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100% found this document useful (6 votes)
1K views354 pages

Baraio

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gvbhbjnnvftju
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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THE CASTLE KEEPERS GUIDE

by

Davis Chenault & Stephen Chenault


With CASEY CHRISTOFFERSON and JAMES M. WARD
Further Contributions by Mark Sandy, Mike Stewart, Jason Vey and Robert Doyel

Cover art, logos, logo designs, and layout by Peter “20 Dollar” Bradley
Interior Art by: Peter Bradley, Jason Walton, Sarah “Dreamie” Walker, Doug Kovacs, And Brian Swartz

Edited by: Tim Burns, Christina Stiles, & Derrick Landwehr


Second Printing Edited by Steve Ege & Mark Sandy

Second Printing.

©2015 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, SIEGE engine,
Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logos are
Trademarks of Troll Lord Games. All Rights Reserved.

For more information on Castles & Crusades, and related products or to Join the Castles & Crusades Society please contact us at:
Troll Lord Games
1818 North Taylor Street, #143, Little Rock, AR 72207
or on the web at www.trolllord.com or email at [email protected] or www.castlesandcrusades.com
TABLE OF CONTENTS
ACKNOWLEDGEMENTS 4
THE RULES WE LIVE BY 5
INTRODUCTION 6
PART ONE: THE CHARACTER 8
Chapter 1: Expanding Characters 9
Chapter 2: Magic 39
Chapter 3: Expanding Equipment 58
Chapter 4: Non-Player Characters 71
PART 2: WORLDS OF ADVENTURE 97
Chapter 5: The World 98
Chapter 6: The City 120
Chapter 7: Dungeons 149
Chapter 8: Air and Water Adventure 168
Chapter 9: Equipment Wastage 178
Chapter 10: Land as Treasure 190
Chapter 11: Going to War 205
Chapter 12: Monster Ecology 222
Chapter 13: expanding the genre 245
PART THREE: THE SIEGE ENGINE 255
Chapter 14: Advancing the Game 256
Chapter 15: The SIEGE Engine 275
Chapter 16: Treasure 285
Chapter 17: Iron & Sulfur: Combat 298
Chapter 18: Skill Packages 318
Chapter 19: Character Death and Fates 333
INDEX 342
CASTLE KEEPERS GUIDE 3
ACKNOWLEDGEMENTS
First and foremost we must thank the many loyal fans who have
patiently awaited the release of this tome. Their names are many
and their patience Sisyphean. To those of you who have, over
the past three years, remained loyal to Troll Lord Games and to
Castles & Crusades, we thank you. For a small company, a task
of this magnitude is difficult in the best of times, and as those
of you familiar with Murphy know, it is never the best of times.
Finally, it is for you all that we have completed this task because,
believe you me, I would have quit long ago without you.
Davis Chenault
Winter, 2010

The CKG has definitely undergone many revolutions. From a


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

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


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

4 CASTLES & CRUSADES


THE RULES WE LIVE BY
forward, the above must always be successful. But how does one

