thinking.
participants are, and how the characters must overcome it. It’s usually
advantageous to expand on these notes and offer details that the CK One Night Stands: These games are simple adventures played out in
needs to run the game a little more effective. If the adventure begins the course of a single gaming session. They often involve pre-generated
in a stable, and the stable master is a point of contact, its best to write characters, or characters the players have played before.
down the stable master’s name, perhaps a quick description of him and
his motives. In this way, when the characters ask questions of him or the Story Arc: A story arc involves several gaming sessions in which the
CK, the answers are readily available. adventure is too complicated to wrap up quickly.

The Castle Keeper should always attempt to make the story compelling; Campaign: These are ongoing games that take the same characters
catching the interest of the players is paramount to running a smooth through play in multiple adventures, some one night stands, some story
game. In this regard it is important to know your audience. A CK that arcs, throughout the life of their character. They take place over multiple
spends a great deal of time designing a dungeon adventure is going to find gaming sessions and last from a few months to several years.
it hard to run a group of players who really don’t like dungeons. Though
the story/plot/adventure should not be beholden to the particular desires
The Road Goes On
of each player, making an attempt at crafting an adventure that people
want to play is the first step toward capturing your audience. One of the objects in C&C, for the players at least, is level advancement.
Beginning at low levels and moving up and beyond is part of the fun.
Most players don’t really care about the setting, they simply want to As characters gain levels they gain power, prestige and more abilities
run a challenging adventure, slay the evil monsters, reap a whirlwind of with which to continue on and tackle ever great challenges. If there is
treasure, and make ready for the next foray. an object in RPGs, beyond having fun, it would have to be advancing
in levels. In planning the adventure, the Castle Keeper must keep this
There are three simple steps to crafting a quick adventure. Follow these for in mind. Design the adventure for a single night’s play, a story arc that
the quick write up or expand upon them for more detailed adventures. takes place over several sessions, or even a campaign that embarks the
characters on a lengthy multi-session adventure. All are perfectly valid
1) Establish the plot device by determining what the character’s object approaches and play their role in the RPG experience, whether used
is: rescue the princess, slay a dragon, banish a ghost, etc. This separately or together.

214 Castles & Crusades


Chapter 14 — Advancing the game
Mid-level: Maidens have gone missing in the town of Sinsich. Every
Example: Steve designed a simple one night adventure that took 14 days a house is broken into and a young woman kidnapped. A close
place in the village of End’s Meet in the Darkenfold. The adventure friend or family member of one of the characters suffers this fate. A wizard
involved the characters retrieving a stolen lock box from a small band is behind the kidnappings, using several gargoyles under his command
of orcs in the Muddy Wash Creek basin. The session ran for 4 hours. to steal the women. He is using the women in his experiments. The
During the next week everyone announced that they wanted to keep characters must solve the mystery of who is behind the kidnappings, slay,
playing the same adventure so another one night session pitted the or capture the wizard and his minions.
characters against an owlbear that stalked the village’s livestock. This
adventure led to several adventures in the forests south of the village. High-level: While adventuring through the wilderness the characters
Eventually the characters began exploring the Darkenfold forest stumble upon an ancient abandoned city. There is no sign of life. In
where they met the wizard master of the Bowlgaare orcs, the very orc actuality, the city’s inhabitants fled or died centuries ago but a tribe of
tribe they originally fought in the Basin. Several sessions turned into half intelligent wild apes remain. They attack the party at every chance,
a long string of interconnected adventures that eventually developed trying to keep them from exploring the city. In the end, they summon
into a full fledged campaign. After a year of adventures, the characters their demi-god, a gigantic 20 foot tall ape.
have achieved 6th-level and rapidly coming to command much of the
Darkenfold. The adventures only continue. High-level: After a long and difficult dungeon crawl, the characters
discover a hidden tomb. Within it, upon the floor, is a large flat door.
Opening the door, the characters discover a pocket dimension. The
Outside of the convention circuit where people gather to play only for a few dimension is occupied by a host of eldritch creatures that the characters
hours, the campaign game seems to dominate. Players enjoy their characters must encounter and overcome through reason or battle.
and enjoy developing them over time. Furthermore, the Castle Keeper is able
to explore new avenues through use of treasure and magic. The development High-level: Throughout many long adventures the characters, who have
of the ongoing game does not need to end with the completion of a campaign been exposed to tales of the horrors of the Green Wizard, stumble upon
arc. A great quest might end, but the game can go on. The characters are able his hidden tower. It is up to them to destroy this evil mage and cleanse
to meet new challenges and embark upon even greater, or lesser, journeys the land of his minions.
that bring them further down the road to renown and glory.
Epic-level: The characters have discovered that the ancient city of
No matter the type of adventure, one night session, story arc, or Aufstrag houses the bones of a long lost companion. They must go
campaign, it is essential that the Castle Keeper capture the audience in there and fetch the bones back for resurrection. The bones lie where the
the very beginning with a good adventure hook. companion fell, in the massive forge. The characters must discover this
fact and traverse the dangerous fortress dungeon to achieve their goal.
The Hook
Once the Castle Keeper outlines the adventure, fleshing out those parts
An adventure is much like a story and it is usually best to begin the they feel are necessary, all that remains is to find chairs at the table
adventure design with some type of hook, something that will grab the and begin play. What follows is a very brief sample of how to start an
interest of the players. Below are several examples of hooks for characters adventure with the adventure hook.
of varying levels. Keep in mind that these are only samples and the CK’s
imagination is the only limiting factor to the adventure hooks.
Adventure Types
Sample adventure hooks There are many types of adventures in C&C, but they basically boil down
to three: overland, city, and dungeon.
Low-level: The small village of Willowbreak on the Powder River relies
upon hunting to sustain the villagers. In an attempt to build a small Overland: Overland adventures are those that take place in the great
hunters post outside of town, the villagers have recently unearthed outdoors. These include adventures in the plains, mountains, swamps,
a small burial mound. Ever since then, ghouls have been terrorizing forests, or any terrain type. They include airborne and water adventures.
the people. They call on the characters to clear out the mound and as They generally take place over several days of game time, or weeks,
payment they offer them anything they find in the mound. as characters travel from one locale to another. The CK is generally
responsible for tracking time, running random encounters, charting
Low-level: The small walled town of Petersboro has recently suffered weather (if such detail is desired), and similar tasks. The players must
a number of robberies. The locals hire the characters to find out who is keep track of food used, equipment, and be ready for multiple types of
responsible. In the course of the investigation, they learn about a guild encounters. Though more labor intensive than dungeon adventures,
house of thieves, recently started, that is in need of plundering. Payment overland tend to offer more variety and less monotony.
comes in treasure captured and a small stipend from the city.
City: City adventures take place in small villages, towns, cities, or
Low-level: While traveling the length of Walk Water Creek one of the metropolises. They lend themselves to campaign games very well,
characters stumbles into a crevice. Upon closer examination, they have and easily incorporate Dungeons adventures into their make up. City
unearthed the opening to a dungeon. The promise of hidden treasure adventures tend to be more labor intensive for the CK than either
and danger tempt them to enter and plunder its depths fighting whatever dungeon or overland, mainly because the preparation time is greatly
monsters use the place as a lair. increased. CKs must know hosts of NPCs in order to have some kind
of legitimate reaction to character questions. There are less random
Mid-level: Upon the horizon, the characters spy several columns of smoke. encounters with monsters, but host of encounters with the city’s
While investigating, they learn that the smoke is coming from a camp of inhabitants and these require far more reaction from the CK. The player
slavers nestled on an abandoned beach. They have a number of demi- too is faced with many encounters and situations in which perhaps his
humans and humans in shackles. There is a boat several hundred feet off combat skills are not suited. City adventures tend to be slower, involve
shore. The objective is to rescue the unfortunates and seize the boat. more NPC interaction and are characterized by subterfuge and politics.
Mid-level: A cleric has unearthed the evil doings of a secret cult in Dungeon: Dungeon adventures place the characters underground,
the town of Fiume. He uses his influence with the party, through one of usually in a man made complex but may include or be a cavern
their own members he knows, or through hiring them, to find the cult’s complex. Dungeon adventures are perfect for one night stands or
headquarters and destroy it and the cult members to boot.

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story arcs as they usually only require 1-2 gaming sessions to conquer a good strike in, adjust the creature’s hit points, or even armor class if
a dungeon. The CK needn’t bother with tracking time in days, but you can. Perhaps allow for a secondary armor class on the creature’s belly.
may find it necessary to keep up with hours in the day. However, the Conversely, if the characters are pounding too fast, add AC or hit points
confined space generally means the CK must track the movement of or even an extra spell-like ability. It is the CKs task to make sure everyone
monsters in relation to the characters. Random encounters occur has fun; part of that task is adjudicating the rules to fit the game.
and the combats, restricted to tight spaces, require more micro-
management in that some weapons, such as the 2-handed sword may NOTE: In situations where an encounter is too hard, never bring in an
be unwieldy in small confined spaces, and the blast radius of spells NPC to save the party or character. This is tantamount to the Castle
may be different from those used outdoors. Players have a chance to Keeper running his own character in his own game.
use many skills not useful outdoors, such as opening locks.
Sample Adventure
For information on how to develop all three of these settings and how to
integrate them, refer to Chapters 5 and 6 above. Tipping Lances
This encounter takes place on the open plains; on the edge of a civilized
Balancing Challenges land. If playing in the world of Aihrde, the adventure is designed to
Once the adventure is designed and the characters are made, there remains begin in Kayomar, upon the edge of the Eldwood. There should be 4-6
only the actual play of the game. Embarking upon the adventure brings the characters of 10th-12th level. The Castle Keeper must take stock of the
characters face to face with innumerable challenges. They must overcome power of the party and adjust the number of creatures encountered in
these challenges themselves, using their character abilities, spells, skills, order to make the game more or less challenging.
and their own imagination. It is up the Castle Keeper to make certain that
the challengers are interesting, but also that there is a proper balance with This windmill served a local community as a grist mill, grinding up wheat
the size and make up of the party as well as the rewards offered. to make bread. Here, Perrin of Halfast lived. Retired from a lifetime’s
service with the Lords of Kayomar, he sought to live a simple life. But he
Many games offer challenge ratings for monsters and the goal is to set kept his weaponry and armor and some minor treasure he found of great
in stone what level a party should be before it tackles this monster or value. Recently a Kain’s Henchman, a devil of not uncommon power,
that. This approach does not fit the mold established in all the Castles & visited, and killed Perrin. He came in search of a map (or book) that
Crusades literature. In fact, this restricts the freedom of movement that Perrin possessed. But after slaying the erstwhile Paladin, the Henchman
the Castle Keeper must at all times command in order to run fun and fluid could not find what he sought after. He lingers in the mill now, waiting for
games. There are a number of simple concept rules to follow in order to some gift of inspiration that might lead him to his desires.
lay out a good, well balanced, and fun encounter/challenge.
The map/book is actually within a magical rune box. Creations of the
Know the Party: This concept is the most essential ingredient to dwarves, these boxes contained sand encrypted with magic that bore the
balancing an encounter. The CK should learn the party’s relative size, runes of their magical language. Jaren converted his books to such hidden
the character levels, hit points, armor class, and a basic understand of devices to keep them from the enemy. Once the box is found, opened and
the character’s skills. It is often best to make a chart that lists players and the proper word uttered, the sand takes the shape of the book/map and is fully
their character’s statistics for quick reference during preparation and play. readable or viewable by the user. The rune box itself is in the mill, lying on the
Complete lists of all character skills, abbreviated for quick reference, are floor of the Mill Room where the devil, not knowing what it was, tossed it.
on the far left hand panel of the Castle Keeper Screens.
The Kain’s Henchman dresses as a knightly courtier, shape changed into
Know the Monsters/Trap: When putting together an encounter, it the form of a human. The body of Perrin, he cast out in the grasses, not
is not necessary to match the hit dice of the monsters directly with more than a hundred feet from the head of the mill.
the level of the characters. In fact, monsters tend to be slightly weaker
than characters because their abilities are relatively static and they
have no real attribute bonuses. Characters are going to be able to The rolling hills and grasslands of the Great Plains stretch for
take many more actions because their abilities are very flexible. This miles in all directions. The sun beats down continually; the rolling
concept begins to break down at higher levels, as high level monsters grasslands offering no shade or respite. But the heat is broken by the
have a wide pool of abilities to draw from; however, even that pool is wind that seems to continually blow from the west, it carries the hint
limited as most monster abilities are situational abilities. The CK must of moisture on it, breaking over the mountain’s watershed as it does.
take these abilities under consideration, however, as some monsters But the merciless wind never gives up and blows continually. Further
have a great many abilities. Even if a creature has a low hit dice, if it is south, you see the hazy edge of what must be a forest and upon a hill,
able to cast a number of spells, has combat maneuvers, and is able to not but a few miles from your present location, a large structure, a
strike multiple opponents, it is actually more powerful than its hit dice windmill, it giant arms spinning slowly, looping ever and around.
implies. Understand the monster, its strengths, and weaknesses before
pitting the party against it. It is not necessary to play test the creature,
The party approaches the windmill. Before they arrive, they spy a cottage,
but get a solid grasp on what it can and cannot do.
a well, and some split-rail fencing that seems abandoned as several rails
If the monster’s fighting abilities allow for more damage in one round lie upon the ground. No signs of life permeate the dwellings and all seems
than the characters have hit points, the monster or trap is too strong. abandoned. As they approach, the slowly moving turbine of the wind mill
creaks and groans, greeting the party with a loud thumping sound every
Flexibility: The Castle Keeper must be flexible. Often encounters run time it turns around. Inside one, several teeth have broken free of the
foul and the characters and the game can come crashing down far quicker wheels, making the whole mill thump during its constant rotation.
than the CK intended or expected. Or conversely, the characters may
overcome the encounter with hardly an effort. The danger in this is not Perrin of Halfast
that the monster might accidentally or even purposely kill the characters.
If they search the area around the mill before going in, they have a good
Nor is it that they overcome the monster too fast. The danger is in spoiling
chance of discovering the body of Perrin. To discover the body requires a
the fun of the encounter. Encounters that aren’t very challenging or that
ranger to make a successful track check (CL 2) or anyone else to make a
are impossibly hard are irritating and do nothing but disrupt a night’s play.
successful search check (CL 8).
If the characters are being battered too much and are not able to get and

216 Castles & Crusades


Chapter 14 — Advancing the game
The body lies in the grass, face down. It is somewhat blackened as with fire.
There is a stench hanging around the body that calls to mind armory fire
pits, very hot ashes and the like. The body has numerous puncture wounds,
wide and deep. It is about 2 days old, though to determine this requires
another successful attribute check (wisdom or tracking for a ranger).

Cottage
The road leads directly up to the windmill and cottage. The cottage stands
beside the road and about 75 feet from the entrance to the windmill. A
well worn path leads from the mill to the cottage. The whole area around
the entrances is barren of grass, sure signs of long habitation (CL 2).

The door to the cottage is slightly ajar. The sweet scent of burnt
sugar comes from inside. Everything is quiet within. Looking within,
the place is obviously a one room building. The fireplace is cool but
the room is in complete disarray, furniture everywhere and pots and
pans are scattered about.

Perrin was in the cottage when the devil arrived at his doorstep. At first,
he did not know what it was and invited it into his home for a meal.
Once within the creature attacked the warrior who fended it off with his
pots and pans. He managed to fetch his sword from the wall and drove
the Henchman into the yard. A ranger can determine the course of the
struggle with a successful track check (CL 9). The ground is dry and
difficult to leave an imprint.

There is little of value in the room. The furniture is a wreck but there is
plenty of coal in a rack against the wall.

Windmill
Any attempt to detect evil reveals something evil up above. If the
The windmill is a simple structure of three floors. Its mechanism is party finds the box and opens it, the Henchman immediately reacts. If
rudimentary, with the grindstone on the Mill floor and the crank assembly discovered, or if he reacts due to the box opening, the Henchman calls
on the third floor. Grain is brought in and dumped into the mill pound on down the ladder, asking the party for aid. He takes the guise of a courtier
the mill floor; the wind turns the assembly and rolls the giant stone over from Kayomar, coming down the ladder. He carries a long, heavy pole,
the grain, grinding it to grist. Perrin bags it up by shovel and hand. ornately decorated. He acts overjoyed to see the party, ignoring anything
they say or commands they may give him until he is in their presence.
The devil searched the complex but now has taken up a perch in the third
floor, not knowing what to do next. He watches and waits. When the When with the party, he immediately demands the rune box, confessing
characters enter the area, he is aware of them but makes no overt moves he heard them talking about it, whether they were actually talking
to attack, waiting to see if they know where the map might be. about it or not. The Henchman changes tone as needed, trying to sweet
talk the rune box from the characters if he can, but ordering them
Mill Floor otherwise if he must.
The giant millstone, attached to a crossbar and attached to a giant pole If the characters give him the box he immediately leaves, heading up the road.
that disappears into the ceiling above, dominates this octagonal room. A If they do not, he alters his form into its true shape and attacks the party.
pond, built around the millstone serves to hold the grain being ground up
by the windmill’s mechanism. Several hundred sacks are stacked along Kain’s Henchman (This lawful evil creature’s vital stats are HD 9d8, AC
the far wall. Hay covers the floor. Several shovels and other tools are 26, HP 65. His primary attributes are mental. He attacks with the Bilun
scattered about the room. On the far wall, several hooks hold hundreds polearm for 2d6+2 points of damage. The pole arm can drain strength. The
of tie topes (for the sacks) and other various and sundry items. The rune Henchman is also able to shape change, has an SR 12, is immune to elements
box lies on the floor under these hooks. and possesses the following spell-like abilities: detect chaos/good (perm); fire
storm (2/day); glyph of warding (2/day); hold person (3/day). They cast as a
A ladder leads to a trap door above. The door is open. The whole room 12th level caster.) For full write up, see New Monsters below.
smells of ash, grain, and blood.

The battle from the cottage carried over to the windmill and into the Mill The Rune Box
Room. Here, Perrin attempted to flee to the second floor but the devil In the early days of their wars with the Goblins, the Dwarves sought many
slew him. There is blood at the foot of the ladder. A cursory check by ways to use the magical runes. Their most skilled craftsmen used sand as
anyone in the party reveals this fact. paper. Setting thin layers of sand upon the curtains of glass, they cast the
runes upon it. Through their crafts they bound the grains of sand so that
The rune box is easy enough to spot. Though small — no more than 8 one grain held true to another; when bound, they seemed as thin sheets
inches across and 4 inches wide — it is very much out of place on the of paper. In order to protect the sand-sheets, they gathered the loose sand
floor. The rune box itself is made of plain wood, probably cherry, though up and placed them in small boxes. When opened, the box seemed filled
whoever made the box sanded and stained it. There is a simple rune with sand only, but upon uttering the proper command word, the sand
on the lid, a “J” in the Lawful Good languages. The command word is rose in a swirling mist until it took the shape of the original sheet and
“Open,” spoken in Lawful Good. revealed the rune, message, or map embossed upon it.

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Part 3: The Siege Engine
The rune boxes are made of stout woods, generally from the ancient Peril Often the CK dominates the table with background descriptions, plot
Trees. Beautifully crafted and embossed with gold or silver, and set with points, NPC personalities, playing one side against 4 or 5 different players.
platinum and gems, the boxes alone were worth small fortunes. The This can lead to something that seems close to table hogging. Avoiding
linings consist of softened hide, where the sand of the sand-sheet lies. this is a hallmark of a good CK. Players who sit at a dogmatic CK’s table
It is impossible to remove the sand by pouring it out or removing it. If who responds only to form and function become bored and soon find
someone attempts to take out a pinch or separate any of the sand from creative ways to express their natural freedoms. This usually involves
the box, they fail. A magical trail of dust connects the removed sand from constant interruptions and the ignoble end to what may have been a
the sand in the box so that it is able to trail back. good game. Adjudicating a game with a relaxed, comfortable demeanor,
allowing humor to roam the table, sets a stage where the player is able
The sand sheet acts as a magical scroll. Upon uttering the command to accept, rather than endure, all the CK’s necessary noise. This in turn
word, the box opens and the sand rises out in a thin, almost misty shape. allows the CK to create a mood at the table that the players willingly work
It coalesces into the shape of a simple map/book. The map leads to a with and which allows them to play their characters even better.
place called the Frieden Anhohe. Marked in clear, distinct letters are the
following words: “Here lie the bones of the House Pendegrantz. Beneath The CK should never view themselves as school marms, but rather
the great tree their uncounted wealth shall be sacrosanct forever. JF, 793.” something more akin to an interactive story-teller; they sit at the head
of a troop spinning a yarn, waiting for the interaction of other yarnsters,
Any cleric, paladin, or bard is likely to know whom the House Pendegrantz all working to tell a tale of wondrous deeds. It is only the CK unique task
are; nobles born of Kings, wealth and holy. The place would serve them to guide the tone of the story. With this in mind, the CK should avoid
as a shrine where they may ask the blessings of the gods. Any bard, upon shouting down players, bossing them around, establishing draconian rules
a successful legend lore check (CL 6) knows something of the history of of conduct at the table, being inflexible with turns in combat, and not
the house, and is aware of the wealth and power that must reside therein. allowing any interpretations of the rules. Discussion of how a spell works,
Anyone else can make a simple wisdom check (CL 10) to determine or what a particular reaction might be is always good for the game. The
whether or what they know of the House Pendegrantz. experienced CK often turns to the players, asking their opinion of the
outcome of whatever is in question. Not only is this simply polite, but it
2nd floor is realistic; assuming that the CK is the end all of understanding of how a
game is played is a bit arrogant. The good Castle Keeper guides the story,
This floor possesses a bed, small table with several chairs, a cook stove, making certain that it continues moving on and does not bog down over
a large barrel of ale and several mugs on the walls. More tools, used for any one point, no matter how small or how large.
the maintenance of the windmill, line the halls. A large barrel of thick oil
stands in one corner. The windows are all barred shut. More importantly, this interaction allows the players to participate in the
game fully. If they are part of the gaming process they are far more likely
Beneath the bed, in a simple locked trunk (pick locks CL 7), are Perrin’s to enjoy it and make it enjoyable. Furthermore, constantly deciding the
valuables. Here is has the following: a suite of +2 chainmail, a mace of whys and wherefores of how this might work or that might work exhausts
disruption, a heal potion, a neatly folded up cloak of charisma. There is a CKs of their creativity, often forcing them down a road of rules lawyering
bag of gold with 220gp in it and a ring with a green diamond on it worth which is the last thing that should happen.
250gp. His tabard is in the trunk as well and shows a deer on sable over a
wreath with the words: Liberty or Death. It is important to note however, that the CK does serve as the final judge
for any rule question or discussion. Understanding this is imperative as
3rd floor arguments about outcome can continue for many hours, spoiling anyone’s
ability to play anything. The Castle Keeper is the final judge.
There is little on this floor except the giant mechanism that turns and
operates the mill. There is only room to move around the walls of the room,
and it all must be done at a slouch. There is nothing of value here. Elements of Mood
A comfortable table allows the CK to work on those elements of the game
The map in the Rune Box leads one to the Eldwood and is the opening that create an exciting mood that players enjoy.
sequence to the Malady of Kings adventure, published separately. If the
CK does not wish to use the Malady of Kings, the map works just as well Description: Descriptions remain one of the key elements to creating
for any adventure the CK has concocted. an exciting mood for any game. Using language that is simple, direct, but
evocative helps to conjure images in the mind that people keep with them
Moods of Play as the game unfolds. In describing settings it’s important to remember to
include some trivial things in the same breath as important things. The
The mood of any role playing game is the core element of how much fun it nature of the clouds can be as memorable as the massive, tusked ogre
is. The mood is that act of theatre when the player becomes engrossed in charging at the party. Use short, powerful sentences and spend as little
the play and outcome of the adventure even as they might a good movie. time as possible in getting the point of the scene, person, place, or thing
The importance of mood is covered in detail in the Players Handbook, across as possible. Long belabored descriptions often bore the pants off of
but understanding the tools of the trade in establishing that mood is as players forcing them into a destructive mode.
important as understanding the roll mood plays at the gaming table.
Combat: Combat remains the most powerful tool at the table. It is the
Whether carefully laid out and meticulously planned, or whether an car-explosion of the movie. Combat should be fast, immersed in quick
adventure developed on the fly, the CK’s object lies in capturing the descriptions, involve the players tremendously, and be lively. A good
players interest and challenging them to overcome any series of obstacles. combat session brings the players fully into the game, for there characters
These challenges culminate in what is best styled the moment of are at risk and they all take a keen interest even in what the other players
adventure; that moment, or long series of moments that bring the whole are doing, for where one goes, the others may follow. The pace must be
party to the table by engaging their characters in some type of threat. This constant in order to capture the mood.
danger need not be one posed by a powerful monster, a group of creatures;
a complicated trap or series of traps, a mystery the players cannot easily In order to create and maintain a good pace, it is important to discard
comprehend pose equally engaging moments. Mid-level characters offer the literal interpretation of the rules before the battle begins. Players
the CK a whole new host of opportunities to develop their story arc and develop new methods of using weapons, equipment, spells, and ability
expand these moments of adventure. checks that no one can possibly prepare for. This is where the strength

218 Castles & Crusades


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of the Siege Engine comes into play, for it rapidly resolves most problems to break it off, how to keep the descriptions, encounters, and combat
that arise at the table . . . “Make a strength check.” But beyond that rounds short enough that they do not become a bear to work through.
do not worry about playing it as the book might seem to describe, when This often comes with experience, but in general keeping an eye out
problems come up, rule on them and move on, even if you have to for signs of boredom helps tremendously; these signs, such as doodling,
promise players to relook at them after the battle. In order to maintain downloading mess on the phone, talking on the phone are certain signs
the battle mood, it cannot be interrupted by a 10, 15, or 20 minute that it is time to move on.
discussion of how this works or that does not.
Balance
Move around the table, starting at one end and work all the way
around. It is usually best to establish an order and play through it. Balance refers to maintaining a level of challenge in an adventure that is
In this way it allows players time to actually plan for what they are commensurate with the level and abilities of the characters. Keeping this
going to do when their time comes and with this small amount of balance in the game is important. Pitting high level characters against
preparation they don’t have to thumb through a book to figure out small hit dice monsters is as unchallenging as pitting low level characters
what they should be doing. When their times comes, they are ready. against high hit dice monsters is deadly. Creating a dungeon adventure
Usually beginning the round at the right hand side of the screen is for a group of half-elven rangers is not creating an adventure that they
best. Ask that individual to roll initiative and run his round, then can utilize their skills while playing. The Castle Keeper must attempt, in
move to the next. This requires the CK to move hosts of monsters both designing the adventure and running it, to achieve and maintain
simultaneously and requires them to pay attention to all the players at through the course of play, a balance between both sides of the screen.
once as the player moving last may be moving to help the first player.
Be very flexible in approaching turn, but establishing some type of Achieving and maintaining game balance is a constant part of the game,
order that runs under normal circumstances helps tremendously. as the characters are constantly evolving, usually into high levels with
ever greater magic. High-level characters (levels 9+) have power, hit
Intermingle the combat round with descriptions and allow players points, experience; their levels are greater and they can withstand the
to do the same. Throwing out a sentence such as “Your sword tears attacks of powerful monsters; they have survived and as such have a
through the armor, making a bloody ruin of the creature,” can easily greater chance of continuing to survive all the while offering the CK
be followed by “I put my boot on his chest, kick him off my sword and and the players hosts of options to choose from, spicing up the game.
turn to the next.” Suddenly the player is involved in the story line as Mid-level characters (levels 4-8) have power and hit points but they still
well, adding his or her own color to the canvas. That is the interaction have weaknesses and wear down or fail outright in the face of continuing
for which every CK should strive. challenges; they are fun because everyone can do so much more than
they could at other levels, but still run a risky gauntlet, even from lesser
Keep in mind that, although combat might be the most exciting part of creatures. The low-level characters (levels 1-3) are seemingly the most
role playing, it is only one part of the large experience of running and challenging to run for they have few abilities, no levels with which to
playing in Castles & Crusades. augment those abilities; their hit points are low, so single blows can lay
them low and in many instances the players are trying something new and
Personalities: Most adventures involve meeting at least one, if not haven’t quite learned the ins and outs of a character class. The challenge
many, NPCs. NPCs serve the CK as conduits for information, catalysts and the fun, lies in the balance the CK applies to the game.
for adventure, sources of rewards, and hosts of other functions. At the
very least NPCs should possess a name. However, bringing them to life
Low Levels 1-3
brings a host of fun to the game as suddenly rolls of information turn into
exciting encounters in and of themselves. Develop the NPCs with names, Running and playing low-level characters is, in many respects, the most
descriptions, and a little background material upon which to build their fun. Low-level characters test the skill of the CK and player like no
personality. They do not have to be unique in that each has some strange other and through the use of the proper planning and fluid role play, the
foible, but they should at least be interesting and possess some basis in CK and the players cannot help but find the experience of playing and
believability. Harking back to the discussion on descriptive text, pointing running low-level characters offers breath-taking challenges like no other
out some special detail amidst a general description goes far. Perhaps the character level.
bartender has an unusually long, hooked nose.
In game balance, everything presented is on a scale that is easy to
Furthermore, making some attempt at animating the NPC with voice and understand. The battles and challenges they face are often over very
speaking roles, allows the players to better play their own characters and quickly, not allowing time to drag on while casting complicated spells
generally brings the hole game and what might be a normal information or allowing wild combat maneuvers to unfold. The preparation time for
encounter into sharp focus. a CK is negligible when compared to the vastly complicated encounters
required to challenge high-level characters. An edge exists in the low-
The idea of personalities, good or ill, carry over to monsters and sentient level games because the threat of character death looms over every
magic items as well. action. Low-level adventures also offer everyone a fresh start.

Interaction: Allowing players to interact in all the sequences of the Preparing any game can be a time consuming process, each level
game is very important. Engaging a player about how they are traveling offering its own challenges. For the low-level, game preparation is
down the wooded lane just described allows them to participate more in important because the CK does not want to create a scenario that is so
the game. The same goes for the combat round. The dungeon dwelling challenging that it wipes the characters out immediately, nor so weak
umber hulk attacking the party deserves death by a character that slices that they overcome the encounter too quickly. It is much easier to fall
the heel of the beast while he buries his axe in its chest. And NPC into the former trap. When laying out the low-level game the CK must
interaction is the most important of all. Characters should dominate the first participate in the creation of the characters with the players or, if
conversation in many of these encounters and not be the target of long they are already created, look to them and make certain they have a
winded speeches about various conditions of the environment. good idea of what each player is bringing to the table. In the creation
process, it is not necessary to actually ‘create’ the character but rather
Keeping players engaged through the characters makes the evening’s take the time to listen to the players and get a good handle on what a
game far more fun. character’s abilities are and what weapons or tools they use. Things like
a horse can certainly benefit a party of adventurers and the CK can use
The final part of maintaining the mood of a game lies in knowing when this knowledge to their own benefit.

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Part 3: The Siege Engine
Balanced design of a low-level character is centered on their hit points Of course, most low-level games do not necessitate making new
and equipment. All the rest of the abilities pale because these two items characters, and these decisions, if they were ever considered, have long
are necessary to live long enough to use their extra abilities. Characters since been made. For low-level games that are well underway it always
should pay close attention to the way they design; keeping in mind that behooves both players and CKs to keep the characters well supplied and
armor is as important as hit points. Keeping a blow from ever landing to advance enough time to allow for proper healing between adventures.
reduces the chances of death far greater than having a few more hit A ragtag band of characters can be fun to run in a grinding fight, but the
points. For the blow that does not strike does no damage and who knows CK must be aware of the condition of the combatants or the combat will
what havoc comes from the blade or claw that lands. In order to manage end far quicker than they anticipated. Grinding fights are best left to mid-
balance a little more affectively the CK may desire to allow 1st-level level or high-level characters as they can sustain the damage.
characters to begin play with maximum gold or maximum hit points.
The challenging part of low-level games is how to make them challenging
without making them boring or too deadly. Knowing the character’s
Hit Points
abilities and limitations, equipping the characters properly, and
Allowing the characters to begin play with maximum hit points is a establishing their hit points as a known quantity are important, but pale
very common CK tool, helping balance out the very real threat of death when compared to the structure of the game. The Castle Keeper must be
through one blow that 1st-level characters too often suffer. This allows the fluid at low levels; willing and able to change the direction of play quickly
fighter to withstand at least one or two blows before falling, as opposed and without reservation.
to the fighter beginning play with 4 hit points and dying at the hands of
the first orc they encounter. Starting play with maximum hit points are CKs should design encounters, or adventures, that are loose; do not make
not necessary and the rules do not call for it, but it is a way to hedge their them too structured. Obviously, consider the monsters’ abilities and the
bets. The only problem with this approach is that it skews the character’s amount of damage a trap may do and balance this with the character’s
hit points as they gain in levels so that monsters designed for mid-level ability to heal themselves, which at low level is going to be very small.
play find themselves fighting a little off balance. The chances that the Do not make the encounter too strong; weak encounters are far better
strength or constitution based classes are going to outstrip the rest of the because it allows the CK to throw more into the mix, whereas strong
party are great and this offsets the hit dice spread of monsters so that what encounters, once committed, are there for the duration. A group of 6
is challenging for a 3rd-level fighter is deadly for a 3rd-level wizard. If play 1st-level characters who meet 2 ogres have to contend with those ogres.
begins with regularly rolled hit points, it is doubly important that the CK The fates may smile on their dice and they roll very well, but if they do
be aware of the hit point structure; so that killing the fighter with 4 hit not, they risk a death with each swing as an ogre’s damage is equal to their
points isn’t a surprise and encounters can be planning accordingly. beginning hit points. This same party who meets 6 orcs on the road does
not suffer such a threat for the orcs are much weaker. If the characters
Instead of maxing out hit points at 1st-level, consider granting characters are able to overcome the orcs quickly then it is a simple thing to send in
a point of constitution. This allows characters to gain a hit point or two, a ‘second wave,’ making the encounter a little more challenging. No one
without affecting combat oriented encounters and gives them a long term, will be the wiser. It’s a simple trick and perhaps the oldest in the book; if
balanced attribute that they cannot help but find useful countless times. an encounter, once initiated, isn’t gaining the attention the CK desires,
simply add more to it. Beginning the encounter with a loose structure
Max Gold allows the CK to do this.
A far better approach for long term game balance is allowing the player In this same line of thinking, characters must design and play their low-
characters to begin the game with maximum gold. This allows characters level characters with a realistic expectation of their abilities. Fodius the
to equip themselves with enough armor and weapons to keep themselves 1st-level mage, frustrated at the lack of action from his comrades, decides
protected. Armor is a key to this. A character with chain mail that gives to leap off the hillock and into the circling warthog-riding goblins. Fodius’
them a +4 to their AC is going to be much harder to hit and therefore funeral is short, for his mangled remains are hard to find. Make certain
the overall damage caused by the weapon far less. players know the dangers their actions may cause.
Equipment plays a huge part in whether this blow lands or not. Good Equipment is the greatest tool given to the CK and the player. It serves
armor can deflect it. A shield can absorb the blow. Missile weapons, and as a buffer between wrecking a game and keeping it fun and challenging.
in no small degree polearms, are able to dispatch a foe long before it The well equipped character gives the CK a target; directing damage at
makes contact. Items such as oil, rope, torches, and the like can be used the gear, destroying it, weakening it, reducing it to nothing. In place of
to keep the enemy at bay as well. Packing a proper rucksack and carrying wounds to the character wearing the armor, all serve the greater purpose
the proper weapons can turn the tide, keeping the character from death’s of making the adventure more challenging, without squashing the fun of
door. To properly equip of course, the starting character or the continuing the players. It’s real enough that it keeps them riveted to the game and
adventurer needs gold. the wise player can’t help but pick up on this.
If this choice becomes a reality players must take full advantage of it. Willingly sacrificing equipment to the ravages of the adventure is wise
Knowing that death awaits a PC at the hands of simple traps and or and gives the CK the perfect out to keep the character alive. This is
encounters . . . an orc rolling a natural 20 can kill a 1st-level fighter quite never truer than at low levels. One blow can reap so much damage that
quickly . . . it behooves them to equip properly. Armor, helms, and shields many low-level characters cannot survive. Shift some of that damage
for those who fight are the most important aspects of their character. These to the equipment they carry, from swords to shields, from backpacks to
items can absorb damage) and slow hit point loss and stave off death. staves, and the ruin the dice reap on the gear will serve to heighten the
Weapon choice is just as important. A few missile weapons are a must, as gaming experience for all involved. Not only does it bring a material
these tend to slay enemies at a distance; bows, crossbows, spears, slings and cost to the characters as they must replace all that damaged gear, but
the like all serve the character very well in bloodying the enemy and muting it also drives home the proximity of damage and death the characters
the danger long before it strikes. This is especially true for the wizard or themselves face.
illusionist. They begin play with next to no hit points, so entering into a
fray with a dagger, though romantic, is almost a certain ticket to character A note of caution in running these games. A CK should never treat
death. Polearms are handy too, as they can literally keep an enemy at bay it as a contest, where the number of characters killed is somehow a
and are able to strike before the enemy connects. Equipment compensates badge of successful game mastery. This only serves to do two things.
for hit points. To better maintain balance, the CK should encourage players First, it belittles the impact of the fallen character so that the threat of
to utilize the compensation to survive a little longer. a character’s death is expected and the player attempts every crazy fool

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thing that crosses their mind. They are going to die anyway, why not? Beyond the madding crowd of orcs, kobolds, and goblins, lie a host of
Secondly, it often spoils the fun. Killing a character that is obviously monsters in both the Monsters & Treasure and the Monsters & Treasure of
playing recklessly is one thing, but killing a character because an Aihrde. These monsters possess powers the low-level characters cannot
encounter’s difficulty was too high is only frustrating and rather boring. overcome but challenge the mid-level characters. Here are new threats
It permanently marks the CK’s game as somewhat unbalanced and the players may not understand so that the challenge is far greater as they
discourages people from playing again. do not immediately know the proper defenses or how to fight them. There
is a danger here for the CK, as pitting the characters against monsters
All of these concepts highlight that this is a role playing game. Descriptive whose powers, on the surface do not seem very difficult, often prove
text, mood, and setting all come into play. By using all these tools, the CK very difficult and dangerous. The enterprising CK must be willing and
easily engages the characters in what can’t help but be a fun evening able to adjust and shift with these moments, curtailing effects of powers,
of adventure and mayhem. Setting up a loose encounter that the CK devastating rolls and the like if the situation should call for it.
is both able and willing to adjust allows for a fluid game that keeps the
players guessing on what is going to happen next and allows the CK to This is the true challenge for CKing mid-level characters. Multiple
ratchet up the challenges and the fun. Equipment is the most overlooked monsters exist, as do traps and magic items. Choosing them and balancing
yet important aspect of low-level games and its importance cannot be them is difficult. It is not the goal of the CK to destroy characters. Any
overstated. Gear up properly for the contest to come and the CK is such CK ranking that counts character kills is counter-productive to the
able to wear the characters down without wearing the characters out. story and the fun of the game. Reading the monsters and understanding
It has the added benefit of expanding a character’s abilities beyond the the effects of their powers is very important. Many CKs fall into the trap
character skills given in the Players Handbook, for uses of the equipment of looking at a monster’s HD and setting that against the level of the
are countless and not geared toward any one situation. Having this on players; four 6th-level characters fighting 3 eight HD monsters sound
hand puts the game on a far more dynamic footing than simply having a workable. But that monster’s abilities are the true test of its power, for the
few more levels or a few more hit points. characters must make their saving throws against that hit dice and if those
saves are on average against none-primes, the chances of failure increase.
Mid Level 4-8 If failure means death or incapacitation, then the CK may find herself
facing a dead party. Balance the encounter by looking at the outcome. If
Through reckless adventure and brazen heroics and no doubt a fair characters fail multiple saves as well as the damage that monsters might
share of luck, the low-level characters push their way through to the deal out, the adventure will not be any fun for anyone.
mid-level range. This means that they have successfully cut their teeth
on the horror and blood of the early trials. Greenhorns no longer, they Of course, this is not to say that encounters should not pose the threat
now begin the second stage of the journey to immortality. Mid-level of character death as that is the final motivator for fighting to survive. If
characters enjoy many benefits of their growing power, hit points, wealth the moment’s danger weaves with chance or fate, and a character’s poor
in armor and gear, as well a range of NPCs to access, and experiences actions fuel the flames and the character falls, then it is what it is.
to fall back upon. Against this, stand increasingly powerful monsters,
whose abilities range from the brute force to sorcerous weapons, new The best way to achieve the balance in the encounter is to utilize the
and strange. CKing mid-level characters offers the CK and the player story itself. If the encounter shifts too violently toward destruction, or
several difficult challenges; for the CK, the act of balancing the game even falls prey to the character’s insane luck, be prepared to change the
becomes more difficult; the use of powerful monsters offers the risk of encounter in midstream. This is where playing behind screens proves
overkill, setting the characters against monsters whose powers prove most useful. Adjust the monsters hit points up or down as needed. The
insurmountable, all the while maintaining an interesting, flavorful players need never know; adjust the AC through wastage; adjust the AC
adventure; for the player it’s learning how to pit their growing skill sets of the players through destroying shields; change the challenge level as
against these new threats and balance their power in growing hit points, needed. In short, the CK must practice institutionalized cheating in order
armor class, and magic without overextending themselves and getting to salvage an encounter that proves imbalanced. Experience teaches
killed. In many respects, mid-level characters are the most enjoyable to the Castle Keeper when this is necessary and when it is not. Some
play as they offer a host of new monsters and allow the CK to pound the encounters, starting dangerously and ending precipitously through some
characters without instantly killing them, adding time to the equation of bold action can be as momentous as the long grueling fight that leaves
the running adventure, which in turn allows the enterprising story teller scores dead and everyone wounded.
to really come to grips with the story and its threats and bring those down
on the characters like a hammer. As always, one of the best tools at the CKs hand in balancing these
encounters lies with the characters, literally. By shifting killing blows,
First and foremost, the characters possess more hit points. Where before, breath weapons, magical attacks toward the character’s war gear or
one or two good blows threaten a character — especially a wizard or traveling equipment, one can destroy the character’s worldly wealth but
illusionist — with a quick death, the higher hit points allow them take allow them to fight on. Crushing helmets, shattered shields, breaking
much more punishment. This expands the CKs story telling in two hafts, and notching blades bring the reality of the battle to the player’s
directions. without ending it. Furthermore, the wake of devastation always echoes in
the halls of memory.
The increased hit points allow the CK to bring a greater number
of smaller monsters to bear in the battle; multiple monsters offer a
The Adventure
greater threat that equates into more excitement. Capturing a battle
where the character must fight off a horde of screaming kobolds, In designing the adventure, the CK must understand the characters; it is
raking, clawing, biting, stabbing at them, brings personal combat to its truly a time of picking up steam, as they now possess enough hit points
highest form. The swirling hordes of their enemies circle them, cutting to survive longer than two or three heavy blows and their skills increase
one off from the other, attempting to drag them out into their own to the point that they begin to affect the actual story arc and direction
ranks to consume them in their own weight of numbers. Here the hero of the game. Here, the fighter alone begins to settle into a pattern that
carves through a host of his opponents, hacking to the left or right lasts for many levels, but for the rest of the characters, more levels mean
just to stay alive; no longer bound by one or two spells, the wizard, more skills. These new abilities add role playing depth to the mid-level
cleric, druid, or illusionist taps multiple spells to keep the madness at characters and allow them to understand what is going on and in some
bay. The added bonus here is that the piles of fallen foes embolden the cases to impact the events. From the bard’s legend lore and the ranger’s
players, encouraging them to play the fearless, almost reckless, hero in tracking to the barbarian’s intimidation and beyond, the characters begin
their quest to conquer and overcome their foe. to push out from a low impact role to a higher one.

