Castles & Crusades Castle Keepers Guide
Castles & Crusades Castle Keepers Guide
Castles & Crusades Castle Keepers 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
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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
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.
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.
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.
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.
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.
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.).
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
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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
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.
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
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.
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.
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,
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
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.
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.
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
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,
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
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
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.
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
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 * —
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.
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.
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”).
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
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,
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.
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.
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
Chapter 4 — Non Player Characters
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
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).
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.
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.
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.
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.
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
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.
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.
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
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.
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.
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.
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
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
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.
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
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
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.
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.
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.
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.
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.
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
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.
Community Size
These are roughly the sizes of various communities. They can vary greatly.
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.
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
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.
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.
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.
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.
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
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
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.
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
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.
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.
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
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.
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
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.
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 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.
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
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*
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
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
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.
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.
Hug, Large Creature: Examples of this include hug attacks from cave
bears, golden bears, or werebears.
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.
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
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
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.
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.
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.
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
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
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.
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.
To calculate the total cost of provisions and the foodstuffs’ total weight,
multiply the gold piece total and the weight total.
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.
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
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.
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
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.
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
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
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
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
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.
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.
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.
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
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,
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.
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,
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
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.
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.
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.
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
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.
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.
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
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
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
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
• 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
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.”
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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
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.
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.
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.
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.
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.
Castle Keeper’s Guide 275
Part 3: The Siege Engine
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.
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.
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
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.
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
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