T
he rules we live by.” I have ended the title of this
preface in a preposition; this is both appropriate do that? It can be done fairly simply, and without needing to bend
and intentional. One can make the honest claim or ignore a rule, just by modifying the situation under which it
that, grammatically speaking, the title is incorrect; occurs. Have the creature leave an obvious trail, leave the trunk
a preposition dangles at its end. That is a rule that most of us unlocked and the secret door just a little ajar.
learn in school. Written correctly, or so our schooling teaches us,
Take tracking - a pet peeve of mine - for example. Many
the phrase should read, “The Rules by which We Live.” Do not
players would like their characters to be able to track, which is
end a sentence with a preposition. This is a rule by which we
understandable. The ability to track sounds really cool. A lot
live or one, so they tell us, that we should live by. Rules govern
of heroes, such as Aragorn and Conan, could track. There are
our language. However, there is another way of looking at that
frontiersman and Ojibwe warriors who could track, and tracking
rule, and many other rules. The great English Prime Minister, Sir
can come in handy during a game. Should the party of a character
Winston Churchill, put it best; in a comment regarding the rule
need to locate a creature or person who has just escaped into the
on prepositions and their placement at the end of a sentence he
woods, why they can track them down and find them. This makes
said simply, “That is nonsense up with which I shall not put.” tracking seem like a very important aspect to the game or to a
Treat the rules presented in the Castles & Crusades Players character’s ability to pursue an adventure or some such.
Handbook and the Castle & Crusades Monsters and Treasure But is it? Not really. Let us say that I have designed an
in the same manner Churchill treated prepositions. The bugbears adventure wherein the characters have to pursue, capture,
of grammatical formality and adherence to those ever evolving and bring someone to justice. A tracker would seem to be a
rules swirling about the usage of our language, often do little more necessary augmentation to the game. That is not really the
than produce stilted phraseology and a monotonous dialogue little case though. Should I have designed such an adventure, why
capable of conveying what the writer wishes to express. The point is, surely I would have devised several methods whereby the party
don’t allow the rules presented in our books to become roadblocks could give chase and have the chance of finding the villain
on your path to fun and adventure. In the context of your storyline without it being dependent solely upon one roll of the die by a
or adventure or the events occurring on the ground, should you character who can track. If the tracking check or the chasing
need to change, ignore, or amend the rules, You Should. Don’t were dependent upon the ranger successfully tracking and the
allow the rules to get in the way of telling a good story. tracking roll failed, the adventure is over. Move on to the next
target. Surely there must be another method or manner?
Castles & Crusades is a role-playing game designed to allow
for the interactive telling of an adventure. In order for that In Castles & Crusades, there is. That other method lies with
adventure to occur, two events must take place. The Castle you, the Castle Keeper. It lies in your imagination, and even
Keeper must design an adventure, and the players must more it lies in the imagination of your players. The need of
overcome that adventure’s challenges. The adventure can end tracking limits everyone to the outcome of the roll, but using
in disaster or even go uncompleted, yet still everyone can have your imagination to expand the game does not. Instead, it opens
some fun and enjoy themselves. It’s playing through the story up a whole new vista of opportunity.
that is the fun part. The genius of role-playing games is that
they allow you to play through a story you write. Like no other Rules do not guide you. They govern your actions and limit your
game, RPGs in general, and Castles & Crusades in particular, ability to play.
allow us to spin yarns of wild abandon and live out those yarns
What I am saying is that the ability to track, ultimately,
in the safety and comfort of the real world.
should not be that important to the game. It may allow the
It is important to ignore the rules on occasion, all in order to Castle Keeper to convey information to the party they might
ensure the adventure goes forward. Consider that an elaborate otherwise not have been able to glean, but that is only useful
adventure, with a lot of action and excitement, causes the in a limited context. The point is that the Castle Keeper must
players to move in one direction. They are excited and ready convey the story irrespective of the presence or absence of the
to go forward, extending the night’s play by another two hours rules. Limiting oneself to the rules restricts the possibilities. In
just to follow through with what they have begun. Let’s say a too strict adherence to the rules, the Castle Keeper restricts
that the players have found themselves in a situation in which his own ability to plan for the adventure, to allow for outside
the entire adventure’s continuance depends on one roll of the occurrences, new ideas, or original approaches that the players
die by one character. For example, a tracking check to follow may present. Ultimately, the adventure must have several
a creature to its lair. Or perhaps a successful find secret door pathways whereby the characters attain the ultimate goal. As
check. Perhaps even something as mundane as a successful such, the ability to track is just one of many methods to convey
information to the characters and to propel the story forward.
pick pocket check. Suddenly you have a whole lot of fun
sitting on the needle of a whole lot of luck. Despite all that, you are holding in your hands a book of rules.
Keep them in context.
It seems that having an entire game come down to one of these
moments is somewhat ludicrous. To keep the adventure moving Let us begin.

CASTLE KEEPERS GUIDE 5


INTRODUCTION

T
he Siege Engine is the foundation. It is the
fundamental mechanic that drives the Castles
& Crusades role-playing game. It allows the
Castle Keeper, the game master, to adjudicate
any occurrence in the game fairly, quickly, and easily. However,
though it is the core of the C&C game, the Siege Engine does
not supply the Castle Keeper or the player with every tool
necessary to run a smooth, fast, and fun role-playing game.
There are elements missing such as interaction with NPCs. The
Siege Engine provides the tool to settle any interaction that a
player character (PC) may have with a non-player character
(NPC), but it cannot supply all the extenuating circumstances
that might influence the outcome that the Siege Engine must
inevitably produce. This is the responsibility of the Castle
Keeper. Governing these circumstances are the minutiae that
make up any role-playing game, but in a rules-light game
like C&C, they are far more important, for in the absence of
regulations, it is the CK who must provide guidance.