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The Player a time honored approach to keeping control of the game. It is often
overlooked but these elements of the physical world act in many ways
Make the player realize the abilities of their character. Learning
much as do monsters and NPCs.
multiple applications of their abilities is paramount for balance. The
joy of Castles & Crusades is that one’s imagination alone restricts Even as the players have learned how to react to the CK, the CK must
the character’s ability. “Try it” becomes the mantra of the game. surely have learned how the players generally react and how they use
Encourage the players to always think out of the box. Some abilities their character abilities. Like anyone players slip into habits, they tend to
are linear and do not have many applications, but others might prove do what has worked before and shy away from those things that generally
useful in multiple situations. An assassin might try to use his case fail. Change the tune, dropping hit dice and challenge levels on monsters
target ability to learn something unique about an NPC, with no and traps helps to trip up the players.
intention to slay them. Allow them to try anything they think of; they
may fail, but they should be encouraged to try. A key element to the game is the CKs ability to alter or change the
monsters that characters encounter. This tool comes in use when dealing
This becomes particularly true for spell casters. The limited number with balance and high-level characters. There is every reason to believe
of spells they are able to cast in any given day, coupled with lower hit that the high-level character has encountered many of the monsters
points, armor class, and their ability to hit, forces them back upon available to the Castle Keeper. The players are familiar with these
their spells. Thinking outside the box is not easy and in of itself is monster’s set abilities and able to react to them quickly and through
challenging, but the character that expands the very usefulness of using their own abilities to maximum advantage. Everyone knows that
their spells, tremendously increases their power and ability to impact a troll regenerates and is destroyed only by the use of fire. By changing
the game; this helps the CK redress balancing issues. A message spell the nature of the monster, from something as simple as its hit dice, to
designed to send a message to a friend can serve as a weapon by sending something as complex as its spell use or innate abilities, the CK can
a burst of threatening sound toward an enemy. challenge the party while using familiar, though refurbished tools. Now
the troll does not regenerate, unless it is burned.
Understanding their increased powers is as important as expanding upon
their own abilities. Where before a few blows or a trap destroyed half
the party, now the increased hit points, level bonus to checks and saving Monster Variance & NPCs
throws, better equipment and spells, bring the character forward in huge NPCs serve as another perfect balancing tool that can drive the game
leaps and bounds. Now the character can take the punishment, and the forward. NPCs are not characters. They are tools at the disposal of the
player should not be shy in letting the character do so. Shying away from CK and therefore should be treated as such. Allowing a fighter NPC to
battle or challenges because of the threat of death does not serve the story possess a tracking ability is perfectly okay in the context of the game.
arc or make for very fun play. Brave Sir Robin must fight and not fear the Some justification may be supplied but only if the CK is in a giving mood.
consequences to their character. The NPC is a tool to drive the game, not a bell-weather for mechanical
governance. Familiar classes with unknown powers help the CK keep the
As with the low-level and any game, the best balancing tool is to remain characters guessing, reluctant to use their full bank of abilities as this may
flexible as the game unfolds. Allow more monsters into the fray, increase give away to the NPC who or what they are capable of. This allows the
the CL if the character’s abilities easily overcome obstacles, or conversely CK to script the adventure better as it unfolds. Adjusting the NPCs up or
cut down on monsters if they prove too strong. The CK that follows a down is also very helpful.
strict script quickly finds their game locked in a corner that they cannot
get out of without drastic measures. What was expected becomes unexpected. The giant shouldn’t have
been killed that quickly. That spell has never been that effective before.
High-level Changing the variants on certain things is easy and well within the
prerogative of the CK; their need be no justification for this, if desirous
It is the high-level characters who, enabled with tremendous abilities,
allow for more powerful, clever, creatures where before the beast was
hit points and usually decked out in powerful magic, that begin to
weak and stupid. This approach tends to put players on the guard, making
force the direction of the narrative, and dominate the game like never
them more ready to react to the game and what is going on. The familiar
before. These characters pose an interesting problem in maintaining
turned strange is the perfect tool in the CK’s arsenal.
game balance. Players know their characters and their abilities well.
Furthermore, they know the general tenor of the game and the
methods of the CK. Combined, these pose a problem for the CK as Magic
challenges become more difficult than simply heightening the amount At high levels magic offers a whole new area that the CK can utilize
of the HD or hit points or increasing the challenge level. Enterprising to script balanced adventures and keep them there. Magic is always an
players have long learned the stylistic approaches and generally know unknown in the game; as with monster variance, magic items can be
what fails and what does not; this sixth sense serves is difficult to changed or altered to fit the CKs needs, the player and his character can
overcome for CKs, unless they resort to brutal, massive, overwhelming never second guess what the item or items does or might actually be doing
force. The skilled CK takes a more subtle approach. in the case of sentient items.
Preparation is paramount in high-level games. When attempting to At this level the sentient magic item begins to play a role like never
achieve and keep the game balance, scripting out the adventure is before and one, if used properly, that outshines in usefulness almost any
very important, making certain that the monsters and NPCs have all other tool in the CK’s tool box. The magic item, long desired, or one just
their abilities and or spells at least listed and for the CK to possess a acquired is very addictive for it gives the character powers that they did
rudimentary knowledge of how they work. Couple this knowledge with not have, and perhaps have never had before or will ever have through
how the monster or NPC uses those abilities and spells helps even more; if normal level progression. The magic item can set the tone, for it had
they have a concerted plan in encounter/adventure, the CK should know designs of its own, and may, at the desire of the CK struggle with the
beforehand how tough or weak they are. If too weak, it allows plenty of player with power over the character, whether through actual or overt.
time to toughen the encounter without slowing the pace of the game or The most obvious example of any such item is the ring in Tolkien’s trilogy.
weakening them as needed. The ring drives the adventure, serves to attract the enemy, and influences
everyone from the ancient elves to kings of men and the fellowship. In the
This same preparation carries over into the adventure. Using weather, Big Game that the Troll Lords play many such items entered the fray: the
terrain and other natural functions to ratchet the game up or down is sword Durendale, the Eye of Thorax, the Blade of Railth. All these items

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had powers that impacted the play, distracted the characters, forced them seems unrealistic to those of us who are veteran table top gamers, it is a
to battle uknown enemies, etc. real factor in that people buy the game, play for a while, and move on to
other interests. Keeping them engaged is a vital part of making the game
There is no limit on these items, as the game evolves so can the magic worthwhile to play. The level progression in C&C was tightened and
item. What the characters didn’t know one day they may find out the deliberately set with breaks for this very reason. OF course, we opened
next, as the CK had an epiphany while reading the latest Green Lantern the playing field by creating guidelines on how to award EXPs (experience
comic book. points) if the players/CK desired a game with faster level progression.

Shake it Up The fundamental discussion lies in the economic principle of investment


versus return. If the CK put so many man-hours into setting up a
In creating the adventure or encounter, the CK must learn to change their game, prepping for it, making characters, and coming to grips with the
old habits, change things from what the characters have come to expect background and they play a few sessions and find themselves rapidly rising
to something entirely new. Approach problems from a different angle and to the top of the heap, i.e. gaining levels quickly; the CK runs the risk of
establish different criteria for success. If the game is normally combat finishing the game. Before anyone realizes it, maybe after a year’s time,
heavy, shift it to one where role playing dominates and the solutions are the characters are at the epic level. They’ve done so but have still only
only attainable through role playing. This helps to challenge the player encountered half the actual monsters in the book and seen maybe one-
from different angles and to use their own abilities and skills in different tenth of the magic items. Now they are too high level and fighting those
manners. This approach to balance works well with the philosophy that monsters or using those magic items is next to pointless and certainly not
nothing is written in stone and the CK is able to secretly change things to fun. The other extreme is just as bad. Level advancement is so rare that
make them harder or easier depending on the momentary needs. the CK finds himself fighting the same monsters week after week because
the characters have not gained any levels to actually take on the next HD
Achieving and maintaining game balance becomes easy with experience; level of monster. Magic items are so rare that the players don’t have the
not just experienced gaming, but experience gaming with a particular opportunity to play them and unless the story is crazy engaging everyone
group. Knowledge and habit come to dominate and the CK able to take finds themselves in a retirement home before they reach a level high
advantage of that assumed knowledge and those lazy habits is much better enough to actually slay the ancient red dragon.
positioned to create initial balance and to maintain it when needed.
Both of these extremes are rare, and though they can be fun and often
Expect the Unexpected memorable, they do tend to highlight the pitfalls of experience points.
The foremost thing the Castle Keeper has to do is to decide how fast
Always expect the unexpected. Be prepared for players to attempt to the level progression should be before the game begins. Many factors
try almost anything, especially when the lives of their characters are on play into this. How long the sessions are going to be, how often the
the line. Castles & Crusades is a game of imagination and the players group can meet, what level does everyone want to settle in at (i.e. does
should attempt most anything; their abilities and spells allow for a everyone want to play low-level for a while or mid-level longer, does the
broad interpretation and the smart Castle Keeper embraces this, using group want to shy away from epic level). This should not be an arbitrary
it to their advantage. Characters that attempt anything might be able to decision by the CK, but one reached at through consensus with the
redress balance issues, overcome problems that have no good solutions. other players. The CK might be in the mood for a long winded 1st-level
Conversely, they may plunge the game in a direction never intended, dungeon masterpiece, but the players might want to be able to actually
leading players and CKs alike down a road of merry adventure of which cast 3rd-level spells at some point.
they never before dreamed. The CK should expect the unexpected and
embrace it as a tool of good and fun gaming. Example: We had tried to revive our epic level, 20-year-long game that
we like to call the Big Game. We started that fellow back in the early
Awarding Experience 80’s and played it consistently until my army days and then picked it
back up. Their level progression was very slow. After ten years of playing,
Experience points may not be the driving thing making a game fun, but
sometimes two and three times a week they had averaged 8th to 10th-
it certainly is the icing on the cake. Though the rules as set down in the
level. Those games were fun, lots of fun. They were played when we were
Players Handbook are pretty broad and lay down a nice guideline for the
all single, in high school and college, and had nothing to worry about
game, there are a few tricks to granting experience points that can help a
but a nuclear holocaust. Times are different now; we have jobs, wives,
game and a few pitfalls that can hinder. How often is too little, too much?
and families, along with truly gigantic time sumps such as houses, cell
It is understood that a character can gain experience points from monsters, phones, and computers. For the most part, we game every Wednesday
money, magic items, story, and role playing. Success in any one of these night, but not for long. We manage to gather around 8–9 or such and play
fields earns a certain amount of points, sometimes this amount is a hard and until about 12 to 12:30. So the games at best run about five hours, more
fast rule, such as with magic items, but other situations are left entirely up realistically three or so. We certainly don’t have the time to run another
to the discretion of the CK. Role-playing experience for example, is entirely 20-year epic campaign. So we discussed altering the pace of the game a
up to the CK. So if a paladin slays an ogre and gains a magic sword, the CK bit. We decided to increase the level progression, making level in a few
knows what to give. Those points are listed in the rulebook. A great deal sessions and we would do this by making magic more readily available, but
more experience, however, may be forthcoming from that one encounter. far more disposable. Once we settled on this, we quickly worked into a
Perhaps the player is a robust gamer and really gets into his game. During groove whereby the characters gained a level every three to five sessions.
the 15 minute contest he’s so bold as to say things like “I throw up my shield
Once the CK and players decide how fast the level progression is going to be,
to block any downward swing, and slice at his thigh with my blade hoping
the CK can work out what he needs to do to award experience points. If it’s
to cut his leg out from under him.” This example of role playing may be
slow, sticking with the monsters and treasure is easy enough to do. If it’s fast,
worth a little more. Conversely, some encounters may not be worth any
dropping in all the methods of gaining experience points is easy as well. But
experience. The 14th-level ranger that kills his 11265th orc probably does
the middling progression is the hardest to settle upon. When is it too much
not need any more experience for killing yet another orc.
and when is it too little? How to slow it down or pick it up when the game
How much experience the CK should actually award depends on the pace seems to be slipping from the progression level you’ve already chosen.
of level progression you want the game to take. Level progression is a vitally
There is a plethora of options given to the CK for awarding experience
important thing to any role-playing game. In some RPGs, characters gain
points given in the Players Handbook. Don’t be shy to use them all or to
experience too fast, level up quickly, and “finish” the game. Though this
use some of them or to change it from time to time. The experience point

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Part 3: The Siege Engine
methods are a tool and should be used as such. It’s a given that you are In truth, what does any CK gain by being stingy with EXPs? Being stingy
going to give EXPs for monsters and magic items, but treasure, storyline, with experience points should only be done when the game requires it,
and role-playing are entirely different things. i.e. to slow down progression or when the players do something amazingly
stupid. Awarding EXPs isn’t rocket science and these things aren’t like
Example: Using the option to award EXPs through the acquisition of gems found on the beach. They are points that track the progression and
treasure can get ridiculously out of control. Because of this our players power of the characters. Award them when character’s actions warrant
at the noble paladin’s table have decided to not award treasure point it or when the events at the table demand it. Don’t succumb to CK peer
EXPs. Our paladin slays an ogre; he finds 300gp in coin and gems as pressure and that nonsense about ‘you’re too soft of a CK.’
well as a bone relic worth 1,000gp. The decision to leave off EXPs for
treasure seems a good one. The EXPs for the treasure would have been Of course, the CK is powerful and the experience points are a tool
almost three times that for actually killing the ogre. However, the CK designed to forward the adventure, the game and the fun everyone is
knows that the paladin is slipping behind the other party members having and able to have at the table. Abusing that power is really not
in experience points. The player missed two sessions and lost a lot a good idea. Players can quickly pick up on a CK who has no control
there, but paladins also need a little more than the average. Without over what he’s doing behind the screens with experience points. Though
consulting the players, the CK makes a spot decision to award for some arbitrary numbers may be tossed over the screen, complete arbitrary
the relic. To keep the whole event in line with the game, he takes a actions are not advised. Give yourself guidelines and play around with the
moment to give the relic some meaning to the game. The relic is a various methods. Push their limits and test their capabilities. Test what
bone from a cleric who served the paladin’s deity. Pious and made a you are willing to do with them and don’t be afraid to try to manipulate
Saint by the church, the cleric’s bones are holy items; though they do them to your own style and the needs of the players and game.
not confer any particular mechanical benefit, possessing one gains the
paladin the full EXP value of the item, 1,000 points. Here the CK has Managing the Party
bent the rules to fit the game, aided the paladin in catching up with
his fellows, and not lost any of the context of the game. The party generally refers to the group of characters going through the
adventure, but this can as easily refer to the group of players managing the
The storyline and role-playing experience point acquisition methods can characters through the adventure. It is the Castle Keeper’s job to manage
be used in similar manners. Awarding a chunk of experience points for an both, keeping the game interesting enough for the players to enjoy, and
adventure or some amazing role-playing is a quick and dirty way to progress the scenario coherent enough that the characters can move through it.
games forward when the level progression has slowed. They can be used as Managing the game and the players is much the same thing, if the party
tools to slow it down as well, if the characters are gaining too much too fast, works smoothly together then the game almost always follows suit.
extend the period of time that the story arc covers. Having found the relic,
the paladin now has to return it to a church in the city of Fiume. When this There are many suggestions and methods to run a game table and the party of
is done, the next chunk of EXPs for the story is awarded. Of course, there is gamers surrounding it. Far too many to list here, but the following ten items
no need to tell the players this; they don’t particularly need to know when have particular merit and may help the new, or even veteran Castle Keeper
they are getting experience points as this can lead to other problems. run a mother game. And though many veteran CKs may disagree with some
of these points, remember, the object of the game is to have fun; if the CK
Tracking experience points after each session allows both you and the directs the game down a path of destruction the players don’t have fun but
players to settle into a rhythm. This is not really a good thing. Most players neither does the CK as hours of adventure work is lost over whether a player
are pretty smart and it’s a safe bet that at least one player at the table can wanted to have a past that reflected an abusive father or not.
run decent numbers. They’ll quickly figure out what they are earning
EXPs for and how to earn more and worse, be able to catch you when Table rules or Suggestions for Smooth Play
you want to slip one player a little more or little less to keep the whole
progression in line with the tone you set at the outset. Make it a standard 1. Allow Their Idiosyncrasies
to only award it when someone gains a level, after a certain number of Players tap inspirational sources even as Castle Keepers do. Whether it’s
sessions, or upon the conclusion of the present adventure. Tracking the a movie, a comic book, book, or something they’ve seen or experienced
exact numbers isn’t necessary, as the CK should have a pretty good idea these sources often enter into their character development as various
of how much they are earning and if someone is creeping toward the traits, sometimes simple, sometimes complex. These traits may from
next level. This allows the CK to run a few games at a lower level as the time to time not meet the CK’s vision of the mood or setting; they
EXPs have not been awarded yet. Or, on the other hand, to jump start may at times be contrary to the background they had pre-determined
some levels if the CK sees someone is falling behind or hasn’t made much for the character. In these circumstances, it is generally a bad idea to
progress. Players often have no idea where their experience points are toss out the players input. Attempt to integrate the material with the
coming from, but that’s because CKs pointedly avoid a formula. ongoing game or setting; allow for different looks, equipment, perhaps a
Roman look in a medieval world, and this will make for smoother play.
Embrace arbitrary numbers. Following a strict guideline of experience Beginning a game with a disconsolate player is never a good idea and
point acquisition can cause contention across the table when your usually ends poorly.
players realize that you may be manipulating the level progression to
fit the table’s needs. Sometimes adventures go very poorly, players 2. Foster Party Cooperation
roll horribly and mayhem ensues. Although never be opposed to hard It’s always a good idea to encourage the players to work together. Its
CKing and running games where the challenge is tremendous, the CK not some commune approach to problem solving, but it is a matter of
does have to remember that the game is one for fun and four sessions playability. A CK running a game with 6 players already has six people
of playing the paladin in which no hits are scored, nothing heroic is to work with; if there is a party then that group usually has one or two
done and nothing is achieved, can wear on even the most thick skinned “voices”, people who answer the questions the CK may have such as
of players. It’s important to make certain that the characters, if they “which direction are you going?” etc. When encounters occur, whether
survive, get something out of their toil. Few people show up to the table monster or mundane, the CK has only to work with one group of people
in order to wander through the squalor of life and relive the miserable and everyone can participate because their characters are right there.
conditions of lackluster homeless living in empty carts with no prospects If the group splits up into 3 different directions then the CK effectively
and no hope. No one really wants to play a bum. So when things are out has 3 groups to CK and two groups must sit idly by while the CK works
of whack at the table, don’t hesitate to pull a few numbers out of the air with the third. If this takes a while then the CK runs the risk of boring
and bring the planets back into orbit so the characters can get into the the other four players to tears waiting for their turn.
heroic adventure that they probably sat down at the table to play.

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3. Dictate No Will…Unless 10. Combat Rules
Though the game often takes place in feudal environments, do not run the Combat rules. It is the best weapon in the CK’s arsenal and can be used
table as a feudal monarchy. The players are not serfs and treating them thus to bring the table back from the brink of the wilderness. The combat
always ends poorly. Players respond to this in generally two ways. Often can serve to end a joke session that has grown out of control, redirect
they are bored and irritated. But as often, if not more often, they become an adventure that does not flex, put an end to long winded role playing
destructive and the game rapidly devolves into a slaughter fest. Adjudicate sessions. Furthermore, it can serve a CK as a respite in the middle of a
fairly and calmly. The Castle Keeper should be passive most of the time, turbulent game, allowing them to get a handle on what is unfolding. The
allowing emotion only when characters achieve the impossible. Allow combat need not be deadly, even small battles are enough to re-shift the
humor to run free and don’t sweat being interrupted with a bunch of jokes; focus of the game. Combat is the must useful tool the CK has.
however, if it becomes too disruptive, crush it with an iron fist.
4. Possess No Steamroller Tools of the Trade
The Castle Keeper’s job is to run a fun adventure for the player’s characters. Many Castle Keepers enjoy using tools such as miniatures, models,
Forcing the characters to do things they do not want to do is never a good and/or battle maps. These can be very handy and often serve as better
idea. Equally as important is forcing them onto an adventuring path. Give representations of the characters than a stack of dice. Miniatures serve as
the characters a choice in almost all that they do; it may be a choice between a great method to convey the mood and the tenor of battle. Many gamers,
one direction or death, but a choice nonetheless. Making their characters with visual acuity, enjoy seeing the maelstrom of the miniatures moving
do something through spell use or some similar device only serves to irritate to and fro about the table. Add to these battle maps or game tiles put out
players and usually leads actively choosing to be destructive to the game. by such games as Fat Dragon Games, and the miniatures actually serve
5. Shut Thy Pie Hole the game in making game play even smoother. Area of affect, movement,
The Castle Keeper must learn to speak quickly and clearly and not to range, and a host of other mechanics prove easy to track on gridded maps.
dominate the table. Long winded backgrounds or description do little to Furthermore, tracking time is a valuable asset for the
improve the ambience of the game as every player is particularly concerned
with their own character, his background, and description. Give clear, Miniatures & Maps
succinct descriptions and then turn the table over to the players. This Miniatures come in a many shapes and sizes. The standard size is
allows them to participate in the game. Furthermore, do not interrupt 25mm, sized to scale for monsters and characters both. There are many
them with explanations of what they are doing, allow the players to explain companies that manufacture miniatures, most notable being Reaper
it and role play it if necessary. Unless the timing is critical and they have Miniatures. Though they can be expensive and painting them can be a
only seconds to react, talking them through an encounter is only rude. time consuming process, bringing them to the table adds a great deal of
6. Call out the Caller visual effects to the table top game. Many of the miniatures now come
In larger groups of players, it’s a good idea to have the players choose pre-painted as well. Players should be encouraged to pick out miniatures
someone, whether officially or unofficially, as the caller. Someone who for their characters and the CK should set to looking at buying miniatures
can direct information to the CK so that the CK does not miss anyone for the monsters. Painted or not, they are a great addition to the game.
in the course of play, and so that the CK clearly understands what the
party is doing. If there is mapping going on, some individual should be Maps & Models
placed in charge of the mapping as well; their job is to scribble down
notes on about the dungeon and map it out on the graph paper. Neither Many choices exist for adding maps and models to the game. These serve
of these should be roles that assume any kind of control over other the CK wonderfully, allowing them to better track distance and affect
characters, interrupt what they say or desire to do. the movement of monsters, and the general layout of an encounter. Fat
Dragon Games produces a plethora of full colored models that, though
7. Love Not Thy Monster
they may require some assembly, prove perfect additions to the game.
Monsters are not the CKs children. They are monsters, tools in the
game designed to bring challenge and terror to the players and the
characters they run. Do not become so attached to them that their Time and & Food
death is traumatic for the CK. Their lot in life is to offer imaginary An unsung tool, but too often necessary, are the usage tables. These tables
threats to imaginary characters, so allow them to be ground beneath help the CK and player track items from the mundane to the fantastic.
the heel of the imaginary character. These include, but are not limited to: time, food, water; missiles, and
8. Death is No Accomplishment magic charges.
Killing characters does not take skill. With a plethora of monsters, traps, The following Tables should prove useful to the Castle Keeper.
poisons, magic, spells, and ample imagination killing a character should
be as easy as eating a piece of home made pie placed on the windowsill.
What takes skill is to create a hard, challenging adventure that threatens
death at every turn but gives the characters an out without them knowing
it’s an out. If they are working up a sweat to stay alive, and survive to spin
the yarns at the next table, then the CK’s job is a job well done.
9. Fear No Flex
Some adventures founder on the intractable or reflexive nature of the players
and their characters because the CK is far too married to their original idea of
what the adventure should be or where it should be going. Players frequently
change the course of the game by deciding to do something outside the
intended script. There is nothing wrong with this, even if it changes the
focus of the game away from where the CK wanted it to go. Be flexible.
Don’t hesitate to pick up and move the entire adventure if needed. The
rogues’ galley in Clusterberg promises wild adventure but the characters
don’t go to Clusterberg, they go to Flusterberg. Pick up the galley and move
it to Flusterberg. Players have little or no idea. Be flexible.

Castle Keeper’s Guide 225


Part 3: The Siege Engine
Table 14.1 Time
year

month month month month month month month month month month month month

1 1 1 1 1 1 1 1 1 1 1 1

2 2 2 2 2 2 2 2 2 2 2 2

3 3 3 3 3 3 3 3 3 3 3 3

4 4 4 4 4 4 4 4 4 4 4 4

5 5 5 5 5 5 5 5 5 5 5 5

6 6 6 6 6 6 6 6 6 6 6 6

7 7 7 7 7 7 7 7 7 7 7 7

8 8 8 8 8 8 8 8 8 8 8 8

9 9 9 9 9 9 9 9 9 9 9 9

10 10 10 10 10 10 10 10 10 10 10 10

11 11 11 11 11 11 11 11 11 11 11 11

12 12 12 12 12 12 12 12 12 12 12 12

13 13 13 13 13 13 13 13 13 13 13 13

14 14 14 14 14 14 14 14 14 14 14 14

15 15 15 15 15 15 15 15 15 15 15 15

16 16 16 16 16 16 16 16 16 16 16 16

17 17 17 17 17 17 17 17 17 17 17 17

18 18 18 18 18 18 18 18 18 18 18 18

19 19 19 19 19 19 19 19 19 19 19 19

20 20 20 20 20 20 20 20 20 20 20 20

21 21 21 21 21 21 21 21 21 21 21 21

22 22 22 22 22 22 22 22 22 22 22 22

23 23 23 23 23 23 23 23 23 23 23 23

24 24 24 24 24 24 24 24 24 24 24 24

25 25 25 25 25 25 25 25 25 25 25 25

26 26 26 26 26 26 26 26 26 26 26 26

27 27 27 27 27 27 27 27 27 27 27 27

28 28 28 28 28 28 28 28 28 28 28 28

29 29 29 29 29 29 29 29 29 29 29 29

30 30 30 30 30 30 30 30 30 30 30 30

31 31 31 31 31 31 31 31 31 31 31 31

226 Castles & Crusades


Chapter 14 — Advancing the game
Table 14.2 Consumables
Item Amount

Castle Keeper’s Guide 227


CHAPTER 15 — THE SIEGE ENGINE
The SIEGE Engine underlies the rules for Castles & Crusades. This Example: In the above example, Johann needs a 12 to succeed, and he
basic mechanic resolves almost all conflicts of action in C&C. A fairly rolls a 15; even without taking into account the addition of his rogue
thorough discussion of when and how to use the SIEGE Engine is level (+3) or his attribute modifier (+1), the CK knows Johann has
provided in the Castles & Crusades Players Handbook; however, the rolled enough for success. Castle Keeper: “Johann deftly slips the purse
engine is very versatile, and creative Castle Keepers can adjust it to better out of the victim’s interior vest’s pocket and walks away with only a
fit their games. In order to adjust the SIEGE Engine’s base numbers, a CK sideways glance from the merchant.”
should have a very clear understanding of what the SIEGE Engine is, how
it works, and the implications of adjusting the base mechanic’s numbers. On the other hand, the Castle Keeper could rule differently. Assume for
a moment the person Johann is attempting to pick pocket is a 6th-level
Before continuing forward, the Castle Keeper must understand that rogue disguised as a merchant. The rogue merchant’s level is equal to
changing the basic premise of the SIEGE Engine can massively impact the challenge level the character must overcome. Therefore, the Castle
game play and make any game an unbalanced, unplayable mess. Excessively Keeper adds 6 to the task’s challenge base. Since the challenge base is still
high attribute scores, combat modifiers, magic items, powerful spells, etc. 12, adding the challenge level of 6 to the task makes the challenge class
can all unhinge a game quickly; adjusting the SIEGE Engine may have this 18. Johann rolls of 14, adds his level and dexterity modifier (+4 total) for
same effect. Changing a rules system is not easy, as the entire game is based a final roll of 17, which indicates failure.
upon that system, and the whole game may need adjusting if it is changed.
What follows is a discussion of the Engine itself and how to modify the basic Example: Castle Keeper: “The merchant’s hand swiftly catches Johann’s
SIEGE Engine mechanic, rather than change it. In this instance, before at the wrist, and he looks Johann in the eye with a baleful glare.”
designing or introducing a modification, test it in game play at various
character levels to try to understand its impact. This is the SIEGE Engine at work. It is very simple. Now, let’s make it
complex by examining the rules. Here is the basic rule. The challenge
base (CB) plus the challenge level (CL) equals the task’s challenge class
The SIEGE Engine (CC). The challenge class (CC) is the number the player’s character has
When an action is taken for which the Castle Keeper deems a significant to beat on a d20 roll in order for an action to succeed.
chance of failure exists, an attribute check is made. The
player rolls a d20 and adds his character’s level (at the
Castle Keeper’s discretion) to the roll, as well as any
attribute bonus. The player must inform the Castle
Keeper whether or not the attribute is a primary attribute
or a secondary attribute. The best way to do this is for the
player to state the die result, followed by either the words
“prime” or “secondary.”

Example: Castle Keeper: “Josh, your rogue has reached his


grimy little hand into the merchant’s broad coat and feels
a silk purse. Please roll for a pick pocket check.” (Picking
pockets is a dexterity check.)

Josh: “Johann silently prays for success and attempts to


pull the purse out of the merchant’s pocket. I rolled a 14,
prime.” (Johann has dexterity as a prime attribute. He is a
3rd-level rogue with a 14 dexterity.)

All attributes are designated as either primary or


secondary. The chance for an action’s success or failure
is based upon the attribute’s designation as primary or
secondary; this determines a check’s challenge base. If the
attribute being checked against is a primary attribute, the
check succeeds if the character’s die roll is 12 or greater;
primary attributes have a challenge base of 12. If the
attribute being checked against is a secondary attribute,
the check succeeds if the character’s die roll is 18 or
better; secondary attributes have a challenge base of 18.
The challenge base is adjusted by the challenge level of
any conflict. The CK determines a check’s challenge level.
The check’s challenge level should equal the HD or level
of the encounter and any other variants the CK deems
necessary. The challenge level + the challenge base = the
challenge class. This is the final number the character’s
die roll needs to equal or beat to succeed at a task.

The player’s die roll is adjusted by whatever circumstances


the Castle Keeper deems necessary and judicious. In our
above example, the Castle Keeper does not feel any
adjustment is necessary, as the merchant is not paying
attention and it’s a crowded barroom with people cramped
together in the room.

228 Castles & Crusades


Chapter 15 — The siege engine
The equation is CB+CL=CC. Stated again, the player’s roll must be whereby chances for successfully performing actions are based upon the
equal to or greater than the CC for the action to be successful. attributes themselves and how they are designated.

Each race receives a certain number of primary attributes and is allowed


Challenge Base
to designate which attributes are primary and secondary. Humans are
The challenge base is always one of two numbers It is either a 12 or an 18. allowed three primary attributes, and demi-humans are allowed two
It is 12 if the attribute being checked against is a primary attribute. It is an primary attributes. One of the character’s primary attributes will be always
18 if the attribute being checked against is a secondary attribute. be decided for the character as it is based upon the character’s chosen
class. Monsters have assigned attributes, either mental or physical.
Challenge Level
The challenge level is the level of difficulty the Castle Keeper assigns to the Attributes Checks as a Part of Meta-Game
action. Assigning a value to the challenge class is, in theory, an easy task. Task In game play, it is important to note whether the attribute being
difficulty can be assigned any value the Castle Keeper desires. Tasks easier checked against is primary or secondary. The Castle Keeper
than a 0 also arise in game play (picking the pocket of a passed-out drunk, for could ask the player the attribute’s designation each time a roll
example) such that the CK assigns negative values to a task, as well. is necessary but, it would be easier if the player simply told the
Castle Keeper this information when providing the CK with his
In many instances, the Castle Keeper is responsible for determining the die roll’s results. In the example above, the player Josh would
CL by taking into account circumstances affecting the check. In other reply: “Johann silently prays for success and attempts to pull the
instances, the CL’s rules are more concrete. Whenever a character is purse out of the merchant’s vest pocket. I rolled a 14, prime.”
acting against another character, non-player character, monster, or a
spell, the hit dice or level of the being the character is acting upon Josh has told the Castle Keeper the attribute’s designation. This makes
affects the CL. In the example above, the rogue tried to pick the pocket it easier and quicker for the Castle Keeper to figure out the CC for the
of another rogue. In that instance, the CK adjusts the CL by 6, the check. This few seconds of work can avoid potential mistakes, needless
opposing rogue’s level. questions, corrections, etc. For ease of game play, the player must always
be sure to let the Castle Keeper know whether a check is for a prime
Challenge Class attribute or not. CKs should never assume the attribute’s designation,
even though some may be obvious based on the character’s class.
The concepts and the details relating to the CL are discussed in greater
detail in another section. What is important to know here is the very
basic idea behind the system and how it is mechanically applied in order An 18/+6 Rule
to better understand how the rules work and can be modified. This rule is a quick method of letting the Castle Keeper know the
result of a roll without having to state the attribute’s primary/secondary
The challenge class is determined by adding the challenge base and the designation. In this manner, the challenge base is always 18, no matter if
challenge level together. The player must beat this score on the roll of a the check is against a primary attribute or secondary attribute. It is the
d20 in order for that action to be successful. In the first example above, character’s responsibility to add a +6 to his die result if and only if the
the rogue has a dexterity prime, so the task had a CB of 12, and the Castle attribute being checked against is a primary attribute.
Keeper assigned a CL of 0 to the encounter (the second example has a
CL of 6). The character then had to roll a 12 or better (18 in the second By using this method, all the percentages remain the same, but the onus
example) for the task to be successful. of managing the check falls upon the player, relieving the Castle Keeper
of a small amount of mathematical manipulation.
Primary and Secondary Attributes
In this case, the Castle Keeper always uses 18 as the challenge base from
As has been mentioned, the SIEGE Engine is the basic mechanic driving which modifiers are adder or subtracted to, and the player adds a +6 to
C&C. The primary and secondary attribute concept drives the SIEGE his character’s die roll for a primary attribute.
Engine. All attributes are assigned a primary or secondary designation.
The designation of an attribute as either primary or secondary determines
the challenge base for any type of attribute check. Almost all of the A 20/+8/+2 Rule
game’s mechanics are resolved through the use of attribute checks. Another option, similar to the above mentioned rule, is to use 20 as
the challenge base. In this instance, the players add +8 to any attribute
To repeat, all attribute checks affected by a primary attribute, the CB is check involving a primary attribute, and they add a +2 for checks made
12. For all attribute checks affected by a secondary attribute, the CB is 18. against their secondary attribute. The Castle Keeper calculates the CC
Actions performed with primary attributes are far more likely to succeed off the number 20. This is an easy number to add and subtract from, so
than those performed with secondary attributes. inclined CKs should use this method.
One should note that, all things being equal, a 1st-level character, when
performing an action with a primary attribute, has a 45% chance of The 15/+3/-3 Rule
successfully doing so. This is without adding the level bonus, which is Another way of looking at the rule is to choose 15 as the challenge base
almost always the case. A 1st-level character, when performing an action and add a +3 whenever a prime is used on an attribute check and a -3
with a secondary attribute, has a 15% chance for success. when a secondary attribute is used. This method keeps a simple, single
number to manipulate for the Castle Keeper, and it distinguishes the
Table 15.1 SIEGE Engine Expressed as a % attribute designation by a positive modifier for primary attributes and
negative modifier for secondary attributes.
Chance of success for 1stlevel characters
Primary 45% CB 12 All the results of the suggested systems are the same; they are just
different ways of expressing the same rule. Choose the one you find most
Secondary 15% CB 18 intuitive and easiest to manipulate.
The chance of successfully performing that action increases by 5% per
level. The primary/secondary attribute system simply creates a system

Castle Keeper’s Guide 229


Part 3: The Siege Engine
UnderstandingPrimary&SecondaryAttributes Even so, this book is designed to give the CK the tools needed to tear
The first aspect of the rules to consider is the baseline chance for success apart the game and rebuild it using the basic mechanics and their
on an action a character undertakes. When performing an easy, class- underlying assumptions. For the Castle Keeper and players so inclined,
based action, what percentage chance would a 1st-level character need the basic concept of the SIEGE Engine is presented and includes a
for success? few options for you to examine. When perusing the options, be aware
that they are also didactic in that the options explore the nature and
For example, when a 1st-level ranger with no attribute bonus tracks application of the mechanic. By understanding each of the options and
another human through a forest, what chance would you deem that their general application, the CK cannot help but come to appreciate and
ranger has for successfully doing so? The person or creature being tracked understand the elegant simplicity of the rules.
is not a woodsman type and has no idea how to hide his tracks. The
SIEGE Engine assumes a 50% chance for success as the baseline. Having In manipulating the challenge base for attribute checks, one must always
the basic rules concept in place, all we need to do is generate a number bear in mind the chances for success said actions will have at “x” level.
which the ranger would roll against. A d20 is used to manage an attribute check, and a straight 5% increase
in success occurs on each lowering of the challenge base. So for example,
With the basic rule in hand (the SIEGE Engine), we needed to refine if one were to lower the challenge base for success on a primary attribute
the process. With a +1 level bonus, the ranger would need to roll an 11 to 10, that action has a 60% chance for success. One could likewise
or better to have a 50% chance of success. Eleven? Well, 11 +1 (level lower the target number to 11, generating a 55% chance for success, or
bonus) =12. Thus 12 would be the baseline for success. Thus a 12 was even raise it to 13, for 45% chance for success. As you can see from this
selected for the primary attribute. discussion, lowering or raising the target number even by 1 or 2 points
has a dramatic impact on game play. Keep that in mind when making
The SIEGE Engine applies the same method to a secondary attribute adjustments to the SIEGE Engine.
check. That is, an attribute check for an action which the character is not
specialized in. Two factors came into play on this. The game was, in many Furthermore, when changing the numbers for success, consider the
ways, built with multiples of six in mind. There were six races, six classes, attribute-generation system and realize that characters often have attribute
and attribute scores ranging from 3-18; and most importantly, there were bonuses which affect the overall percentage of success. The greater the
six attributes, etc. Six was an important design number. The selection of average attribute bonus, the greater the chance for success to occur. The
18 was, in part then, arbitrarily based upon the concept of multiples of six. cumulative effect of changing all the numbers can be staggering, quickly
Another consideration was given to the chance of success for performing creating massively powerful characters if challenge bases are lowered, or
a secondary-attribute action. It seemed 20% was reasonable. Though making characters massively weaker if the challenge bases are raised.
some consider it a harsh ruling, ultimately the designers adopted 18 for
the SIEGE Engine for reasons described below. For example, if your average fighter has a +1 bonus on strength, he
automatically has a 55% chance of success on any strength attribute check. If
Let’s consider all of the attributes with their own challenge base for success. the average attribute bonus is +2 and the target number is lowered by even
There are six attributes. The SIEGE Engine assumes each character class in one point (to 11), a character’s chance of success quickly increases to 65%.
the game has its own area of excellence, and from there their skill capabilities
go downhill. So, for example, a rogue’s best attribute is his dexterity. The The real problem arises as the character advances in level. Remember,
rogue’s next best attribute is intelligence, then strength, and then wisdom, the level is added to the attribute check (the vast majority of the time—
etc. For this discussion, the order does not matter. The significant concept exceptions are detailed later in this chapter). So 5th-level characters
is that a character class is best at one attribute, worst at another, and all have an 80% and 90% chance of succeeding that attribute check. By 7th
the other attributes range in between. With that in mind, a character could level, they are at 90% and 100% respectively. And 7th level is not even
designate each attribute as primary, secondary, tertiary, etc. considered a heroic level. Yet, by adjusting the challenge base numbers,
the CK has quickly altered the game.
In fact, that is what happened when the SIEGE Engine first evolved
the rules for challenge base. It produced the following chart, with the In standard C&C, the heroic levels are 10th -12th level, with 12th level
challenge base for success listed alongside its percentage chance for being a very powerful character. At that point, even moderately difficult
success. actions are very easy for the character to perform. By altering this basic
design (which is built into the game in its entirety), CKs will affect game
play. It can become more difficult to challenge players mechanically if the
Table 15.2 Attributes & Challenge Base CK alters the system too much.
(Early Evolution)
Attribute Challenge Base Chance of success Tertiary Attributes
1 (primary) 10 60% Castles & Crusades is designed with only a primary and secondary attribute
2 (secondary) 12 50% system; however, it is possible to add tertiary attributes to the mix without
unduly affecting game play. The most important aspect to consider with
3 etc 14 40% regards to a tertiary attribute is what value it will have as it relates to
4 etc 16 30% the primary and secondary attribute system. Essentially, if one has three
differing levels of success when making attribute checks, what percentage
5 etc 18 20% should each of the associated attributes have for success at 1st level?
6 etc 20 10%
If you choose to assign tertiary attributes, another consideration comes
As you can see from the chart, the early SIEGE Engine rules had a little into play. You have to decide on the number of attributes to allow humans
more complexity built into their basic mechanic. This complex design and demi-humans to slot as primary and secondary. The basic design
evolved into a much more simplistic mechanic when the challenge premise for the primary/secondary attribute system is that humans can
bases were narrowed down to two standard numbers. Choosing 12/18 as learn faster and better than demi-humans. Thus, they have three primary
the basic challenge base for success just made sense, and with only two attributes, while the demi-humans possess two primary attributes.
numbers for the players and the Castle Keeper to manipulate during game
play, it made play quicker and involved much less paperwork than dealing If you instead decide to give humans an equal number of primary attributes
with six different challenge bases. as demi-humans, then you have detracted from anyone wanting to play a

230 Castles & Crusades


Chapter 15 — The siege engine
human, as this is the only advantage humans have as a race. They receive Note: As designers, be wary. Castles & Crusades is designed with a
no other racial bonuses or special abilities. simple core mechanic to allow for quick adjudication of actions in a
game, so the rules never overshadow the role-playing aspect, the real
As such, it is suggested that humans always receive more primary action of game play. If one cares to, one can add layer upon layer
attributes than demi-humans. upon layer of rules. These rules should never essentially alter the basic
mechanic, but they can alter the play of the game. The more rules
Table 15.3 Tertiary Attributes offers a standard suggestion for added to the game, the more the dice rolling overshadows the game’s
developing the tertiary attribute system. role- playing aspect. If you intend on moving in this direction, be sure
this is the direction you want to go.
Table 15.3 Tertiary Attributes
That being said, many people, especially long-time gamers, love to
Race Primary Secondary Tertiary manipulate and design their own rules. The basic action resolution
Human 3 2 1 system for Castles & Crusades is easy to manipulate, allowing CKs to add
to or subtract from it, creating high levels of complexity or even lower
Demi-Human 2 2 2 levels of complexity—whichever is desired.
All things considered, the Castle Keeper and players should make the Note: Regarding the creation of a prime/non-prime attribute designation,
ultimate decision on attributes for their game. For example, if the game it is advisable to use multiples of six when doing so simply for ease of
universe is not human-centric but dwarf-centric, one could give dwarves the reference and keeping a clean slate of numbers with which to manipulate;
greater number of primary attributes. Also, one can arrange the tertiary and and though the math can work easily in several directions, keeping simple
secondary attributes as desired among the races to give them more flavor. Just principles moving forward always works the best.
bear in mind the impact on the game any attribute arrangement may have.