These extenuating circumstances are the very particulars that


often make or break a game; knowledge of them, whatever
they may be, is often required of the CK, but with no baseline
to act from and CKs must fall back upon their own devices.
Though relying upon one’s imagination to create a framework
to explain such extenuations is not necessarily a bad thing,
it is problematical in that it causes unnecessary delays in the
play of the game. Something as simple as an NPC’s loyalty & Crusades, though it may add depth to your game play by
to a character, based upon time served, awards received, and expanding upon rules and aspects of gaming not detailed in the
treatment, is something that can seriously interrupt a game’s Castles & Crusades Players Handbook.
flow, slowing it as beleaguered CKs wrestle out their own set of
guidelines and rules. Adding Depth’s primary focus is on the dynamics of a role-
playing game and how to flesh out the game through adding
This is where the Castle Keepers Guide comes into play. depth to the adventures, the settings, plots, and the host of
The book includes a host of material for the long-term accoutrements CKs may find useful. Though written for the
player as well as the CK. It also includes a wide framework Castle Keeper, players may find information contained in
from which CKs can build their games. The Castle Keepers Adding Depth useful.
Guide provides the CK and the player with a host of new
tools for their use, tools designed to enhance play, not hinder Optional Rules are self-explanatory. These rules are not
it; designed to be malleable from table to table. The book’s necessary to play C&C but offer something many players
evolution has been a natural expansion of its original intent, like: options and more detail. Section three presents several
a book designed to teach new players how to turn a successful options for reaching any one goal; this specific approach
game into something greater. While maintaining the original discourages gamers from becoming overly reliant on rules and
concept, the book’s manifestation has grown beyond it. Forces developing a “canonical” or “purist” approach to C&C. It also
from within the TLG offices and without, upon the manifold facilitates the creation of consistent home rules through a
tables where gamers are nightly hacking out adventures, have greater understanding of the rules and the impact modifying
given this book far greater scope. and expanding them has on the game.

Each chapter of the Castle Keepers Guide explores new avenues


DECONSTRUCTING THE CKG
to solve old problems, supplies frameworks for the CK and player,
In order to understand what the CKG offers and how to best and adds optional rules for all modes of play. Many of these rules
use it, it is necessary to understand how the book is structured. are new and add a whole new layer, or several layers, of structure
Essentially, the CKG consists of three distinct parts: Expanded to a game whose true value lies in its rules-light approach to
Play, Adding Depth, and Optional Rules. role-playing problems. In order to mitigate the potential for rule-
clusters to overbear situational circumstances within a game
Expanded Play focuses on the game in general, being flush
properly governed from the hip by the CK, the Castle Keepers
with expanded material for the characters and Castle Keeper.
Guide takes an unusual approach. Where applicable the CKG
No rule contained in this section is necessary to play Castles

6 CASTLES & CRUSADES


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

CASTLE KEEPERS GUIDE 7


PART ONE — THE CHARACTER

8 CASTLES & CRUSADES


CHAPTER 1 — EXPANDING CHARACTERS

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

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


of all role-playing games, really) is necessary to understanding
the importance of character creation within the game.
Characters must reflect the game’s tone, which is something
the Castle Keeper (CK) can control. Should the Castle Keeper
desire such control, then establishing character-creation
guidelines is very important and highly advised. From choosing
names to rolling attributes, every character aspect can add or
detract from the game. For instance, a foppish, silly character
who prefers playing jokes on others and wreaking havoc may not
suit a campaign where stoic men with thick broadswords and
axes eat roasted turkey on the leg and down droughts of mead.
First, the men would likely kill such an annoying character. This book presents Castles & Crusades players with five
Second, such a character disrupts the game’s tone and causes new attribute generation options. Naturally, Castle Keepers
in-game distractions, ultimately detracting from the setting, the determine which method is allowed in their games, but the new
adventure, the game, and the other players’ enjoyment of the options now permit players to design their characters as desired,
campaign. For this reason, the CK will likely want to govern or let the luck of the dice prevail.
character design within the game.
CKs should keep in mind the following points regarding attribute
Note: As important as it is to keep the characters consistent generation before choosing any particular method for their
with the game’s context, it is equally important that the CK game. How powerful do you want the game’s characters to be?
give the players some latitude in character creation. Allowing The more dice used for attribute generation, the more powerful
players to create characters they actually want to play makes the characters will become. What fantasy flavor is desired for the
the game far more fun for them. Making a strict set of guidelines game? CKs running epic-style games where players need truly
for character creation might maintain the tone, but if it chases heroic characters should go with a method that increases each
away the players, then it’s going to be a quiet day at the table. character’s attribute scores. If the CK wants a standard fantasy
role-playing game flavor, then a method that only incrementally
With this in mind, character creation takes on a whole new increases the characters’ power should be selected. If a more
importance, both for the player and the Castle Keeper. gritty game is desired, then the CK should select the method
producing the lowest average scores for the attributes.
ATTRIBUTES
When deciding on which method to allow, it is important
Character attributes are the foundation of character creation. to note the kinds of characters the players want to play, as
As noted in the Castles & Crusades Players Handbook, there dice-determined attribute scores go a long way in defining
are six attributes: strength, constitution, dexterity, intelligence, available character classes. Random rolls giving a character
wisdom, and charisma. In the game, each attribute has a an 18 intelligence and a 7 strength, for instance, make such a
numeric score ranging from 3-18. To generate each attribute, character a far more effective spellcaster than a fighter, thereby
players roll 3d6 and total the result for each of the six attributes. limiting the character’s class choices; and if the affected player
The standard method of creating attributes presented in the does not want to play a spellcaster, then the player may decide
Castles & Crusades Players Handbook results in a bell curve not to play at all, or the player may play but be very unhappy
of scores, with 10 and 11 being the most common result and 3 with and disinterested in the character and so contribute little
and 18 being the least common. to the gaming experience. So, dice-determined characters can

CASTLE KEEPERS GUIDE 9


PART ONE: THE CHARACTER
critically affect a game’s direction, especially if the group ends CLASSIC: Classic games are more of your standard fantasy
up with only spellcaster-worthy characters! role-playing environments; they are designed for characters
to experience various monstrous and magical challenges that
CKs should ask the players if they prefer to choose classes can be deadly but aren’t overly so. Thematically, heroic fantasy
for their characters, or if they are fine with letting the dice generally involves adventures which do not alter the world’s
determine their available choices. Normally, players choose a landscape or allow characters to interact with deities or such.
class to play, and they then arrange their attribute scores to For these games, the CK should consider using Method Two for
suit that desired class. Long-time players however may have an character generation. If the Castle Keeper prefers to allow the
affinity to playing a certain class and not want to stray from dice to decide the characters’ classes, then not allowing players
it. So, for some players, methods allowing the luck of the dice to arrange the rolls as they see fit is the only alteration needed
to provide class selection may not be met with enthusiasm, with this method.
even though playing a non-standard class for them may be an
adventure in itself, one that stretches their role-playing abilities. GRITTY: Gritty fantasy games involve a more realistic approach
Castle Keepers may also have an issue with such methods, as to adventure, where mundane encounters are challenging and
a resulting party heavily swayed toward fighters or spellcasters there are often high character mortality rates at all levels. Magic
may have a detrimental effect on a readied adventure requiring tends to be less of a concern, and the monsters tend to the more
a range of character classes to survive its dangers. Ultimately, common type, but they are more numerous. In gritty games, the
the leaving-it-up-to-luck methods may not prove suitable for preferred method of attribute generation is Method Six.
all gaming groups, and so should be used only after a thorough
discussion of their limits.
ALTERNATIVE ATTRIBUTE GENERATION
Also, before choosing a method for generating attribute METHOD ONE: This is the standard method as outlined in
scores, Castle Keepers should have a handle on the basic the Players Handbook. Roll 3d6 and add the results of the
attribute ranges for commoners within their game. While this three dice together for each attribute to create a total score
information rarely comes into play, C&C characters should be ranging from 3 to 18. Once the six scores are generated, each
better than the average person in the game’s setting; they are score is assigned to an attribute of the player’s choice.
the rare souls who possess that extra something which allows
them to purposely and willingly pit themselves against the METHOD TWO: Roll 4d6. Discard the lowest-scoring die and
reckless dangers of the world. Knowing the average attribute total the remaining three. Do this for each of the six attributes.
range of actual commoners allows CKs to establish a character This method raises the average attribute score, increasing the
benchmark, so to speak. power of the character as compared to the standard C&C
method. Increasing the average attributes in the game increases
For a standard game, it is suggested that common folk have
attribute modifier bonuses to hit points, to the to-hit roll, and
an attribute range of 3-13 (2d6+1). CKs can adjust this range
to damage. The character thus becomes more powerful and is
as needed, but use of this range ensures the player characters
more likely to successfully perform tasks and survive.
are above par. Bear in mind, this attribute score range is for
the commonest of the common folk, not those in specialized If the Castle Keeper desires the characters be very powerful,
professions like men-at-arms; for the more specialized have the players roll 5d6 and drop the lowest two results for
individuals, the CK may want to use the standard method each attribute. Whether using 4d6 or 5d6, this method creates
(3d6) for attribute scores. Ultimately, the CK should feel free classic fantasy characters.
to amend these suggested rules, deciding what is best for the
campaign at hand. METHOD THREE: For each attribute, roll 3d6 six times and
keep the highest score. This method allows for high-average
Finally, consider the game’s genre before choosing any attribute scores, and it has the same effect as Method Two in
one method. The following list establishes some very loose game play, except the player does not arrange the attribute
guidelines about types and styles of play. The methods of scores as desired. This method encourages a player to choose
attribute generation (detailed in Alternative Attribute a particular class based upon the final arrangement of the
Generation below) refer to these types of play, giving the CK a attribute scores.
better understanding of where each method falls and how each
interacts with the genre. Example: Using Method Three, the player received the
EPIC: An epic role-playing fantasy environment involves following results: strength 13, constitution 11, dexterity 16,
confrontations with very powerful creatures and magic, and they intelligence 9, wisdom 12, and charisma 17. A paladin and bard
often involve or lead to world-shattering events. These elements benefit most from a high charisma; a rogue, assassin, and a ranger
are present from the very beginning of play. For average characters, character benefit from a high dexterity. Though the player does
these adventures are incredibly deadly. For this game style, the CK not have to choose any of those classes, the character’s attribute
should seriously consider allowing players to use Method Three for scores indicate which classes would be most advantageous to
character creation. The CK might go so far as allowing the players play. In the above example, the wizard or illusionist character
to choose the attribute slots for the resulting dice scores. classes would be the player’s least likely choices.