Method One: The choice is, of course, left up to the Castle Keeper and Game Application
players. One can choose a 50%/35%/20% for challenge base 12/15/18. Changing the rules changes the nature of the game, and creating a
This is generally considered the most logical approach, and by using this more weighty mechanic requires more thought and time; allowing the
method, one does not alter the game’s power structure significantly, though mechanic to hit harder or faster does the same.
there is an incremental increase in the characters’ chances for success.
Epic Fantasy: Method Two is the best method for a high-fantasy
Method Two: Another option is a 60%/40%/20% for challenge base campaign. The characters are supposed to be able to accomplish a
10/14/18. This method increases the chances for success significantly at lot more than the average person and overcome obstacles easier. The
the upper end (with primary attributes), but maintains the same chance characters are supposed to be more heroic from the very beginning. This
for success at the lower end of the spectrum. The effects on game play are method increases the character’s power but not so much as to throw an
noted at lower levels, but they tend to be suppressed at the higher levels. entire campaign off balance.
Method Three: Another method places the challenge bases at 12/18/24, Classic Fantasy: If one were to use one of the above methods.
for a 50%/20%/0% of success. This latter method is used in conjunction Method One would be the best choice. This method does not alter
with another rule. This method allows for a character to attempt class the effect of game play that much, but it allows for variability and more
skills of another class, but always as a tertiary attribute check, meaning individualization of the character.
the character’s level is never added to the roll. This option is only useful
if this rule is in play. What happens is that a fighter can mechanically Epic Fantasy: Method Three works best in low-fantasy settings. This
attempt to pick a pocket, but he cannot succeed unless there are mitigating method broadens character choice, but makes some actions, though
circumstances allowing for his success. A rogue can attempt to track conceivable, very difficult to accomplish. In this method, things are just
someone, but without mitigating circumstances, he will not be able to more difficult, and the likelihood of failure is greater. This difficulty adds
succeed. This latter system allows for some interesting variation in play to the game’s grittiness.
while maintaining the integrity of the Castles & Crusades design premise.

Example: A rogue may be following a target through a snowy field. The In Sum
tracks left in the snow are plain enough for anyone to see. The rogue Castles& Crusades is designed around a simple action adjudication rule.
could possible follow them, but would have no chance of catching a When a character takes an action for which there is a significant chance
switch back, or deciphering what track was whose if some other set of of failure or its success/failure, that action plays a part in the story-telling
tracks became involved. aspect of the game, and an attribute check resolves the action.

One Other Thing In short, the SIEGE Engine defines the outcome, and the mechanic
determines it. This is summarized with the simple concept of the
As can be seen from the three methods described above, there is quite character rolling against a challenge base to succeed at a task. In the
a variation in which the attribute check system can be retooled. It is up standard method, the attribute’s designation determines the challenge
to CKs to design the variation for their game. And this is just with three base, and the Castle Keeper designates the challenge level, resulting in
different attribute levels. a final challenge class. The character’s d20-roll result is then adjusted
by the character’s attribute modifier and level. In the alternate system,
Let’s assume the CK really wants to crunch the system and use all six attributes, the CK determines the challenge base and any CL modifiers, and the
giving each a designated bonus. The CK could use the system described at the character adjusts his d20 roll with his level, attribute modifier, and by +6
beginning of this section, Table 15.2 Attributes & Challenge Base. if the attribute is a primary one (+0 if secondary).
Or you could manipulate the numbers any way you chose and assign them The Castle Keeper and players can adjust all the aforementioned aspects
to humans and demi-humans in interesting and delightful manners. You of the game. The attribute system can be adjusted, the attribute modifier
could stretch the challenge base to 24 or higher, or bring them down can be adjusted, and the challenge base, vis-a-vis the designation of the
lower. This would give each character an entirely different feel. And if you attributes’ character, can be adjusted.
were to combine this with a skill system, you would have a highly complex
game with multiple variables and many options for the characters.

Castle Keeper’s Guide 231


Part 3: The Siege Engine
All the systems can be manipulated. All the checks work on the same Situation is everything. The Castle Keeper is the ultimate adjudicator
principle. One can add variety and complexity without creating subsystem of when an attribute check is necessary and for what reason. A lot of
rules. It simply comes down to the number of options you want to create responsibility falls upon the Castle Keeper, and players should bear in
and the amount of numbers you want to crunch. Sticking with the system mind the Castle Keeper is trying to manage a lot more than just a simple
as developed and using the challenge level to adjust the outcome behind attribute check. The CK is trying to manage a story’s development in a
the screen is, however, really the best approach. fluid environment and dealing with multiple variables for multiple players
and in multiple encounters.
Using Attribute Checks
For the Castle Keeper, keep in mind that telling the story is paramount to
This section assumes the reader is familiar with the Castles & Crusades Players struggling over whether something is realistic or not. Role-playing and story
Handbook’s description of attributes and their uses in the game and has development keep players interested in the game. Rarely do mechanical
familiarized himself or herself with how to use the attribute check system. situations and resolutions produce dramatic moments (though it happens).
The CK, as the orchestrator of events, is responsible for ensuring the
A warrior is chasing a wizard up a flight of steps. They have been dueling characters are enjoying the game and it is living up to their expectations.
in a chamber below, and the wizard, near death and pressed for his life, is
trying to escape. The warrior, the last of his party capable of catching and To summarize a basic premise on the use of attribute checks for non-class-
killing the evil wizard, gives chase. Up the winding staircase they go. based actions, an attribute check should only be required when an action or
moment of conflict resolution occurs which has a dramatic effect on game
This situation is a classic example of a situation requiring an attribute check. play, either in its success or failure (class-based actions, such as picking
Should an attribute check take place for both the fighter and wizard, or for pockets, always require a check). Using the attribute check as a tool to
just one of them? At what point should the check occur if it occurs? Many propel the game forward is the key to understanding its application.
questions arise that need addressing. This situation is one of those classic role-
playing-meets-mechanics moments, where one has to out-rule the other. There is no amount of rules and examples that can teach a Castle
Keeper when to use attribute checks and when to avoid them. Time and
In general, when there is no chance for failure in taking an action, or experience generally teach the CK the proper moments for such checks,
when the action’s success or failure has little or no impact on the game, and even then, Castle Keepers often over-use or under-use them. Use
an attribute check is not required. Characters will go up and down stairs also depends upon the players and the style of game played. Some players
hundreds, if not thousands, of times in their adventuring career. They will prefer games with quite a bit of mechanical resolution, while others prefer
stumble occasionally, of course. They may even fall. But for the most part, games with less mechanical resolution.
who cares? It never comes up in play or has any impact on it.
Castles & Crusades is a game with few mechanical resolutions.
Yet, in the situation above, the character is running up a flight of steps
chasing a villain. Is there a chance the character would stumble? Is it That said, mechanics can produce highly dramatic and exciting moments that
significant? Most importantly, will failure change the play of the game or live in players’ memories for a long time. Consider the following example.
affect the outcome of an event?
Example: The rogue and his friend, a fighter, are chasing a miscreant across
Intuitively, many Castle Keepers would avoid having the warrior or the a roof. The rogue is on the spine of the roof in the rain; the CK requires a
wizard roll an attribute check to see if they make it up the stairs without dexterity check. The rogue rolls low and stumbles; he starts to slide down the
falling or tripping. Only upon second thought will they muse upon the roof, grabbing slate as he goes. His compatriot starts to throw a rope in his
chance and perhaps give it a whirl, having both make an attribute check. direction, but fails his dexterity check, so he is not fast enough to help the
rogue. The CK allows the rogue to roll another dexterity check to see if he
However, the CK should consider the action within an even broader can grab onto the roof. He just makes his rolls, and he manages to grab the
context, the story-telling context of the game and the moment in play. gutter by one hand. The rogue is now dangling 100 feet above the ground,
This action would only require the characters to make attribute checks in while slate from the roof falls around him, clattering and shattering on the
this situation if this stair-chasing scene was not a culminating moment in cobblestones below. The fighter throws the rope again, and with a successful
the night’s game. If the latter were the case and the whole game had been dexterity check, the rope lands near the rogue. The CK checks for the gutter
building to a moment such as this, the SIEGE Engine would not require to see if it gives way under the rogue’s bulk by consulting the equipment
the moment’s drama be sullied by a simple trip. It would allow the wizard wastage tables. Refering to Table 9.3 Weathering & Combat Conditions
to get to the towers top and turn to face the panting warrior. This makes Wastage, cross referencing ceremics with falling damage the break is
for a good story; tripping on the stair, though realistic and maybe even automatic. The gutter collapse, causing the rogue to start falling again.
probable, only detracts from the fun and heroic aspect of the game. But the rope is at hand, so the rogue makes a grab for it. He makes another
dexterity check, and this time experiences a smashing success. The rogue
On the other hand, if this were one of those moments in which the drama was grabs the rope and swings clear of the broken gutter. However, the halfling
not king and the action’s failure or success would add to the storyline, then fighter holding the rope must make a strength check to keep the rope in hand
the SIEGE Engine would allow for the check. Failure might allow the wizard and the rogue from falling. The rogue weighs 150 lbs. and has about 50 lbs. of
to escape, add a comical moment, or cause the character to give up the chase. equipment on him; the halfling fighter holding the rope has a 9 strength. The
Any number of things could happen. It would all depend upon the context. fighter fails his check. The rope yanks free of his hands, and the rogue falls
100 feet to ground, sustaining massive and all-too-fatal damage.
In other situations, the context plays no part—or by the rules, cannot. A
ranger tracking an orc though the forest can either successfully track the orc All mechanics and some dice rolling created a wildly exciting role-playing
or not. Because the ranger has a specific skill enabling him to do this, when he moment.
tracks, a die roll is necessary. That attribute check is adjusted, of course; but
the check must go on, and the ranger may actually fail to track the orc. Yet, this example highlighted the problem of understanding when to
have characters make an attribute check. It is important, therefore, for
Consider another situation, though. A fresh foot of snow is on the ground this chapter to provide more in-depth rules detail than presented in the
and a rogue is running across an open savannah. The rogue leaves behind Castles & Crusades Players Handbook for applying the attribute checks.
such an obvious trail a blind man could follow it. Throw in a light snow,
wind, and some time, and those tracks could disappear, causing problems Generally, unless specifically stated in the ability’s description, all class
for even the most seasoned tracker. abilities require an attribute check to perform those actions successfully.

232 Castles & Crusades


Chapter 15 — The siege engine
However, sometimes even abilities do not necessarily need a check, even Example: Here’s a pick-pocket example. Picking the pocket of a wary,
though the rules call for it. One does not have to successfully roll a listen nervous, guarded merchant might be a CL 3 task, and should that
check when eavesdropping on a couple screaming at each other at a merchant have his purse sewn into his shirt, it could be a CL 8 check.
nearby table in a bar. Use common sense when having a character roll But what if the merchant with the sewn-in pouch gets drunk? The
an attribute check. modification then drops to CL 4. And what if the target is in a large,
noisy, crowded bar in which people are constantly jostling one another?
Only situations in which there is a significant chance of success or failure in Perhaps in this case the modification becomes a CL 0. And what if the
the game need be rolled for. A character may stumble and trip going up the thief in questions enlists the aid of a barmaid to attract the merchant’s
stairs in a tavern, but it does not matter. In the chase situation described attention while the thief tries to relieve the merchant’s purse of its gold
above, it may matter, and in a situation where the stairs are covered in oil coin? Why, in this case, there might be a -3 modification to the CL.
and a creature is clambering up after them it matters. It has to matter to
require a check, and only the CK can determine when one is necessary. Situations matter. Circumstances matter. There are no hard-and-fast
rules concerning this type of activity. There cannot be considering the
Additionally, the attribute check should be used to propel the game forward, vast number of variables that can go into the successful performance of
either for good or ill. In the rogue example described above, the attribute any given action. The Castle Keeper must be aware of situations affecting
checks drove the game forward, even to the point of the character’s death. an attribute check and adjudicate an appropriate modification to the CL
If the fall from the roof would not have mattered, the CK would not have for that action.
required a check. Instead, it would have been entirely unnecessary.
Very easy, simple, heroic, or herculean tasks fall in this the range. Using
Who Rolls? negative modifiers is rarely necessary, but is sometimes useful because
these tasks are supposed to be easy. These really only count for low-level
It is the standard rule of thumb that the player makes all his character’s characters, as higher level characters with attribute modifiers already
attribute checks. However, there are times that this may cause problems in have a great chance of succeeding at checks with a CL of 0. Very difficult
the game. For instance, the character attempting to convince a malcontent tasks are difficult or nearly impossible to perform (Gordian’s-knot-type
of something makes a charisma check. It might be important to the game’s situations—actually untying it).
flow that the character not know whether his check was successful or not.
Example: Consider this example: climbing a 120-foot-tall loblolly pine
In this instance, and in almost any other instance, the player should make is difficult, but climbing a tree, in general, is not; but this specific type
the roll, but the CK does not have to reveal the results of the roll, or the of tree is very difficult to climb because loblolly pines do not have low
CK can just flat our lie to the player, revealing the actual results later in branches. Their first branches begin at about 50-100 feet up, depending
game play as they come to bear on the player. The CK and player can on the growth pattern, but the tree does not grow a low branch. Climbing
role-play through them. a fir tree is easy because it has so many low-lying branches. How high is
the character climbs up the tree counts, as well. In both these situations,
However, lying to the players about a roll’s results can cause some grief, as they there is a lot to consider. Just about anyone can scamper up about 5 feet
may feel the CK betrayed them when they learn the truth of the matter. of loblolly by sheer dint of will and nearly jumping. But to get to the top,
climbing by hand, that is a feat of tremendous skill. Climbing a fir to its
An easy solution to all of this is to allow the characters to make checks for near top is easy, as there are so many branches. Climbing a loblolly would
attributes and keep them behind the screen. Use them, in order, as needed require an attribute check. Climbing a fir tree may or may not—the
per each circumstance calling for the character to remain in the dark about choice belongs to the CK— but any required check would be an easy
what is going on. This should not be done for every attribute check, but one, meaning it has a CL of 0.
only on a limited scale and as needed. The players should continue to roll
attribute checks and saves as normally needed in the game. Now consider staying up in that tree. Tree climbing is dangerous, even for
experienced climbers with equipment. Windy conditions cause trees to
Difficulty of Attribute Checks sway a lot. Trees with branches have weak spots, and they crack, causing
people to fall. Falling out of a tree is nasty business.
The chart in the attribute section shows that as a character’s attributes
increase the character’s capacity to perform herculean tasks increases, as So, it is an easy task to climb the fir tree (CL 0), and it is a difficult task to
well. The Castle Keeper, of course, sets the difficulty range of any check, climb the loblolly (CL 7). Staying in the tree would be a CL 5 for the loblolly
and the standard range is from 0 to 10. A 10 difficulty implies a heroic and a CL 2 for the fir tree. These, of course, are random, and the CK may
task, so even 10th-12th-level characters will find it difficult to perform CL adjust as desired. But it’s the specifics that he may want to consider. If no
10 tasks. However, as with most rules in C&C, CKs can adjust this limit specifics are desired, assign a CL giving a reasonable chance of failure.
as necessary for their game. For instance, a check might have a difficulty
range from -10 to 20, or more, depending on the CK’s decided ease or Example: How difficult is it to find a book in a library, even one using
difficulty of the situation. the Dewey decimal system? If you know to use the card catalog or the
library’s computer system, and you know the library’s shelving system,
Example: Take, for example, door locks. Let us assume there are two then finding the right book should be an easy task, say a CL 1. What
doors, both of which cannot be entered by any other means than by if the library’s owner devised his own cataloging method, however,
picking their locks. A locksmith apprentice created the lock on the and the library had thousands of books? Additionally, the librarian
first door, and a dwarven master locksmith constructed the lock on the made numerous errors when shelving the books in his own system,
second door. Picking the first door’s lock would have a CL of 0, while the and ultimately he never shelved the books in the proper manner. How
second lock would have a CL of 10. Now let us throw in a third lock. A difficult would finding a specific book then be? Figuring out the system
blind farmer made this thirds lock from wood parts. This lock receives a would be the first task (say CL 3), and then discovering the librarian
-10 modification to the CL. The characters find one more locked door in failed to consistently use the system suddenly makes it difficult (CL 6);
the adventure; a deity of locksmithing made this lock to prevent anyone then, if the system was never actually followed, and the character has
without a key from ever entering the door, so this lock can have any to search the stacks, then the final task would be monumental (CL 9).
number of modifications, perhaps extending its CL to 20. What could be an easy task is thus made difficult.
As you can see, the modifications can vary greatly. The Castle Keeper just The point is that any number of factors can go into setting the difficulty
needs to be aware of this and apply the appropriate modifications. level for an action. The Castle Keeper needs to keep this in mind when

Castle Keeper’s Guide 233


Part 3: The Siege Engine
creating difficulty levels for tasks. But the Castle Keeper also needs to Example: Assume a 7th-level knight is attempting to enter a guild. The
keep the game in mind. In the library example, what if it’s the case that character must solve a puzzle to pass an initiation. Intelligence would be
the characters need a piece of information from a book in that library for the typical attribute. This knight, however, has never worked to solve a
the adventure to continue? Would you really want the adventure to end puzzle in his lifetime. In this case, the knight should not be allowed to add
because they could not find a book? Probably not. his level to the check.

However, if finding the book is part of the adventure, the CK may have In short, there are times in which adding the character’s level is
to change things up a bit. In such a case, the Castle Keeper might make intuitively wrong. Most people know when these events arise. It just
the characters roll several times before discovering the filing system just makes sense that a first-time encounter of an obstacle (of whatever
does not work and the books are jumbled and in no certain order. He may nature) cannot rely on previous experiences, which is what a character’s
have them make a check each day they search the library. A successful level represents. Whenever a character encounters an entirely new
roll indicates the information is located and the game continues. This event, it’s at the CK’s discretion as to whether or not to allow the
method has a small cost, of course, in that time passes. The appropriate character to add his level to a check.
checks are still required; it is just that the PCs need to be successful at
some point, as the adventure requires it, so the PCs require as much time Note: If the CK desires to pursue this path, make certain characters fully
as necessary to discover the information to continue the adventure. understand this exception to the standard rule before play begins.

So the CK must consider the story, consider the task’s difficulty, how Another situation in which characters should not be allowed to add their
the task plays out in the story, and what happens if the characters fail. levels to checks are when they attempt to perform class-specific actions —
Not that failure is bad. As noted, failure can often propel the story in a assuming the Castle Keeper even allows characters to make such attempts.
positive direction, as long as the story continues to go forward.
Common examples of class-specific abilities include picking pockets,
Note: The CK should not create an adventure such that its conclusion tracking, hiding, moving silently, listening, etc. It does not mean that
depends upon one die roll, or he should do so very rarely and be willing to a character cannot necessarily attempt to perform certain actions
live with the consequences. (anyone can try to hide, for instance), it’s just that through specialized
training and experience some characters are better at it than others.
The following discusses difficulty checks against other characters or creatures. They understand the principles of hiding (motion, shadows, etc.) or
picking pockets (distraction, fluid motion target selection, and timing) or
Example: If a character is acting against another classed character (such listening (drowning out surrounding noises, where to hold one’s ear, etc.).
as a rogue picking the pocket of a rogue), then the CL is adjusted (if In each of these cases, anyone can try to perform the action, but they are
applicable) by the level of the character/NPC who is being acted upon. simply not good at it; they lack the background knowledge to perform
So a 5th-level rogue picking the pocket of a 5th-level rogue would have to these actions well, and they are not capable of learning to improve.
overcome a minimum of CL 5 above and beyond situational and attribute
modifiers. That is the standard rule. So, in general, characters add their levels to attribute checks, except
when they are trying to perform a class-specific action which they
Example: Whenever a character is trying to listen for an NPC or creature have not used in play, or when they are trying to perform another class’
who is trying to move silently, then the CL of the check is equal to the designated class-specific action, like tracking or picking pockets.
level of the creature the PC is listening for. If a player rogue is listening
(making the check) to see if he can hear something and an NPC elf
Attribute Modifiers
is trying to sneak up on the character, then the level or HD of the elf
and any situational or attribute modifiers he may have are added to the Attribute modifiers are always added to the attribute check whether
listening check’s CL. prime, non-prime, experienced or not. This rule remains constant
throughout the game.
Example: A ranger is tracking another ranger who is actively trying to
hide his tracks. The CK adjusts the tracking CL upwards by the level of Acting Against an Opposing Primary or
the ranger trying to conceal his tracks. Secondary Attribute
How does one resolve a situation in which a character is trying to grab
Adding Levels something out of the hand of a dryad or some other creature? Remember,
The character’s level is almost always added to an attribute check. It there are no opposed rolls in C&C. Instead, the character performs the
is an understood premise that as the characters advance in levels they action against the opposition’s attribute, with the primary or non-primary
advance in experience. Their experiences, through either observation or designation of the attribute in question and the creature’s level or hit
action, have improved their skill in successfully performing actions. The dice determining the action’s difficulty level, not an opposing roll. So, if
characters’ chances of success improve by 5% at each additional level. This the opposition’s attribute is a prime, CL 6 is added the action’s CB; if the
includes the characters’ effectiveness in prime and non-prime attributes. opposition’s attribute is secondary, the CL is +0.

Considering this improvement by levels, the CK may disallow the In the above example, a dryad’s dexterity is not her prime attribute (dryads
character to add his character level in particular circumstances. have mental prime abilities), so only the dryad’s hit dice is added to the
check for a CL 4. Change the dryad into an orc, who has dexterity as a
Example: In running a three-year campaign wherein a rogue advanced prime and it is different. The CK would add +6 and +1 to the CL, for the
to 8th-level and in-game almost a decade passed, that player’s character dexterity and hit dice respectively. So if a 1st-level character with a non-
never once picked a pocket. When he attempted to do so for the first prime, average dexterity attempted to grab a shoe out of the orc’s hand, the
time since starting the game, the CK did not allow the character to add CB would be 12+6 and +1 for a 19, meaning the character would have to
his level to the check. It was a harsh ruling, but the character had simply roll an 18 or better to successfully grab it. A rogue character would add his
not performed the action since his early youth, and really had no grounds level and attribute bonus when making this grab attempt.
for adding his level to the check. It is not suggested that ever CK be so
harsh, but be aware, circumstances can arise wherein ruling may occur
which seems harsh and counter to the game’s rules but is, in actuality, just
clarifications of the theme the rules are setting.

234 Castles & Crusades


Chapter 15 — The siege engine
Retrying Attribute Checks the players to join him in the story-telling aspect of the game, making
them painfully aware their additions to the game’s detail and story often
Generally speaking, characters can only attempt to overcome a difficultly
improve their chance of success.
once. If they fail, this means they did not possess the abilities to overcome
the challenge. The rogue above who attempts to pick the lock fails, Conflict resolution is as much descriptive as it is mechanical—or it
because the locking mechanism was too complicated for him to overcome should be or can be. It also improves the game’s flavor and fun when
This of course assumes there is only one way to solve a problem. In the players describe their characters’ actions rather than just outright rolling
example of the missing book above, the searcher was able to approach for an attribute check.
the problem from different angles. In the case of picking a lock there is
generally only one way to spring the lock, unless of course the character
becomes more creative and attempts to actually dismantle the whole door Adjudicating the Unforeseeable
mechanism. In this case it would require a second check. Situations will arise throughout the game for which the rules cannot
account for. After having played various incarnations of RPGs for over
Performing Those Actions 30 years, it has become painfully obvious that players are quite ingenuous
at devising difficult situations for a Castle Keeper to make a ruling on
How does the player actually perform the action requiring an attribute because the rules simply do not address the issue. This is the very reason
check? Although this seems like a simple question with an obvious why many rule sets for RPGs have so many subset rules systems and rules
answer, it is one that can be fairly important. The how came be part of the of differing natures stacked one on top of another.
role-playing, giving the CK room to add or subtract to the CL. Perhaps
the player has a creative way to climb the wall, or has some piece of Players will argue with the Castle Keeper about rulings and suggest more
equipment that allows him to track better; players should willingly bring ingenious methods of bringing about a judicious manner of adjudicating
anything to the table that may affect the CL, and the CK should welcome a situation than the Castle Keeper can, or so they say. This book cannot
the players’ ingenuity. address every issue; creating more rules, creates more questions and bogs
the CK down with more rules to learn. However, the strength of the
Example: A rogue wants to pick a merchant’s pocket. The player tells the SIEGE Engine lies in its versatility. It is versatile enough and adaptable
CK, “I pick the merchant’s pocket.” Let’s assume then that the street is enough that the CK can use it to adjudicate almost any, if not all,
not abnormally crowded and people are milling about in a normal fashion. situations arising at the game table.
The CK may judge that no modification is necessary, but he may also
judge the action is somewhat difficult because jostling the merchant for Castle & Crusades has its own rules system. This rules system is deeply
the “pick” might seem unusual in such a situation as the one described. ingrained in the way the game has been played for 30 years. But the adaptive
nature of its underlying mechanic is what makes it an adaptable game,
However, if the player added in detail about the how of his attempt, it incorporating elements from every other game as individual CKs see fit.
could affect the CK’s determination of the action’s difficulty.
Considering this, it is suggested and strongly encouraged that the Castle
Example 2: The player tells the CK, “I follow the merchant at a discreet Keeper not break with the basic SIEGE Engine mechanic when designing
distance for a few minutes or more, waiting for a moment when he is a rule to adjudicate a situation not addressed in the rulebook. The
stopping to look at something, enters into a conversation, or is otherwise description of the SIEGE Engine above should show you how malleable
distracted. But I don’t attempt the pick right away. Instead, I wait to see the entire system is and how simply almost all actions can be managed.
what happens.” The CK responds with, “Well, the merchant moves at a When a unique situation arises, simply find a manner to apply SIEGE
brisk pace for a bit, stops to greet someone, and then moves on a little Engine to it.
further. Finally, he stops in front of a fruit stand and begins chatting up
the vendor.” The player might say,’ “I move up to the fruit stand, as well,
and I interrupt the conversation to ask for some fruit. At the same time,
I gently nudge the merchant and attempt to pick his pocket.” In this
instance the CK might judge that the character laid the groundwork for
a greater chance of success with the pick-pocketing attempt and award a
-1 or -2 to the situation’s CL.

The players should be encouraged to describe how they are performing


their various actions. Of course, in some cases, there may not really
be anything to describe. But in others, there is enough variability in a
situation to allow for character choice in approach, which, when fully
detailed, can dramatically affect an attribute check’s outcome.

Let us consider another situation.

Example: A character is attempting to roll a boulder out of the way of


a door. In a normal situation, a player may say, “I attempt to roll the
boulder out of the away.” The CK would say a strength check is required
and would modify the CL by a +2 due to the weight and position of
the boulder. But if the player instead said, “I look at the boulder and
try to dissever whichever side would be easiest to roll to, where the
preponderant weight is located, and then find a device to use as a lever
to help me move the object,” the CK might knock the strength check’s
CL down by a few, because the character put some thought into the best
way to proceed with the action. In all, performing an action should not
just be a simple request for an attribute check, but should require the
character to put some thought and description into what they are doing.
This can always affect the outcome. The Castle Keeper should encourage

Castle Keeper’s Guide 235


Chapter 16 — Treasure
Treasure is the grease that makes everything happens in Castles & your players to come to every session and have fun. One of the ways
Crusades. It fuels the fire of the first time gamer, opening up his world to this is accomplished is to give them interesting magic items to try
a host of new and better weapons, armor, and equipment. Treasure makes out, and to give them enough treasure to buy useful equipment and
an adventuring party happy to face death many times over, killing zombies knowledge. A castle keeper, especially one just starting out, should
and ghouls in a nasty nest of undead. It is, in the end, one of the two main strictly adhere to the Treasure Tables in Monsters & Treasure and the
objects of any role playing game; wealth gained through the wild dangers percentage rolls found there to hand out enough treasure for the
of adventure! Beyond that however, treasure affords the CK a host of needs of the players.
opportunities to expand the game, drive role playing encounters, and
make action and danger more intense. In short, treasure offers the CK Giving out too much treasure causes its own set of problems for the
a host of new avenues to create better and greater adventures. Treasure players. A great deal of the interest in role-playing is the struggle to
serves these capacities and more, as the enterprising character will desire, survive and grow in a dangerous world. If a character can buy any magic
at some point, to develop his own magic, creating potions, scrolls, and item they want and pay cash for the building of their castle when they are
other items more useful to him and his party. level two, they aren’t going to have near as much fun as if they adventure
and work hard for the same advantages.
Too Much or Too Little Example: The Dragon Slayer group walked through the magic market in
The role of treasure in your world depends upon the style of play, the the city of the Mad Mage. Said to be the most magical place in several
type of game you are playing, and whether or not that game is a campaign dimensions, the group could see this was true. Each one of the six had
or a one night shot. If running games at
conventions, for a bunch of rowdy players
who want to plunder a dungeon, then by
all means awarding whatever the dice yield
and more is a good way to capitalize on the
fun of the moment. Doing a similar thing in
a long going campaign may lead to disaster
as players become disinterested in magic
and gold at early levels because they have a
plentiful supply of magic items in their broom
closet, artifacts hanging on their belts, and
gold that the greatest Kings would envy.

Keeping a level balance is easy to do. The


monsters as presented in both Monsters &
Treasure and Monsters & Treasure of Aihrde
offer a numerical value that establishes what is
normal for that monster. Do not be restricted
to it or the dice rolls as it determines what
that treasure consists of; rather, use those
charts as guidelines awarding items that
might come in handy in future adventures you
have already begun to plan for and enough
wealth to refurbish and refit lost and damaged
equipment. Always err on the side of caution,
if it seems too much, it probably is and simply
round down the figures. It is better to have
a little less than a little more as the more
accumulates over several gaming sessions and
the CK quickly learns the changing nature of
the Player Characters.

If your player’s cleric has to decide if he


wants to use the +3 mace of smiting or
the +2 mace of terror, and if he should
wear the +3 armor of etherealness or
the armor of spell resistance; and all of
your players have similar decisions, your
campaign probably has too much magic in
it. If your player group has gone six years
of gaming every Saturday, and the highest
level PC is 5th level and the party has one
+1 short sword that they are all proud of,
your campaign probably has too little magic
and treasure in it.

Giving out too little treasure can be


harmful to the health of your campaign.
In the beginning of any campaign, as the
Castle Keeper, you are trying to encourage

236 Castles & Crusades


Chapter 16 — Treasure
saved 150,000gp and this was in pouches under their clothes. They had etc. for such plot devices. The item or items in question plays the role
come to buy some magic and weren’t leaving the market until they each assigned to it by the CK so long as they retain some control of the item,
found what they were looking for. They looked at boots of elvenkind for such as allowing it to break after its intended purpose, etc.
20,000gp, a flying carpet for 25,000gp, gloves of dexterity for 50,000gp and
there were several oath bows to be had for 60,000gp each. Example: The young paladin Bryan sets off on his first adventure,
knowing full well that he is one of the weakest in his brotherhood. His
Depending on how magical your campaign is, any given book price for a brothers-in-arms have taught him well and set the vision of the holy
magic item goes up in price. In a gritty game world, it should be impossible avenger Durendale in front of him so that he muses upon it all the time,
to buy magic. Your players will have to quest for items, and they will be rare. desirous to have the sword, but knowing he can only attempt to attain it
In an epic, magic-rich campaign, the merchants are all going to try and get after a long road of adventures.
top dollar for magic items, which mean asking triple or more in gold for
each item. It’s up to the Player Character to barter down the price. The Quest
As a rule of thumb, if after three gaming sessions the party is significantly The most common plot device for treasure is the quest. Seeking an item
poorer through no real fault of their own but rather from equipment wastage or items sets the perfect goal for any group of characters. It establishes a
and small treasure portions, it is time to reassess your approach to treasure. clear line of march for the adventure, one that the CK can people with
Add more to the mix to keep the Players coming back to the table. all manner of traps, monsters, terrain obstacles, etc. The CK controls the
difficulty of the quest as well as the item itself, whether great or small,
useful or not. It allows for tremendous manipulation of the plot. For
Role-Playing Tool
example, the CK can allow the introduction of others with knowledge of
Treasure has a greater roll than simply pacifying players and making their the item or some perhaps seeking it as well.
journey’s toil worth the journey’s endeavor. Treasure is another tool that
allows both players and CKs to expand the role playing experience. Using
Bring it Down
treasure as a tool to enhance play or as a control is easy for the CK to do
and easy for the player to take advantage of. Treasure can serve the opposite role too, bringing the adventure down
a notch. If the characters amass too much treasure through a natural
hoarding instinct, or the CKs accidently allow too much into the game,
Centerpiece or Backdrop
the CK can weaken the treasure or claim that it is not as valuable as it
Treasure is a huge motivating force for players and their characters actually is.
and using it as a tool to drive the game is a hallmark of good Castle
Keeping. Treasure takes many shapes and sizes, from simple wealth as Example: The player character elf ranger, Eritrean, comes into the city
expressed in coin, to the more fantastic magic items crafted by or even of Elne with his Dragon Slayers character party. They have just had
containing gods. Using treasure as a catalyst for games is easy to do an extremely successful set of adventures in the Troll Glades and they
through hinting to the characters of fabulous and wonderful wealth are laden down with raw and cut gems of many types. Going to several
that lies just beyond the bend. When using treasure as a catalyst, the jewelers, they are astounded to get 30,000gp for the twenty gems; many
crucial question becomes what role the treasure itself plays in the of them were star rubies, star sapphires, and purple star sapphires. They
adventure. Does it become the centerpiece of what the characters aim should have gotten 300,000gp for all of that, but they didn’t know any
for? Or is it more of a background thing, where the characters hear of better and were well satisfied. They then went to several wizards and sold
the treasure but the true object is some other design. a rod of absorption for 10,000gp; that should have gone for 50,000gp. They
sold a wand of levitation for 6,000gp; that should have gone for 26,000gp.
Centerpiece treasure generally has some value beyond the monetary. They didn’t know what the orb of storms was and sold it for 10,000gp,
This type of treasure is possessed of some unusual power or ability. It when they could have gotten 49,500gp for it. They walked out of the city
may be ancient and worth more to the story arc than actual mechanical having purchased several sets of quality armor and flat broke. They had
value. Sometimes the centerpiece treasure is itself sentient and able smiles on their faces and were ready for the next big adventure; so were all
to communicate with the players, or plays some role in an upcoming the merchants that had cheated them in the city of Elne.
apocalypse. The item is what the characters are seeking or fighting
for, it is the purpose of the adventure or campaign. Once achieved, it
Expanding Treasure
retains much of its value to the adventure, driving the character that
possesses it or the next series of adventures. Heirlooms, artifacts, and Treasure comes in many different styles and sizes, and all of it can have
relics all fall into this category. a role-playing element to the experience that can be fun for the players
and the Castle Keepers alike. There are many creatures in fantasy RPGs
Example: The young paladin Bryan had a vision that bespoke of a that can manufacture treasure, whether coin or magic items. Taking the
journey that he must undertake. He must travel south, crossing the great standard items and expanding on their origins, their make-up, and even
Grundichle Mountains and there take a river craft down to Aenoch their effect on the game’s play is easy to do.
Valley. Here his journey would continue to the sea where he must find
a ship and journey into the deep southern seas in quest of the Island of Coins
Pivore, there he would meet many challenges. But if he overcame them,
the holy sword, Durendale, would be his to command. The adventure All experienced players and CKs understand the normal exchange rate of
itself crosses several thousands of miles and promises at least a year’s coins. They also know that about ten coins equals a pound in whatever
game time and all the myriad encounters he and his comrades must type of metal the coin presents.
necessarily make on the road.
Generally, carrying around huge bulks of coins is cumbersome to
Backdrop treasures are slightly different, in that they do not take center characters and they often wish to exchange them for gems or jewelry, or
stage, no matter their size, power, or value. The CK uses them to spur the even deposit them in banks. As fantasy worlds do not generally possess
characters on in an already existing adventure or as an ancillary plot line. economies based upon complex banking systems, it is usually only possible
The treasures may aid the characters through some difficult task or simply to find money changers or lenders who take the money in at a fee. These
give them enough power to overcome a foe. These tend to be standard are rare, and are often as crooked as the monsters that the characters
treasures listed in the Monsters & Treasure or the Monsters & Treasure of originally took their money from.
Aihrde; however, the CK should not shy away from using artifacts, relics,

Castle Keeper’s Guide 237


Part 3: The Siege Engine
The average money lender takes a 5% or 10% fee for his services and offers
no real guarantee. The money is not exchangeable from one city or town to Castle Keeper Notes On Coins and Weight
the next, there are no checkbooks the characters can carry. On occasions the
Use some common sense when it comes to handing out coins for
money lender might issue a writ that other money lenders will honor, but this
treasure. While the wandering monster might be entitled to 6d8
is something the CK must work out in their own campaigns and worlds as it
(x100) in gold coins, it is just not going to carry 5,400 gold coins
implies a series of interconnected NPCs (see Chapter 6 above).
weighing a total of five hundred and forty pounds. One trick a
Exchanging coins for gems is a far more common thing for characters to castle keeper might keep in mind is changing up the gold, silver, and
do. Any exchange works out to the characters disadvantage, i.e. 150gp in copper, especially in the large treasures. Cast the 10,000 gold into a
coin would yield several gems that are worth about 125gp. Characters can solid cube of gold weighing 1,000 pounds. Put the 30,000 in silver
find these gem-houses in almost all larger towns and cities. into a round orb of solid silver three feet tall and wide. You will have
a great time as a Castle Keeper watching them dull their weapons
trying to slice off hunks of the cube of gold or the sphere of silver.
Unusual Coins
It is perfectly acceptable to turn this normal equation around. There is a
world of fun role-playing to be had just by realizing that each race is going Extraordinary Items
to make coins differently. Along the same lines, merchants are never Throughout the history of mankind there have been fine craftsmen
going to give a player character the proper trade amount for their coins making highly prized items out of precious metals and gems. Not as
and often try to cheat the player character. When handing out treasure, obvious, but just as valuable are items carefully crafted out of normal
consider the different races and their styles of making things. wood and metals. While there are printed values for these types of items,
any merchant worth his salt is not going to want to pay full price for an
Table 16.1 Standard Value of Coins item. More role-playing happens when player characters try to sell their
silver snuffbox worth 100gp to a merchant that only wants to pay 10gp so
A Number Of Coins = 1 Coin that he can sell it for 100gp.
10 copper pieces = 1 silver piece
Example: The Dragon Slayers player character group is wandering in
10 silver pieces = 1 gold piece a dungeon with Chad Braveheart, the group’s human paladin, leading
the way. “You’ve come into a living room that’s filled with all sorts of
10 gold pieces = 1 platinum piece
furniture,” the Castle Keeper says. “We’ll just toss it quickly looking for
Example: The following highlights one of many possibilities that might treasures,” Chad replies. CK: “You see many well made bits of furniture
occur in any fantasy RPG. and the like, but no gold or jewelry.” Chad: “Well, we will just go to the
next room then.” The party walks by a painted silver vase worth 5,000gp,
Dwarven Coin: Dwarves are a simple race with good engineering skills. a rack of platinum goblets worth 12,000gp, and a platinum statue worth
Their standard coin is a small square bar of gold with dwarven runes 20,000gp. The adventure continues.
stamped on both sides and is called the Achum. It weighs about what
three human Crown gold coins would weigh and while dwarves will give All types of characters like to have expensive things around them. The
the proper exchange rate, humans want to only give two Crown for every better their things, the more status they have in their community. It’s
Achum. Elves want to give one Crown for every Achum. possible to run an entire campaign where coins and jewels are rare and
treasures are mainly well-made things. The possibilities for those things
Elf Coin: Elves appreciate silver much more than gold and their standard are endless and once again, a great deal of fun role-playing unfolds in
coin is a silver oval, the Eli, equal to two times the weight of a normal creating things built by the various races.
Mark, or silver coin. Elves always give the proper exchange rate, while
humans want to give only Mark for every Eli. Dwarves are only willing to All costs are in human gold coins.
give a half of a Mark for the worth of one elf silver coin.
Table 16.3 Extraordinary Items by Race
Orc Coin: Orcs make special hammers with orc runes on the hammerhead.
They take a blob of precious metal and pound it on the top and bottom to D% Elf Item (cost) Dwarf Item (cost) Orc Item (cost)
create a large orc coin called a plate. They then trim off the sides making 1-4 Oak Pipe (10) Copper Pipe (20) Ivory Pipe (75)
a coin about five inches around. In weight, it’s about five Crown. All other
5-8 Writing Things (30) Writing Things (10) Writing Things (5)
races, when taking the orc coin in exchange, try to only give two human
sized coins for the orc coin, because it is an orc coin after all. Silver Snuff Box
9-12 Gold Snuff Box (400) Iron Snuff Box (35)
(250)
With these ideas in mind, your new exchange chart reads like this: Mechanical Toy Mechanical Toy
13-16 Mechanical Toy (1)
(5d10) (9d10)
Table 16.2 Value of Coins Adjusted
9 Oak Plate Sets 9 Iron Plate Sets 9 Clay Plate Sets
17-20
A Number Of Coins = In Human Gold Coins (7d10) (3d10) (10 silver)
10 gold dwarf squares (achum) = 30 human round gold coins (crown) Darkwood Vase White Stone Vase
21-24 Bronze Vase (200)
(300) (75)
10 silver elf ovals (eli) = 20 human round silver coins (mark)
25-28 Blackthorn Goblet (30) Iron Goblet (10) Tin Cup (1)
10 gold orc plates = 50 human round gold coins (crown)
29-32 Redwood Trencher (25) Iron Trencher (5) Clay Trencher (1)
Example: “You’ve found a good treasure with the trolls. There are 90 gold 33-36 Willow Canteen (30) Copper Canteen (15) Leather Canteen (1)
dwarf achum, 60 silver eli, and 10 gold orc plates.” It looks like they are going
to have to do a little more role-playing to discover what they really have. 37-40 Elf Harp (200) Dwarf Harp (100) Orc Tangar Harp (20)
41-44 Hunter’s Horn (300) Hunter’s Horn (40) Hunter’s Horn (5)
45-48 Mandolin (250) Mandolin (190) Mandolin (75)

238 Castles & Crusades


Chapter 16 — Treasure
Copper Panpipes Ivory Panpipes Blackthorn Garnet Medallion
49-52 Reed Panpipes (75) 45-48 Bronze Medallion (250)
(100) (300) Medallion (25) (100)
53-56 Fancy Belt (100) Fancy Belt (50) Bandoleer (10) Emerald Necklace Ruby Necklace Diamond Necklace
49-52
(1,000) (5,000) (10,000)
Unicorn Cloak
57-60 Panther Cloak (75) Cave Bear Cloak(100)
Diamond Pendant
(400)
53-56 Amber Pendant (750) Wolf Fang Pendant (25)
(5,000)
Blackthorn Egg Cockatrice Egg
61-64 Iron Egg (2)
Red Sapphire Ring Black Pearl Ring
(50) (600)
57-60 Oak Leaf Ring (50)
(1,000) (500)
Small Oak Statue Small Bronze Statue Small Lava Statue
65-68
(150) (350) (50) 61-64 Green Topaz Stud (100) Ruby Stud (750) Gold Stud (50)
Darkwood Coffer Crystal Coffer Platinum Tiara
69-72 Mithral Coffer (3,000) 65-68 Silver Tiara (1,000) Ruby Tiara (10,000)
(1,000) (300) (5,000)
Blackthorn Staff Iron Capped Oak Silver Torque Bronze Torque
73-76 Iron Staff (40) 69-72 Gold Torque (3,000)
(100) Staff (190) (1,000) (500)
77-80 Dragonskin Pack (150) T-Rex Pack (75) Giant Rat Pack (5) Silver Waist Chain Gold Waist Chain Bronze Waist Chain
73-76
(60) (1,000) (750)
Redwood Throne Black Marble
81-84 Gold Throne (23,000)
Emerald Ear Cuff Mithral Ear Cuff
(1,000) Throne (17,000)
77-80 Copper Ear Cuff (25)
(1,000) (5,000)
85-88 Dining Table (100) Dining Table (75) Dining Table (10)
81-84 Silver Nose Chain (30) Gold Nose Chain (50) Iron Nose Chain (20)
89-92 Oil Painting (300) Stone Painting (25) Blood Painting (9)
85-88 Silver Eye Mast (100) Gold Eye Mask (400) Bronze Eye Mask (750)
Stalactite Bench
93-96 Quality Bench (25) Marble Bench (50)
Emerald Navel Ruby Naval Ring Amber Navel Ring
(10)
89-92
Ring (500) (1,000) (750)
97-100 Gloves (25) Gloves (10) Gloves (1)
93-96 Emerald Fan (750) Diamond Fan (2,000) Pearl Fan (1,500)
Jewelry Platinum Tongue
97-100 Silver Tongue Stud (100) Gold Tongue Stud (250)
The Castle Keeper uses jewelry to break up the boredom of treasure so Stud (1,000)
that he isn’t just giving out 10,000gp for every encounter. However, pieces
of jewelry can be adventure hooks as players go looking for specialty items Precious Metals
unearthed in hordes of treasure: More elf royal necklaces, for instance.
Jewelry is also created along racial lines as elfin jewelry tends to be Copper, silver, gold, platinum, and mithral are all considered precious
made of emeralds, coral, and pearls in the shapes of leaves and berries. metals in most fantasy campaigns. Although coins are the normal
Dwarven jewelry tends to be made of red gold with lots of large rubies, medium for these metals, there are lots of role-playing reasons for turning
dark diamonds, and quality quartz in many colors. Orc jewelry has lots these precious metals into something different.
of platinum in it and is usually very large, done in topaz, sunstones, and
beryl. If a gold torque is worth 3,000gp, that doesn’t mean it weighs 300 Example: The Bandit King of the Elkhorn Deeps just had his treasure
pounds. It means the craftsmanship of the item puts an approximate hoard robbed for the third time this year. “That’s it!” he screamed at his
value of 3,000gp on the piece. drinking buddies. “No one is going to take my gold and silver again.”
“How can you say that?” Wren o’ the Blade asked. “I’m going to melt
All costs are in human gold coins. down the gold into large cubes. It will weigh a thousand pounds. I’ll make
round molds for the silver and the silver spheres will weigh more than
the gold. Ha! Let them just try getting that out of my vaults!” the Bandit
Table 16.4 Jewelry by Race King laughed. Right then, Wren was glad he had invested all those jewels
D% Elf Item (cost) Dwarf Item (cost) Orc Item (cost) in a portable hole.
1-4 Ankle Chain (250) Ankle Chain (150) Ankle Chain (25) People and monsters that have large hoards of coin also have the time
5-8 Arm Cuff (100) Arm Band (75) Arm Bracelet (90) to mold it into anything they want. Governments form gold, silver, and
platinum into bars. There is nothing stopping NPCs from making large
9-12 Belt (25) Chain Belt (10) Corn Belt (5) cubes of gold, big spheres of silver, or even triangles of platinum. Gold can
13-16 Gem Bracelet (1,000) Steel Bracelet (15) Copper Bracelet (5) also be melted into large statues.
17-20 Deity Brooch (500) Clan Brooch (50) Warrior Brooch (25) Mithral and similar metals should be the rarest of metals. Often characters
21-24 Oak Buckle (90) Iron Buckle (2) Bronze Buckle (5) aren’t aware of such metals magical properties.
Emerald Button Example: Chad of the Dragon Slayers group called the others over to a
25-28 Iron Button (1) Tooth Button (1)
(100) small treasure chest. “Look at these, Theon; have you ever seen their
Black Crystal like?” Chad held a cloth bag in his hand. There were seven silver-red
29-32 Coral Collar (250) Bronze Collar (100) coins in the bag. Each was about three inches in diameter. A dwarf face
Collar (25)
was etched into one side and a red dragon’s head was on the other. “What
Peridot Choker
33-36 Oak Choker (50) Opal Choker (1,000) you have there is Mithral,” Theon the dwarf said. “One of those is worth
(100)
a hundred gold coins, maybe more to a dwarf smith.”
Emerald Earrings
37-40 Gold Earrings (400) Ivory Earrings (100)
(3,000)
41-44 Coral Locket (300) Gold Locket (75) Crystal locket (100)

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Part 3: The Siege Engine
Gems 93 Ruby 100 300 5,000 60,000
There are well over a hundred types of gems taken from the earth, often 94 Sapphire 300 750 10,000 70,000
they are dull things of little apparent worth. They can have flaws and
cracks in their makeup so that they aren’t as valuable as they would seem. 95 Spinel 25 75 100 1,000
They also can have patterns within their surface making them magical and 96 Tanzanite 25 75 100 2,000
each worth a much higher price than the jeweler cut version of the same
97 Tiger Eye 30 80 100 25,000
stone. A gem cutter can bring out the color of a gem through polishing and
cutting. What appeared to be dull red transformed into bright crimson and 98 Topaz 200 750 10,000 35,000
its worth increases ten fold. Once again, a great deal of fun role-playing is in 99 Tourmaline 25 75 1,000 10,000
the offing as characters try to get worth out of the gems they find.
100 Turquoise 10 40 50 n/a
Size also matters when it comes to gems. All of the ones listed below * n/a listings under reference means that type of gem can’t have a pattern.
are thumbnail size. When the stones are larger, their value increases
to double and triple. When you have a large treasure of gems, roll the Raw and flawed gems can be sent to a gem cutter to work them over and
appropriate dice to determine if any of them are of unusual size or just possibly make them more valuable. This is yet another chance for some
make the two best gems large and double their price. fun role-playing.