10 CASTLES & CRUSADES


CHAPTER 1 — EXPANDING CHARACTERS
In addition to the above-noted effects on play, this character- or subtracted from attribute checks, saving throws, to-hit rolls,
creation method has a resonance of genetic predetermination to damage, etc. As noted in the Players Handbook, each attribute
it. The player is not “in command” of the character’s underlying has a modifier assigned to it. The modifiers are as follows:
nature, rather the dice are in command. The attribute scores
themselves force players to play classes they might not otherwise TABLE 1.1 ATTRIBUTE MODIFIERS
choose to play. This may or may not be a good thing, so the
2-3 -3
Castle Keeper and players should discuss this issue prior to
agreeing to use this method of attribute generation. 4-5 -2
6-8 -1
METHOD FOUR: Roll 3d6 and total the results for each 9-12 0
attribute. The scores are not arranged as desired. Produce 13
13-15 +1
characters in this manner. The player then chooses one of the
13 characters to play. 16-17 +2
18-19 +3
This method only incrementally increases the character’s
power, and only when the character is considered as a
The attribute modifiers reflect a depressed bell curve such that
whole, as the individual character has not received any
the truly extraordinary modifiers remain extraordinary and the
increase in attribute generation. As with Method Two, this
averages fall on the low end of the modification scale. Some
method creates a sense of predetermination in character
CKs may desire a wider scope of modifiers. If Castles Keepers
generation, with forces outside the player determining the
desire to change the attribute modifiers, the following methods
best class choice; yet, the ample supply of character choices
are suggested.
generated with this method should provide the player with
a character of preferable class to play. Castle Keepers wanting to adjust the game’s power dynamic
without affecting the overall Siege Engine might seek to alter
METHOD FIVE: This method places the onus of attribute
the attribute modifiers. Used in tandem with changes in the
generation almost entirely upon the player. The player receives
attribute-generation system, however, the overall change in a
66 points to divide among the character’s attributes as desired.
character’s power can be dramatic. By increasing the average
Each attribute must have a minimum of 3 points spent on it.
attribute score and increasing the average bonus for an attribute
score, one quickly increases the average chance of an action’s
Example: The player assigns the character’s 66 attribute
success. The change can be as high as 10% at 1st level, which is
points as follows: strength 9, constitution, 13, dexterity 17,
quite a shift in the game’s dynamic.
intelligence 9, wisdom 9, and charisma 9.