With the following chart, it won’t be necessary to just give out gems All gems with a pattern in them have magical properties. The strongest
anymore. All prices are in gold. weapons with the largest bonuses all have one or more gems with a
pattern placed in the pommel. Artifacts all have patterned gems worked
Table 16.5 Conditions of Gems into the device. Many of the more powerful magic items also have this
type of gem. The pattern vastly increases the worth of the gem, but may,
D% Gem Type Raw Flawed Cut Pattern if the CK deems it, be necessary when a character is trying to make a
1-4 Agate 10 25 50 500 powerful magic item of some type.
5-8 Alexandrite 10 25 50 500 Example: By changing the style of gem and its nature the CK enhances
9-12 Amber 100 250 500 n/a* role playing and imagery immeasurably. “You find a ruby, three sapphires,
13-16 Amethyst 100 250 500 2,500 a tiger eye, and a topaz” or alternatively, “You find a star ruby the size of
a hen’s egg, a flawed sapphire, a cut sapphire, a fist-sized star sapphire, a
17-20 Aquamarine 20 50 100 2,000 star tiger eye, and a raw topaz.”
21-24 Aventurine 20 50 100 3,000
25-28 Bloodstone 200 400 500 4,000 Arms & Armor
29-32 Carnelian 20 50 100 5,000 Many types of weapons and armor aren’t magical but are still worth having.
Player characters can have interesting adventures searching for the best
33-36 Chrysoprase 10 30 100 1,000 equipment for them to have. They can also find unusual equipment in the
37-40 Citrine 10 25 50 500 treasure hoards of foes they discover. The unusual smithing skills of each
41-44 Coral 25 50 100 n/a race allow them to generate arms and armor that seems magical, but is
just unusually well made using the secrets of each race. The following is
45-48 Diamond, blue 250 500 5,000 n/a a list of arms and armor for each race. Castle Keepers can extrapolate for
49-52 Diamond, yellow 1,000 3,000 15,000 n/a the others items on those lists.
53-56 Diamond, crimson 1,000 2,000 20,000 65,000
Table 16.6 Finely Crafted Armor
57-60 Emerald 200 400 5,000 20,000
Armors Gold Cost AC Weight EV
61-64 Garnet 10 25 50 5,000
Elf Mail Shirt 1,000 +5 10 lbs. 5
65-68 Jade, blue 25 50 100 n/a
Dwarf Mail Shirt 500 +6 20 lbs. 4
69-72 Jade, crimson 25 75 100 n/a
73-76 Jade, green 200 400 500 n/a Orc Mail Shirt 75 +3 30 lbs. 2
77-80 Jasper 25 50 100 3,000 Elf Steel Breastplate 500 +6 10 lbs. 5
81 Kunzite 10 25 50 1,000 Dwarf Steel Breastplate 1,000 +8 20 lbs. 4
82 Lapis Lazuli 10 25 50 10,000 Orc Steel Breastplate 250 +4 40 lbs. 1
83 Malachite 25 50 100 5,000 Elf Full Chain Suit 1,000 +9 30 lbs. 6
84 Moissanite 200 400 500 10,000 Dwarf Full Chain Suit 500 +8 40 lbs. 5
85 Moonstone 300 400 500 25,000 Orc Full Chain Suit 100 +7 50 lbs. 3
86 Obsidian 10 25 50 20,000 Elf Full Plate 2,000 +9 30 lbs. 9
87 Onyx 25 50 100 5,000 Dwarf Full Plate 5,000 +10 45 lbs. 7
88 Opal 25 75 100 n/a Orc Full Plate 750 +7 60 lbs. 3
89 Pearl, black 200 500 1,000 n/a
Besides armor, the various races also make weapons differently.
90 Pearl, white 250 750 500 n/a
91 Peridot 25 50 100 2,000
92 Quartz 10 25 50 n/a

240 Castles & Crusades


Chapter 16 — Treasure
Table 16.7 Finely Crafted Weapons What happens when a fighter picks up a wand of restoration or what
happens when a wizard picks up a +2 broad sword are generally dealt with
Weapons Gold Cost DMG. Weight EV by individual Castle Keepers. Each game is different as are worlds and
Elf Battle Axe 15 1d6 +1 5 lbs. 2 campaigns and CKs should feel comfortable making these decisions at their
tables. Magic is, of course, magic and can easily transgress into the realm of
Dwarf Battle Axe 30 2d4 +2 9 lbs. 1 making the impossible possible so CKs should not be reluctant to bend rules
Orc Battle Axe 5 1d6 8 lbs. 2 that might otherwise seem natural. It is advised that items be dealt with on
a case by case basis, however. The following are set guidelines and rules for
Elf Brass Knuckles 3 1d4 1 lbs. 1 those CKs and players who desire more concrete rulings and directions.
Dwarf Steel Knuckles 5 1d6 2 lbs. 1
Potions: Anyone can use any potion and there are no saves against their
Orc Bronze Knuckles 1 1d4 3 lbs. 2 use. The effect is immediate and overpowering; it allows the user to act
Elf War Hammer 10 1d8 +1 9 lbs. 3 as the spell of the same name. Concerning duration, range or any other
effects of the potion the CK should assume, unless specifically known by
Dwarf War Hammer 20 1d10 +1 10 lbs. 2 the CK, that the potion has a level bonus equal to the minimum level
Orc War Hammer 8 1d8 +1 10 lbs. 2 required to create the potion/cast the spell. For example: trap the soul is
a 9th-level spell; it requires an 18th-level wizard to create a potion of the
Elf Long Spear 10 1d10 6 lbs. 3 same name. Therefore, assume that the potion in question would possess
Dwarf Long Spear 10 1d8 +2 9 lbs. 2 a level of 18. Take note that it requires a 9th-level druid or cleric to create
any potions and a 7th-level wizard or illusionist so that the minimum level
Orc Long Spear 2 1d6 8 lbs. 3 of a potion is 9th or 7th level depending on who created it.
Elf Long Sword 20 1d10 +2 3 lbs. 5
Scrolls: Scrolls are sheaves of parchment inscribed with magical spells.
Dwarf Long Sword 15 1d8 +1 5 lbs. 4 The spells themselves are written in a magical text and cannot be read
Orc Long Sword 10 1d8 6 lbs. 3 by anyone outside the spell class; i.e. a wizard is the only one who can
read the script on a wizard scroll, a cleric is the only one who can read
the script on a cleric spell, etc. Any spell caster that can read the script
Magical Items can cast the spell, no matter their level or hit dice. The spell itself is cast
Castle keepers have a huge decision to make when it comes to magic and directly from the scroll. As noted in the Players Handbook, to cast a spell
how much magic, in the way of items, to allow in the game or campaign higher in level than the caster is allowed, they must make a successful
world. Magic often sets the tone for the game or campaign as the amount intelligence check with the CL equal to that of the spell’s level. However,
of magic establishes whether the world is reliant upon it or whether it unlike potion, the scroll’s power is not connected with the level of its
is something unique and special. Some CKs allow only one of every creator; rather its power in duration, range and other effects is equal to
item, and foes don’t keep these items in treasure hoards, but use them the level of the caster, not the creator. A 1st-level wizard casting fireball
to protect themselves. Other CKs love magic in all of its forms and fill does 1d6 points of damage; a 1st-level wizard casting imprisonment gives
up their campaigns with lots of magical treasures. Early on in the Castle the creature he is attempting to imprison a CL 1 to overcome.
Keepers gaming experience, they need to decide just how much magic
they want running around their world. Note: If a character is using a device that allows them to read the
magical script, such as a helm of comprehend languages, they may make
Gritty: In this fantasy world, only the higher-level characters display an attempt to cast the spell, but they must make a successful ability check
magic items and they never have more than one. Because of the rarity of and they cast as a 0-level caster.
magic, the CK may decide double the prices and experience for such things.
Entire adventures can center on the search for four healing potions or a Weapons: Anyone can use any weapon so long as they do not violate
scroll of seven wizards spells. Clerics tend to be few in this type of campaign their alignment or other similar class restrictions such as a cleric with an
and wizards and illusionist spend their lives trying to fill up their spell books edged weapon. Proficiency penalties do apply.
with difficult to find spells. The NPCs may have magical items, but these
devices they either use or lock away in their treasure hoards. Armor & Shields: Anyone can use any armor; however, they cannot use
any class abilities while so encumbered, unless the class is proficient in
Classic: The treasure tables in Monsters & Treasure reflect the classic the use of that armor.
style of game, rolls reflect the standard fantasy RPG. Every large town has
some type of spell casters guild where merchants may sell magic for high Miscellaneous Magic: These magic items are usable by almost any class
prices. The NPCs have magical items and use them in attack and defense and race. Alignment or other restrictions may apply.
against the player characters. These campaigns range in their usage of
magic from a little to abundant. Rings: Anyone can use a ring. If for some reason a ring’s abilities are not
outlined, the rings level/HD is equal to that of its creator. For rings that
Epic: This CK liberally adds more magic items to the standard treasures than have specific spell like abilities that equates to a minimum of 12th-level
the rules dictate. Cities, towns, and villages have their wizards, illusionists, for druids and clerics and 9th-level for wizards and illusionists. For each
and clerics and there are many quests with a magical theme to them as special ability add one level.
characters try to find vorpal swords, lightning staves, and gloves of dexterity.
Rods, Staves & Wands: Rods, staves and wands are class specific items.
They can only be used by the spell caster whose spells mimic the ability.
Using Magic Items Refer to Table 14.9 Rods, Staves, & Wands and Class for details. For
There are hosts of magic items listed in various publications, from the those who wish to use one of these items but (usually) cannot, refer to
Monsters & Treasure to the Heart of Glass. The vast majority of these items Using Class Based Items below.
are usable by any class and any race. A bag of holding, ring of invisibility,
stone of alarm; any class or race can use these items without penalty. Some
items, however, seem to be very class specific, scrolls, wands, staves, and
more particular, a ring of spell storing, for instance, all carry the stigma of
use with only one type of class, generally spell using classes.

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Table 16.8 Rods, Staves, & Wands and Class Charges and Recharging a Magic Item
Item Class Generally, it is a matter of casting the proper spell into a wand or staff. If
it’s a paralysis wand, the wizard throws hold spells or the like into the wand
Rod of Absorption W/I/C/D to charge it up. When there is a choice of spells as in a staff of power, the
Rod of Cancellation C/D wizard gets away with throwing the least of the spells into the staff to add
charges for any spells. Therefore, the wizard can cast magic missile spells
Rod of Lordly Might Any into the staff and get hold monster charges from the magic.
Rod of Negation C/W/D
When there is a rod or staff that has power but it isn’t a specific
Rod of Python C spell, more research must be given to the recharging. In this case, an
Rod of Rulership Any experienced sage or wizard who deals with magic must be hired to find the
proper essence. A wizard of the 9th-level or higher will be necessary to add
Rod of Thunder & Lightening D the charge unless it has a holy effect and then a cleric of the 12th-level or
Rod of Withering Any higher is needed. Very often, it will require crushing a patterned gem of
some specific type and adding the chips and dust to a liquid infusion.
Rod of Wonder W/I
Staff of Abjuration C/D/W/I Services
Staff of Conjuration W/I Every player character has something to offer in the way of services.
Staff of Evocation W Fighters offer their combat skills, wizards and illusionists offer their magical
skills, clerics offer their divine abilities, and the rest of the character classes
Staff of Fire W/I have special skills as well. There are ways to make it known that the PC
Staff of Frost W/I is looking for work. Those include signs in the town square, contacting
royalty or rich merchants, or talking themselves up in the local taverns.
Staff of Healing C
Staff of Power W/I Table 16.9 Cost of Services
Staff of Resurrection C/D/P Character Length of Service Cost in gold
Staff of Woodlands D/R Wizard single spell 100 per level of the spell
Wand of Color Spray W/I Wizard working a week 100 per level of the wizard
Wand of Darkness C/D/W/I Illusionist single spell 75 per level of the spell
Wand of Dispel Magic C/C/W/I Illusionist working a week 100 per level of the wizard

In general, the item should equate to the class ability it mimics. Cleric single spell 150 per level of the spell
Cleric working a week 150 per level of the wizard
Cursed Items: Anyone can use any artifact subject to normal class, race,
and alignment restrictions and subject to the cursed item description. Fighter working a week 75 per level of the fighter
All other classes working a week 50 per level of the character
Artifacts: Anyone can use any artifact subject to normal class, race, and
alignment restrictions and subject to the artifact description. The staff of
the magi can only be used by a wizard. Crafting Magic
As characters continue to adventure and gain levels it is natural for
Using Class Based Magic Items them to desire to create their own silver, iron, or even magical weapons;
making copies of scrolls, concocting potions and the like help to further
There are not many class based magic items, but for those that do exist the game by allowing the characters access to magic treasure and effects
there may come a time when a character attempts to use one that does without straining the adventuring world or the CKs planned adventure.
not specifically belong to his class. Characters generally attempt such This is somewhat covered in Monsters & Treasure. What is presented here
extreme feats for one of two reasons. First, they are attempting a last ditch expands upon those guidelines.
effort to save the party or themselves and use the only thing left to them;
a fighter using a rod of negation for example. For such acts of heroism some Make note of the style of campaign. For gritty adventures the characters, do not
CKs may want to allow the character to have a fighting chance. Secondly generally develop their own magical devices as doing so detracts from the rare
some players may wish their characters to have the ability to access non- nature of magic items. It is even difficult to find NPCs that readily manufacture
class based abilities, as magic items certainly allow them to do. such items; long quests that often end in failure can take the characters
on many adventures, but magic is simply too rare. In classic campaigns,
In either case, using class based items should be difficult and controlled. where magic is more plentiful the costs and time to do such work should be
If the Castle Keeper does allow it, requiring the character to overcome outrageous even for the creation of a dagger. Once again, the characters are
a simple intelligence check should serve nicely. The CB is equal to their going to have to adventure to find a crafter with experience in item creation. In
primary attributes and the CL is equal to the casting level of the item an epic campaign, making magical items shouldn’t be a problem, but the quest
in question. If they overcome the CC, they successfully use the item in for the materials to make them should be a grand adventure.
question; if they fail the item does not work, but now must make a saving
throw against crushing blow or explode. If it explodes, it does the damage
as noted below in Destruction of any Given Magic Item. Silvering a Weapon
Although putting silver on a weapon does not make it magical, such a
Characters who use class based magic items do not gain experience for weapon does have extra damaging effects on lycanthropes, undead, and
the item, though they do gain experience for the item’s successful effects: other creatures. Creating silver weapons is a complicated process that
monster death, negation, etc. involves more than plunging a sword into a molten vat of silver. Coating
an item without the necessary skills creates an unbalanced weapon with

242 Castles & Crusades


Chapter 16 — Treasure
a mass of silver temporarily sticking to the
business end. Even in a gritty campaign,
the characters can silver their weapons to
make them more effective against some
types of monsters. Every alchemist and
weapon smith knows the process of silvering
a weapon.

Step 1: Hire an alchemist and a weapon


smith that has done the silvering work
before. Refer to Chapter 4, NPCs,
referencing Tables 4.1-4.3.

Step 2: Pay them each half of the agreed


upon price and give the alchemist an
extra 100 silver coins.

Step 3: Select the desired weapon. The


alchemist melts down the coins and
purifies the silver to make sure there
are no impurities which generally
lessen the effect of the silver.

Step Four: The weapon smith etches a wide


silver pattern into the weapon in order
to maintain its balance. The player may
choose the pattern of the etching, by
naming the blade or paying homage to a
fallen comrade, etc.

Step Five: The finished weapon does double


damage versus lycanthropes and a +4
in damage versus undead.

Step Six: As with any item, the silver on


the weapon suffers from wear and tear.
Require the character to periodically make
a saving throw for constant use, or massive
blow, or whatever the circumstances
dictate that might damage the silver (see
above, Chapter 3 Equipment).

Creating Holy Water


To create holy water requires a cleric or
druid with access to a temple, church,
grove, or any place that is blessed by the
deity of a religion. The cleric can cast bless
water on any water brought into the grounds
and placed into a holy cup, bowl, and
grail, passed through a holy cloth or some
similar ritual; the ritual must involve some
previously blessed item. When the water is
set in the vessel or passed through it the
cleric or druid channels the good will of his
deity into the water, sanctifying it.

The channeling exhausts the cleric and for


every pint of water they bless they must rest
for 4 hours. For further notes on creating
holy water see Spell Behavior Bless
Water in Chapter 2 above.

Temples and the like rarely give away


holy water, usually only under extreme
circumstances. The Castle Keeper must
define these circumstances. Otherwise,
clerics and holy places award holy water for
donatives of at least 30gp.

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Clerics and druids also make unholy water. In this process, they bleed into Table 16.11 Creating New Spells
any type of water and scream the name of their deity so that the liquid
vibrates and fills with power. As with holy water, the process must involve New Spell Cost in
CB Spell Level CL Time in Weeks ††
an unholy sanctum and some cursed item. Touching this unholy fluid Gold Minimum* †
during the process also destroys the harmful effects of the liquid. 12 0 2 1,000 2
12 1st 3 2,000 3
Creating New Spells
12 2nd 6 4,000 6
Any spell caster can create a new spell if they spend the time and gold.
However, it does take time away from their adventuring. If the spell caster 12 3 rd
9 8,000 9
has the gold, they usually hire out the work to another magic user. Some
12 4th 12 16,000 12
debate will have to go on between the Player and the Castle Keeper to
establish if this spell is just an extension of another spell or a new spell. 12 5th 15 32,000 15
New spells should be more difficult to make and cost more. A great deal 12 6th
18 64,000 18
of interesting role-playing can be had when the CK tells the player what
type of materials they require in order to cast this new spell. If a wizard 12 7th 21 128,000 21
wanted to make a new lightning bolt spell, telling the wizard they have 12 8th
24 256,000 24
to use sliver from a javelin of lightning sets up an entirely new adventure,
sending them on a mission to find such a weapon. 12 9th
27 512,000 27
*This is the bare minimum creating the spell costs. The CK may
Creating a spell is not easy and magic users suffer any number of
determine the spell costs more for a variety of reasons; for more
problems while doing so, from failed components, lack of concentration,
reference consult the Monsters & Treasure, Table Calculating Magic
interruptions, etc. Each time they attempt to create a new spell, refer
Item Gold Piece Value.
to Table 16.11 Creating New Spells to determine if the attempt was
successful. If successful, the character is able to write the new spell † If the character chooses double the normal cost for creating the spell,
into their spell book; if the attempt fails, they must abandon the spell they gain a +1 to their check. Spending four times the cost, they gain
altogether or if they try again they must start from scratch, spending the a +2. This accounts for hiring more assistants, better equipment, more
necessary money to do so. pure components. Further spending beyond that point does nothing to
increase the chance.
Characters must be 10th-level to attempt to create new spells. Characters
†† If characters spend double the normal time in attempting to create
cannot create spells that they cannot cast, for instance a 15th-level spell
the spell, they gain a +1 to their attribute check.
caster cannot create a 9th-level spell.
Example: The Crimson Wizard of the Dragon Slayers group has always
Table 16.10 Creating Spells Based Upon Existing Spells Use the
wanted a spell that allowed him to blast out a lightning bolt without it
standard Siege Engine mechanic in order to determine the success or failure
bouncing all over the walls of the area and possibly killing him. After
of new spell creation. The Player should make the roll, adding level and
consulting with the CK, they both determine that the spell he has in
attribute bonus to any attempt. The CB is the Challenge Base, it is always
mind is a 5th-level spell. Crimson hires a 10th-level wizard to do the work
a 12. Determine the level of spell that the CK and Player have agreed the
for him. He tells the hired wizard he should take 20 weeks to research
new minted spell will be and whether the spell is based upon an existing
the spell (gaining a +1 to his check). The wizard wants to charge 32,000
spell or a new spell. If it is a new spell based upon existing spells consult
gold for the time to make the spell and Crimson gives the wizard 64,000
Table 16.10 if it is a new spell consult Table 16.11. This determines the
gold plus his asking price (another +1 on the check) The wizard needs to
Challenge Level and the Cost in Gold which is the amount of gold the
make a successful intelligence check of 27 in order to successfully create
character must spend to create the spell. The Minimum Time is the time it
the spell. His 17 intelligence is a prime, making the challenge base 12
normally takes to research and make the spell.
+15 for the spell level. The wizard is a 10th-level wizard, with level and
attribute bonus his modifier is +12, +1 for double cost, and +1 for double
Table 16.10 Creating Spells Based Upon Existing Spells time for a total of +14. On the dice he rolls a 16, adding his modifier to it
Cost in Gold to come up with a 30. He has successfully created the spell.
CB Spell Level CL Time in Weeks ††
Minimum* †
12 0 1 200 1 Making Spell Scrolls
The making of spell scrolls is a simple process for every spell caster. Once
12 1st 2 400 2
again, it requires time and often characters hire out the work to another
12 2nd 4 800 4 spell caster with plenty of time on their hands. Use the following table for
12 3 rd
6 1,600 6 creating a specific spell on a scroll or for establishing a base cost of having
a magical scroll created by an NPC.
12 4 th
8 3,200 8
The table below charts the cost of writing spells onto scrolls. The spell level
12 5th 10 6,400 10
is the level of the spell the character is writing on the scroll. Material Cost
12 6th 12 12,800 12 for the materials is for the specially treated parchments and ink as well as
any items needed in writing the spell. Hireling is the minimum amount a
12 7 th
14 25,600 14
second party wizard charges for writing the scroll for the character; this is in
12 8th 16 51,200 16 addition to Material Cost. The minimum time it takes to cast the spell into
12 9 th
18 102,400 18 the scroll and the writing of the words to make the magic work, it does not
reflect the amount of time required to rest while making a magic scroll. For
every 12 hours a mage works, they must rest for 12 hours.

A magic user must be at least 7th-level to write scrolls.

244 Castles & Crusades


Chapter 16 — Treasure
Table 16.12 Writing Spells on Scrolls Neutralize Poison – 600 High Noon druid glade oak bark
Spell Level Material Cost Hireling Time in hours Cure Critical Wounds – 700 Vernal Equinox blackthorn leaves
0 150gp 10gp/hr 12 Giant Strength – 700 Spring Months giant eyelashes
1 150gp 12gp/hr 12 Restoration – 700 Spring Months vampire tongue
2 250gp 13gp/hr 24 Heal – 800 Winter Months winter orchids

3 350gp 14gp/hr 36 Autumnal


Trap the Soul – 1,100 blue diamond
Equinox
4 450gp 15gp/hr 48
Longevity – 12,000 Summer Solstice gold star sapphire
5 550gp 16gp/hr 60
6 650gp 17gp/hr 72 Creating New Potions
7 750gp 18gp/hr 84 The act of creating a potion requires expensive material components.
The cost of these components is 200gp per level of the spell turned into
8 950gp 19gp/hr 96 a potion. Additionally, a well-stocked alchemical laboratory is necessary
9 950gp 20gp/hr 108 for the concocting process. The cost of materials and goods for this
laboratory is 1,000gp per level of the spell type created. For example, to
create potions of 5th-level spell-like qualities, the person creating the spell
Making Potions
must have a lab costing 5,000gp. This is a cumulative cost, furnishing a
The creation of potions is alchemist’s work. With a simple turn over of lab for 1st-level potions costs 1,000gp, and upgrading that lab to manage
gold, the alchemist gathers the materials and mixes those materials under 2nd-level potions as well costs 2,000gp. A lab that can brew potions of
the proper configurations. The cost of any created potion is reduced by levels 1 through 5 would cost a total of 15,000gp.
20% if the characters are bright enough to provide fresh main ingredients
for the potion they want to buy. The basic time it takes to make a potion There are times when the characters may want to hire an expert to create
is parallel to the cost in gold. If it cost 200 gold for the potion it takes two potions. If so, they must be able to find the appropriate hireling (see
hours with the right ingredients and the right time. Table 14.13 highlights Chapter 4 above). Assuming such a skilled person is present consult the
possible ingredients for existing potions in the Monsters & Treasure. following Table 16.14 Hiring Magic Users to Create New Potions.
The potion may fail at the outset and the character is required to make
Table 16.13 Potion Ingredients a successful intelligence check in order to successfully create the potion.
Failure to do so means the spell fails. The intelligence check is adjusted
Potions Ranked by Costs Time for Casting Main Ingredient by the level and attribute bonus of the one attempting to fabricate the
Stirred with a silver potion, i.e. if the character has hired an NPC to create the potion the
Bless (oil) - 300 High Noon character rolls using the NPC’s level, prime, and attribute bonus. Fresh
holy symbol
ingredients increase the chances of success. If these are available, add +1
Cure light wounds - 300 Sun Rise ginseng root to the intelligence check.
Endure elements - 300 High Noon goldenrod stems
The CB is always 12. Add to that the CL on the chart below to arrive at
Pass without Trace – 300 Full Moon dust from a wizard’s crypt
the CC, the number required to successfully create the potion. The cost is
Protection from the Material cost, plus the hireling’s rate of pay times the number of hours
High Noon holy water
Alignment - 300 required to concoct the potion.
dust from the steps of
Sanctuary - 300 High Noon
a lawful temple Table 16.14 Hiring Magic Users to Create New Potions
Shield of Faith +2 - 300 Full Moon opal chips Material Time in
CB Potion Level CL Hireling*
Spider Climb - 300 Quarter Moon web from large spider Cost (gp) Hours
Aid - 400 High Noon silver filings 12 0 2 200 lvl x 20/hr 1
Blur – 400 High Noon jaguar tail 12 1 st
3 200 lvl x 20/hr 1
Delay Poison – 400 High Noon asp fangs 12 2 nd
6 400 lvl x 40/hr 2
Invisibility – 400 Dark Night sylph hair 12 3rd 9 600 lvl x 60/hr 3
Levitation – 400 High Noon hummingbird heart 12 4th 12 800 lvl x 80/hr 4
Remove Paralysis – 400 High Noon eel intestine 12 5 th
15 1000 lvl x 100/hr 5
Clairaudience/ 12 6 th
18 1200 lvl x 120/hr 6
1 day of year
st
giant bat eyes
Clairvoyance - 500
12 7th 21 1400 lvl x 140/hr 7
Gaseous form – 500 Dark Night vampire toe
12 8 th
24 1600 lvl x 160/hr 8
Haste – 500 Dark Night wolverine heart
Nondetection - 500 Dark Night white rabbit lung 12 9 th
27 1800 lvl x 180/hr 9

Remove Blindness/ *The level of the magic user determines how much they charge.
High Noon temple holy water
deafness – 500
Example: A 7th-level wizard creating a 3rd-level potion would charge 7 x
Remove Curse – 500 High Noon lawful alter dust 60 =420gp per hour. To create the 3rd-level spell into a potion would cost
Remove Disease – 500 High Noon giant rat liver 1,260gp. After paying the appropriate sum the Player rolls an intelligence
check for the hireling. For the potion to work, the Player must roll a 21
Tongues – 500 Full Moon mastiff ear or better (CB of 12 + 9 challenge level). The Player rolls an 11. The

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CK adds the hireling’s level (7) to his attribute bonus (+1) and the roll anyone else. A successful save reduces the impact damage by half, or any
resulting in a 19. The potion does not take. ill effects the blast has, cut in half as well.

To determine the level of a magic item, examine its powers and correlate
Purchasing Magic Items
them to the equivalent spell levels. For items with several spell-like
Purchasing magic items is rare in Castles & Crusades. The game is one abilities the level number stacks. Each bonus the item has earns it a equal
of heroic adventure, whose end game is often the destruction of evil, level bonus. The CK must use their best judgment to determine magic
plundering the wealth of the ancients and the acquisition of exotic item levels as each game is different.
treasure. Gaining a treasure by purchase is a little counterintuitive to the
whole concept. However, characters often need items and Castle Keepers
Breaking a Staff or Wand on Purpose
desire to have them more readily available for settings/games are built
around magic as a common place item. In these circumstances, it does The damage done by a broken staff or wand is a function of the number of
not hurt to have some ready made guidelines to follow. charges in the object, and not the destructive power of the spells inside. The
command word of the item and a desire to break the item works the magic
Each magic item in the Monsters & Treasure comes with a price listing. and a ten-foot sphere erupts, centered on the item. Every charge left in the
This is the baseline cost of any item. However, finding magic for sale is device deals 1d6 points of damage. A forty-nine charge wand of paralysis
rare and very dependent on the market conditions. Those who own the breaks doing 49d6 points of damage to anyone within that area of effect.
items generally know their value and charge the characters accordingly.
To determine the value of items not listed, consult the Monsters & Destruction of Any Given Magic Item
Treasure calculating magic item gold piece cost.
Most miscellaneous magic items are difficult to break. Along the same
Any purchase of an item should be 10-20% greater than the value listed. lines, nothing happens to most items when they do break. Their magical
energies don’t usually explode. Breaking these items is often very difficult,
except in the case of a portable hole or a bag of holding. With these two
Destroying Magic
items, a sharp blade or spike placed in the container can rip the inter-
Magic items are rarely destroyed, but at times monsters, events, or even dimensional fabric of the inside of the item. Using great force on the
characters facilitate the destruction of a magic item. When an item outside of the item, the following items cause their own problems:
comes under such stress that it might be destroyed, use the rules outlined
in Monsters & Treasure. If an item should fail its save, it is entirely up to Table 16.15 Destroying Magic Items
the Castle Keeper as to whether the magic within it unleashes in a wave
of destructive power. This is often an on the spot judgment call, instantly Item Damage or Effect (20 foot sphere)
destroying a magic item and unleashing its power on a party of characters Bag of Holding 10d10
can bring a game to a rapid halt. On the other hand, characters often
attempt to save themselves by unleashing the power of the item in Cloak of Displacement 12d10
question, knowing full well that its destruction may save the party. Efreeti Bottle One Enraged Efreeti
Ioun Stone 20d12
Consider the type of game played and the commonality of magic in the
game. If magic is rare then wantonly destroying items might not be in the Mirror of Life Trapping Trapped Souls
favor of the game. If magic is common then unleashing its power might be Necklace of Fireballs Fireball missiles left unexploded
more desirable. But whatever the case, never underestimate the power of
magic items beyond the simple mechanics. Unleashing a blast of eldritch Orb of Storms 10d6 in lightning
sorcery that damages the party but destroys the enemy is a beautiful set Portable Hole 50d6
piece event that makes adventurers into legends.
Explosions happen when a bag of holding is accidentally placed in a
If an item is destroyed and its power unleashed, the character carrying the portable hole or the reverse happens. The multi-dimensions battle each
item must make a successful dexterity save against the level of the item other causing the bag and hole to explode with god-like force.
in question. If they fail, the blast strikes them every bit as much as it does

246 Castles & Crusades


Chapter 17 — Iron & Sulfur: Combat
Combat is often the matrix around which the Castles & Crusades game catastrophic damage, but they should be reminded that the monsters are
centers. This is the moment when the heroes rise against the monster, allowed critical hits as well and, on average, since monster encountered
when good must overcome evil, and the characters test their metal usually involve more monsters and less characters -- that the odds of one
against that of their foe. But combat is more than a simple resolution of those monsters rolling a critical hit are greater than the character.
of conflict. Combat is the single greatest, multipurpose tool the Castle
Keeper possesses. Through combat conflict can be resolved. When the
characters meet the ogre then can slay him, liberating the village that
The Ebb and Flow of Battle
he terrorized. But also, combat can bring a level of control to the game As has been previously discussed, creating an exciting mood is a key
that no other CK function can. When the party is scattered throughout component to running a fun game. A key component of that mood is
the forest, the CK can use combat to force the characters back into a the battles through which the characters must suffer. A well constructed
functioning group. Furthermore, disinterested players are easiest to bring battle is both exciting and gripping and can capture the attention of the
back to the table when confronted with a raging battle that they cannot players and keep them excited about the game for a long time after. In
avoid. But fighting these combats can be time consuming and often lead order to have a fun battle, one must control the combat round with an
to acrimonious debates between players and Castle Keepers. The Players iron fist. This control should not be equated to breaking out a series of
Handbook goes far in settling many of the basic disputes and establishing a tables, charts and rules in order to control the combat, what it means is
play book to effectively play through the combat rounds. Here we expand that the Castle Keeper must pay attention to the players, what they are
upon those rules with a series of options, rules, and general guidelines on doing, how they are doing it, keep the pace going in a solid, steady flow,
how to run more effective combat rounds, when to discard and regard apply enough risk to be challenging, and attempt to electrify the players
rules, how to tailor the rule to your mode of play. All this to bring the taste with descriptions that make them take notice. The CK’s role here is very
of iron with a wash of sulfur to your gaming table. much like a conductor, they must guide all parts and watch for a section
that may need more direction and if needed, apply it.
Castle Keepers and players should read over the following guidelines
and determine which of them serves the purposes in the game they are Balance
playing. Some may find that these do not fit the theme of the overall game
whereas others may find them useful in certain situations. Understand Creating a balanced encounter is a challenging, but important, part of
the rules before applying them, particularly the overarching effect using creating a successful encounter and combat. The CK must avoid pitching
these rules may have on the game. For instance, using critical hits may characters into combats that are impossible as immediate annihilation
seem like a good idea to characters as they have a 1 in 20 chance of doing isn’t particularly fun. On the other hand, characters that cut through

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Part 3: The Siege Engine
a monster in a matter of seconds might joke and think they are having opposite is true as well. If the characters are fighting the chimera and it is
fun, but the residual memories of the combat fade when compared to the obviously going to die too quickly because its hit points are very low, give
heart gripping moments of battle with a creature that gives the characters it a few more points.
a true run for their money.
Running the Combat
The ability to find the necessary balance often comes with experience.
Attempts to create a formula for the Castle Keeper to follow and Once combat begins, it is important to keep it flowing. Control the flow of
quickly create an encounter offer more problems than such a formula information. Discourage people from shouting numbers out of sequence.
would solve. For instance, monster hit points widely vary. A chimera This most commonly happens in the initiative phase of combat as people
has 9 (d10) HD; conceivably this monster’s hit points can range from are ready to rock and start shouting out their numbers. Doing this creates
9 to 90. The creature’s damage and abilities may still be high, but it is a jumble of information. It’s best to start at one point on the table and
entirely conceivable that 2 1st-level fighters could slay a chimera with two ask each person their roll until you go around the table, making note of
well placed arrows. The variables do not of course end here. Different their rolls.
characters have different abilities and the range is very broad in the
number of hit points they have, the attribute bonuses, weapons they Move through the initiative rounds quickly. Having determined who is
carry, spells they have memorized, magic items they have. The variables going first, ask them what action they want to take and allow them to
are too many and almost impossible to set down barring a monstrous do it, or quickly explain why they cannot. If done quickly and efficiently
formula that goes against the entire spirit of the C&C game. it allows for more room for the player and CK to become involved. The
player can describe the type of swing he is aiming at, shout battle cries
It is possible to establish challenge levels for monsters but such a thing and any other number of reactions. The CK can compliment it all by
would lead to more problems than it solves as the challenge level cannot describing the effect of the action. If the rules section, in this case the
in and of itself capture the number of variables that impact encounters. actual dice rolling and adjudicating (did they hit or not, or did their
action succeed or not), is kept to a minimum then there is more room for
When creating an encounter, there are few things a CK should take into descriptions and role playing the battle.
consideration. This is generalized information only:
Role playing the battle should be encouraged, allowing characters to
• Have a clear idea of the number of characters, their levels, hit shout back and forth, or even better hurl verbal attacks at their enemies.
points, extraordinary abilities (abilities of 13 and over), spells, and This latter is a wonderful opportunity for the CK to respond by having the
magic items. Take note on whether the party is heavy on fighters, role played attack actually impact the battle itself.
or magic users, has healing, etc. In short, know the party dynamics.
This information is not secret information and you need it to
properly adjudicate an encounter. Example: Angrod the dwarf finds himself in the midst of a band of
orcs fighting for his life.
• As a very general rule, the monster should be at least equal to the
character’s combined levels. Making the monsters a little stronger is Player: “I work myself up into a battle rage and shout at the orcs
okay, as players have a slight advantage over monsters in skills and ‘Come for me and Die!’ I stand as tall as I can and jut my chest out.
because they have extraordinary abilities. The monster’s hit dice Angrod’s face fills with rage and hate. I try to look maddened!”
roughly equates to character levels, and this is a good baseline from
which to work. Note what the monster’s extra abilities are. Some The CK rules: “The effect of your battle cry is electric. The orcs seem
have many attacks, spell-like abilities, etc. These can tip the balance momentarily disconcerted and off their game, their attacks a little
radically if a monster can wipe out an entire party with one spell. more uncertain.” The CK subtracts one from each orc’s to-hit roll.

• A very specific things to look out for are the spell-like abilities of
a monster when compared to the hit dice of the monsters as it In this example, it is not necessary to tell the players that the orcs suffered
compares to the levels of the characters. A high hit dice monster like a -1 on the to-hit rolls; but it doesn’t hurt for them to know that the orcs
a chimera has a CL of 9, because its hit dice is 9, when it casts a spell. suffered some type of penalty as that knowledge, that their battle cries
The creature’s HD is added to the challenge base of the characters (role playing) can affect the outcome of the battle and encourages more
save when the chimera attacks with its breath weapon. And in our role playing.
previous example, where the chimera had 9 hit points, the characters
must make a save of 21 prime (challenge base of 12+9 challenge Five Seconds
level) and 27 non-prime (challenge base of 18+9 challenge level) if Tamping down the rules is doubly important if you have more than three
the chimera breaths. Those are hard target numbers to make and may or four people at the table. Make certain everyone knows that they have
result in the instantaneous death of one or both characters. Saving a limited time to act or react in their round. A good rule of thumb is to
against a similar attack from a creature with a 2 hit dice would not give them five slow seconds to announce their character’s reaction. If it
be as difficult. If the monster’s hit dice is roughly equal to that of the goes much beyond that they lose their turn, and most go at the end of the
player’s levels it help’s to establish some balance. round. Mitigate this for new players who may not be completely aware of
all the actions they can take.
The Balance Key
The key to running a balanced encounter is not a set of rules, but the CK’s Save it for Later
ability to adjust the rules as he plays through the game. This is a critical When questions about rules come up and a discussion seems imminent,
departure from most systems as running a successful C&C combat does not it is best to move through it quickly. It if it unclear, uncertain, or you and
rely upon a rules set per se, but rather the CK’s ability to alter the rules on the the player are not sure how to use the rule, drop it and move on. Address
fly and in the course of the combat. This departure has to take place during the offending rule after the combat. If the action the player decides to
the combat and is not, nor can it be, a part of the preparation process. take has the potential to save the party from certain doom, the CK should
usually make a one time exception of the action and rule in favor of the
During the course of play, if the encounter seems unbalanced and the
player. As soon as the combat is over, allow for long discussions and
characters are being overwhelmed, drop the monster’s AC, HD, or hit
dissemination of the rules material and set it in stone for future use. It is
points. Anyone of these can bring the encounter back into balance. The
best to give the players a little leeway in order to maintain the ebb and

248 Castles & Crusades


Chapter 17 — Combat Expanded
flow of the combat rather than ruling on an action whose absence may important to remember this when developing rules. The round could
have cost the party members their characters. be very short, perhaps a few seconds, or long, lasting up to a minute.
It makes little real difference as the round is used to resolve conflicts
In this same vein, adjust the combat when needed. Do not allow your and generally individual actions are assumed in the whole. So for
own dice rules to rule the combat’s flow. If you need to add a few hit example, when a character says, “I swing,” it really means they are
points to the ogre in the encounter, do so. If you need to subtract a few, bending their efforts to attacking their opponent that round and the
do that as well. to-hit roll and possible damage is a result of various attacks, one of
which or several of which deal damage.
Describe & React
When developing rules for Castles & Crusades, try to restrict actions
Getting down good descriptions is perhaps the best way to control the ebb that can be undertaken to those that might occur within a 5-15 second
and flow of the battle. If rules discussions are constantly pummeling the interval. A broad range of actions can occur during this time frame and it
combat or if slow reactions keep non-active players disinterested, bringing helps to actually count out 15 seconds when deciding whether to take the
in crushing blows to equipment and to characters is always a good way to action. One can also expand the combat round to take a minute. During
keep the mood high or to push it in that direction. It is not necessary to this time a broad range of action can be undertaken. As the damage
actually script out long Howardesque prose to do this. In fact, overly long received and attacks are generic in nature and not reflective of single
descriptions, no matter how well crafted, can cause the opposite of the actions, it really does not matter. What does matter is what can occur
desired effect and bore the players into troublesome behavior. If prose is not during that time frame.
your thing, concentrate on equipment. If characters see their equipment
being broken, chopped in half, dulled, and generally destroyed, it focuses
their attention like nothing else except for their own hit point loss. Any Initiative
additional descriptive text just adds to the overall effect of the combat. The action within each round takes place over a 10 second period.
Combatants draw weapons, attack, and parry, cast spells, dodge or take
It’s also important to react quickly to player reactions. There is almost any other combat maneuver that may seem appropriate. The round is
no telling how a player is going to use their character abilities or what broken up to allow for an orderly progression of events. Rolling the d10
they are going to try. The sky is not the limit; their imagination is the for initiative establishes the order of response from each player and the
only limiting factor. Give each attempt its just due; rule for it or against CK. The order of events is essential as someone with a high initiative roll
it. Usually anything a character attempts deserves some type of ability might actually slay an opponent long before that opponent gets to roll.
check. But avoid doing long winded discussions about why a character
could or could not do something. Let the dice decide how unlikely it is,
after, of course, putting a judicious Challenge Level on the attempt. Example: Angrod rolls a d10 for initiative and comes up with a 7. The
orc he is fighting rolls and comes up with a 3. Angrod takes his swing,
All of this is part of role playing the combat, the safest and easiest way to hits and slays the orc. The orc is dead before he could take his swing.
run a mood setting and fast paced combat.
For this reason, initiative can be extremely important, especially
Combat Basics where spells are concerned as one spell that goes off before the
combatants react can potentially kill or disable all the combatants
For a complete discussion of the combat round, refer to the Castles & on the opposite side, and sometimes all the friends as well.
Crusades Players Handbook. However, in order to avoid too much cross
referencing of books, the following is a quick refresher of the essentials.
Static vs. Dynamic Initiative
Combat occurs in the combat round. The combat round is 10 seconds
long. There are 6 rounds in 1 minute. Therefore in the course of 1 minute Characters and monsters should roll initiative each round in order to
of combat, six combat rounds occur. create a dynamic gaming environment. This allows a greater variance
at the table because it constantly shakes up the order of who goes when.
Combat begins with all combatants rolling an initiative roll on a d10. The This in turn keeps characters focused on the combat round as they do not
highest roll goes first. The winner of the initiative roll takes their action know when their turn is going to come up next. Dynamic initiative can
first, whether this action is an attack or a character ability check, such as be chaotic as characters begin to work through other rounds and playing
sneaking behind the enemy or casting a spell. The person with the next into the next round. This is easy enough to control by beginning play
highest roll follows, and the third highest roll after that, in descending order at the CK’s right and working around the table. Anytime two or more
until everyone has taken an action. The d10 allows for an orderly process of characters are attacking the same opponent, the order should be skipped
actions as some actions participants make take less than a full round. The and those two allowed to act in concert.
combat continues until some type of resolution occurs, whether the death
of one or more of the participants or the surrender of one or more. Dynamic initiative requires a great deal more attention from the Castle
Keeper. They must be prepared for very fluid movements as one character
Many things affect combat or can change the outcome of what might may win initiative and intervene on another’s combat, and so forth. But
seem an otherwise decided encounter. These include the initiative, this in turn adds to the dynamic nature of this type of initiative rolling.
armor class of the combatants, types of hits, terrain they are fighting in,
objectives of the combatants, etc. Static initiative calls for the characters to roll one initiative roll at the
beginning of the combat round and that determines their turn in all the
remaining combat rounds. Though orderly, this approach allows too
The Combat Round
much time for players to sit and wait for when they are allowed to take
The combat round is technically a ten second interval. During this ten an action. With no chance of a shake up in the round, especially in high
seconds of time, many actions are taken to include numerous attacks and level combats where rounds may take 5 or more minutes per character,
defensive moves, parries, feints and thrusts etc. It is assumed that during the static player sits for much to long without doing anything.
the round the characters are very busy undertaking offensive and defensive
actions. They are not static, awaiting an attack; everyone is acting. The d6: Some prefer to use the d6 for initiative. This is a layover from
earlier games but does have some validity in the C&C universe. Using
When altering or developing rules, the combat round is really an the d6 assumes that there is a great deal more action going on in each
indeterminate length of time during which the characters act. It is

Castle Keeper’s Guide 249


Part 3: The Siege Engine
individual round. If using this method it is important to note that the What the CK has accomplished here was to even the combat out a little
combat round does not change in any way, there are still 10 seconds in a more, and simultaneously boost the players confidence of success and
combat round. Use of the d6, though nostalgic, is discouraged as it adds made the game all the more fun.
nothing to the fun of the game.
Here are several examples of role playing through combat; these can affect
either the character or monster, with the caveat, of course, that some of
The Action
these effects cannot affect certain types of characters or monsters: i.e., a
The combat round is an extraordinarily complex and busy time for the chimera cannot lose a piece of equipment.
characters. Each round consists of a host of actions and reactions. In
mechanics, it boils down to a few simple throws of the dice, but in the • Slipping and falling in difficult terrain.
actual round itself, a massive battle of life and death rages between hero • Killing more enemies than one.
and monster. The role playing, and fun of the game, surfaces in this action;
the opportunities to heighten the game and send the players on wild roller • Dropping weapon.
coaster rides is prevalent for the CK. The combat round is a role-playing • Knocking opponent down.
gem; do not assume that Angrod is able to swing once a round, but rather
his ONE swing a round is actually several blows and parries during which a • Breaking equipment.
host of orcs, cut, thrust, parry, bashed their mad attack against his own. • Losing equipment.
• Hitting Friend.
Role Playing Combat
• Stepping into the ruined ribcage of an enemy and getting the foot stuck.
Before embarking on a system of rules and predicates to govern the wide
variety of extenuating circumstances that affect combat, consider role
playing through them. Once hard and fast rules are applied and become Cautionary Notes
the norm of the game, it is difficult to remove them. Combat has an It is easy to trip up when role playing combat. Sometimes even the most
immeasurable impact on the role playing game. In combat, characters can veteran CKs allow one thing to pass for one character, but not the same
be killed and removed from the game permanently. They can lose their thing for a different character. The heat of the imaginary battle is often
favorite weapons or equipment. On the other side of that coin, they can thick and the CK has many things to control and over which they have to
slay the ancient dragon and open his hoard to plunder, thereby gaining keep track. Move through the mishap with the same descriptive text.
riches beyond their wildest imaginings.

Amongst the many things that players and CK’s control, combat is one of Example: Javiel leaps into the battle with Angrod, attacking the orcs.
the most important and something players attempt, either overtly, covertly Immediately the player rolls a natural 20. The odds are beginning to even
or subconsciously to control. Allowing this control to leave the CK’s and the battle is only at its nadir of excitement. The CK needs a few more
domain weakens the ability of the CK to tell the story. More rules are good orcs to hold on for a few more rounds to allow Javiel to participate. “Your
for guidance and clarification, but it is advisable to use them sparingly and blade carves one down completely. He falls at your feet!”
only after understanding the needs of the table and the game. Implementing
a wide set of rules encourages players to learn them and to use them, this Player: “Wait a minute? Can’t I kill two orcs with my natural 20 like
in turn creates a crutch that many players fall back upon when things are Angrod did?”
going poorly but one that when used consistently can more often than not
make things go poorly for the character. A CK can lose an infinite number CK: “The orcs are moving fast and you know immediately that they
of orcs to no real effect; the player loss is only one. are a little disconcerted by your joining the combat. So, no, your blade
can’t cut through two as there are not two standing close enough.”
Role playing through combat requires only that the Castle Keeper engage
the players and hence their characters in the actual combat through
descriptive text. Use the terrain, weather, the critical hit, the called As with any aspect of role playing, be careful to not overdo it. Too often
shot, or which ever extended circumstance or circumstances applies as Castle Keepers continue to drone on well after the characters have already
flavor text. Setting the circumstance up through descriptions and then been drawn into the combat and the mood is set. A long description is
reacting to their actions with reasonable commentary can easily engage often counterproductive to capturing that all important mood. Keep it
the players and is done without reference to any rules other than those short and keep it graphic.
generalized rules established in the Players Handbook. Using favorable or
descriptive text allows for the CK to maintain the all important flow of Adding to the Roll Playing Experience
combat, without referencing charts or tables, and only requires an active
Sometimes role playing through combats is best served by some hard and fast
imagination on both the player’s and CK’s part.
simple rules; or the CK would like a little more direction. Presented here
are several rules systems, none of which are hard and fast rules for the Castle
Keeper to use. Pick and choose, use and discard as each game requires.
Example: Angrod plunges into the orcs, hefting his shield high to
drive them back and swinging his axe at the nearest orc. Despite
Angrod’s ferocity, the battle is one-sided as there are just too many The Critical Hit
orcs. The player rolls a natural 20, a critical hit. Angrod is 4th-level A critical hit is defined as a roll on the d20 to hit dice of an unmodified
with 16 strength and a +1 battle axe. Angrod rolls a 6 for damage, 20; meaning to say that when a “to hit” dice is rolled, whether the Castle
for a total of 9 points of damage. The CK knows this automatically Keeper or the player rolls it, it comes up 20. A critical miss is the opposite
kills the 1 HD orc and that Angrod has dispatched his foe; however, with an unmodified result of 1. Collectively, Siege refers to these as crits
far better to use this opportunity to direct the blow toward driving or natural 20/natural 1. It is not uncommon to view crits as special rolls,
the combat even harder, so the CK relates: “So great is the blow so out of the norm that they must have some effect beyond that of normal
and so perfect the timing that Angrod’s axe cleaves through the orc combat. There are no hard and fast rules when a crit is rolled, and it is up
he aimed at and leaving a trail of blood and death behind it drives to the Castle Keeper and the players to determine which method is best
into the orc standing next to him. Both orcs topple to the ground, for the game they are playing, if any.
sprawled at your feet.”

250 Castles & Crusades


Chapter 17 — Combat Expanded
The Castle Keeper must make the players aware of the pitfalls of Option 4: Roadhouse rules are by definition more brutal in nature. On a
using critical hit rules. There are often more monsters than there are natural 20 roll, the attacker rolls double the attack dice and doubles
characters, especially in mass combat where humanoids are involved. any bonus damage. Thus a natural 20 with a +1 longsword and +2
Those numerous foes each roll a to-hit on the d20. The law of averages strength bonus would deal 2d8+6 points of damage to the opponent!
works in their favor for scoring a critical hit, simply because there are more
If the attacker’s rolls a natural 1’s they drop their weapon or break
of them. Characters can’t sustain the critical hits as often as orcs can, nor
their bow string/arrow as in Option 1.
score as many. As exciting as the critical can be, it’s dangerous when
playing against these odds. Use the following critical hit options with care Option 5: This method is slightly more complex than option 1, but falls
and make certain the players know the danger to their characters. within the same working framework. On a to-hit roll that results in
a natural 20, a critical hit may result. Another d20 is rolled and the
The basic rule for all critical systems listed below is that a natural 1 is always a following table is consulted.
miss and a natural 20 is always a hit. The only exceptions are monsters that are
immune to normal weapons and the attacker is using one. Any of these options Table 17.1A Critical Hit Option 5
work for a simple approach to the critical hit. These are, of course, only options
and the CK should adjust or alter them as fits their individual game. Roll Result
1-5 No critical, normal damage
Total success may have a variety of meanings. In combat it typically
means extra damage. For a saving throw, it obviously means success, even 6-10 Normal Damage +1-4
if the save could not have been passed in any other way. For a siege check, 11-14 Max damage
it could mean that the challenge succeeds, even if the challenge is beyond 15-17 Max damage x2
the powers or abilities of the characters.
18-19 Max damage x3
Of course, nothing can be quite as heart wrenching as needing that 20 Max damage x4
natural 20 to save your character from certain annihilation, and rolling a
natural 1 instead! The natural 1 is often considered the antithesis of the There are also critical fumbles. On a to-hit roll of natural 1 there is a chance
natural 20. Most typically a 1 is a 1 and is in general determined to be for a critical fumble. Roll a d20 again and consult the following chart.
an unsuccessful roll. As is the case among many gaming groups and their
various house rules governing the Natural 20, the Natural 1 may add
Table 17.1B Critical Fumble Option 5
some extra penalty to the character as a way of adding insult to injury:
Again this depends on some form of agreed upon play between the Castle Roll Result
Keeper and the players. One thing that is universally agreed upon is that 1 Damage self for 1-8 hp
a natural 1 in a combat situation is a definite miss!
2-3 Damage self for 1-4 hp
Listed here are a variety of methods for enhancing the dice by giving more 4-6 Break weapon
value to a 1 or a 20 as they are naturally rolled in game.
7-10 Minimum damage
Option 1: This is the simplest method of doing critical hits and fumbles. 11-15 Lose next round’s action
When a to-hit roll results in a natural 20, a critical hit is scored. The
16-20 No fumble
weapon does maximum damage +1d4, +strength modifier (if they
have one) to the opponent. On a natural 1, the character drops their Option 6: For those who desire slightly more complex effects from their
weapon or breaks their bow string. In the case of the bowstring, roll combat round, use the table below when scoring a critical hit or
a d6 to see further effects. If a 1 is rolled it is the arrow that breaks fumble. All damage listed below is extra damage.
and not the string, if a 2-6 is rolled then the bow string breaks.
Characters using noosed weapons, such as a mace, simply lose their
grip assuming they wear the noose on their wrist. Table 17.1C Critical Hits Option 6
Option 2: Should a to-hit roll result in a natural 20, the attacker scores 1 Knock opponent down
a critical hit that requires a further attribute check. The character 2 Head blow, teeth shatter, 1d4 damage, can’t eat until healed
makes a strength attribute check to which the character’s BtH is 3 Ear cut off, 1 point of damage
added, CL is equal to the level or hit die of the target. Should the
strength check be successful, a critical is scored. The attacker scores 4 Chop off 1-4 fingers, 1 point of damage per finger
maximum damage, plus any magical bonuses, strength bonuses and Crushing/Stabbing blow, blade stuck in rib cage. Reduces AC
the character’s BtH. In the case of ranged weapons such as bows, a 5
by 2, 1d8 damage per round
dexterity attribute check is used to determine if a critical is scored.
6 Crush bone, render one limb of opponent useless, 1d8 damage
Option 3: When a natural 20 is rolled in combat, the attacker is allowed
to make an additional attack roll. If the second roll succeeds, roll 7 Jaw destroyed, 1d8 damage, can’t speak or eat
damage normally. If the attacker rolls another 20, they achieve 8 Elbow shattered by blow, arm crippled, 1d8 damage
maximum damage for their weapon type and may make an additional 9 Knee shattered by blow, crippled can’t walk, 1d10 damage
attack roll. If they strike on this third roll, normal damage occurs,
but if they roll another natural 20 they get another swing and so on Crushing blow to opponent’s chest, collapsed lung, 1d10
10
for as long as they continue to roll consecutive natural 20’s. damage, constitution cut in half
A natural 1 in combat results in the attacker dropping the weapon. 11 Gut wound, spleen ruptures or is punctured, 1d12 damage
If the die results in a natural 1 whilst using a missile weapon, all allies 12 Slice opponents in the face, blinded in both eyes
in the path of the missile should roll a d10 with the highest number Lung punctured; reduce constitution by 50% per round until
becoming a potential target! If an ally becomes the target, the 13
0, then death
attacker must make another attack roll. If this roll successfully hits
Head blow, force knocks eye out of socket, explodes globe,
the accidental target’s armor class then all normal damage applies. 14
blind in that eye, 1d10 damage

Castle Keeper’s Guide 251


Part 3: The Siege Engine
Massive blow to chest, victim’s chest collapses, can’t breath, Although the chart lists “Weapon Damage”, this is a generic term, as the
15 damage dice may also refer to damage dealt by characters that have been
death in 1d4 rounds unless healed
magically enlarged, or by monstrous opponents; or through rolling multiple
Sever artery, if wound goes untreated 1d12 damage per round die. The maximum amount of bonus damage in this style is +1d10.
16
until healed
Chop off random limb, 1d12 points of bleed damage until A critical miss with this method causes a fumble whereby the attacker
17 injures themselves an amount of damage equivalent to the bonus damage
wound staunched
dealt by their weapon or attack type.
Crushing blow to the skull, opponent knocked unconscious,
18
1d12 points damage Example: Firmorge the Fighter rolls a natural 1 with his ancestral dwarven
19 Eviscerated, instant death battle axe which deals 1d10 points of damage, he suffers 1d6 points of
damage for clouting himself with the axe instead of striking his target.
20 Chop off opponent’s head, instant death

Table 17.1D Critical Fumble Option 6 Siege Checks


1 Trip and fall upon ground. Lose round of combat Natural 20’s for siege checks are most often resolved as assuming the
character has massive success.
2 Drop weapon, lose round of combat
3 Weapon breaks, lose round of combat Plus 5
4 Blow ricochets off target hits wielder, 1d4 damage One way to award a massive success is to grant a +5 to a siege check
5 Slip on gore on the battlefield, hit ground, 1d4 damage when a natural 20 is rolled. In this way the Castle Keeper can reserve a
chance of failure while still granting the characters a potential success. A
6 Strike companion next to wielder. Companion takes 1d6 damage +5 siege check works well when low level characters face an extremely
Wild exertions cause attacker to bite own tongue off, tip difficult challenge. For example, swimming across rapids may require even
7
down, and damage impaired a strong swimmer like Varg the 3rd-level fighter to score a 30 or better on
8 Stab or crush foot, 1d6 damage his strength check to make it across the raging river. In other words, it’s
an impossible task as the best that Varg can possibly roll is a 26 due to
9 Stab or crush knee, 1d8 damage, initiative reduced by 2 his 18 strength and level. He rolls a natural 20 adds +5 to the score and
10 Strike eye, blind in that eye achieves a 31, and swims across the impossible river like a fish.
Blow ricochets and smashes helm, helm driven into skull,
11 Massive Success
temporarily blind
Thrust/swing places arm in cusp of enemy grip and remains Alternately, a Castle Keeper could simply judge that the Natural 20 siege
12 check always works. Furthermore they may feel that something extra should
stuck on armor, scales etc.
come of the roll as a way to reward the character and the lucky dice. In this
13 Weapon shatters, shards strike wielder for 1d4 damage event, massive successes may include but are not limited to the following
14 Overshoot blow, wrist strike opponent and shatters, drop weapon list. Castles Keepers should build upon this list or use it as an example.
Force of swing causes weight imbalance and knee blows out,
15 • When a rogue gains a natural 20 on an intelligence check to decipher
crippled for 1 week
an ancient script, the rogue is instantly fluent in the deciphering of
16 Weapon shatters, large chunk lacerates wielder’s eye that tongue, needing make no other checks when encountering that
Wild swing, gore, imbalance, wielder trips, and falls, breaking language in the future.
17
weapon punctures self, 1d12 damage • When attempting to run and jump across a chasm, a barbarian
Trip past opponent, fall and drop weapon, 1d8 damage from character rolls a natural 20 for their strength check and not
18 only clears the chasm but is allowed to take an additional action
fall, broken jaw
upon landing. This action could include an attack or possibly a
Weapon shatters, small piece punctures helm/head/skull. defensive stance granting +2 to the character’s AC until the end
19
Instant death of the next round.
20 Smash self in head, or fall on blade, spear etc. Instant death • When attempting to use an intelligence check to repair a broken
object the character is able to successfully rig the object together
Option 7: Weapon style critical hits take the weight and sort of weapon
so well that the object gains +10-60gp in value and a +1 to
into account when adding any additional bonus damage to the
checks related to its use. For example, a rogue character gets a
natural 20. Upon scoring a natural 20 the bonus die and normal
natural 20 attempting to repair a set of broken lock-picks. The
weapon die are rolled together and this damage added to any bonus
rogue does such an excellent job repairing the lock-picks that
for enchantment, skill, or ability. Consult the table below for the
they gain 1d6x10gp value and afford him an additional +1 to his
amount of additional bonus damage offered.
attempts at picking locks.
Table 17.1E bonus Damage • When attempting a charisma check to trick the castle guards, a bard
Damage Bonus Die comes up with a pretty plausible story as to why he needs to get into
the castle and shares it with the Castle Keeper. After role play, the
1-2 +1 point of damage Castle Keeper may feel that the story is pretty good, but still needs
1-4 +2 points damage a charisma check to push it over the edge and get the guards on the
side of the bard. The bard rolls a natural 20. The Castle Keeper rules
1-6 +1d4 points damage
that the guards are so taken by Bardic Spirit they not only give the
1-10 +1d6 points damage bard and his companions a free pass into the castle, but also give up
1-16 +1d8 points of damage the exact location of the item the bard and his compatriots seek.
1-24+ 1d10 points of damage • When attempting a wisdom check to sense potentially hidden

252 Castles & Crusades


Chapter 17 — Combat Expanded
dangers, the character not only notices who is in the room but can pulls a muscle or gets a strain resulting in a loss of 1d4 strength until
determine exactly where the opponent is hiding, earning a +2 to their the character is healed with a lesser restoration spell, or gets one full day
first subsequent attack or siege check as regards to their opponent. of rest and light duty for each lost point of strength.
As you can see, the possibilities for awarding a little extra to a • Critical failure of a dexterity check could mean that the character
character that rolls a natural 20 are endless. What about the dirty misses a catch, trips and falls on their face, or otherwise loses a round
flipside of the die, however, the natural 1?! of activity due to tangling themselves up.
Like a massive success with a Siege check, a critical failure could • Critical failure of a wisdom check means the character sees and
have dramatic consequences depending on the sort of campaign hears the inside of their helmet when attempting to notice unseen
played by the Castle Keeper and players. Again the possibilities are dangers. When trying to solve a riddle or some other concept that
endless and may include but are not limited to the following list. may depend on some inner insight, the character is absolutely
Castles Keepers should build upon this list or use it as an example. certain that an incorrect answer is the truth!
• Character who rolls a failed charisma check fully believes that the
individual he was communicating with is now on his side and is in Saves
effect a new ally when nothing could be further from the truth. Not Unlike other rolls, the Siege Engine considers saves generally sacrosanct.
only does the opponent know this, the opponent intends to take full In other words, whatever the outcome of the roll on the save, it remains,
advantage of the character due to their sudden naïveté. This result adding only appropriate level modifiers and attribute adjustments to the
requires clever role play on the part of the character and if successfully roll. With saves, even if the roll is a 1, which would normally fail on any
played should result in bonus experience for their participation! other Siege check, the 1 added to level adjustment and attribute bonus
• Like a critical failure with a charisma check, a character who may be enough to achieve a successful save.
critically fails an intelligence check may believe that some course
of action or fact which required their intelligence roll is completely At this time the game assumes that a high enough level character would
the truth and the absolute right way to do something. For example, automatically find avoid damage from a simple trap, or have gained enough
a wizard may believe that a particular concoction involving rare experience to understand how to effectively dodge a magical effect. Similarly
and potentially dangerous substances is the absolute correct recipe. it would be assumed that characters having been exposed to weak venoms
Results of using the wrong concoction could be hair growing from and would have developed immunities to them over time. In other words, one
the wizard’s ears, boils, an unpleasant odor, or temporary amnesia. of the benefits of being high level is the ability to avoid minor challenges!
• A critical failure of a strength check could mean the character actually

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Subdual Chaotically aligned creatures, more individualistic by nature, are more
likely to rebel, as are creatures of a higher hit dice than their master.
Subduing an opponent or monster is a form of establishing dominance.
Lawful creatures may be more likely to wait for an opportunity to defeat
This only succeeds if the opponent or monster believes the person doing
their master and usurp his place.
the subduing is superior. Subdual most often involves a physical contest
but may involve more, depending on the intelligence (and memory) of Remember that subdual always begins in defeat and fear. In time, it may
the opponent. Creatures completely lacking any sort of intelligence, such grow into a devoted loyalty, but this is something that the master will have
as a skeleton or a green slime, cannot be subdued. Creatures of bug level to work hard to earn. Refer to NPC loyalty tables in Chapter 4 above.
intelligence could possibly be subdued for short periods of time, but they
would have a tendency to resort to instinct. Animals, particularly those of The Castle Keeper must make the final determination of when and how often
the herd or pack variety, are programmed to dominate or be dominated. the character must make checks in order to keep the creature subdued.
It is simply a physical contest where the strongest is the boss. This would
last until the boss demonstrates significant weakness or poor judgment.
The wolf who cannot lead his pack to food may himself become food. Alternate Subdual via Combat
Lower end human level intelligence creatures would follow a similar A second approach to subdual comes by defeating the foe in non-lethal
code, although the initial subdual may not require a physical contest combat, thus demonstrating to the foe your superiority. The attacker succeeds
at all. Intimidation may be enough. Higher intelligence creatures would at this through unarmed combat, or by using the “flat” of a weapon, that is, by
certainly require more than a physical contest to be subdued. using the weapon in such a way as to deal non-lethal damage. The weapon
will do the same damage as far as hit points go, but the majority of this
A subdued creature is different from a charmed creature. It will always know damage is temporary or “bruising” damage, which will heal relatively quickly.
it has been subdued. Some (lawful) may see this as the natural order of things, While attempting to subdue, only one point in ten will be real damage, the
and go into it with little protest. Others (chaotic) will always resent it, and rest will be bruising. When the foe’s HP falls to zero, the foe is subdued.
will seek constantly a means to escape or destroy their master.
It is possible to accidently kill a creature that you are attempting to
Gaining Control subdue. Taking the foe to a negative HP score equal to the value of its
hit die will kill the creature (a creature with Xd8 dies when it falls to
Subdual is a contest of wills, either the character or character or the negative 8 HP). Also, some weapons are simply unable to be used to
creature being subdued wins out. Any time a character attempts to subdue subdue, because they have no “flat” such as the morning star which
a creature, the character must attempt to gain control of the creature. has spikes pointed in every direction; there is no way to strike a foe
using this without doing lethal damage. Some magical weapons, such
In order to attempt subdual, the creature must be reduced to 50% of its as a Dagger of Venom or a Vorpal sword may deliver a lethal attack
hit points. whether the wielder wishes it or not.
Subdual may begin as a physical contest, but evolves into a test of wills.
Control is gained by making a successful charisma saving throw (add Terrain
all attribute bonuses plus level). The Challenge Level is equal to the Combat is not necessarily fighting on an even turf, beneath the sunny
creature’s hit dice or level. Furthermore, in this contest of wills, any sky. As often as not combat takes place in the gritty mud, along the
damage the character may have sustained affects the outcome of the slopes of rock strewn hills, in the mire of swamps, on a ladder perched
saving throw. For every level’s worth of hit points the character has taken against the parapets of a stony wall; combat often occurs where the
in damage, rounded down, the CL of the subdual increases by 1. defender chooses, or by sheer happenstance where opponents collide;
and when combat unfolds in unstable or unfamiliar ground the terrain
Example: A 7th-level bard, Amanoth, with a primary attribute of charisma 14 can impact the outcome in ways that little else can. Terrain can be a
attempts to gain control of a griffon. The creature’s hit dice is 7 making the deciding factor in any combat.
challenge class a 19. The character rolls a 13, receives a +1 for his attribute
modifier and a +7 for his level for a result of 21. The check is successful, and Fighting in adverse terrain does not impact the actual fighting skills of
the character gains control. However, if Amanoth had taken half his hit the combatants as training, skill, armaments, and weaponry determine
points in damage, the character would only add 3 to the roll for his level. The those skills. Terrain impacts the combatant’s ability to use those pre-
result is very different: 13 +1 + 3 for a total of 17. The subdual fails. determined skills; furthermore, adverse terrain impacts the mobility of
the combatants.
If the attribute check is successful, the character gains control of the creature.
If the attribute check is unsuccessful, then the creature is unaffected.
Example: Javiel, the 5th-level elven ranger, has entered some
Maintaining Control marshland south of the Old Post Road. The ground is very wet and
Keeping a creature subdued may require a series of charisma checks. muddy; as he moves tangled vegetation clings to his boots, cloak,
Checks may be required whenever the subdued creature’s life is and pants. He moves deftly however, using some of the tree-born
endangered or when the master commits some sort of significant error. vines to pull himself free of the muck. As he does so, one of the
Times to check subdual: vines erupts in life, coiling around his arm in a rapid grip, knocking
him off balance. Javiel instinctively leaps back, attempting to break
• If ill treated. the creature’s grip by force, but he does not move with the force
he thought that he would for mud clings to his boots and his foot
• If forced into evil/good actions. remains grounded in the thick sludge. He staggers back pulling his
• Highly stressful situations. foot free but his boot remains behind, torn from his foot by the
clinging mud. Pulling his sword he attempts to chop the assassin
• Master very weak. vine’s arm free from his own, but he fails to get his footing as the
mud sucks his bare foot in as it did his boot.
Keeping a foe subdued may be a far more difficult job than the initial
subdual. A creature treated well and which shares an alignment with Javiel is in trouble for he must fight the assassin vine on the one had,
its master is less likely to rebel than a creature of opposing alignment and the mud on the other.
or one which the character forces into dangerous or deadly situations.

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In this example, Javiel suffers ability check penalties because the terrain In all, we can see that the obstacle to one’s vision rather than the limits of
impacts his ability to move and therefore his ability to fight. The assassin vine vision primarily determine line of site. The Castle Keeper must determine
remains unaffected however, for it is a creature native to the swamp but more the topography of the land and the amount of obstacles to determine line
importantly it does not move. Now if the attacker had been an orc in the swamp of sight. General guidelines for this are described below. These are divided
then it, too, would suffer the penalties for fighting in the adverse terrain. into two categories; topography and vegetation density.

The players and CK can role play through many of these adverse effects. Topography: this is the degree of elevation changes the Castle
It is not necessary to have every instance of mud, rain, sand, thick keeper must contend with. There are 5 elevations types ranging from
vegetation or what have you impact the characters with a mechanic as mountainous regions to alluvial flats or floodplains.
in a reduced attribute. Sometimes it is best to allow for role playing and
descriptive text to convey the difficult features and the outcome of the Elevation 1: These are relatively level topographic regions such as
terrain on the characters. alluvial flats, flood plains, marshes or any other region which has
significantly level lands.
It is best to role play through the terrain; however, use of imaginary
descriptions and temporary ailments for the characters, such as slipping Elevation 2: These regions are generally open plains and savannas with
down a rocky slope, is the most efficient approach to integrating terrain up to a hundred feet in elevation changes within a mile.
into the game. However, when the CK desires a more defined approach
to fighting in difficult terrain, consult Table 17.2 Terrain Affects on Elevation 3: These regions are broken areas with elevation changes of
Combat & Movement for the impact on the attributes, combat, and up to several hundred feet in any given mile and have significantly
movement. dense valleys, ridges, rifts, gullies, ravines and the like.

Elevation 4: These regions are hilly areas with several hundreds of


Table 17.2 Terrain Affects on Combat & Movement feet of elevation changes within any given miles. They have highly
Terrain Strength Wisdom Dexterity Movement developed ridges and deep valleys.
Up Hill CL 1 N/A N/A ¾
Elevation 5: These are high mountain regions with deep valleys and
Down Hill CL -1 N/A CL 1 Double high peaks and have thousands of feet of elevation changes within
Swamp CL 2 CL 1 CL 2 1/2 any given mile.
Light Snow CL 1 CL 1 CL 1 Full The following table gives the basic distance one can see without obstacles.
Deep Snow CL 2 CL 3 CL 2 ¾
Light Vegetation N/A CL 1 CL 1 ¾ Table 17.3 Line of Site Distance
Thick Vegetation CL 1 CL 2 CL 2 ¼ Elevation Type Distance
1 5,000-30,000 feet (1-6 miles)
Line of Sight 2 2,500-15,000 feet (.5-3 miles)
This is a difficult concept to work with though simple in its basic application. 3 1,500- 10,000 feet (.25-2 miles)
One can see as far as one can see. How far can one see down a 50 foot
4 500 – 1,500 feet (less than .25 miles)
corridor? Fifty feet, of course. How far away can one see a mountain range?
Depending one one’s vantage, up to a hundred miles or more. How far away 5 1,500 – 10,000 feet (.25-2miles)
is the sun? The planets? The stars? People can see a long distance. On the
other hand, one can’t see something merely 20 yards away behind a wall or Obstacles to vision
tree, and in a forest with dense undergrowth one may only be able to see 20
yards or so and in a marsh, the range of vision falls to a dozen feet or less. There are five different modifiers to vision distance based upon obstacles.
Obstacles include trees, shrub, rocky outcrops, and other impediments to
The fact is, obstacles and not vision primarily determine one’s line of sight. vision. They are expressed as a percentile reduction to the above chart.
Human vision is fairly good. The prime delimiters are obstacles. Trees,
brush, elevation changes, walls, houses, hills, etc. are the things that limit Obstacle 1: These are barren landscapes with little to no vegetation,
line of sight. There can be few hard and fast rules concerning line of sight rocky outcrops, gullies or bends in the topography. 1-10% reduction
as the Castle Keeper must bring to bear a host of considerations for any
given environment. Obstacle 2: These are landscapes with some small underbrush, sparse
trees and underbrush, shallow gullies or ravines, some rocky outcrops
Consider a forest. The forest is located in a hilly region, and primarily or slight and unusual elevation changes. 10-50%
consists of young growth, has fertile soils in well watered valleys and a thick
undergrowth. In the late spring, everything is leafed out and growing well. Obstacle 3: These are forested areas with some underbrush, shrublands,
In this condition it may only be possible to see 50 yards or less in the valley or steppes with small trees and areas with rocky outcrops, ravines or
floors and a hundred yards or so on the slopes. Looking from slope to slope other topographic features of similar nature. 25-75%.
(100-200 yards apart) one will probably be unable to anything. In dense
Obstacle 4: These are forested areas with a heavy underbrush, young
areas of growth one may only be able to see 20 yards or less. In some valley
forests, dense shrublands or significant rocky outcropping, ravines,
floors or atop rises, open spaces may allow the viewer to see up to a mile
gullies and hills. 50-90%
distant. During the late winter, when everything has died, the same forest
could open up and one could see several hundreds of yards routinely. Obstacle 5: These are jungles or thick temperate forests with dense
undergrowth areas with significant amounts of rocky outcrops or
Consider a desert region with virtually no vegetation but many sand
sudden changes in topography. 75-99%.
dunes, rifts, or other topographic features with significant elevation
changes. From a high vantage, one may be able to see for several miles In all cases, the Castle Keeper must use common sense and remember
or more yet, on the other hand, one may not be able to see into a ravine to mitigate all distances by other factors such as weather conditions and
through which something is moving a mere 20 yards away. local topography and designs of the encounter.

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The next aspect to line of sight to consider is clarity. Although humans Example: Janna the half-elf ranger wants to make a called shot on an
can see a long way, we can not see that clearly. Even someone with orc’s helmeted head. The orc’s armor class is a measly 13, but its helmet
really good vision has difficulty making out details at 300 feet. General grants it a +2 and the head itself is difficult to hit granting the orc an
appearances and shapes can be clearly determined at hundreds of yards additional +3 to base armor class. This gives Janna an Armor Class of 18
(such as a biped versus a quadruped and large or small) but at 3,000 feet to hit prior to adding the -8 penalty for making the called shot. If Janna
even these details begin to escape the viewer. They can only make out wants to hit the orc in the head she must make an attack roll of 26 or
general shapes. And all of this in part due to the size of the creature. better. If she hits, she automatically deals critical damage depending on
the method used by her game group. If no method is used, allow the arrow
Consider that an eagle can make out a mouse moving across the land to deal double damage to the orc.
at 3,000 feet, whereas a human would likely not even be able to see the
mouse at 100 feet. The Castle Keeper must consider the clarity of vision Close Supporting Fire: When shooting an arrow or bolt into a crowded
as well when determining what a character can see and make out at a melee, the attacker may strike a friendly. On their normal to-hit roll a roll
certain distance. of 2 or 3 means they struck a friendly. A second roll is made against the
victim’s AC and if a successful hit is scored damage is recorded normally.
In determining what the characters can see, it is best to use the 100
yard mark as a measure. Consider a football field and what details one is Offensive Focus: The attacker must announce this move before the round
able to see at the length of one football field. Much can be determined begins. During combat they focus all their energy and attention into one
including weapons, armor, creature type, etc. At 200 yards (or 2 football concerted attack. They gain a +3 to hit, but suffer -6 to their AC.
fields) those details begin to fall away and at 300 yards the viewer is able
to only see general features. At 500 yards the viewer might only see the Parry: The combatant must announce this move before the round begins. There
outline of the creature. Again, all this depends upon the size of the is no initiative and they gain a +4 to their AC. They do not get to attack.
creature and the terrain.
Push: With a successful push attack, the attacker forces the defender to
fall back 1-10 feet. The attacker rolls initiative normally, and attacks in
Combat turn. They attack at a -2 to-hit. A successful attack forces the defender to
Much of an evening’s play centers around the iron rod of battle; here make a strength check, if they fail, the defender is forced back.
characters contest in arms with vile creatures of wild imaginings to
save the innocent and earn the lauding wealth of glorious heroes. How Reach: Pole arms gain an automatic initiative and attack first.
that battle unfolds is dependent upon the CK running the game, how
dexterous he handles the unfolding scenes and the mechanics that run Receiving Charge: Combatant may choose to ground their weapon by
the battles and the players and how they interact with the battle with cries placing the butt of it in the ground and bracing it with their foot or other
of battle and tactics of their own. Below are a host of combat maneuvers means. The weapon must be a spear or pointed pole arm.
that players and monsters are able to use. The Castle Keepers should
study these maneuvers before allowing the characters to use them. Shield Blow: Attacker can swing with his shield and attempt to stun the
enemy. The attacker suffers a -6 to-hit, they cannot take any other action
that round and the victim must make a successful constitution save or be
Combat Maneuvers stunned for 1d2 rounds.
There are innumerable actions that characters or monsters can take during
combat. Most of these the CK and player should handle with descriptions, Shield Wall: When four or more defenders interlock their shields they
rather than through differing mechanics. For example, should a character are able to act together, increasing their AC +4. They are also able to act
wish to do a sweeping cut at his opponent while dancing off to the left, they together against any creature pushing them or attempting to break the
should simply describe it. However, there are some actions which could use wall and they gain a +2 on all strength checks.
or would benefit from a mechanical effect. The Players Handbook discusses
several options for the characters. Table 17.4 Combat Maneuvers lists Ranged Combat
several common combat maneuvers and their affects. Generally, the
combatant must announce these maneuvers before the round begins. The atlatl, bow, javelin, pilum, crossbow, spear, and sling earned their place
on the battlefield through countless contests of arms, both large and small.
These weapons however, have their limits as it is especially difficult to hit
Table 17.4 Combat Maneuvers moving targets, or while the archer is moving; the stress of combat can
Maneuver Affect detract from the aim; and shields and armor go a long way to protecting
people. It takes skill, training, and experience to aim and shoot with accuracy.
Called Shot -8 to-hit, Automatic Critical Use these following rules to make the use of ranged combat more realistic.
Close Supporting Fire Attacker strikes allies on roll of 2-4
Offensive Focus +3 to hit, -6 AC, announce before initiative Rate of Fire
Parry No Initiative roll, +4 AC, no attack Castles & Crusades allows an archer to shoot 1 arrow per round. This rule
is designed with the concept that the archer is not in a pre-positioned
Push Drives an enemy back 1-10 feet attack mode, their quivers are not at the ready, or they simply have too
Reach Automatic Initiative much gear to allow a smooth flow of arrow to bow and string to ear, eye to
target and aim. It does assume the archer is taking careful aim, picking a
Receiving Charge Double Damage target, drawing a bead and shooting. However, skilled archers are able to
-6 to-hit, no extra attack, con save or stun shoot far more than 1 arrow in 10 seconds if they are prepared and they
Shield Blow do not take the time to carefully aim. In this case, the archer is able to
1d2 rounds
shoot up to 4 shots a round. In this case, arrows must be easy to get to.
4 or more form interlocking shield wall, +4 These shots suffer penalties for rapid rate of fire; the more shots fired, the
Shield Wall
AC, +2 strength checks more penalties. The combatant must announce this before combat and
prepare his position, generally by laying arrows out in front of him.
Called Shot: This is when a combatant takes careful aim attempting to
hit the target in a specific spot. The attacker suffers a -8 to their shot, but
if they hit they score an automatic critical hit.