Method Five places the choice of attribute scores entirely in the Note: Castle Keepers should be cautious when changing
players’ hands. Many players like this method because it allows the attribute modifiers, as this can impact the game directly,
them to specifically design the character they want to play. It offsetting the mechanics of monsters, treasure, traps, and other
does encourage creating minimum and maximum characters components of the game.
however, which means the character will have many low
As with the attribute-generation system, carefully consider the
attribute scores and a few high ones.
impact any changes may have on play. How difficult should it
The Castle Keeper can adjust the allowed attribute points be to successfully complete an action? The higher the average
to increase the type of game play desired. To increase the attribute modifier, the easier it becomes to complete actions
characters’ average attribute scores, simply have the players add successfully. The standar approach is that a +3/-3 is the furthest
a d4, d6, d8, or even a d10 roll to the normal 66 points. Note and rarest deviation from the norm. By creating a bell curve and
the additional points can increase the attribute scores quickly, expressing that power as associated with only one attainable
creating truly powerful characters; for this reason, the Castle attribute, we have kept what is a 20% bonus fairly rare.
Keeper should be careful to ensure the resulting characters’
power matches the type of game intended. ALTERNATIVE ATTRIBUTE MODIFIERS
METHOD SIX: Use any of the systems above, but reduce any For those wishing to ratchet up the power dynamic, consider
one attribute by two points or any two attributes by one point, using the below-listed modification methods for the desired
and then increase a second attribute by one. Basically, the player game style.
trades two points to raise one attribute by one point.
EPIC: For epic games, consider using Method Two below. This
method significantly increases the characters’ power and gives
ATTRIBUTE MODIFIERS them the ability to defeat powerful monsters at lower levels, which,
Attributes, if they are high or low enough, provide the character in turn, requires the CK ramp up the game’s challenges more
with an attribute modifier. This modifier is a number added to quickly, as well.

CASTLE KEEPERS GUIDE 11


PART ONE: THE CHARACTER
CLASSIC: The standard fantasy setting is best suited for the METHOD TWO: This method mimics the bell curve, but
standard C&C attribute-modification rules. However, Method increases the character’s range of modification, potentially
One is also an option that only incrementally increases a making the character much more powerful than the standard
character’s power, reducing the chances for death and increasing C&C character.
the power of the encounters accordingly.
TABLE 1.3 ATTRIBUTE MODIFIERS METHOD 2
GRITTY: The preferred method for low fantasy is the standard
C&C attribute modification. This method maintains the 3 -4
average and the extraordinary. On the other hand, because 4 -3
low fantasy has a gritty feel to it and the range of challenges 5-6 -2
can be great, giving the characters a rare but definite edge can 7-8 -1
greatly increase excitement at the game table. Considering this,
9-12 0
Method Three would be an optimal choice.
13-14 +1
METHOD ONE: This is a standard approach such that no 15-16 +2
bell curve exists. There is little appreciable difference between 17 +3
this method and the standard method, but close examination 18 +4
reveals the character’s power is potentially increased.
METHOD THREE: This method increases the character’s
TABLE 1.2 ATTRIBUTE MODIFIERS METHOD 1 power while having a standard attribute modification approach
and no bell curve, and it manages to keep the extraordinary
3-4 -3
(the +4) extraordinary.
5-6 -2
7-8 -1
TABLE 1.4 ATTRIBUTE MODIFIERS METHOD 3
9-12 0
2-3 -4
13-14 +1
4-5 -3
15-16 +2
6-7 -2
17-18 +3
8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4

ATTRIBUTES & CHARACTER AGE


Castles & Crusades assumes characters begin their adventuring
careers as young adults or adults. A character’s age affects his
attribute scores. With youth, physical attributes wax; with
age, they begin to wane, while mental ones become more
acute, burgeoning with a lifetime’s worth of experience. When
characters reach venerable age, however, their bodies, both
mentally and physically, begin to deteriorate as their inevitable
march toward death encroaches ever closer.

Attribute modifiers for character age are included in the racial


section in the Players Handbook.