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Table 17.5 Rate of Fire: Bow • Being hunted by an unstoppable monster, in the dark lonely places
beneath the earth.
Arrows Shot Penalty
1 -1 If someone is reduced to a 0 endurance, consult Table 17.7 Endurance
for the penalties.
2 -2
3 -4 Regaining endurance points requires only 1 round of rest per point,
essentially just long enough for the character to catch their breath and
4 -8 allow oxygen to flow back into the muscles and give the brain a few
seconds to grasp the situation and steel the nerves for another round.
A crossbow on the other hand is easier to aim and shoot so receives no
Any healing administered to the character returns the same number of
modifiers to the hit roll. However, the crossbow can only be fired once a
endurance points as it does hit points.
round for the light crossbow and once every 2 rounds for the heavy crossbow.
If the crossbowman possesses the necessary clasp and handle on their belt,
they can increase the rate of fire of the heavy crossbow to 1 bolt per round. Table 17.7 Endurance
Score Affects
Damage
1-2 -1 constitution checks
Damage for the weapons also differs. The weapon’s damage depends
0 -1 all physical attribute checks
to a great extent upon its pull weight. For crossbows, this is a static
number already represented in the Players Handbook. For bows however, -1 -1 all attributes checks
the number may vary. Refer to Table 17.6 Pull Weight in order to
-2 -1 all attribute checks, -1 to-hit rolls
determine the damage bonus and strength requirements of larger bows.
-3 -1 all attribute checks, -1 to-hit rolls, -1 AC
Bows come in four pull weights, normal, easy, difficult, hard, extraordinary.
It takes a certain str to use the weapon -4 -2 all attributes checks
-5 -2 all attribute checks, -2 to-hit rolls
Table 17.6 Pull Weight -6 -2 all attribute checks, -2 to-hit rolls, -1 AC
Bow Required Strength Damage Bonus -7 -3 all attributes checks
Normal None None -8 -3 all attribute checks, -3 to-hit rolls
Easy 8-12 +1
-9 -3 all attribute checks, -3 to-hit rolls, -1 AC
Difficult 13-15 +2
Constitutions save CL = constitution score+bonus+10)
Hard 16-17 +3 -10
or pass out
Extraordinary 18 +4
Randomly Landed Blows
Endurance Most attacks against a foe do not strike exactly where the attacker
Stressful situations, battle not the least, saps men and women of their intended. Sometimes aimed at a chink in the opponent’s defenses, a
physical and mental strength. Long struggles on the field wielding a battle strike misfires due to the opponent’s own movements or other battlefield
axe and shield, in the face of constant danger, or driving oneself against a conditions. These blows strike in seemingly random places. To determine
wall of shields in hopes to pull down one of the defenders to better get at where a such a blow strikes it is a simple matter to assign a number to a
him with weapons, or holding a line with a great shield receiving a charge body segment, and then roll a related die for the purpose of hit location.
from an overpowering enemy leaves tests the will as much as the body.
The mind and body work together to endure the suffering of constant Table 17.7A Randomly Landed Blows:
strain. For characters this equates to an endurance score. Humanoid Target
Endurance represents how long a character can withstand highly Human, Elf, Dwarf, Goblin, Kobold, Giant, Ogre, etc.
stressful situations. A character’s endurance is equal to his constitution Roll 1d8
score added to his wisdom score; add all attribute bonuses to the final
score. The resulting number equals the number of combat rounds that 1. Head 4 - 6. Torso
a character can continually endure heavy combat, strenuous activity, or 2. Left Arm 7. Left Leg
highly stressful situations without penalty.
3. Right Arm 8. Right Leg
The Castle Keeper must be the final arbiter of what constitutes a stressful
situation. The following examples should provide some guidance:
Table 17.7B Randomly Landed Blows:
• The characters climb a steep cliff without proper gear, spending Quadruped Target
hours on the journey up. Wolf, Dog, Lion, Horse, Worg, etc.
• Battle in which the characters are fully armed and hard pressed, Roll 1d8
where the monsters do not give them a moment to recover. An
archer behind the main line, would not suffer endurance loss 1. Head 4-6. Thorax
as would the front line troops; though he struggles mentally, his 2. Right Foreleg 7. Left Hind leg
physical demands do not equate to the struggle in the front line.
3. Left Foreleg 8. Right Hind leg
• Carrying a heavy load through a desert with little water.
• Forced to cling to the back of a monster that is attempting to
dislodge the character through madcap aerobatic stunts.

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Table 17.7C Randomly Landed Blows: Basic Armor Reduction
Winged Quadruped In the basic approach damage reduction is equal to the AC bonus listed
Pegasus, Sphinx, Griffon, Hippogriff, etc. in the PH. Shields both increase AC and absorb damage.
Roll 1d10
Complex Armor Reduction
1. Head 5. Right Wing
This system encompasses two concepts. First, the attack scores more
2. Left Foreleg 6-8. Body/Thorax damage the higher is to-hit roll is. Second, armor, instead of making the
3. Right Foreleg 9. Left Hind Leg target harder to hit, makes the target harder to damage.
4. Left Wing 10. Right Hind Leg
The character’s AC score is replaced with a Defense Score, which is equal
Table 17.7D Randomly Landed Blows: to 10 + dexterity bonus. Any amount above this on the attack roll deals
Dragon-like extra damage in addition to the dice damage determined by the weapon.
The armor absorbs, or soaks up, some of this damage. The amount soaked
Dragon, Dragonne, etc. depends on both the type of attack and the type of armor. Some armor
1. Head 6. Right Wing protects better against certain types of attacks. Each suit of armor will
have a hit point value. Soaked damage is damage that the armor takes.
2. Neck 7-9. Body/Thorax
Once the armor is reduced to zero HP, it is destroyed.
3. Left Forearm 10. Tail
4. Right Forearm 11. Right Hind Leg The addition of a shield will both increase the defense score and soak
damage. The shield will soak first if the total amount of damage dealt is
5. Left Wing 12. Left Hind Leg not enough to penetrate both shield and armor.

Damage Reduction Magical armor soaks additional damage equal to the magical bonus, and
has additional HP for each point of bonus. +1 armor has double the HP,
Combatants wear armor to protect themselves in battle; the armor +2 armor has triple, etc.
deflects blows and absorbs the impact of various weapons. Various
types of armor have built in designs specifically meant to counter NP= narrow point
various attacks. These designs are often regional and reflect regional
circumstances and encounters, i.e. what are the enemy’s capabilities. BP= broad point
Certain armor is heavy, some light, how one wears it, uses it, the terrain
it is used in, the size of the opponents, the offensive weapons used and SL= slashing edge
similar concepts define the actual value of armor. On the other side
of the coin, armor that suffers repeated blows would begin to break CH= chopping edge
apart and wear out, losing its intended purpose and its over value and
effectiveness. To build these many facets into a mechanical rule set that BL= blunt
realistically portrays the true uses and value of armor would necessitate
a multi-tabled system that impairs the combat round and stops the easy SP= spiked
flow of combat in C&C, thus increasing the amount of time it takes to
run a round, and decreasing the amount of fun. UN= unarmed (including most natural weapons)

In Castles & Crusades, armor class defines both these roles. The AC EN= energy (magical damage, burning oil)
represents that armor’s defensive capabilities, both absorption and
deflection. The armor itself does not possess hit point, bur rather assigned Table 17.8 Armor Reduction
the generic AC that conceptually covers any hit points the armor Armor Type Damage Type
possesses. In C&C, combat rounds run very smoothly and very quickly in
part because of this simply underlying concept. NP BP SL CH BL SP UN EN
Padded 1 1 1 1 1 1 1 2
However, some may want a more realistic or detailed approach to armor.
Damage reduction addresses this issue, allowing armor a greater roll in Leather coat 1 1 1 1 1 1 1 3
combat than simply conveying armor class. Leather armor 2 2 2 2 2 2 2 3

The standard armor class rule is as follows: AC = base10 + dex bonus + Ring 2 3 3 2 2 2 3 2
miscellaneous or magical bonuses. Hide 3 2 3 2 2 3 3 3
Studded leather 2 2 3 2 2 2 3 2
In order to incorporate damage reduction into the game, the players and CK
must conceptualize hit points differently as the armor itself takes on hit points Laminar 3 3 3 3 3 2 3 2
and conveys added points to the player or monster. There are two systems to Chain mail shirt 3 4 ½* ½* 1 2 3 1
choose from, Basic Armor Reduction and Complex Armor Reduction.
Scale mail 3 4 4 3 3 2 4 1
In either system, armor possesses a hit point value equal to 10 times its Cuir bouille 4 4 4 3 4 3 3 3
AC value. The character must track their armor’s hit points, even as they
do their characters. Breastplate, brz 4 4 3 3 3 3 4 1
Brigadine 3 4 4 3 3 3 4 1
Damage reduction is the number of hit points the armor can absorb from
Breastplate, steel 5 4 5 4 4 3 5 1
any blow that the wearer takes. If the damage reduction is 5, the armor
takes the first 5 points of damage the wearer suffers in the combat round; Mail hauberk 4 5 ½* ½* 2 3 4 0
anything over the first five points goes to the wearer. The armor can Coat of plates 4 5 5 4 3 3 5 1
absorb as many points of damage reduction as it has hit points.

258 Castles & Crusades


Chapter 17 — Combat Expanded
Greek ens. brz 5 5 4 4 4 3 5 0 No Cover -6
Banded mail 6 5 6 5 5 4 6 0 Attacker in Metal Armor -2
Splint mail 5 6 6 5 5 4 6 0 Attacker exudes stench -2
Greek ens. iron 6 5 6 5 6 4 6 0 Target Lost or Distressed +2
Roman ens. scale 5 6 6 5 5 4 6 0 Target Loud or Noisy +3
Full chain 5 6 ½* ½* 3 4 5 0 Target Blind +10
Plate mail 6 7 7 6 6 4 7 0
Target Expecting Attack -3
Roman ens. Seg. 7 6 7 6 6 5 8 0
Target has multiple eyes -2
Full plate 8 8 8 7 6 5 10 0
Target using ESP -4
Polish hussar 8 8 8 7 7 6 12 0
*This table offers modifiers for the party attempting to surprise.
*chain-mail absorbs half of the total damage dealt by edged
weapons
Hit Points
Soaked damage from an unarmed attack does not damage the armor The concept of hit points is intended to be a generic abstract. The
unless it is lethal damage. Lethal unarmed damage values are halved for actual “hit points” do not represent the actual wounds that a character
determining damage taken by the armor. or monster can take. Instead hit points represent the endurance of a
character and his ability to maintain a fighting stance in the face of the
Surprise flurry of mind jarring blows, blocks, dodges, dips, dives, and other steps
taken throughout the combat sequence. The reduction of these abstract
The nature of adventure puts the characters on the front line. They are the
hit points represents an ultimate dissolution of a character’s endurance
vanguard of the action and as such constantly run into monsters they had
and hardiness in battle, until the point they drop from a successful
not expected, suffer ambushes or must sneak up on their enemy. In Castles
wounding blow, or from the strain of their exertions.
& Crusades, characters or monsters must often make surprise checks. Surprise
occurs when one party is attempting to ambush another, when one party Hit points are an abstraction of the character’s overall stamina, health,
attempt to sneak up on another, or two parties suddenly encounter each other. and vitality as it pertains to injuries. However, some of the hit point
losses do represent actual physical damage, where the character is cut,
These rules are optional rules, expanding upon those given in the Players
stabbed, bruised, chopped, gored, trampled, crushed, torn, ripped, burnt,
Handbook and pinpoint the check by the actual circumstance.
electrocuted, scalded, dismembered, or decapitated. Knowing when and
Ambush: An ambush occurs when one party lies in wait for another. The how to track the physical damage can be challenging.
ambushing party must make a successful wisdom check, adding level,
Generally, it is best for the Castle Keeper to role play through when the
attribute bonus and any other factors, in order to successfully pull off the
character actually suffers physical wounds. When large amounts are
ambush. The CL is equal to the CL of the highest level or hit dice creature
taken in a single round, it usually equates to some type of physical wound
in the target party, plus any attribute modifiers and circumstances.
the character suffers, with small amounts its usually only a exhaustion or
Consult Table 17.9 Surprise Circumstances for CL bonuses. If the
minor bruising and cuts.
target is paying no attention, they are automatically surprised.
Example: During the first round of combat, Angrod suffered 3 points
Sneak Attack: Sneaking up on an enemy requires the one sneaking to make
of damage. This represents a rather minor loss in hit points, so the CK
an appropriate sneak check, adding level or hit dice when appropriate (ranger,
says the following: “The round thunders about you, the melee a flash of
rogue and assassin plus monsters able to actually sneak such as the wolf, shadow,
swords and shield. One of the orcs drives his shield up into your chin,
etc), attribute bonus and any other factors, in order to successfully sneak up on
driving your head back with a snap. You take 3 points of damage.” In the
the target. The CL is equal to the CL of the lowest level or hit dice creature in
following round as Angrod takes 11 points of damage from two different
the target party, plus any attribute modifiers and circumstances. Consult Table
orcs, the CK says the following: “The blades whistle about you in a
17.9 Surprise Circumstances for CL bonuses.
blinding whirlwind. One catches your shield, pulling it back, and slicing
Sudden Encounter: This occurs when two parties, both in the dark your arm for 5 points of damage; the arm is bruised and now bleeding a
about the others whereabouts, run into each other. In order to determine little. The shield pulled back exposes you to the second orc who punches
who is surprised and who acts first, roll a simple initiative roll. you in the chest, knocking the wind out of you, and stabs your in the
thigh. You take 5 points of damage.
Table 17.9 Surprise Circumstances* The character cannot pinpoint what or where the damage came from, the
Circumstance CL actual wounds, the bruising, or having the breath knocked out him. But they
have the indelible impression that they are suffering damage from multiple
Twilight +2 sources. Role playing combat comes with experience and some basic knowledge
Dawn (first light) +6 of what weapons are designed to do and how they can be used. The more you
role play these combat situations the less likely that you become dependent
Dark, Complete +4 upon mechanics to further the hit point erosion during combat.
Light Foliage +1
For those who desire are more tangible approach to understand what
Thick Foliage +2 damage and wounds suffer in combat there are several approaches to take.
Ruins, Boulders, etc. +2
Ground Open, Flat -4
Sunny Day -2

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Part 3: The Siege Engine
Why Wounds Wounds as Hit Point Damage
Many find the allure of wounds vs. hit point abstraction a draw to For those seeking greater “realism” in their game, a simple method for
their gaming table due to the alleged “realism” that detailed wounds describing wounds is to divide the total hit points of a character by 4.
add to the game. In the end, some players and Castle Keepers simply Each quarter of hit points represents a single wound.
need to know exactly how their character or monster is wounded.
They need this level of detail to draw the particular enjoyment they Example: Grummander the Barbarian has twelve hit points. Divided by
get from their RPG experience. four, Grummander has 3 hit points per wound. Thus each three hit points
of damage Grummander takes is equivalent to a single crushing bruise,
From a role player stand point, they want to know how the combat slash, or burn. Using this method, combinations of wounds begin to affect
scarred their character so that such information can be added to the a character’s overall performance.
character sheet for extra seasoning. They require a rule that explains it
all for them in a simple and concise manner that ultimately serves their Continuing with the division of the body into four wound areas, a matrix
needs without slowing down the play of the game! of wounds vs. negative effects is used to show how the wounds impede
the character’s abilities. These negative effects are of course removed as
the wounds are healed. Damage that exceeds a single wound would then
What is a Wound?
move the character to the next level of effects. For example, a character
A wound could be described as any damage that actually forces a change with 40 hit points who takes 20 points of damage from a lightning bolt
in the character’s physical well being. This could be a cut that continues spell cast against him by an evil wizard would move automatically to the
to bleed, a crushing blow to the skull that leaves a character stunned or two wound category. If the character had taken 30 points of damage due
confused, a cut to the legs that leaves a character slowed or immobilized to a failed dexterity save, they would then fall into the 3 wounds category
or a wound to arms that impede a character’s ability to wield weapons, and suffer all penalties that would therefore apply.
cast spells, or bear a shield.
This method of detailing wounds is simple and straight forward without
Listed here are several alternatives for handling wounds as they affect requiring a lot of book keeping as to “where” the wound took place on
characters, their abilities, and their attributes. a character’s body, and retains the spectacle of battered, burned, and
bruised heroes going sword to claw against subterranean hordes.

260 Castles & Crusades


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Table 17.10 Wounds Effects Arms (Each): 1, AC +3 to Base. A full wound temporarily reduces
dexterity and strength by 1 point each, unable to wield anything in this
1 Wound No effect arm until the wound is healed. If all of the damage is dealt in a single blow
2 Wounds -1 to Siege Checks and Attack Rolls the arm is further broken, pierced, or severed in a manner that deals an
additional 2 points of permanent constitution damage. This damage may
3 Wounds -2 to Siege Checks, Attack Rolls, -1 to all Saves
only be healed by a full restoration spell, a heal spell or a regenerate spell.
4 Wounds -3 to Siege Checks, Attack Rolls, -2 to all Saves
Tail: 1, AC +1 to Base. When fully wounded, reduces dexterity by 1,
Wound Points and unable to make tail type attacks. If all damage to tail takes place in a
single blow the tail is broken, pierced, or severed in a manner that deals
Characters and the creatures they encounter consist of a certain number an additional 1 point of permanent constitution and 1 point of permanent
of vital parts and appendages. These vital parts and appendages include dexterity damage. This damage may only be healed by a full restoration
the creatures head, torso, arms, legs, tail, and wings and so on. The spell, a heal spell or a regenerate spell or spell like effect.
system assigns a point total which represents that part’s overall value as
it pertains to keeping a creature alive. The number of points assigned to Wing (Each): 1, AC +2 to Base. When fully wounded, temporarily
each vital part is referred to as the Wound Points. Wound Points in turn reduces dexterity by 1, and fly at half speed. If completely damaged in a
represent a fraction of the creature’s total hit points. single blow, the wing is further broken, pierced, or severed in such a way
that the target suffers 1 point of permanent dexterity damage, and 1 point
To allot wound points to a given creature, the Castle Keeper may assign of permanent constitution damage. This damage may only be healed by a
the wound points according to the examples below or they may create full restoration spell, a heal spell or a regenerate spell.
their own more specific list of vital organs and assign wound points to
those parts as they see fit. In addition to wound points for specific parts, Example: In using the above method, a humanoid creature would thus be
each part also has an Armor Class value that is added to the base armor comprised of a 10/10ths worth of hit points. If an ogre for example had
class of the target. This addition to armor class reflects the inherent 30 hit points one would divide 10 into the 30 to get 3 hit points per part.
difficulty in striking a target specifically in the head, arms, and legs as An arm is worth one part, so the arm would be worth three hit points.
opposed to aiming for center mass and the desire of the target to quickly The torso is worth four parts so would be worth 12 hit points. The head is
duck, dodge, hop, or sidestep from harm to these vital appendages. worth two parts, thus is worth 6 hit points.
Listed here are a few examples of a creature’s parts and the fraction
of total hit point suggestion for use in a complex wound and hit point Grievous Injury
system. Creating complex charts further break the hit points down into Grievous injuries are injuries that leave a more or less permanent mark
multiple wounds. In this instance, wounds are broken down by limbs, upon characters. If the specific wounds method is used, these grievous
torso, head, and any additional limbs or appendages a creature may injuries are as described when dealt all in one blow. Thus, they are
possess (such as additional arms, legs, tail, wings) and so on. Listed with injuries that may cause permanent attribute damage, a slowing of the
the appendages are suggested effects for when wounds are suffered to the movement rate, a penalty to attack rolls or a penalty to saves. They may
area, or if such wounds are dealt all in a single blow. be injuries that are as uncommon as a loss of a sense of taste or smell
due to a blow to the head, or something more severe that results in
Note: Regardless of where a wound strikes the target, damage is still dealt amnesia or random uncontrollable seizures.
to the creature as a whole. When the creature reaches zero hit points,
they are incapacitated and possibly unconscious, regardless of how their Grievous injuries are most often described as injuries that take place
wounds were received or where such wounds landed upon their body. when a character is reduced to below zero hit points. Though still
clinging to life, their wounds are such that life ebbs from them as each
Area of Effect Spells affect the entire body equally, thus would deal round passes until an ally stabilizes them or heals them with magic. Most
damage as normal and typically would not affect individual limbs. of the time allies are able to come to the aid of the wounded and offer
them magical healing of some sort prior to serious permanent injury
Creatures with one hit die tend to be grievously wounded by any attack so setting in. Other times however this may not be the case. Perhaps while
a specific wound chart is typically unnecessary when dealing with them. using some form of critical hits rules a character is reduced below zero
If a character is attempting a dramatic action such as shooting a weapon hit points in a single blow. Whatever the cause, a character reduced to
from the creature’s hand, simply add the armor class increase to the base negative hit points has suffered a grievous injury. Regardless, any wound
armor class plus any penalties for lighting, distance and the like that seem which reduces a character to negative hit points that is healed with magic
appropriate and let fly with the slings and arrows! cures all wounds normally. Wounds that are allowed to heal naturally, or
are healed through siege check and special non-magical healing ability a
Head: 2, AC = +3 to Base. A full wound results in -2 to intelligence, character may possess could have continuing aftereffects as detailed in
charisma and wisdom based checks and saves. If all damage is dealt in the examples of grievous injuries listed below.
a single blow, the target must make a charisma save vs. death. On a
successful save the character is knocked unconscious, on a failed save the Massive Fire or Acid Damage: Characters reduced to negative hit
target is killed by piecing, decapitation, crushing, or magical effect. points due to massive fire damage such as created by a fireball or dragon’s
breath suffer from blistered, peeling skin, hair that has been singed from
Torso: 4, AC =Base. A full wound results 2 points of temporary their body and undeniable long lasting pain. There is a chance that
constitution damage. If all damage is dealt in a single blow the target the character may also suffer blindness due to burning. Blindness may
must make a charisma save vs. death. On a successful save the victim is be avoided with a successful constitution save whose challenge level
knocked unconscious, on a failed save the target is killed. is equal to +1 per negative hit point. Once stabilized these characters
must be magically healed to grow back fresh skin and hair or be horribly
Legs (Each): 1, AC = +1 to Base. A full wound temporarily reduces disfigured, suffering a permanent -2 to strength, dexterity, constitution,
dexterity and strength by 1 point each and movement by 10 ft. If the full and charisma which may only be healed through the application of a heal
wound is a result of a single strike the target must make a strength save spell, full restoration spell, or limited wish. As with trolls fire damage cannot
or find their leg broken, severed, or pierced in such a manner that makes be fully healed by regeneration.
the leg useless until healed, reducing movement to zero, and dealing an
additional 2 points of permanent constitution damage. This damage may
only be healed by a full restoration spell, a heal spell or a regenerate spell.
Castle Keeper’s Guide 261
Part 3: The Siege Engine
Massive Slashing Damage Arms: The blow fractures the arm. If healed by magic, the victim suffers a
1 point of permanent dexterity damage. A lesser restoration spell removes
Characters reduced to negative hit points due to massive slashing damage
the damage. If dealt by a natural 20, the arm is shattered and the character
from claws, swords, axes or the like have a horrifying gash upon their
suffers an additional 2 points of dexterity damage and 2 points of strength
form. If landed by a called shot the bleeding, grisly wound is where the
damage which a heal spell, or regeneration spell heals. The shattered arm
attacker intended it. If dealt by a random blow consult the appropriate
cannot wield any weapon or bear any weight until healed.
randomly landed blow chart above.
Legs: The blow partially or completely fractures the leg. If not healed by
Head: If not healed by magic, horrific scar tissue forms upon the victim’s
magic, the victim suffers 1 point of permanent dexterity and permanent
head or face doing 2 points of permanent charisma damage. A lesser
strength damage. This additional damage may be removed with a lesser
restoration spell cures the wound. If dealt by a natural 20, the character
restoration spell; this spell is in addition to normal healing as is healed by a
must also make a successful strength save or suffer blindness as by a
cure light wounds spell or some other form of healing. If dealt by a natural
blindness spell. A remove blindness spell cures the blindness, or a lesser
20, the leg is fully shattered and the character suffers an additional 2
restoration spell cures the wound.
points of dexterity damage and 2 points of strength damage which may
Torso: If not healed by magic, the victim suffers 1 point of permanent be healed with a heal spell, or regenerate spell. A shattered leg reduces the
strength damage. A lesser restoration spell cures the wound. If the damage movement rate of the victim by 10 ft.
that reduced the character to negative hit points was the result of a
natural 20, the character takes an additional 2 points of constitution Using Wounds and Grievous Damage
damage as well. Healing this damage requires a lesser restoration spell. A valid question for beginning Castle Keepers is when such rules should
be included at the game table. The answer of course varies from game
Arms: The wound partially or completely severs the arm. If not healed
table to game table. Likely, such rules could be used by players with lots of
by magic, the victim suffers a 1 point of permanent dexterity damage. A
role playing experience and familiarity with one another and their style of
lesser restoration spell cures the wound. If dealt by a natural 20, the arm is
play. Players who are highly attached to their characters are perhaps not
fully severed and the character suffers an additional 2 points of dexterity
the best candidates for these sorts of rules as their use can go both ways.
damage and 2 points of strength damage which may be healed with a heal
Bad guys can land grievous wounds on a player character just as easily as
spell, or a regenerate spell.
the characters can land them on the bad guys.
Legs: The wound partially or completely severs the leg. If not healed by
Also, as stated earlier, grievous wounds landed against single hit die or low
magic, the victim suffers 1 point of permanent dexterity and permanent
hit point monsters and characters are fairly moot. Any attack which deals
strength damage. A lesser restoration spell cures the wound. If dealt by a
a large percentage of their hit points in damage is a critical injury. Monsters
natural 20, the leg is fully severed and the character suffers an additional
that can be killed in one blow by a standard weapon probably need not
2 points of dexterity damage and 2 points of strength damage which may
apply additional rules for wounds and grievous injuries. For example, a
be healed with a heal spell, or a regenerate spell. Severed legs reduce the
giant rat stuck with a battle axe need not involve searching a table to
movement rate of the victim by 10 ft.
determine where the battle axe landed upon the small quadruped’s body.

Massive Piercing Damage Alternately, when characters face a dreaded rival for a final encounter,
Piercing damage is damage dealt by arrows, spears, fangs, or impalement on adding some grievous wounds, called shots, and other details to the
spikes from either a monster or trap. Massive piercing damage to any limb or battle may enrich the gaming experience. Survivors could brag about
organ causes additional bleeding to the target. Typically a character loses 1 the scar they received in a battle with Hildegarr the Black and his bandit
hit point per round until healed or their wounds staunched. If the bleeding chieftains. Other characters may reminisce how their allies drug them
reduces the character to negative hit points they bleed 2 hit points per round from the fray after being run thru with a spear, and how their friends
instead of 1. If dealt by a natural 20 the character also suffers 2 points of saved them from certain doom.
permanent constitution damage that only a lesser restoration spell may cure.
As always, these rules need not apply in every game and should be used with
the full consent and understanding of both players and Castle Keeper.
Massive Crushing Damage
Bludgeoning weapons like maces, hammers, and clubs deal massive
crushing damage. Traps involving crushing walls, falls from great height,
or siege munitions like catapult shot and cannonball, may also cause it.
Like slashing damage, massive crushing damage may affect limbs and
appendages. Unlike slashing damage, crushing damage tends to fracture
bones rather than sever them. If inflicted by a called shot, the crushing
blow lands where the attacker intended it to fall. If dealt by a random
blow, consult the appropriate randomly landed blow chart above.

Head: If not healed by magic, the bludgeoning force fractures or dents


the skull causing horrific disfigurement. The character suffers 1 point of
permanent charisma and intelligence damage. A lesser restoration spell
removes the charisma and intelligence damage. If dealt by a natural 20,
the character must also make a successful strength save whose challenge
level is +1 for every negative hit point or suffer deafness as if by a deafness
spell. A remove deafness spell cures the blindness, but normal magical
healing such as cure light wounds does not.

Torso: If not healed by magic, the victim suffers 1 point of permanent


strength damage. A lesser restoration spell removes the damage. If dealt
by a natural 20, the character takes an additional 2 points of constitution
damage as well. A lesser restoration spell removes the damage.

262 Castles & Crusades


Chapter 18 — Skill Packages
The Siege Engine is perfectly equipped to deal with every situation that Skills should be additions to role playing the character, not expansions of
Castle Keepers may concoct or players may envision. By its very nature it the archetype.
decries the use of skills, feats, traits, adjuncts, or any other nomenclature
that expands the classes beyond their archetype. It is not because the Siege That said, the Siege Engine is uniquely adaptable. Its very simplicity lends
Engine possesses some inherent superiority to using systems that rely upon itself to use with skills, feats, and trait systems as any such ability instantly falls
extra character skills to propel the adventure forward, but rather because under the guidance of the Siege Engine and the attribute check system.
the Siege Engine makes such character skills unnecessary as it supplies
the mechanic for resolving situation led to by the need for adding such Below are three approaches to adding skills to your character. The first
skills. Even more importantly, proper use of the Siege Engine allows all is the preferred method of adding skills, role playing. Here the discussion
participants to limit their horizons by only what they can imagine, and their explores methods of role playing skills for characters and balance. The
character’s attributes can achieve. Use of such skills pinpoints actions to second approach is a very traditional, trade induced skill system, perfectly
certain checks, restricting their interpretation and use by narrowing them built for character background. The third approach is a modern skill
through definition, which in turn places limits on the imagination; these system that builds onto and with the Siege Engine. Ignore them; use them
limits retard the natural expression and use of the Siege Engine. separately; or use them all together as the CK and players wish.

Castles & Crusades is a game designed around the Siege Engine, in which Role Playing Skills
the participants propel the events forward, not by pre-defined skills, but
by what they are willing to attempt. Conan does not hesitate to leap from The easiest approach to integrating extra character abilities or skills is
the tower’s height because he is Conan, a warrior, a hero able to do what through role playing, allowing the Siege Engine, or the combat mechanic,
he knows he can achieve through his Crom given attributes, his strength, to resolve any check or action the skill generates. If a player desires a
dexterity, and wisdom. These attributes guide him on his leap; he does certain ability for his character, that is not specifically written up for his
not wait until he perfects a leaping and or falling skill. He leaps and trusts class or race description in the Players Handbook, attempt to accommodate
to the gods that be and his own powers to land safely. He doesn’t wait it through game play. Discuss the ability with the player and determine
until he has a leaping skill. He leaps. whether it fits in the context of the game, and if it is, determine how best
to integrate the skill. Often some type of sacrifice is needed, whether in
Roll the die. experience points, weapons proficiency, or other pre-existing trait. Once
the skill is determined, assign the player character a bonus for making the
Skill-based systems tend to restrict a player’s reaction. They define what roll against the Siege Engine.
their characters are willing to attempt. Players don’t allow their characters
to leap unless they possess a leaping skill or at least a landing one. They Example: Karagi wishes for his character to have some type of swimming
swing with a great cleave attack not because they have gripped their skills. Knowing that the campaign takes place in the Darkenfold Forest
double bladed battle axe with two hands and attempt to use all where there are many rivers and deep streams, the player feels such an
their force and power, but rather if they have a feat that allows ability can only augment the game and increase his character’s chance
them to carry out this motion. These skills should enhance of survival. By creating a background where his half-elf lived upon the
role playing, but because they are generally built around coast of the Sea of Shenal, he incorporates the idea of swimming
what the character can and cannot do, they tend to drive into the game through his background. This seems logical and can
the mechanics of the game. The more mechanics a
game possesses, the more limits are placed upon the
imaginative role play. These limits restrict the
Siege Engine, but worse they restrict the free
form and easy play that Castles & Crusades
thrive upon.

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Part 3: The Siege Engine
only enhance the role playing and party’s chance of survivability so the Role playing skills opens up broad vistas of possibilities that are truly only
CK awards Karagi a +1 to all swimming checks. No penalty is required as limited by the imagination of the participants. Avoiding the idea of hard and
the swimming ability does not unbalance the game. fast rules for skills makes this process easier to control, and allows everyone to
customize the skills for both the game and the player. For whatever skill the
The Siege Engine accommodates the swimming ability perfectly. player desires, porting it from another game, or creating it themselves — use
of the Siege Engine usually resolves the skill, allowing for a simple check.
Other abilities may have a greater impact on the game than swimming in
a river. Most notably combat abilities, but these can extend to influencing There are, however, other approaches that offer to augment or even
people, tricking people, horsemanship, and others. Or they may actually replace role played abilities.
tread the other character classes’ racial or class skills. These require more
careful handling as they can set the character on a path of possessing
Secondary Skills
more power than other character or monsters.
Put simply, a secondary skill is the skill or skills a character gained while
Example: Karagi monk wishes to expand his character’s reach by adding growing up and before they embarked on learning their class and the
a sharp-shooting ability to his use of the short bow. With this in mind, he training they would need for the adventuring life. After all, few children
wants to be able to gain a bonus to a called shot; reducing the penalty as train from birth to become freebooting adventurers. Most learn the craft
he grows in skill. The player announces that his character practices daily of their parents, be it farming, fishing, mining, etc. Others might have a
with the bow, improving his skills with time. The bow remains his main hobby they have practiced faithfully over the years and therefore have
weapon, aside from hand to hand combat. The CK rules that the skill some small knowledge in the field in question.
develops over time. Each normal level the monk gains, he must make a
dexterity check, CL 8. Each successful check means the monk advances The system below is an expanded view of such secondary skills. In the
in skill with the bow so that he reduces the penalty by one until it is at system presented here, each character may obtain at least one (sometimes
0 at which point his skills do not improve. Each failed check means that 2) skills as befits their background.
Karagi did not advance and must wait until his next level to attempt
again. Conversely, the CK could require a simple attribute check CL 8 The Castle Keeper may insist on the players rolling randomly for their
each time Karagi makes a called shot. If successful, it reduces his penalty Secondary Skill, or allow free choice as appropriate to your campaign.
by 4 or whatever number the CK is comfortable with. If the attribute Allow characters one secondary skill, two if circumstances dictate or the
check fails, the called shot automatically fails. CK desires. If rolling for secondary skills, roll 2d12 to determine the result.

Balance is not an over-riding issue in C&C. Though the game is designed Table 18.1 Secondary Skill List
with some balance in mind, it is not as important to have a 4th-level fighter
equal to a 4th-level illusionist as it is for both classes at 4th-level to begin to Score Result
play. With this in mind, awarding skills should not carry that great of an 02 Acrobatics
impact. However, awarding skills that begin to allow one character to over
power the others and dominate game play is distracting to say the least, and 03 Alchemy
on occasion forces other weaker characters into more mundane rolls. 04 Animal Handling
05 Appraisal/Bartering
Example: The monk Karagi wishes to learn to track. With only one ranger
in the party, and the party constantly splitting up, the ongoing forest 06 Ars Magica
campaign is running into constant difficulties. Two players announce that 07 Blacksmith
the ranger Ki is going to teach Karagi to track as a basic ranger. The CK
determines this is fine, there is no reason that Karagi cannot learn the 08 Construction
basics of tracking, and rules that Karagi must spend a year in game time 09 Courtoise
to learn the basics, at which point he is able to track. Karagi will not be
10 Farming
allowed his level adjustment on tracking checks, but gains a +1 on any
tracking check made after his apprenticeship. Further experience yields 11 Fibercraft
more bonuses. Every 4 levels gained, so long as the skill is actively used, 12 Fine Arts
earns Karagi another +1 bonus.
13 Forester
In this example, Karagi can at no point catch up or surpass the ranger in 14 Gambling
tracking skills. Karagi gains the tracking ability with no further ability.
The Siege Engine resolves the issue for the player and the CK. 15 Jeweler
16 Leatherworking
Be mindful of the impact an added ability has on the game presently and
17 Mariner
that which will evolve as the character gains levels and power.
18 Mythology
Evolution of the Character 19 Performing Arts
Acquisition of a new ability does not necessarily have to be part of a player’s 20 Physicker
design to change, grow, or strengthen his or her own characters. Abilities 21 Scribe
may come with level gain. The CK may award basic skills to characters as
they see fit, after many game sessions or experience in that arena is gained. 22 Strategos
23 Terrain Lore
Example: The campaign in the Darkenfold has lasted for over a year,
almost 50 game sessions, and all the characters are fifth and sixth level. 24 Weaponscraft
The CK decides that by this point, after many years of wandering the
A secondary skill provides a character basic knowledge in that area. To
wastes of the woodland that all the characters, no matter their class,
this end they gain a +1 on any attribute check associated with the skill.
possess basic forestry skills in that they can find good campsites, start fires,
They do not add in their level bonus.
set minor snares, do basic track at a +1, predict weather, etc.

264 Castles & Crusades


Chapter 18 — Characters Expanded
Some of the secondary skills are similar to the various abilities of Farming (Wisdom): The farming skill reflects a character’s innate
many of the classes available for play in Castles & Crusades. However, understanding of growing domesticated plants and trees, along with an
while a secondary skill gives a character a basic understanding of the ability to gauge seasons and general weather patterns if they are within a
field in question, they will always be inferior to the expertise in the terrain similar to their homeland.
same skill provided by a class. For example, while a character with
the Forest Lore Secondary Skill might have a basic grasp of the Fibercraft (Dexterity): A character with the fibercraft skill has a
various aspects of the woodlands in the climate of his early life, the general knowledge of textiles and woven crafts such as cloths, and reed
character will never equal the capabilities of even a 1st-level Ranger. weaving. Upon a successful dexterity check, characters with this skill can
The same would apply to a cleric with the performing arts secondary gauge the quality of fibers and the robustness of wicker crafts and could
skill; he or she would have a basic knowledge to perform acceptably even distinguish a cloth or wicker’s origin and worth.
but could not equal a 1 st-level Bard.
Fine Arts (Intelligence or Charisma): The skill of fine arts covers
Please note that the precise definition and when/where the skill is the entire gamut of artistic expression in its physical sense, from design
remains up to the Castle Keeper. to sculpting to poetry and prose. At the Castle Keeper’s discretion, the
character can use their fine arts skill to double the attribute bonus for any
Acrobatics (Dexterity): This skill allows a character to double their check involving their artistic skill and its effect upon an audience. Art for
attribute bonus when evading attacks or making any attribute checks art’s sake would be strictly an intelligence check, while trying to please
or saving throws regarding dexterity. Acrobatics may also be used if a the audience would fall under a charisma check.
character has been thrown back and wishes to land on their feet (successful
acrobatics check). If this check is successful then the character does not Forester (Constitution): The facets of the forester skill can cover a
lose a combat round in order to return to the fight. The Castle Keeper will wide range of abilities, such as woodland lore, fire starting, setting small
determine if the use of an acrobatics skill is possible in a given situation. snares, identifying trees & ivies, etc.

Alchemy (Intelligence): The skill provides the knowledge of how to Gambling (Intelligence or Wisdom): The gambling skill grants the
brew certain potions and balms, but the Castle Keeper determines costs character a proficiency in games of chance, to be specified as either
and time to create such potions. Please note that any creation of magical gambling (wisdom) or leisure games (intelligence.) Whenever engaged
potions/balms/ointments must follow the rules set out in Monsters & in such a game, the character can make an appropriate attribute roll and
Treasure. Another use of this skill is to determine what a potion or other add their attribute modifier to the check as appropriate.
unguent is by using senses.
Jewelry (Dexterity): This skill notes the character’s ability with gem
Appraisal/Bartering (Charisma): A character with this skill is well cutting, setting and crafting of fine jewelry and the use and appraisal of
versed in determining the general worth of items as well as the discrete precious and semiprecious stones.
techniques for haggling without giving offense. The successful use of this
skill allows a modification of 10% of an item’s cost per attribute bonus Leatherworking (Dexterity): Leathercrafting covers a broad skill set,
point of charisma the skilled appraiser has. covering everything from leather cord weaving, tack and saddle craft and
even simple leather armors. A character with this skill can repair rends
Animal Handling (Wisdom): The skill of Animal Handling provides and rivets in armor, bridles, tack and even leather clothing with a degree
the character with knowledge of domesticated animals common to their of quality and decor.
culture, and their treatment, upbringing, and breeding. Simple training
is capable as well, though more complex training is at the discretion of Mariner (Constitution): The mariner is someone with long experience
the Castle Keeper. with boats, boating and fishing. Depending on whether this skill is based on
a background of fresh or salt water, this can include net fishing, use of sails,
Ars Magica (Intelligence): This skill encompasses all the various minor knots, undertow, sand bars, barging, and other such tricks of the trade. The
disciplines any student of the arcane are familiar with such as witchcraft, player and Castle Keeper should work together to determine the details of
occult, numerology, demonology, etc. It is also useful in the further this skill and what type of experience the character will have. In a gritty
study of the Magical Arts and a greater proficiency in dweomercraft. A world, the above might be sufficient but in classic or epic worlds, some
character with this skill may perform an intelligence check to be able to knowledge of magical aquatic creatures and sorcery might be expected.
recognize a number of spells on a scroll or other surface equal to their
intelligence attribute bonus (always at least 1). Mythology (Intelligence): This skill (chosen either with emphasis on
history or religion) allows the character to have knowledge of either local
Blacksmith (Strength): The skill of blacksmithing provides the character history or of other locales near the character’s residence (CK’s choice).
with the ability to forge simple tools or make small repairs to simple metal The religion aspect involves knowledge of one’s own worshipped
items. Weapons cannot be forged or significantly repaired with this skill, as pantheon/deity and their deeds, as well as a passing knowledge of other
such falls under the Weaponcraft skill. However, armors can be repaired common pantheons as defined by the Castle Keeper in their campaign.
and simple (i.e. non-articulated) pieces can be forged or repaired.
Performing Arts (Charisma): The skills of performing arts comprise
Construction (Intelligence): The construction skill is a catch-all any method of artistic expression that entertains an audience by
category for carpentry, woodwork and simple masonry techniques. A physical activity. This can encompass acting, singing, juggling, etc. The
character with construction can reduce the time period for a given parameters should be specified between the player and Castle Keeper.
construct to be completed by 10% per attribute bonus point the character
has. For a large project overseen by such a skilled person also has its Physicker (Intelligence): The skill of the physicker notes a character’s
construction costs reduced by the same percentage as well. ability with medieval healing theories and some rudimentary knowledge
of healing herbs and their application for minor ailments.
Courtoise (Charisma): This skill notes that the character is proficient
with manners, social morays on their particular level of social class, and Scribe (Intelligence): The scribe’s skill is that of penmanship, writing,
how to act among those superior or inferior to them. Public speaking is and ink and paper preparations. Simple illumination is possible, as well
also part of this, as is the many methods society uses to segment itself as other writing abilities.
(such as heraldry, regalia, etc.).
Strategos (Intelligence): This skill indicates that the character is well
versed in the strategy & tactics of military formations both small and large.
Castle Keeper’s Guide 265
Part 3: The Siege Engine
Terrain Lore (Wisdom): The skills of terrain lore denote a character’s Advantages
familiarity with an unusual (i.e. not forester, farming, or mariner) Advantages are a rules option for the Castles & Crusades game, offering
terrain type that they lived in for some time before adventuring (or is characters the ability to go beyond the standard abilities offered by their
the predominant area they adventure in). Only one terrain per skill is character class. Advantages allow the character to add variety to their
allowed and must be declared upon character generation. archetype and diversity in picking their own unique character traits. These
advantages go a bit deeper than pure numbers, prime attributes, and by-the-
The various facets of the terrain lore skill can cover a wide range of
level class abilities, reflecting the role playing needs of the individual player.
abilities germane to the terrain in question; such as woodland lore, setting
small snares, identifying local flora and fauna, etc. Refer to Chapter 5 Similar to experience point progression, the progression of advantages
above for various types of terrain. differs from class to class. The reason for this is that different classes have
sweet spots where they gain a class ability merely by virtue of leveling
Weaponscraft (Constitution): This skill is much more intricate than the
up. At other levels they receive nothing or merely gain some small
blacksmithing skill, and as a result it does not come into use as often. But
improvement in an existing ability. When playing Castles & Crusades with
if a weapon is forged or if weapons need repair, this skill is vital. Weapons,
the advantage optional rules, the following differentiated advantage gains
especially those with blades, spikes or chains, require honing and balance,
are suggested to facilitate balance and give characters something more
and the character with this craft (and tools) can refurbish most weapons
than hit points or another point of BtH bonus for leveling up.
at need or if sufficiently supplied could forge them as well. The Castle
Keeper defines the exact parameters of this skill, but most weapons that
are damaged due to chipping, bending, or in certain limited circumstances, When is an Advantage an Advantage?
broken can be repaired with sufficient materials and time. Advantages exist as an option that may be substituted for an equal class
ability, or taken if the advantage options are used as additions to existing
class abilities.

As mentioned in general terms, an advantage is a special ability that the player


chooses to best represent unique actions that their character can do. Advantages
allow a player greater mechanical versatility in achieving their character concept
within the confines of the Siege Engine’s resolution mechanic.

Learning or earning the ability to be more accurate with a specific weapon


type is an advantage. Learning a special move or unique kick not covered
by the abilities addressed in the character arch-type is an advantage.
Equally, focusing on a signature spell, school of magic, or style of armor
are all advantages that players earn through the course of play.

Advantage an Attribute Checks


When designing advantages for your campaign, the simple rule of thumb
remains: if an attribute check handles the situation best, use the Siege
Engine. The ability to swim or ride a horse does not necessarily require
a specially designed advantage to resolve. Simply making an attribute
check fills this need with no real difficulty. To do so better than average
however, or gain some bonus to the die roll not ordinarily opened to a
character, due to not being prime in the ability, would necessitate creation
of an advantage to fill that niche for that character.

For example, Yukesh the Sneaky wished to be a championship style


swimmer, but was not prime in strength, and therefore has a difficult
time swimming. In this instance, Yukesh would greatly Benefit from an
advantage to fulfill their character concept. Yukesh’s player and the Castle
Keeper would then work together to generate an advantage for Yukesh that
would result in a fair and equitable solution that fills the player’s desire, but
maintains the play balance required by the Keeper’s campaign setting.

Note: Abilities that replicate the class abilities of other archetypes are
NOT advantages and should never be given as such unless in the form of
a substitution for existing class abilities.

Awarding Advantages
A Castle Keeper should be discouraged from awarding advantages to
player characters for role play, or through the use of a similar power or
ability through consistent and frequent use of prime check to achieve
the same or similar result. Although this may seem like a good use of
advantages it has the potential for abuse. Care must be taken in awarding
advantages in such a manner as the Castle Keeper must remember to
award advantages uniformly to all members of the gaming group. If a
Castle Keeper chooses to award advantages as some form of game award,
they should avoid granting more rewards than are determined at the
onset of game play as the “maximum” for their campaign.

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Chapter 18 — Characters Expanded
Advantages as Indicators of Campaign Strength Heritage Advantages
Presented in this chapter is a rough baseline for awarding advantages as These advantages all have a racial prerequisite.
characters progress in levels. The advantage system as designed in this
manner allows for slow points along a typical arch-type’s career path. In Dwarven Heritage Advantages
other words, where possible advantages, and when they are earned are
awarded on levels when a character class does not receive a “level up” Expert Miner
bonus. It is felt that offering some form of class award in this manner
makes gaining a level feel more worthwhile than simply gaining a handful Prerequisite: Dwarf
of hit points and perhaps a base to hit increase. Some dwarves are exceptionally gifted or experienced miners. They have
an advantage when reading the secrets hidden within the stone.
Despite the suggested advantage awards being based on character class
gains and levels, some Castle Keepers are certain to have their own ideas Benefit: Dwarves who take this advantage gain an additional +2 to
on what is best for their campaign. This is fine and well within their right wisdom checks for stonecraft.
as the adventure guide.

Castle Keepers who prefer granting advantages to every character class at Giant Fighter
the same level may wish to grant advantages every four levels. Prerequisite: Dwarf, BtH +1

Castle Keepers wanting a more aggressive and epic style campaign, may Some dwarves are more experienced fighting these large foes in the open
wish to offer advantages every two levels. Others may not wish to use spaces above ground; they are adept at using their size and movement
advantages in their game at all, having a preference for gaming that is against the large foes to avoid attacks.
stripped down to its barest core.
Benefit: Dwarves who take this advantage gain an additional +2 to AC
Examples given here in the Castle Keeper’s Guide limit the number of when fighting giants. However, their tactics do not lend themselves well
advantages given to a character class to six. Again, this may not suit the to fighting multiple opponents of smaller size, and they suffer a -1 penalty
taste of every Castle Keeper, nor every campaign. What matters most is to AC when fighting multiple opponents of medium size or smaller.
that a method for granting advantages, and the number of advantages
offered is left to the Castle Keeper, the players, and the campaign at large Goblin Slayer
rather than any rule as written! Prerequisite: Dwarf, +1 BtH
Years of skirmishing against goblins have yielded effective tactics to best
Advantages as Class Ability Substitutions kill them.
Quite possibly, an advantage, or series of advantages, are more to
the taste of a player or Castle Keeper than the class ability offered Benefit: Dwarves who take this advantage gain +1d4 points of damage
by a specific character class. For example, a series of horsemanship with each successful attack when fighting goblinoids (goblins, hobgoblins,
advantages may suit a campaign set in a Mongol Horde style campaign bugbears). However, they cannot hide their eagerness to kill goblinoids,
better than having everyone play a knight class. In this case, fighter or and suffer a -2 on all reactions with goblinoids.
barbarian abilities gained at levels could be substituted with the variety
of riding and mount related advantages and could be gained as class Special: Dwarves can take this advantage multiple times. Each time it is
abilities for fighters or barbarians in such a campaign at the suggested taken, the bonus damage die improves by 1, i.e. +1d6 the second time it
level provided in the advantage description. is taken, +1d8 the third time etc., and each time it is taken, there is an
additional -2 penalty to reactions.
Table 18.2 Advantage Progression
Stalwart Courage
Class Progression
Prerequisite: Dwarf
Fighters 1st, 3rd, 6th, 11th, 15th and 20th level
Some dwarves display courage beyond measure.
Barbarians, Bards, Paladins, Knights, Monks 1st, 2nd, 6th, 12th, 16th, and 21st Level
Clerics, Druids, Illusionists, Wizards 1st, 4th, 8th, 12th, 16th and 20th level Benefit: Dwarves who take this advantage gain an additional +2 to saves
vs. fear.
Assassins, Rogues and Rangers 1 , 2 , 6 , 11 , 16 , and 21 level
st nd th th th st

Steadfast and Sure


Types of Advantages
Prerequisite: Dwarf
Advantages are broken up into categories based on racial, combat,
magical, and general. For example, heritage advantages offer the various Some dwarves are more sure on their feet and hard to move form their position.
playable character races unique ways to capitalize on their innate racial Benefit: Dwarves who take this advantage have a standard AC of 20
abilities. Combat advantages are open to any character class who meets instead of 15 vs. overbear attacks.
the BtH requirement for taking them. Magical advantages are open to
any spell casting class that meets the requirement to take them. General
Tunnel Vision
advantages are open to any class, offering non-characters further ways to
customize their character. Prerequisite: Dwarf
Some dwarves have grown accustomed to being underground and in the
darkness, and their senses have attuned themselves to this environment.

Benefit: Dwarves who take this advantage double the range of their
deepvision to 240 ft., but are unused to daylight, and their range of vision
in daylight is halved to 30 ft.

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Elven Heritage Advantages Gnomish Heritage Advantages

Affinity to Nature Animal Speaker


Prerequisite: Elf Prerequisite: Gnome
Some elves are so attuned to natural surroundings that they can sense Some gnomes spend so much time in the company of animals that they
when something is wrong or sense the presence of danger before they are have honed their empathic link with burrowing animals, and can actually
consciously aware of it. speak the language of these animals.
Benefit: Gnomes who choose this advantage can converse with burrowing
Benefit: Elves who select this advantage gain a +1 on checks to
animals, but they are used to the company of animals not people, and suffer
avoid surprise, to detect hidden foes, and to initiative when in natural
a -1 penalty on all reactions with non-gnomes and non-animals.
surroundings, but because they are so attuned to natural settings they
are disconcerted when not in the wilderness, and suffer a penalty of -1 on
these checks in those unnatural settings. Improviser
Prerequisites, Gnome, Wisdom as a Prime
Arcane Training Some gnomes can be very inventive and improvisational and can cobble
Prerequisite: Elf, able to cast wizard spells together implements.
Some elves have natural aptitude for magic, and spend much of their Benefit: Gnomes who select this advantage can use materials at hand to
youth refining the ability to work spells. As a result, the spells they cast create improvised tools with a successful wisdom check.
are more powerful, but they do not train in other areas as other elves do.
Benefit: Elves who choose this advantage add 1 to the challenge level of Kobold Hunter
saves vs. their spells, but because they spent their time studying magic and Prerequisite: Gnome, +1 BtH
not martial skills, they suffer a -2 penalty on all attacks with weapons.
Years of skirmishing against kobolds have yielded effective tactics to best
kill them.
Orc Hunter
Benefit: Gnomes who take this advantage gain +1d4 points of damage with
Prerequisite: Elf, +1 BtH each successful attack when fighting kobolds. However, they cannot hide
Years of skirmishing against orcs have yielded effective tactics to best kill them. their eagerness to kill orcs, and suffer a -2 on all reactions with kobolds.
Benefit: Elves who take this advantage gain +1d4 points of damage with Special: Gnomes can take this advantage multiple times. Each time it is
each successful attack when fighting orcs. However, they cannot hide their taken, the bonus damage die improves by 1, i.e. +1d6 the second time it
eagerness to kill orcs, and suffer a -2 on all reactions with orcs and half-orcs. is taken, +1d8 the third time etc., and each time it is taken, there is an
additional -2 penalty to reactions.
Special: The elf can take this advantage multiple times. Each time it is
taken, the bonus damage die improves by 1, i.e. +1d6 the second time it Magical Affinity
is taken, +1d8 the third time etc., and each time it is taken, there is an
Prerequisite: Gnome
additional -2 penalty to reactions.
Some gnomes have more natural aptitude for magic than others.
Silent Stalker Benefit: Gnomes who select this feat can cast their innate spells (dancing
lights, ghost sound, and prestidigitation) 2/day instead of 1/day.
Prerequisite: Elf
Some elves have adapted their skill at moving silently to other Scent
environments than their traditional natural surroundings.
Prerequisite: Gnome
Benefit: Elves who take this advantage can move silently in all environments For some gnomes, the large bulbous nose is not just for show, and they
(wilderness, dungeons, cities, etc.), not just in wilderness areas. have a keen sense of smell similar to that of an animal.
Benefit: Gnomes who select this advantage can make wisdom checks to
Weapon Master
detect the presence of hidden creatures, or to track creatures by scent,
Prerequisite: Elf, +1 BtH and can add their character level to the checks. However, because their
Some elves receive advance training in the ways of combat, exceeding nose is so sensitive, they suffer a -2 penalty on all saves vs. noxious smells
the skill of most elves with their weapon of choice. However, this extra or gases that sicken or poison.
training leaves them less adept with other weapons.
Trickster
Benefit: Elves who select this advantage gain an additional +2 to hit
with the weapon they selected for their weapon training ability. However, Prerequisite: Gnome, ability to cast Illusionist spells
they suffer a -1 penalty to hit with all other weapons, as the extra training
Some gnomes have a natural affinity for magical deceptions and tricks,
with their chosen weapon led to the neglect of other martial skills.
but tend to think all magic involves deception and trickery.
Benefit: Gnomes who choose this advantage gain +1 to the Challenge
Wisdom of the Ages
Level of their spells when determining saving throw target numbers, but
Prerequisite: Elf suffer a -1 penalty on all their saves vs. magic other than illusion magic,
Because elves are such a long-lived race and treasure learning, they often as they assume all magic is illusion based.
know obscure or eclectic bits of lore and knowledge.
Benefit: Elves who select this advantage gain a +1 on all intelligence
checks to determine if they have knowledge of some topic.

268 Castles & Crusades


Chapter 18 — Characters Expanded
Half-Elven Heritage Advantages Deadeye
Prerequisite: Halfling, BtH +1
Enhanced Empathy
Some halflings have exceptional aim.
Prerequisite: Half-Elf, Charisma 13
Half-elves’ natural empathy allows them to gain an edge when interacting Benefit: Halflings who select this advantage gain a +1 bonus to all
with others. attacks with thrown weapons and slings.

Benefit: Half-Elves who select this advantage gain an additional +2 to Exceptional Courage
all reactions.
Prerequisite: Halfling
Enhanced Spell Resistance Some halflings are made of sterner stuff.
Prerequisites: Half-elf with human lineage, Wis 13 Benefit: Halflings who select this advantage gain an additional +2 on
saving throws vs. fear effects.
Half-elves of human lineage with this advantage are more resistant to
spells and spell-like abilities that charm or unnaturally cause sleep. When
Hardy
making saving throws against these types of spells, a half-elf of human
lineage receives a +4 bonus. Prerequisite: Halfling, Constitution 13
Some Halflings are exceptionally stout and resistant to harmful substances.
Extra Prime Benefit: Halflings who select this advantage gain an additional +2 to
Prerequisite: Half-elf with human lineage constitution saves.
Some half-elves favor their human heritage and more closely resemble humans.
Quickstep
Benefit: Half-elves with a human heritage who select this advantage treat their
secondary attribute (i.e. the one they chose the +2 for) as a third prime. Prerequisite: Halfling, Dexterity 13
Special: The half-elf can only select this advantage once, and the third Some halflings have spent more time with big folk and are adept at
prime chosen can only be the attribute selected to get the bonus at keeping pace with them.
character creation. Benefit: Halflings who select this advantage have a base movement of
30 instead of 20.
Keen Senses
Scrounger
Prerequisite: Half-Elf with Elven lineage
Prerequisite: Halfling
Some half-elves have senses out of the ordinary.
Some halflings have an innate talent for finding what they are looking for
Benefit: Half-elves of elven lineage who select this advantage add their — food, drink, treasure, etc.
level to all checks to notice or hear something.
Benefit: Halflings who select this advantage gain a +2 on all Siege
Engine checks when searching for something.
Stealthy Scout
Prerequisite: Half-elf Half-Orc Advantages
Half-elve’s natural ability to move silently allows them to move silently in
other environments as well. Bloodhound
Benefit: Half-elves who select this advantage can use their move silently Prerequisite: Half-orc, Wisdom 13
in any environment, not just wilderness settings. Some half-orc’s sense of smell is so keen they can use it to track.
Benefit: Half-orcs who select this advantage can attempt to track prey by
Weapon Training scent by making a wisdom attribute check.
Prerequisite: Half-elf with Elven lineage
Half-elves raised among their elven brethren train with the traditional Fierce Warrior
weapons of their people. Prerequisite: Half-Orc, BtH +1
Benefit: Half-elves of elven lineage who select this advantage receive a Due to their violent upbringing, some half-orcs are skilled at dealing
+1 bonus to-hit with one of the following weapons: composite longbow, damage quickly with reckless blows in fierce combat.
composite shortbow, longbow, shortbow, longsword, or shortsword.
Benefit: A half-orc can increase the intensity and fierceness of attacks
gaining a +2 to damage with a successful hit, but the recklessness of their
Halfling Advantages
attack incurs a -2 penalty on their armor class until their next action.
Cat’s Eye
Intimidating Presence
Prerequisite: Halfling
Prerequisite: Half-Orc, BtH +1
Some halflings are better at seeing in the dark than others.
Some half-orcs radiate an aura of menace that unnerves opponents in
Benefit: Halflings who select this advantage can see twice the normal single combat against them.
range in starlight and moonlight, and can see up to 30 feet underground
or in areas with poor illumination. Benefit: A half-orc who chooses this advantage intimidates foes that face
him one on one in combat. Such a foe suffers a -1 penalty to all attack
roles. However, this intimidating presence puts others off in non-combat
situations, and half-orcs who select it suffer a -1 penalty on all reactions.

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Part 3: The Siege Engine
Special: The reaction penalties for this and prominent tusks both apply if find themselves fighting on precarious inclines or hanging from ropes and
the character chooses both advantages. walls, the climbing fighter advantage has its benefits.
Benefit: Possessing legendary climbing ability, dexterity, and strength, the
Prominent Tusks fighter suffers no penalty to his armor class while climbing any surface. In
Prerequisite: Half-Orc addition, if he can grasp with only one hand, such as to a rope, pole, piece
of rigging, or depression in a stone wall, a successful strength check (no
Some half-orcs retain the prominent tusks of their Orcish forbears, modifiers) allows him to make an attack with a one handed weapon.
allowing them to bite and gore.
Special: When used in combination with the run-by attack advantage,
Benefit: Half-orcs who select this advantage can make an unarmed bite one could easily swing past an opponent on a rope or chain and strike
attack at their normal BtH in place of an attack with a weapon. The them while moving.
damage for such an attack is 1d4. However, their more bestial appearance
incurs a -1 penalty on all reactions.
Cross Block
Special: The reaction penalties for this and intimidating presence both
apply if the character chooses both advantages. Prerequisite: None
Combatants who focus on two handed weapons, use every part of their
Rock-gut weapon to both engage enemies and defend themselves from opponents.

Prerequisite: Half-Orc Benefit: While fighting with a two handed weapon (staff, polearm, two
handed axe, two handed sword, etc.), the combatant gains a +1 armor
Because many half-orcs have to scrounge and forage to survive while class bonus against a single opponent in the combat round.
growing up, they are able to stomach fare that would leave others sick
and heaving, and can endure toxins in their system.
Flash Kick
Benefit: Half-orcs who select this advantage gain a +1 bonus to all
constitution saving throws against poison and to avoid illness caused by Prerequisite: BtH +6
spoiled foods or tainted liquids. In a flashy display of showmanship and dexterity, the character forgoes his
normal attack in an attempt to kick an opponent hard enough to knock
Stone-Cold Killer them down.

Prerequisite: Half-Orc, BtH +2 Benefit: The move is dependant on speed and technique rather than raw
strength and requires that they move at least 10 feet before launching
Half-orcs learn quickly it is a kill or be killed world, so develop a killer instinct their feet into the opponent. Whether they swing from a rope, around
and learn to take advantage of a surprised foe to dispatch them quickly. a pole, flip off the ground, or simply charge the opponent is up to the
Benefit: Half-orcs who select this advantage receive a +2 to damage on combatant. The combatant must make a successful attack roll to hit
attacks against a surprised foe. and a dexterity check (CL=lvl or HD of the target + their dexterity
bonus, if any) to knock them off balance. The victim of this attack
suffers 1d6 points of damage and must make a successful strength check
Combat Advantages (CL=combatant’s level) to avoid being knocked prone.
Combat advantages are subdivided into Defensive, Melee, and Ranged Special: The victim must be humanoid and the same size as the
Advantages. combatant or smaller. Dwarves standing on earth or stone receive a +4
bonus on the strength check against this attack.
Melee Advantages
Intimidating Strike
Acrobatic Maneuver
Prerequisites: BtH +6
Prerequisite: Dexterity 15, BtH +2, Sneak Attack ability
The combatant delivers a blow so fearsome it can drive their foe from the
With an acrobatic maneuver, the character places themselves in a
battlefield.
position to attack a foe from any angle.
Benefit: When combatant rolls a natural 20 on an attack role, they deliver
Benefit: With a successful dexterity check at a CL equal to the foe’s
a terrifying blow that unnerves the stricken foe. The target must make a
level, the character maneuvers into position and gains an attack using
successful charisma save or flee the battlefield as quickly as they can.
the sneak attack ability.
Special: If using the Fields of Battle mass combat rules, an intimidating
Cleaving Strike strike requires a morale check rather than a charisma save.

Prerequisite: Strength 14
Power Attack
Skilled warriors take advantage of the passing of one enemy, with a
Prerequisite: Strength 14, Strength Prime, BtH +1
sudden strike against a second adjacent foe!
Some heroes make the sacrifice of accuracy to deal greater damage in battle.
Benefit: When a hero manages to drop one foe in melee combat, they
gain an immediate attack against a second adjacent foe. This free attack Benefit: Combatants may sacrifice up to -5 of their BtH and convert this
is at the full attack bonus of the hero. into greater damage.
Special: This ability stacks with the combat dominance class ability of Special: Typically, as a Castle Keeper’s option, a strength prime check
the fighter, and works against any hit dice of foe. could be allowed to replicate this advantage. In doing so, the Challenge
Level is +1 per point of damage, and the attacker must have a BtH of
Climbing Fighter at least +1. When taking this ability as an advantage, the extra strength
prime check is simply avoided.
Prerequisite: BtH +1
Not all fights take place on flat ground, for those who have a tendency to

270 Castles & Crusades


Chapter 18 — Characters Expanded
Run-By Attack Two Weapon Expert
Prerequisite: BtH +1 Prerequisite: BtH +3
Combatant can make a single attack against a creature as they run past Warriors improve their ability to fight with a weapon in each hand.
it. As long as the combatant moves in a straight line, they can attack any
Benefit: The penalty for fighting with a weapon in each hand is reduced to
single creature along that path. Fighters with extra attacks can use their
-1 primary, -4 off hand, so long as the weapon in the second hand is light.
second attack against a second creature but only if it is also within their
As normal, attribute bonuses to dexterity offset the penalty further.
reach as they run past.
Additionally, characters may choose to defend with their offhand,
Benefit: The attack receives a +2 bonus, but the focus on movement
gaining a +1 bonus to their armor class. Characters choosing to thus
makes it more difficult to defend themselves, inflicting a –2 penalty to user’s
defend themselves take no penalty to attack roll with their primary hand.
AC. A successful dexterity check (CL= level + dexterity bonus, if any) by
Characters may alternate techniques from round to round but must
the victim grants them the ability to strike back at the combatant before
decide which action they are going to take before the first attack against
they are out of reach. A successful attack does not stop the movement.
them, or on their turn, whichever comes first.

Sacrificing Riposte Special: Characters wielding two identical light weapons, such as a pair
of short swords, or a pair of daggers suffer no penalty with their primary
Prerequisite: BtH +1 hand when this advantage is taken, although the -4 penalty for their off
Once per round, the combatant has the ability to turn the weapon back against hand still applies.
an attacker that successfully strikes and damages them. The combatant makes
a dexterity check immediately after being struck and damaged. Vaulting Kick
Benefit: If successful, the combatant may make an ordinary attack with Prerequisite: Use of a pole-arm, spear, or staff, BtH +4.
their own weapon (or bare hands in the case of a monk) against the
Attackers using a long hafted weapon such as a spear, staff, or pole arm
attacker that injured them. A failed check indicates the character was not
vault into the fray, taking a kick attack that drops their opponent, offering
able to bring their weapon around quickly enough to strike back, but the
an extra attack against the prone opponent.
riposte is not used up. The character may make additional dexterity checks
if struck with other blows until they have made one riposte per round. Benefit: When making a trip or overbearing attack, the combatant uses
the haft of the weapon to vault kick their opponent to the ground. If the
Swift Strike attack succeeds, the attacker gains an automatic attack against the prone
opponent but does not add their BtH to this extra attack roll.
Prerequisite: BtH +1
Special: An attacker may substitute a 10 ft. pole for a weapon to use this
Nothing finishes a fight faster than hitting first. advantage.
Benefit: When unburdened by heavy armor and bags, they character is
able to make the most of their speed and grace granting them a +2 bonus
to all initiative checks during a combat round. So long as they remain
unencumbered, they are able to anticipate their opponents’ actions and
act on them swiftly enough to gain an advantage.
Special: The character must remain unencumbered to use this
advantage, and are unable to use this advantage while wearing any armor
with an encumbrance value of 3 or higher. The CK may allow some types
of armor based on strength and skill level.

Tripping Blow
Prerequisite: Use of Two handed Weapon
Attackers using two handed weapons (spear, pole arms, staves, and the
like) are experts at knocking their opponents prone.
Benefit: When using a two handed weapon, the attacker adds +3 to
attacks rolls for purposes of knocking their foe prone.
Extra: Flails, chains, and whips, and monk unarmed attacks also receive
the bonus of this advantage.

Two Handed Slam


Prerequisite: None
Combatants using a weapon two-handed put extra muscle into their
blows, dealing additional damage, at a price.
Benefit: While using a weapon two handed, or a two handed weapon,
the combatant adds an additional 1 point of damage with a one handed
weapon, and two points of damage using a two handed weapon.
Extra: This extra damage does not exclude small weapons such as daggers,
hand axes and the like as extra force may be added to any blow. When
attempting to add more damage to the blow, the attacker suffers a -1
penalty to their Armor Class during the round that this advantage is used.

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Defensive Core Advantages Benefit: Combatants with this advantage add +2 to their armor class
against trip and overbearing attacks.
For those characters requiring a bit more out of their armor and shields,
or those who prefer to rely on their dexterity and speed to save them,
defensive core advantages offer ways to improve armor class through skill, Ranged Attack Advantages
training, and just plain luck.
Brutal Hurl
Armored Hero Prerequisite: Strength 14
Prerequisite: Armor Proficiency (Any) Attacker throws through the shoulder rather than the wrist using their
great strength rather than keen agility.
Mighty is the hero who knows how best to use his second skin to his advantage.
Benefit: Attacker uses their strength bonus instead of their dexterity
Benefit: The character selects one particular type of armor as their when making ranged attacks with hurled weapons.
signature armor. While in their signature armor, the character adds an
additional +1 to their armor class.
Double Hurl
Special: This advantage may be taken multiple times.
Prerequisite: Dexterity 14, BtH +6
Curtain of Steel Attacker throws two hurled weapons at the same time at the same target.
Prerequisite: BtH +1 Benefit: The attacker takes one attack roll at -2. If the attack hits, it
deals double damage, but adds strength damage only once to the throw.
As deadly blows rain down from all directions, it is often prudent to
increase one’s defenses in exchange for melee acumen. Special: The attacker may not move in the same round that they attempt
a double hurl advantage.
Benefit: Put simply, a character using the curtain of steel advantage may
sacrifice up to +4 of their BtH on attack rolls in exchange for an equal
increase in armor class. This advantage stacks with dodge. While in the Great Hurl
curtain of steel, the character may only move ½ of their movement rate as Prerequisite: Strength 14 or Strength Prime
they seek to actively parry incoming blows with shield and weapon.
Attacker may hurl a non-traditional weapon as if it were a hurled weapon
with a reduced penalty to attack.
Dodge
Benefit: The attacker takes a -2 penalty to attack rolls instead of a -4
Prerequisite: None when hurling a non traditional weapon such as a battle axe, great sword
Awareness of attackers leads to a more engaged defensive stance. or the like in battle. The non-traditional weapon has a base range of 15ft.
when used in this fashion by a hero with the great hurl advantage.
Benefit: The dodge advantage allows a character to add +1 to their
armor class against a single foe during any given melee round. The Special: When hurling an object (or individual) of equal size, the attacker
defender must be able to see the attacker before it can be dodged. must succeed a strength prime check before attempting an attack roll.

Elusive Grappler Heroic Throw


Prerequisite: Dexterity Prime Prerequisite: Strength 14, Strength Prime, BtH +11
The combatant is a clever wrestler adept at slipping free from any The attacker can hurl a weapon with legendary force or accuracy.
attempts to hold or pin them. Benefit: The attacker gains a +2 to-hit and double damage on a
Benefit: Their base armor class against grapple attacks is 20 instead of 15. successful strike with a hurled weapon.

Legionnaire’s Shield Juggling Toss


Prerequisite: Armor Proficiency (Shields) Prerequisite: Dexterity 15, Dexterity Prime, Bth +2
The shield-bearing warrior with this advantage is specialized in the use of You can juggle multiple objects in the air and toss them at a target while
their shield to defend their vitals against oncoming attacks. juggling.
Benefit: With this advantage the shield user gains an additional +1 to Benefit: You can make a number of thrown attacks equal to the number
armor class while bearing a shield in battle. of objects you are juggling, but each attack is at -4 on the roll. You can
juggle a number of objects equal to 2 + your dexterity modifier.
Myrmidon’s Shield Special: The objects juggled must be small enough to be manipulated
with a single hand. A dagger or hatchet sized throwing axe is the largest
Prerequisite: Armor Proficiency (Shields)
object that can be tossed with this advantage.
Professional warriors know the quality of a good sturdy shield to actively
fend off foes.
Longhunter
Benefit: The myrmidon’s shield advantage allows a shield-bearing warrior to Prerequisite: Dexterity 13
fend off one additional blow per round. Thus a fighter using this advantage with
a buckler, gains the use of the buckler against two attackers instead of one. Being the best archer on the field isn’t always about how hard the bow is
to pull, but how to use elevation and wind to advantage.
Sure Footed Warrior Benefit: Missile attackers increase their range by 1.5 and add +1 point of
damage at attacks up to the standard range but not beyond it.
Prerequisite: None
Combatants are familiar with pitching and churning ground, or opponents Special: This additional damage does not stack with the sharpshooter
who seek to take them off their feet. advantage, but merely extends the range at which the attacker gains

272 Castles & Crusades


Chapter 18 — Characters Expanded
bonus damage. The archer may not move during the round they are using Knack
this advantage, unless they have the skirmisher advantage as well. The character has a special talent or training in a particular type of activity.
Benefit: Characters who select this advantage can choose one type of
Powerful Hurl
activity from the list below. When making Siege Engine checks for this
Prerequisite: Strength 14, Strength Prime, BtH +1 ability, the ability is considered a prime and the character adds their
Some peltasts sacrifice accuracy for power, attempting to impale foes with character level to their check roll.
a single blow. When this advantage is selected, choose one of the following:
Benefit: Hurler may sacrifice up to +4 to their BtH in exchange for • Agility (tumbling, jumping, balancing)
additional damage.
• Athletics (climbing, running, jumping, swimming)

Sharpshooter • Lore (astrological, alchemical, heraldic, history, etc.)

Prerequisite: Dexterity 13 • Reactions (interactions)

When firing missile weapons at close range, the attacker hits foes in vital • Tradecraft (armorer, brewer, sailor, weaponsmith, etc.).
areas and avoids hitting allies. Special: Typically these are not the sort of activities that are featured as
Benefit: Attacker deals +1 damage when within 30 ft. Missed attack class abilities. For example, climbing (in this instance) means having decent
rolls also miss allies, even if a natural 1 is rolled. success at climbing with handholds, a rope, or a rocky incline vs. a sheer
surface such as the rogue’s class ability offers. The Castle Keeper should feel
free to modify or add to the above list as suits their campaign style or needs.
Skirmisher
Prerequisite: Dexterity 13 Magical Advantages
Adept hunters and missile weapon specialists can fire on the move. Some wizards and clerics need an extra boost to really capture the feel
Benefit: The skirmisher advantage allows a missile weapon specialist to of a certain style of spell caster. These advantages are designed to aid in
move their full movement rate in a round and still fire or hurl their weapon. character development.
Special: While moving and firing, the character suffers a -2 penalty to armor
class as their focus is more intent on their target than their surroundings. Adept Summoner
The character’s ability to summon other creatures is more powerful than
General Advantages other spellcasters.
Prerequisite: The ability to cast a summoning spell
Charmed Existence
Benefit: Study and practice in the art of summoning other creatures
Prerequisite: none to serve the characters allows the character to summon more powerful
The attacker seems to lead a charmed life and have a knack for eluding creatures or a larger number of creatures. The caster level is considered
certain dangers. to be 2 levels higher when used to calculate the maximum number of HD
worth of creatures hey normally can summon and control.
Benefit: The character chooses one of their six attributes (strength,
dexterity, constitution, intelligence, wisdom, charisma). All saving Apprentice’s Bolt
throws based on that attribute are made at a +2 bonus.
Low-level wizards and illusionists harness latent magical power to attack
Special: The character can take this advantage more than once, but each enemies.
time it applies to a different attribute.
Prerequisite: 1st-level Wizard or Illusionist
Dashing Wit The wizard or illusionist may use a bolt of arcane power to strike at their
enemies. The bolt can be fired once per round, has a 30 ft. range, requires
Prerequisite: Charisma Prime, BtH +4 a ranged touch attack to hit, and strikes for 1d2 points of force damage,
The character’s rapier sharp wit and cutting barbs distract foes in combat. +1 point per/2levels.
Benefit: With a successful charisma check at a CL equal to their foe’s Example: Cascalian the 20th-level illusionist is trapped in the wilderness
level, the character’s barbs distract them and they gain a +2 bonus to without any spells or access to her spellbook. She may cast an apprentice’s
their next attack. bolt at her orc attackers once per round for 1d2+10 points of force
damage to defend herself.
Special: The character can use this ability and attack in the same round
if they do not move before or after attacking. This only works against foes
who understand their speech, i.e. they can speak the same language and Blessed Healer
are intelligent enough to understand speech. The character’s deity grants them great powers of healing, but at a cost.
Prerequisite: Cleric, ability to Turn Undead
Fleet of Foot
Benefit: Through deep prayer and consultation with their god, the
Prerequisite: Dexterity 15, Dexterity Prime character has traded his ability to turn undead for the ability to convert
The character is exceptionally quick on his feet and can move faster than his prepared spells into curative spells. After acquiring this advantage the
most others can. character can no longer turn undead. Instead, they can spend one round
praying to their god to convert a prepared spell into a healing spell of any
Benefit: The character can move twice their normal speed if taking no other
sort. Healing spells includes all cure spells, remove disease, remove curse,
action in a round, or can move their full speed and still attack in a round.
and similar spells. This does NOT include spells such as raise dead or
resurrection because the target of these spells is already dead.

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Great Protector Master of Light and Sound
The character believes the best defense is a good defense! The character has focused their studies on illusion magic, to the
detriment of other magics.
Prerequisite: The ability to cast spells
Prerequisite: The ability to cast 3rd-level illusionist spells
Benefit: An intense focus on protective spells and magic has increased
the character’s ability to use protective magic in an effective, and long Benefit: The character has mastered the ability to shape light and sound
lasting manner. While casting a protective spell such as bless, aid, barkskin, to create particularly convincing illusions. Their in depth study of the
mage armor, or the like, their spell is treated as if it were cast by a caster 2 control of light grants them the ability to cast illusions as if they were
levels higher for purposes of strength and duration. one level higher with respect to saving throws, strength, and duration.
Unfortunately, this deep focus makes all of their other spells less effective.
Hardy Caster All other spells are cast as if they were one level lower with respect to
The character has great concentration, even when wounded. strength and duration (but not saving throws). This advantage does not
change the number of spells the caster can prepare, only how effective, or
Prerequisite: The ability to cast spells ineffective, they are when they cast them.
Benefit: The character’s focus on magic makes them difficult to distract,
even physical pain can’t keep them from completing their spell. They Master of Shadows
receive a +3 bonus on concentration checks to avoid spell disruption due
to physical damage. The character’s links to the Plane of Shadows strengthens their spells.
Prerequisite: The ability to cast shadow conjuration
Holy Aura Benefit: The character controls the shadows, shaping and fusing them
The character has a visual conduit of their deity. into semi-real illusions that are more difficult to see through and damage
even those that do not believe in them. When the caster casts shadow
Prerequisite: Cleric, the ability to Turn Undead, BtH +2 conjuration or shadow evocation their spells do 40% damage to those that
Benefit: Through deep prayer and communion with their god, the disbelieve them, and they cast as if they were one level higher with respect
character permanently trades the ability to turn undead for the ability to to saving throws. When they cast shades, the creatures they conjure have
invoke a holy aura. When they hold forth their holy symbol and chant a 80% of the normal hit points, and, if disbelieved, they have 80% of the
loud prayer for one full round, their god cloaks them in a faintly glowing AC, strength, and abilities of their normal counterparts.
aura that demonstrates their power and grace. Enemies within 30 feet Special: This advantage stacks with the high-level illusionist ability
of the character must succeed at a wisdom save or suffer a –1 penalty to solidify shadows. A spell cast by a high level illusionist with this advantage
their attack rolls. Maintaining the aura requires constant prayer, which can do more than 100% normal damage.
prevents spellcasting but has no affect on the character’s ability to fight.
Quickcast
Magical Aptitude
The character’s intensity allows them to cast spells more quickly.
Some casters have a natural affinity to certain types of magical spells.
Spells of this type cast by them are more powerful. Prerequisite: Ability to cast 3rd-level spells

Prerequisite: Able to cast wizard spells, Intelligence 15 Benefit: Intense focus on your magical abilities allows you to cast your
spells more quickly than normal. When casting a spell during a combat
Benefit: When a wizard chooses one of the affinities below, he casts them round, the character can choose to receive a +4 bonus to their initiative
as if he were a wizard of 1 level higher when determining random effects check. The intense focus required comes at a price, as they are limited
and when determining the Challenge Level of Saving Throws against to 5 feet of movement during any round they use this advantage and
these spells. suffer a –2 penalty to their armor class for the rest of the round. This
Special: A character can only choose 1 magical aptitude. When this advantage can only be used for spellcasting, the bonus to their initiative
advantage is taken, select one of the aptitudes below: does not apply to melee or ranged attacks or to movement. If they take
damage while using the quickcast advantage, they must succeed at a
• Battle Mage: when casting spells that deal hit point damage concentration check (CL=5 + damage taken) to avoid having the spell
to the target or targets, the character is caster level +1. disrupted and losing it.
• Conjurer’s Call: when casting spells that summon or bring
forth a creature or being from another place or plane, the Signature Spell
character is caster level +1. Some spells are so familiar to the character that they can cast them
• Death Touch: When casting spells that sap ability scores, kill, without preparation.
or deal with undead, the character is caster level +1. Prerequisite: Able to cast spells, Intelligence or Wisdom 15+
• Elemental Affinity: When casting spells that involve one of Benefit: Casters who select this advantage may select 1 spell for each level
the four elements (earth, air, fire, or water), the character is of spell that they can cast, and cast this spell in place of other spells of the
caster level +1. same level that they have prepared or selected for the day. For example, a
• Enthralling Countenance: When casting spells that enchantment, cleric who chooses cure light wounds as their signature spell for first level
charm, or affect the mind, the character is caster level +1. may cast cure light wound instead of another spell chosen for the day.
• Eyes of the Seer: When casting all detection spells and spells Special: This advantage does not give the caster any additional spells per day.
that reveal information to the caster, the character is caster Rather, it allows them to replace prepared spells with their signature spell.
level +1.
• Warder: When casting protection spells or spells that provide
an AC bonus to the caster, the character is caster level +1.

274 Castles & Crusades


Chapter 19 — Character Death and Fates
As outlined in the Players Handbook, a character dies when he reaches Table 19.2 Effects of Limb Loss
negative ten hit points. At this point the character is removed from play
until he is resurrected or reincarnated or brought back in some manner Roll Effect
acceptable to the Castle Keeper and in keeping with the rules or campaign Movement reduced by ½ due to chest wound, leg wound, hip
and game. The character is dead; the player of course goes on and makes 1
wound, etc.
another character because Castles & Crusades is, after all, only a game.
2 Blind in one eye
The core rules of C&C do not allow players to become too attached to
their characters. Allowing the character’s death to be more than a passing 3 Speech impediment
nuisance is improperly using the Siege Engine. Arm severed or rendered useless, balance off. All dexterity
4
checks at -1
Unlike video games that possess fixed manners in which characters die,
if you fail here, you die. C&C allows for an extremely fluid approach to Leg severed or rendered useless. Movement rate cut by 75%, all
5
character death. It is not always up to the die; the CK plays the over- dexterity checks at -2.
riding factor in the life and death of any character. This fluidity allows for Constantly hearing noise, hearing damage, due to blood loss,
the player to undertake far more heroic actions, and makes for an evening 6
reduced hearing/spot by 50%
of lively fun like no other game can manage.
7 Bone heals improperly, -1 all attack rolls
Below are several methods to mitigate death, to cheat it, and methods to Back damaged, unable to carry heavy loads, shoot compound
make the fall of a character part of the game itself. 8
bows, hurl weapons
9 Bacterial infection due to wound, lose 1 point of constitution
Negative Impact
Head trauma from blood loss, direct blow, CL +2 on all
A character dies when they reach -10 hit points. But what happens when they 10
intelligence and wisdom checks
are only in the negative? The impact upon the character of going into the
11 Reduced muscle mass, poor healing, suffer 1 point of strength loss
negative hit points is massive. Generally speaking, the character is removed
from action and unable to do anything to defend himself or even move. 12 Physical maiming, charisma enhanced or reduced by CL 2
Any attacks against the stricken character gain a +10 to the to-hit roll. The
character does not get any attribute bonus or any bonuses gained from items
that require his motion to use, such as a shield. Attribute checks, while they
benefit from any attribute bonus, do not benefit from the character’s level.
Going negative on a battlefield, unless someone rushes to the characters aid
quickly, means there is a good chance that that character never walks away.

However, it is very easy to expand the effects of the negative hit points
into allowing the stricken character a roll on the battlefield or game,
however small. Consult Table 19.1 Impact of Negative HP for a more
detailed look at the impact of negative hit points and what the character
can and cannot do. Use this table in place of the normal negative hit
point rules as related in the Players Handbook. At no point can the
character cast spells or wield actual weapons, even magic items, unless
their use requires no concentration. The Actions column relates what the
character can do, the Effects what happens to their body.

Table 19.1 Impact of Negative HP


Negative Actions Effects CL
Crawl, able to talk,
0 n/a 0
grab, hold
Drag, halting speech,
-1 to -3 Physical Att reduced ½ 0
put weight on
-4 to -6 Immobilized, can talk Go blind* 0
-7 Mumble in talk Unconscious, Limb Loss CL 2
-8 None Unconscious, Limb Loss CL 4
-9 None Unconscious, Limb Loss CL 8
-10 None Death
*The effects of the blindess last until the character is fully healed and has been
able to rest for 1d6 weeks, or has receieved magical healing of any type.

Roll a saving throw for limb loss without attribute bonuses or level
adjustments. Any limb loss that occurs at -7 is compounded again at -8
and -9. Consult Table 19.2 Effects of Limb Loss.

The affects listed below are only a sampling. Certain wounds result in
certain affects, however a leg loss wound will not force someone to have
breathing problems.
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Divine Intervention doesn’t carry over. So a character who never has to use down but not out
Divine intervention is the play of the cosmos, when fate, fortune, heroism, at second level doesn’t have two uses of it waiting when he gets to third.
luck, and deific will combine to give the character an extra boost when
the chips are down. Divine intervention could be something as simple as Fortune’s Favor: When a character spends one fate point to improve a
a limited point system, like chips in poker that a character may expend to d20 roll, add 1d8 to the roll to help meet or exceed the target number. A
add to a positive event, or to mitigate a negative effect. Rules mechanics character can declare the use of 1 fate point to alter a d20 roll after the
for luck, fate, and heroism come in many stripes and have a wide range of roll is made-but only before the Castle Keeper reveals the result of that
effect they may add to the game. roll (whether the attack or check or saving throw succeeded or failed).

Although all such systems are similar, it is probably unwise at best to Fortune’s Fool: Reroll a die. This roll may be to attempt a change in an
offer too many of them to the players as the power shift they give to the attack roll against the player character, to re-attempt a saving throw, or to
players could be highly unbalancing to standard game play. That said, in retry an attack roll that failed. This fate point may be used at any time unlike
a fantasy role playing game that more closely resembles a super hero style fortune’s favor that must be used before the Castle Keeper reveals their roll.
game, Hero and Luck points offer an excellent opportunity to re-create
I Just Made It: By expending two fate points, a character automatically
over the top movie style action. A good rule of thumb when utilizing
makes a saving throw. They must have the fate points to expend and
luck type systems is to keep them simple and limited to a small number
declare they are expending the points prior to rolling any die.
of actions that allow players to positively affect their character’s fate
without detracting from great story telling. Mighty Blow: When a character spends one fate point to make a single,
earth-shattering attack, the attack is treated as though the player rolled
When handling divine intervention it is always best to keep it behind the
a Natural 20 on his attack roll; it automatically hits the opponent. Also,
screens, allowing need to drive the offerings of providence. However,
the attack does double the maximum possible damage for the attack, or
some characters wish more control and CKs wish for less responsibility. In
whichever critical hit system is preferred by the Castle Keeper and his gaming
these cases, these optional rules might offer some guidance.
group. The character must then make a second, unmodified d20 roll. A result
of 1-5 on the d20 means that the weapon is destroyed as a result of the mighty
The Hand of Divine blow (firearms are ruined from blowback, etc.). Magic weapons gain a bonus
Using deities or their avatars in games is a unique way to give characters to this roll equal to +1 per point of the weapon’s bonus (so a +3 sword gains
an insight into the workings of the cosmos and the importance of their a +3 to this roll), plus an additional +1 for each special ability the weapon
part in it. In some campaigns, the appearance of a deity or their avatar possesses. This ability is useful only in melee combat and extra damage from
may take on a complete physical apparition where the deity or its agent special attacks such as sneak attack does not double. A fate point can be used
gives specific commands to the characters that are expected to be to achieve this effect only once per game session.
followed on pain of death. In other instances, portends such as words on
the wind, or a glowing cloud may be enough to communicate the wishes Providence Smiles: By spending a fate point, a character can gain a small
and deeds of a deity to the player characters. plot break that helps him in some minor way. He gains an important clue
that he overlooked, just happens to be talking to the right person to get
Of Gods and Monsters offers a more in depth look at the relationship the information he needs, or has the cavalry come over the hill while
between worshippers and their deities and should be consulted for their he’s in a hopeless situation. The player must describe exactly what the
use in game play. plot break is that his character gains, and the CK always has the right to
overrule this use if he deems it improper, or if he has a good reason for
the character to be in such a tight spot. If the plot break is overruled, the
Fate Points fate point is not spent. Characters can spend a point for providence smiles
Fate Points are a mechanic that provides characters with the means to once per game session.
affect game play in small, but significant ways. They represent the actions
of cinematic heroes, who always seem to make those dramatic comebacks, You Missed Me! You Missed Me!: By expending two fate points a
have sudden flashes of insight just in time, or call upon inner reserves of character can avoid a single attack that would have otherwise struck the
strength to fell the villain just when things look grim. character. The character must have two fate points to expend in order to
fully dodge the blow.
Starting and Gaining Fate Points Sound the Charge: A character can spend a fate point to double their
Characters start with 3 fate points at first level. Thereafter they receive allotted movement for a single round. This includes the ability to move full
1d4 additional fate points per level. They may save their fate points up, or movement and still attack. Unlike a normal charge maneuver, characters
use them all as the character sees fit, or as the need arises. spending a fate point can move up to their full base movement and attack,
but do not gain a bonus to damage or penalty to armor class. However,
spending a fate point to sound the charge effectively doubles the distance a
Using Fate Points
character can cover to take a charge maneuver in order to gain this bonus
A character always has a limited amount of Fate Points, and while the and suffer this penalty. In effect, this maneuver allows a character to move
character replenishes this supply with every new level he or she attains, up to their full base movement and make a normal attack, or to double the
the rate of attrition can far outstrip the rate of gain. As such, players distance up to which they may make a charge maneuver.
must use them wisely. A character can spend Fate Points to do any of the
following things, though are not limited to simply these uses if another A character can only spend Fate Points once per round. If a character
valuable use arises that both the Castle Keeper and players can agree spends a point to strike a mighty blow, he or she can’t spend another one
upon as valid and useful to their game. in the same round to improve a die roll, and vice versa.

Down But Not Out: When a character falls to at least -10 Hit Points Luck Points and Hero Points
or below, he is normally considered dead. Not so, if he has Fate Points
to spend. Down but not out costs three fate points, and results in the This system uses a combination of points similar to fate points, with luck
character reduced to exactly -10 hit points, and stabilized. The character points filling the niche of mundane bonuses to die rolls and hero points
must have three fate points to spend in order to use this ability, and may addressing truly heroic spectacles that characters often find themselves
only call upon it once per character level, and if he doesn’t use it, it drawn into.

276 Castles & Crusades


Chapter 19 — Character Death
Characters are supposed to be heroes after all and thus should be able Not so Divine Intervention: The Dice
to do things an ordinary person would not. Some might call this luck,
As anyone who is a fan of the fantasy role playing hobby knows,
or the hand of fate. Heroes are routinely able to get out of situations
sometimes dice can be a cruel mistress. There are certain dice that for
others could not. They can also make leaps of logic outside the realm of
whatever reason will not roll right. Indeed there are streaks of bad luck
normalcy, such as saving the girl at the last moment, disarming the bomb
with the dice that fall into the category of legend. The why of these dice
a millisecond before destruction and so on.
related funks are unknown, but it is known that the dice can indeed be
To simulate this character, have two types of extra points they can pull punished for their infractions, or steps may be made to overcome a long
from, luck points and hero points. Each character starts with a 1d6+their funk with the dice.
highest attribute bonus in luck points, and 2 hero points.
Threats: The dice may be threatened for their bad behavior. Threat of
various die torture may include dunking the offending die in scalding water,
Luck Points or threatening to place the die in the microwave oven for a few seconds to
These points can then be spent in different ways. Characters can spend re-align its molecules. Following through with the threats has been known
luck points to influence a die roll up or down by 1 per point spent to a to correct a die’s bad behavior and bring it back to the game table, humbled,
maximum of 6 per roll. and prepared to make heroic rolls on the player character’s behalf.

Example: Johann the Ranger wants to hit an armored troll that is The Lefty Flip: In some instances a character gets into such a funk that
terrorizing his allies. He spends 3 Luck Points to add +3 to his attack all they seem to roll on the D20 is a natural 1. In this case it is suggested
roll. His player declares his intent to spend the luck points BEFORE the that the lefty flip may be implemented whereby all 1’s are read as 20’s
attack roll is made. The points are expended whether they were needed and all 20’s are read as ones. In the ultimate of extreme situations it has
to make a successful attack or not. been heard of where a player, whose only crime is bad die rolls, is granted
a special pardon at the game table where not only are 20’s a 20, but a 1 is
Luck points may be added to an attribute check, or a saving throw in read as a “20” as well.
order to give the character a better chance at success. The character may
expend as many luck points as they have available in order to influence Deeds: Occasionally minor explosives, drills, or other power tools may
their die rolls. Luck Points may also be used to grant bad luck to a foe. be called into action against a die that is truly cursed (possibly by a
Gregdorf, See below). A die that simply will not roll correctly may need
Example: Ard the wizard wishes that Callyandel the Elf fail his saving to be destroyed. The destruction of the offending die may act as a form
throw vs. Ard’s finger of death spell and thus uses 4 luck points to penalize of exorcism or catharsis for the player whereby removing the distractions
Callyandel’s charisma save. This seems a great amount of luck to expend; caused by the offending die and allowing them to return to normal role play.
however, Ard really truly despises that elf and would love nothing more Sometimes a sick die must be culled from the herd so that its illness doesn’t
than to dance upon his grave. go on to affect the well behaved dice in the player’s stockpile. A five lb.
hammer pretty much guarantees a die will never roll a bad roll again.
Luck points regenerate at the end of a session, when, while assigning
loot and experience, the characters erase their old luck points, roll 1d6+ Time Out: Dice are meant to be played with. What better punishment is
attribute modifier and are ready to go again at the beginning of the next there than to set them in a bowl, out of play so that they can watch other
gaming session. dice behaving properly?

Hex Actions: Like scalding and microwaving, there are times when
Hero Points an opposing player or CK has entirely too much luck against you and
Hero points are synonymous with fate points and work in much the same it is time to put the mojo on another player’s dice. Most commonly one
way. When a character decides to use a hero point, he can do things far crosses their eyes and waggles their fingers menacingly at another player’s
beyond the means of mere mortals. He can use a hero point to guarantee a die. Another devious trick is to roll another player’s hot die when they
hit against an impossible to hit enemy or to guarantee maximum damage. get up to go to the bathroom, or let it mix in with some unlucky dice
A character can use them to gain a broader critical hit range against of your own that have been placed in time out. Most heinous of these
an opponent (critical on a 19-20 instead of just 20). Or a character can Hex actions is the Gregdorf, whereby a player surreptitiously stuffs an
expend them to garner a crucial piece of information, or in a manner opponents dice down their pants then replaces them without the other
similar to the ones described under the fate points heading. player’s knowledge. Use of hex actions against other players is generally
considered dirty pool and should be shunned if your gaming group is to
Expending and Earning Hero Points survive, but may be totally acceptable in a convention style setting.

Characters should always spend hero points in a manner appropriate to


Death & Dying
moving the story forward. In other words, they spend them in a heroic
manner and not simply for selfish reasons. Hero points only recharge In World War I, some group of goodness knows who decided that
when the Castle Keeper deems they do. In other words, the CK may award when you personally shot down five armed aircraft you were given the
extra hero points for completing a specific plot point or solving a difficult title of Ace. This title stuck and became a target for any airman to hit.
problem. Hero points may be given out as rewards in the same manner The same principle does not apply to Castle & Crusades. There are no
that bonus experience points or treasure are meted out to the players. Castle Keeper Aces, no matter how many characters the CK might kill.
Remember, that although a character begins their career with only two In fact, the point of the game is not to kill characters but rather the
hero points, this is not the limit of how many they may ultimately earn or opposite. The goal is to create well balanced adventures and scenarios
use. As a rule of thumb the character should receive a minimum of one that are challenging, dangerous and fun. Many characters have fallen
hero point when they achieve a new experience level. in many games over the years, some have been killed through doing
crazy game stuff, some ridiculously, some heroically, and some less
Ultimately, if the acts the player characters undertake are truly heroic they than heroically and still others through no fault but for a host of bad
may find their hero points returned at the end of a campaign or when a rolls and poor luck. These deaths run the gamut from funny events
character levels up. If the act is very heroic, the Castle Keeper may return that stunned everyone to frustrating failures that ruined whole games.
the point or points immediately. On the other hand if the Castle Keeper Before a character gets killed, the CK and Player have to remember
determines the act was not very heroic the point may be lost forever. that there is more at stake than just a few random dice roles, such a
death may wreck the whole game, or worse the campaign.
Castle Keeper’s Guide 277
Part 3: The Siege Engine
Example: Only two players show up for the evening’s game, the other effort. Just roll a d20, if you roll a 1 you fall.” As soon as CK said it he knew
four could not make it. This is not such a bad thing, occasionally its nice it was a mistake. But there it was, he had said it. A game that had been
to have a low impact evening of C&C; the campaign has been going on going on for over a year, with good characters, lots of successful adventures
for well over a year and many have leveled up multiple times, there are and invested time, all hung on the balance of a dice. Karagi rolled and got
complicated plot points, interwoven story lines, NPCs, monsters with in the high teens. Stark rolled and rolled a 1. The player’s explosion of anger
names and so forth. The CK decided to keep playing the same campaign resonated around the house and we resigned ourselves to the inevitable. The
and place the two characters, Karagi and Stark on a quick solo adventure. CK quickly has him make a dexterity check to catch himself, he fails that at
Both had made several levels, Stark 5th and Karagi 4th. which point Karagi’s player mentioned that he didn’t think rangers could
actually fall if they had something to climb on.
The adventure begins with a simple bandit chase. The previous game had had a
raiding party strike the group’s camp and kills a low level NPC. Stark, a ranger, Everyone looks up and sure enough, the ranger can’t fall in such
could easily track them. So leaving the party behind, the two of them set off circumstances because his wilderness skills have made him capable of
into the wilderness that is the Darkenfold after the raiders. The evening’s play climbing up and down climbable surfaces, and the vines were such a
goes quite well. The tracking takes up awhile, followed by a quick swift bandit climbable surface: “When climbing typical natural slopes and inclines,
battle followed by a random encounter that led the two characters off the main such as steep but rocky hillsides, a ranger need not make an attribute
track and onto a small ridge. Here is the evenings adventure, quickly contrived check to scale the surface” (PH, page 13, Scale)). Though this was not
by the CK for beneath the ridge lies the abandoned city of Baerentum, a long really an attribute check but a fumble check, the CK rules that the surface
lost city in the Goose Neck, an unexplored section of the Southern Darkenfold. was definitely climbable and covered by the ruling, so he technically
Intrigued by the ruins the characters look for a way down. It was open only on could not fall. So the CK had him fall a few dozen feet, catch himself,
the southern end, thickly forested, and surrounded by cliffs roughly a hundred wrench his arm out of socket and take some damage. The player was
feet tall. Huge vines grow upon the cliff faces, hanging from the forest above. very unsatisfied with the ruling, even though it saved his character’s life,
These vines are tangled, interwoven and hung all the way to the floor. They because it seemed to somehow cheat the dice, which seemingly overrules
seem to afford an easy trip to the bottom. all rules. He had rolled a 1 and the CK had ruled against it.

After some discussion, Karagi convinced Stark to go down and they Looking analytically at this event there were only two possible outcomes.
announced their intention to climb down the vines to the valley floor and In the first, Stark falls to his death. In the second, Stark lives. But it’s
explore the lost city. Without much thinking or consideration of the rules never that simple.
the CK replies, “Okay the trip down looks doable, but is going to take some
Looking at the first outcome, had the ruling
gone otherwise and Stark plummeted through
the vines, unable to slow his fall, he
would have stuck the ground with
extreme force. The cumulative damage
is massive for a hundred foot fall and
Stark, at 5th-level, with no particular

278 Castles & Crusades


Chapter 19 — Character Death
magical protection against falling would have perished. From a meta- it” can be as damaging to a game as the random senseless death of a beloved
game stand point, stepping far, far back and looking at the death, this is character. Players send their characters into countless situations where they
kind of cool. Adventurers take extreme risks all the time, climbing walls, just shouldn’t be and any amount of reflection would reveal that.
leaping chasms, riding beasts not meant to be ridden, and so forth. There
is a certain amount of realism that comes with such a fall. Though it may seem like a good idea to do the crazy heroic deed and get
yourself killed, it actually makes it more difficult, read: less fun, for the
“What happened to Stark,” Ki asks when Karagi returns to the camp alone. CK because they are the ones who have to pick it all up and figure out
how to restart the player. Though it may seem on the joking surface that
“He fell from a cliff and died,” comes the answer. Castle Keeper’s love to kill characters, especially stupid characters that
do insane things, its really not all that fun. The CK knows that as soon as
There is a finality to this, a senselessness to the death that in role playing that final rule has passed and the character is dead that the evening’s fun
context makes the game more fascinating because even the mundane is was just halved and the evenings reworking just doubled.
deadly. It also adds a whole level of play to the game because there was
no heroic fall for this titanic ranger who has fought countless battles and
won. The realism resonates with the players for a long time to come. That was a good character too!
So what to do? When should the CK kill a character and when should a
Of course, that in and of itself is the problem with such a death. It was so player risk a character. In the case of Stark, it would have been far better
out of character, out of game context that it leaves nothing but a residual for the CK to simply say the following “Roll a d20, a roll of 1 means
feeling of ‘crap, that sucks’. It makes players loath to risk their characters you have some difficulty.” This simple sentence preserves the right to
in these tasks, which in turn throw up innumerable obstacles to the Castle allow him to fall but to control the fall. This is what the good Castle
Keeper as the adventurers continually avoid things that might be risky for no Keeper does. Realism is preserved, danger remains but the CK has not
gain. This can affect the game throughout. They don’t go over the swinging lost control of the situation. If Todd says something like “Stark puts his
rope bridge, but rather take the two extra days to go around the whole double handed axe in his teeth, grabs a vine, cuts the end and swings to
chasm. They don’t try to swim the river, the look for bridge. As realistic as the bottom” the CK can quickly kill him. If on the other hand Todd says:
these reactions would be, they are not heroic. Conan does not hesitate to “I go ahead and climb down,” its easy enough to have him fall, catch
leap up the cliff face. Tarzan swings from tree to tree, a hundred feet above himself and pull his arm out of his socket. He’s been damaged because he
the ground. John Carter leaps between the flying ships that are thousands didn’t take precautions, say, he looses use of his second hand and can’t use
of feet above the surface of Mars. In reality, these are risky events, but this the aforementioned battle axe.
is not a game of reality. It’s a fantasy role playing game where people gather
to unleash the hero in them, to conquer the unconquerable, to kill the Two of the most important things to remember for all those at the table
un-killable monster and seize the day. Meshing too much realism with the are how to make things challenging and how to not challenge everything.
game can derail a game as quickly as it can make it more interesting. Challenging does not mean succeed or instant death. Challenging is just
that, its something that challenges the imaginative role play of the players
The greater problem with Stark’s death comes in the whole game context. and the abilities of the characters. It also doesn’t mean that it is something
They were adventuring hundreds of miles from the nearest settlement. It that has to be overcome. Just because an obstacle is put in front of you
might be realistic to allow the character to die from a fall, but now the Castle don’t mean you instantly have to attack it or overcome it.
Keeper has to realistically replace the character with a character the player
wants to play. Try having a wandering dwarf fighter in the middle of the
Dangerous does not necessarily mean deadly
darkest, dankest forest in the world and keep that mystique of realism about
the game. Not to mention the annoyance that the player goes through after Does this mean you should never kill a character? Of course not, the fear
losing a character and the whole new process of bringing them into the game, of death should be in the game, both as an arbiter of risk and as a reaction
fitting in with the present campaign arc, levels, abilities, and so forth. to crazy stunts. But the death of a character is far more than a notch on
a gun or a flag on the side of your CK screens. The death of a character
Allowing the character to die, even though the dice called for it, may turn impacts the role playing game you are playing and before a CK needlessly
out to be far more detrimental to the game than the Castle Keeper at first kills a character or before a player needlessly kills himself, both should
thought. It really isn’t that fun. think about what is coming after the fall. Often the whole campaign and
even the tone of the game have to be reset.
The opposite approach of having Stark live has far fewer pitfalls to it, if
any. Though the realistic factor of death by mishap is removed from the In the play, The Lion in Winter, where Henry II has his three sons
game, which does impact the game, the overall game is not interrupted. Richard, Geoffrey and John imprisoned in the wine seller preparing them
The adventure continues, the players continue with what they are doing for execution. Eleanor brings them each a dagger. John and Geoffrey
and there is no massive disruption. The fun is not suddenly removed from do not want to pick up the daggers, but Richard snatches his up in an
the game by one bad roll which everyone suffers from at some point or the instant, and immediately goes into a plan on how to slay Henry. When
other (everyday life is filled with enough pitfalls and bad rolls to not make his brothers object that such an action serves no purpose Richard replies
those in the game so catastrophic). “When the fall is all you have, the fall matters.”

Of course there is another side to this coin, one from the player’s point That’s a great line and one that serves the role playing community well.
of view. In facing the cliff with the vines, both players could have taken If a character is to die, or does die, there should be some meaning to it. It
extra precautions to make certain that they didn’t fall. Often players abuse should either serve the game you are playing or at least leave the player
the situations they are put into in order to get through them as quickly with a feeling of extreme sacrifice. It is the CK’s job to make the job of
as possible, this is often done in an insanely unrealistic manner. Facing a adventuring as dangerous as possible and as life threatening as possible.
hundred foot cliff, even with vines, even the most experience mountain So that when the characters emerge from the adventure they are drained,
climber would take some precautions such as studying the best way down, exhausted, and exhilarated. It is the player’s job to survive as best they
chalking fingers, tying guide ropes, etc. To come to a cliff and assume that can through whatever is thrown at them, to make the game challenging
because you are there you can climb down it, or to listen to that subtle for the Castle Keeper, putting their scenarios to the ultimate test. If both
CK speak which indicates you are supposed to climb down it, does not sides pay heed to this then any game will have more meaning and a lot
necessarily mean you have to charge into it without thought or planning. more fun. And the added benefit is that when a character enters that
cold, cold ground, the death will be memorable and part of that fun, not
The attitude that “we have to go this way because the adventure calls for destructive, and leave a bad taste in everyone’s mouth.

Castle Keeper’s Guide 279


Index
A B
Adherents 63 Bands 103
Creating 63 Barbarian 19
Developing 69 High Level 19
Hiring 70 Land & Title 166
Locating 69 Table 1.13 Barbarian Class Information 20
Retaining 71 Bard 28
Adventures High Level 28
Balancing 216 Land & Title 170
High-Level 222 Table 1.26 Bard Class Information 29
Low Levels 219 Basic Armor Reduction 258
Mid-Levels 221 Battlefield Scale 176
Moods of Play 218 Beauty 12
Running 214–216 Biomes 87
Sample Adventure 216 Biomes and Architecture 113
Aerial Black Powder Grenade 207
Adventures 147 Body Armor 210
Combat 147 Boreal Forest Climate (Taiga) 87
Combat Maneuvers 148 Bronze Age 99
Aerial Combat Rating 148 Burst Fire 211
Aerieal Adventures 142
Age 30 C
Attributes 11 Called Shot 211
Anarchical 105 Campaign Styles 204
Animistic Religions 112 Cap and Ball Revolver 208
Aerial Combat 185 Cap and Ball Rifle 207
Armor & Shields Carbine Rifle 209
Treasure 241 Carrying Capacities 54
Arms & Armor 240 Draft Animals 54
Assassin Items 54
High Level 19 Vessels 57
Land & Title 166 Wagons 55
Table 1.12 Assassin Class Information 19 Cartridge Firearms 208
Attribute Cartridge Single Action Rifle (Breech Loader) 208
Modifiers 10 Cartridge Tubular Magazine Rifle 208
Opposing 234 Castle 120
Attributes 9 Cavern 127
Alternative Modifiers 10 Caves 89
Generating 10 Challenge Base 229
God-Like 12 Challenge Class 229
Modifiers 10 Challenge Level 229
Tertiary 230 Character
Attribute Checks Death 275
Checks 235 Characters
Using 232 High Level 14
Autocratic 105 Chiefdoms 105
City 118

280 Castles & Crusades


City Fortification 120 Deserts and Xeric Shrubland 88
Cleric Dictatorship 105
as Medic 43 Dismal Deeps 89
High Level 24 Double Tap 211
Land & Title 168 Druid 25
Table 1.20 Cleric Class Information 24 High Level 25
Climate 86 Land & Title 168
Climates Table 1.22 Druid Class Information 26
Regional 87 Dry Mid-Latitude Climates (Grasslands) 87
Coins 108, 237 Dry Mid-Latitude Climates (Steppe) 87
Unusual 238 Dry Tropical Climate (Desert) 87
Combat 247 Dungeons 126
Ranged 256 Building 134
Role Playing 250 Interior 129–131
Terrain 254 Location 135
Combat Actions 179 Temperature 127
Combat Maneuvers 256 Types 136
Combat Round 249
Complex Armor Reduction 258 E
Components 36 Early Medieval 101
Playing Without 40 Ecology of the Underworld 132
Price of 38 Economics in the Game World 107
Selling of 40 Economic Systems 106
Construction Economy 102
Cost 123 Cost Disparity 109
Material 122 Egalitarian Societies 111
Crevice Caves 128 Encounter Tables 200–202
Crime and Punishment 124 Endorheic Basins 88
Critical Fumble 251 Endurance 257
Table 17.1B Critical Fumble Option 5 251 Equipment 51
Table 17.1D Critical Fumble Option 6 252 Combat Wastage 152
Critical Hit 247 General List 58
Called Shot 256 Maintenance 61
Defined 250 Tracking Wastage 152
Methods 251–252 Wastage 152
Siege Check 252 Equipment Wastage 150
Table 17.1A Critical Hit Option 5 251 Erosion 85–86
Table 17.1C Critical Hits Option 6 251 Erosional Caves 128
Culture 103 Exchange 108
Experience 223
D Extraordinary Items 238
Damage Reduction 258
Death 275 F
Death & Dying 277 Fantasy Setting 98
Deep caves 89 Fate Points 276
Democracy 105 Feudal 105
Depressions 90 Feudal Hierarchy 164
Deserts 89 Feudal Model 170

Castle Keeper’s Guide 281


Fighter Creating 77
High Level 14 Developing 77
Land & Title 165 Hiring 78
Table 1.8 Fighter Class Information 15 Locating 78
Flintlock Pistol 207 Retaining 78
Flintlock Rifle 207 Hit Points 259
Flooded Grasslands and Savannas 88 Negative 275
Forest 89 Holy Ground 43
Fortification Holy Symbol 37
Terminology 120 Penance 38
Fortified Military Camp 119 Holy Symbols 37
Fortresses 119 Loss of 37
Freshwater 88 Holy Water 44
Freshwater Biomes 88 Creating 243
Horror Fiction 205
G
Gas I
Effects 137 Illusionist 22
Gems 240 High Level 22
Gender 111 Land & Title 167
Geography 84 Table 1.18 Illusionist Class Information 24
Glacial Caves 128 Industrial Age 204
Goods 109 Initiative 249
Exotic Goods 110 Injury
Finished Goods 110 Grevious 261
Foodstuffs 110 Iron Age 100
Ore 110
Raw Materials 110 J
Government 102, 105 Jewelry 239
Greater Castle 120
Greco-Roman 100 K
Grenade 209 Keep or Tower 120
Knight
H High Level 26
Habituation 190 Land & Title 169
Hamle 117 Table 1.24 Knight Class Information 27
Healing 43
Illusionist 45 L
Height 30 Lake 88
Henchman 71 Land
Creating 72 Treasure 160 – 164
Developing 72 Language
Hiring 74 Mood 218
Locating 72 Race 30
Retaining 76 Table 1.30 Learning Languages 31
Hero Points 277 World Building 114
Highland Climate (Alpine) 87 Languages 30
Hirelings 77 Table 1.30 Learning Languages 31
Large Bodies of Water 91

282 Castles & Crusades


Lasers 210 Monarchical 105
Late Medieval 101 Money 108
Late Middle Ages/ Renaissance 204 Monk
Law 102
High Level 20
Limb Loss 275
Land & Title 167
Line of Sight 255
Listening Underground 133 Table 1.14 Monk Class Information 21

Lodging 52 Monotheistic Religions 112


Lost 97 Monster 186
Lowlands 90 Alignment 188
Luck Points 277 Ecology 189
Monsters Summing
M
Tables 46
Machine Gun 209
Montane Grasslands and Shrublands 88
Magic 35
Mood 218
See also Spellbooks; See also Compenents; See also Magic Items
Motte and Bailey 120
Alternative Magic, Mana 48
Mountains & Hills 91
Alternative Magic, Spell Slots 48
Movement 95
Interpreting 42
Aerial 147
Spells 35
Battlefield 176
Underground 135
Water 144
Underwater 146
Weather 97
Using Spell Slots 48
Moving
Magical Items 241
Flying Creatures 97
Magic Item
Charging & Recharging 242 N
Monsters 188 Non-Player Characters 62
Non-Caster Scroll use 51 NPC (See also Henchman; See also Hireling) 62
Magic Items 41
O
Buying, Selling, Trading 41
Occupation 102
Destruction 246
Occupations 121
Purchasing 246
Oceanic Islands 88
Making Potions 245 Oligarchy 105
Mangrove 88
Maps & Model 225 P
Market Economies 106 Paladin 27
High Level 27
Matchlock 207
Land & Title 169
Mediterranean Climate (Chaparral) 87
Table 1.25 Paladin Class Information 28
Mediterranean Forests, Woodlands, and Scrub 88
Pantheistic Religion 112
Meso-American 100 Pantheons 112
Metropolis 119 Party
Militia 116 Managing of 224
Miniatures & Maps 225 Planetary 84
Moist Continental Climate (Deciduous Forest) 87 Plotting the Adventure 214
Plutocracy 105

Castle Keeper’s Guide 283


Population density 102 Seasons 93
Post Apocalyptic 205 Sea Battles 183
Post Industrial Age 205 Setting 98
Potions 241 Settlement 102
Creating 245 Ship Damage 145
Precious Metals 239 Siege Engine 228
Pre Industrial Age 204 Adding New Races or Monsters 32
Primary and Secondary Attributes 229 Attributes 11, 229
Primitive Firearms 206 Attribute Checks 232
Prison Mass Combat 173
Dungeon 134 Mass Combat, Magical Attack 179
Provisions 53 Saves 253
Pulp Noir 205 Unforseeable Circumstance 235
Siege Equipment 180–182
R Silver Items
Races 31 Silvering 242
Mechanics of 32 Single Action Cartridge Revolver 208
Racial Variants 33 Single Dwellings 117
Racian Interactions 34 Single Fire 211
Race and Racism 112 Skills 263 – 274
Ranger Smoothbore Cannon 208
High Level 15 Smoothbore Mortar 208
Land & Title 165 Smooth Bore Flintlock (musket) 207
Table 1.10 Ranger Class Information 18 Smooth Play
Ranked Societies 111 10 Suggestions 224
Rations 52 Social Stratification 110
Reciprocity 106 Space Age 205
Redistribution 106 Spellbook
Religion 112 Casting from 36
Renaissance 101 Henchman 72
Republican 105 Writing in 36
Rings Spellbooks 35
Treasure 241 Table 2.1 Types of Spellbooks 35
Rituals 113 Spells
Rivers and Their Courses 91 Creating 244
River Delta 88 Starting Spells 36
Rods, Staves & Wands Spell Behavior 46
Treasure 241 States 105
Rogue Stone Age 98
Land & Title 166 Stratified Societies 111
Room & Board 52 Subdual 254
Ruins 132 Submachine Gun 209
Surprise 259
S Assassin 19
Saves 253 Halfling 34
Science Fiction 205 Table 17.9 Surprise Circumstances* 259
Scrolls 241 Swimming 145
Making of 244

284 Castles & Crusades


T Morale 178
Table 17.9 Surprise Circumstances 259 Provisions 185
Taiga 88 Waterway 127
Talus Caves 128 Water Adventures 142
Taxes, Duties, and Fees 110 Weather 92
Tectonics 85 Charts 94
Temperate Broadleaf and Mixed Forests 88 Pattern 93
Temperate Coniferous Forests 88 Weight 30
Temperate Grasslands, Savannas, and Shrublands 88 Wet-Dry Tropical Climates 87
Terrain 89 Wetlands 88, 92
Tertiary Attributes 230 Wizard
Theocracy 105 High Level 21
Thorp 117 Land & Title 167
Time and & Food 225 Table 1.16 Wizard Class Information 22
Town 118 World Development 85
Tracking 16 Wounds 260
Tradesmen 124 Table 9.1 Cost vs. Availability 150
Trade Routes 110
Traps 137 – 141
Treasure 236 – 237
Tribes 103
Tropical and Sub-Tropical Broadleaf Forest 87
Tropical and Sub-Tropical Coniferous Forest 88
Tropical and Sub-Tropical Dry Broadleaf Forest 88
Tropical and Subtropical Grasslands, Savannas, and Shrublands 88
Tropical Moist Climates 86
Tundra 88
Tunneling and Mining 137
Two Weapon Firing 211

U
Underground. See Dungeons
Time 134
Underground Biomes 89
Underwater
Adventures 146
Urban Center Statistics 116
Urban Communities 115
Urban Landscape 102

V
Village 118
Visibility
Underwater 146

W
War 172
Battlefield Commonaders 177

Castle Keeper’s Guide 285


Tables Index
Chapter 1 Table 2.6 Penance 38
Table 1.1 Standard Attribute Modifiers 11 Table 2.7 Value of the Holy Symbol 38
Table 1.2 Attribute Modifiers M1 11 Table 2.8 Price of Material Components 38
Table 1.3 Attribute Modifiers M2 11 Table 2.9 Availability and Cost of Components 40
Table 1.4 Attribute Modifiers M3 11 Table 2.10 Value of Components 40
Table 1.5 God-like Attributes 12 Table 2.11 Spell Purchase Cost 41
Table 1.6 Beauty Attribute and Abilities 13 Table 2.12 Availability to Trade 42
Table 1.7 Beauty Attribute Modifiers 13 Table 2.13 Spell Experience Points 42
Table 1.8 Fighter Class Information 15 Table 2.14 Magical Effects of Holy Ground 43
Table 1.9a Terrain 17 Table 2.15 Summoning Animals 46
Table 1.9b Time Track Check is Made 17 Table 2.16 Summoning Monsters:Lesser, Medium and Greater 46
Table 1.9c Time Elapsed 17 Table 2.17 Mana Points 49
Table 1.9d Weight of Creature 17 Table 2.18 Non-Caster Scroll Failure 50
Table 1.9e Number Encountered 17
Table 1.9f Weather Conditions 17 Chapter 3
Table 1.9g Ground Conditions 17 Table 3.1 Rations 52
Table 1.10 Ranger Class Information 18 Table 3.2 Meals 52
Table 1.11 Rogue Class Information 18 Table 3.3 Lodging 52
Table 1.12 Assassin Class Information 19
Table 3.4 Provisions 53
Table 1.13 Barbarian Class Information 20
Table 3.5 Carrying Capacities of Items 54
Table 1.14 Monk Class Information 21
Table 3.6 Carrying Capacities of Draft Animals 54
Table 1.15 Monk Special Abilities 21
Table 1.16 Wizard Class Information 22 Table 3.7 Carrying Capacities of Wagons 55
Table 1.17 Spell continuation 22 Table 3.8 Carrying Capacities of Vessels 57
Table 1.18 Illusionist Class Information 24 Table 3.9 General Equipment 58
Table 1.19 Spell continuation 24
Table 1.20 Cleric Class Information 24 Chapter 4
Table 1.21 Spell Continuation 25 Table 4.1 Types of Adherents 64
Table 1.22 Druid Class Information 26 Table 4.2 Locating Adherents 70
Table 1.23 Spell Continuation 26 Table 4.3 Hiring Adherents 70
Table 1.24 Knight Class Information 27 Table 4.4 Construction Time 71
Table 1.25 Paladin Class Information 28 Table 4.5 Situational Morale Modifiers for Adherents 71
Table 1.26 Bard Class Information 29 Table 4.6 Henchman Class 73
Table 1.27 Height and Weight by Race 30 Table 4.7 Methods of Finding a Henchman 74
Table 1.28 Minimum Starting Age 30 Table 4.8 Henchman Startup Payment 74
Table 1.29 Aging 30 Table 4.9 Challenge Class Starting Fee 75
Table 1.30 Effects of Aging 30 Table 4.10 Challenge Class Supplies/Expenses 75
Table 1.31 Learning Languages 31 Table 4.11 Challenge Class Treasure 75
Table 1.32 Standard Racial Interactions 34 Table 4.12 Henchman Loyalty: Goals/Challenges 75
Table 4.13 Henchman Loyalty: Responsibilities 75
Chapter 2 Table 4.14 Henchman Loyalty: Compatibility 75
Table 2.1 Types of Spellbooks 35 Table 4.15 Loyalty Rating and Effect 76
Table 2.2 Starting 0-Lvl Wizard Spells 36 Table 4.16 Situational Morale Modifiers 77
Table 2.3 Starting 1st-Lvl Wizard Spells 36 Table 4.17 Hirelings 77
Table 2.4 Starting 0-Lvl Illusionist Spells 36 Table 4.18 Payment for Hirelings 78
Table 2.5 Starting 1st-Lvl Illusionist Spells 36 Table 4.19 Hireling Loyalty Rating: Payment 78

286 Castles & Crusades


Table 4.21 Hireling Loyalty: Rating and Effect 79 Table 6.9 Fortress Purpose 119
Table 4.22 Situational Morale Modifiers: Hirelings 79 Table 6.10a Base Unit Cost of Construction in Gold 123
Table 4.23 Morale Roll and Reaction 79 Table 6.10b Design Complexity Cost 123
Table 4.24 Magic Item Hit Points & Hit Dice 79 Table 6.10c Location Cost of Construction 124
Table 4.25 Magic Item Will Bonus 80 Table 6.10d Tradesmen 124
Table 4.26 Creature: Situational Morale Modifiers 81 Table 6.11a Criminal Misdemeanors 125
Table 4.27 Background 81 Table 6.11b Criminal Felonies 125
Table 4.28 Alignment 81 Table 6.11c High Crimes 125
Table 4.29 Personality 81
Chapter 7
Chapter 5 Table 7.1 Light Underground 127
Table 5.1 Regional Climates 87 Table 7.2 Underground Movement Rate 127
Table 5.2 Biomes 89 Table 7.3 Wall Hit Points Table 130
Table 5.3 Average Monthly Temperature 92 Table 7.4 Listening Underground 133
Table 5.4 Average Monthly Temperatures in Aihrde 93 Table 7.5 Monster Listen Bonuses 133
Table 5.5 Seasons 93 Table 7.6 Intelligent Races 135
Table 5.6 Weather Patterns 94 Table 7.7 Locations 136
Table 5.7 Weather 94 Table 7.8 Terrain 136
Table 5.8 Movement Rates 96 Table 7.9 Tunneling Rate per Round/Day 137
Table 5.9 Movement Rates Per Terrain Type 96 Table 7.10 Effects of Gas 137
Table 5.10 Movement Rate Per Obstacle Type 97
Table 5.11 Movement Rate in Weather 97 Chapter 8
Table 5.12 Movement Rate for Flying Creatures 97 Table 8.1 Weather at Sea/Air 143
Table 5.13 Getting Lost 97 Table 8.2 Movement of Vessels 144
Table 5.14 Directions 98 Table 8.3 Swimming 145
Table 8.4 Damage to Ships 145
Chapter 6 Table 8.5 Getting Lost 145
Table 6.1 Social Class and Purchasing Power 107 Table 8.6 Directions 145
Table 6.2 Cost vs. Demand 109 Table 8.7 Speed Rating 148
Table 6.3 Inflationary Rate 109 Table 8.8 Maneuver Rating 148
Table 6.4 Social Ranks 111 Table 8.9 Combat Maneuvers 148
Table 6.5 Biomes and Architecture 113 Table 8.10 Creature ACR 149
Table 6.6 Urban Center Statistics 116
Table 6.7 Militia Size per Community 116 Chapter 9
Table 6.8a Single Family Dwelling 117 Table 9.1 Cost vs. Availability 150
Table 6.8b Occupations of Inhabitants 117 Table 9.2 Equipment Usage 153
Table 6.8c Thorp 117 Table 9.3 Weathering & Combat Wastage 154
Table 6.8d Occupation of Inhabitants 117 Table 9.4 Monster Combat Wastage 155
Table 6.8e Hamlet 1 117 Table 9.5 Monster Physical Combat Wastage 156
Table 6.8f Occupations of Inhabitants 117 Table 9.6 Soft Materials Weathering & Combat Wastage 156
Table 6.8g Village 118
Table 6.8h Occupation of Inhabitants 118 Chapter 10
Table 6.8i Town 118 Table 10.1 The Feudal Hierarchy 164
Table 6.8j Occupation of Inhabitants 118 Table 10.2 Land & Title as Treasure 164
Table 6.8k City 118 Table 10.3 Land Yields and Obligations 165
Table 6.8l Occupation of Inhabitants 119 Table 10.4 Land & Title as Treasure: Ranger 165
Table 6.8m Metropolis 119 Table 10.5 Land & Title as Treasure: Rogue 166
Table 6.8n Occupation of Inhabitants 119 Table 10.6 Land & Title as Treasure: Assassin 166

Castle Keeper’s Guide 287


Table 10.7 Land & Title as Treasure: Barbarian 167 Table 16.5 Conditions of Gems 240
Table 10.8 Land & Title as Treasure: Monk 167 Table 16.6 Finely Crafted Armor 240
Table 10.9 Land & Title as Treasure: Wizard 167 Table 16.7 Finely Crafted Weapons 241
Table 10.10 Land & Title as Treasure: Illusionist 168 Table 16.8 Rods, Staves, & Wands and Class 242
Table 10.11 Land & Title as Treasure: Cleric 168 Table 16.9 Cost of Services 242
Table 10.12 Land & Title as Treasure: Druid 169 Table 16.10 Creating Spells Based Upon Existing Spells 244
Table 10.13 Land & Title as Treasure: Knight 169 Table 16.11 Creating New Spells 244
Table 10.14 Land & Title as Treasure: Paladin 170 Table 16.12 Writing Spells on Scrolls 245
Table 10.15 Land & Title as Treasure: Bard 170 Table 16.13 Potion Ingredients 245
Table 16.14 Hiring Magic Users to Create New Potions 245
Chapter 11 Table 16.15 Destroying Magic Items 246
Table 11.1 Members-to-Unit Squad Ratio 174
Table 11.2 Size Multipliers for Unit Hit Points 174 Chapter 17
Table 11.3 Terrain/Movement Effects 176 Table 17.1a Critical Hit Option 5 251
Table 11.4 Morale Check Conditions 178 Table 17.1b Critical Fumble Option 5 251
Table 11.5 Siege Engines 181 Table 17.1c Critical Hits Option 6 251
Table 11.6 Special Siege Engine Ammunition 182 Table 17.1d Critical Fumble Option 6 252
Table 11.7 Walls 182 Table 17.1e Bonus Damage 252
Table 11.8 Sapping 183 Table 17.2 Terrain Affects on Combat & Movement 255
Table 11.9 Sample Ships 184 Table 17.3 Line of Site Distance 255
Table 11.10 Cost of Provisions 185 Table 17.4 Combat Maneuvers 256
Table 11.11 Foraging 185 Table 17.5 Rate of Fire: Bow 257
Table 17.6 Pull Weight 257
Chapter 12 Table 17.7a Randomly Landed Blows: Humanoid Target 257
Table 12.1 Tier 1-3 HD 1-3 201 Table 17.7b Randomly Landed Blows: Quadruped Target 257
Table 12.2 Tier 4-6 202 Table 17.7c Randomly Landed Blows: Winged Quadruped 258
Table 12.3 Tier 7 203 Table 17.7d Randomly Landed Blows: Dragon-like 258
Table 17.7 Endurance 257
Chapter 13 Table 17.8 Armor Reduction 258
Table 13.1 Primitive Firearms 207 Table 17.9 Surprise Circumstances 259
Table 13.2 Modern Firearms 209 Table 17.10 Wounds Effects 261
Table 13.3 Age of Lasers 210
Table 13.4 Body Armor 210 Chapter 18
Table 18.1 Secondary Skill List 264
Chapter 14 Table 18.2 Advantage Progression 267
Table 14.1 Time 226
Table 14.2 Consumables 227 Chapter 19
Table 19.1 Impact of Negative HP 275
Chapter 15 Table 19.2 Effects of Limb Loss 275
Table 15.1 SIEGE Engine Expressed as a % 229
Table 15.2 Attributes & Challenge Base (Early Evolution) 230
Table 15.3 Tertiary Attributes 231

Chapter 16
Table 16.1 Standard Value of Coins 238
Table 16.2 Value of Coins Adjusted 238
Table 16.3 Extraordinary Items by Race 238
Table 16.4 Jewelry by Race 239

288 Castles & Crusades


Castle Keeper’s Guide 289

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