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
12 CASTLES & CRUSADES
CHAPTER 1 — EXPANDING CHARACTERS
TABLE 1.5 GOD-LIKE ATTRIBUTES
Score Bonus Strength Dexterity Constitution Intelligence Wisdom Charisma
Incapable of lifting Wiz/Ill cannot cast Cler/Druid cannot cast
1 -4 objects over 5 lbs
-1 to initiative Contracts all diseases
spells above 3rd level spells above 3rd level
Repulses people

20 +4 +1 initiative Fascinate as 4th level Bard


Use 2 - handed +10 feet on Wiz/Ill receive Cler/Druid receive
21 +4 weapons w/1 hand normal move
Immune to disease
extra 4th level spell extra 4th level spell
Charm as 3rd level wizard

Can sustain damage


Turn double the
22 +5 +2 initiative up to -1 before falling
number of undead
unconscious
Throw rocks as a Dodge and take Delay poison as a 5th Wiz/Ill receive Cler/Druid receive
23 +5 hill giant ½ movement level ranger extra 5th level spell extra 5th level spell
Fascinate as 5th level bard

24 +6 +3 initiative
Strike +1 magical Double natural Wiz/Ill receive Cler/Druid receive
25 +6 creatures with fist healing extra 6th level spell extra 6th level spell
Inspire as 10th level knight

26 +7 +4 initiative
Throw rocks as a Regenerate 1hp per Wiz/Ill receive See ethereal and
27 +7 frost giant round extra 7th level spell astral creatures
Fascinate as 6th level bard

28 +8 +5 initiative
Wiz/Ill receive Cause fear as 10th
29 +9 extra 8th level spell level wizard
Regenerate 2 hps per
30 +10 +6 initiative
round

skills and powers. Castles & Crusades allows for characters beauty a normal attribute. This does not mean that physical
to have ability scores up to 30. Attribute scores beyond 30 lie beauty does not have a role in C&C. In fact, it already exists.
within the CK’s realm of rules creation. Several monsters have the divine beauty ability. The nymph,
for instance, can charm individuals of almost any race or type
BEAUTY with her sheer beauty. Magic partially determines the nymph’s
beauty, as the viewer is charmed into seeing her as something
The basic Castles & Crusades rules do not have an ability beyond his normal ken. Even beyond that, however, the nymph
that corresponds to physical beauty. Many equate charisma possesses a flawless form and an otherworldly nature. Her beauty
with beauty, but this is not the case. Charisma is the persona is universally acknowledged by both sexes and by members of all
that an individual possesses, their force of personality. races; it mesmerizes those viewing her, almost charming them.
Charismatic people may be, but need not be, beautiful. Beauty
is a combination of physical allure and emotional satisfaction. It is certainly possible that characters and NPCs possess such
Beautiful people are not necessarily people everyone looks upon physical charm. In Castles & Crusades, the beauty attribute
with desire, but rather they are ones who attract by their very determines the extent of an individual’s allure. To determine
nature, engendering emotional responses of devotion rather the character’s beauty, roll 3d6.
than of desire. Beauty does not appeal to the natural instincts
or drives, but rather to emotive instincts creatures with inferior Beauty: This optional attribute represents the inherent
or above-average intelligence possess. beauty of individuals; it is their ability to charm or repulse those
around them with their presence alone. This ability to charm
Beauty is an optional attribute. CKs should take careful note or mesmerize those around them is dependent on race and sex.
of its potential impact on their games before allowing the These abilities should be used with care, taking into account their
attribute in. These rules serve as a general guideline for those long-term game effects. A creature does not need to “activate”
rare encounters where beauty comes into play. any abilities associated with the beauty attribute for their
effects to occur. The effects occur constantly and immediately.
Beauty is highly subjective. Literally dozens of factors determine Individuals charmed, enthralled, or even following suggestions
someone’s beauty; physical looks are the most obvious, but the do so upon meeting the individual. However, rejection, or the
relative importance of these erodes in the face of cultural norms. realization that the creature is using its beauty for its own ends
Whereas one individual may be beautiful in one region, people
can come at a heavy price, as enthralled individuals often react
in another area may not view the same individual in the same
very violently upon learning the truth.
light. For this reason, Castles & Crusades does not consider

CASTLE KEEPERS GUIDE 13


PART ONE: THE CHARACTER
TABLE 1.6 BEAUTY ATTRIBUTE AND ABILITIES
Beauty Score Optional Abilities

Their beauty is so horrid they project a living nightmare. Those failing a wisdom save are repulsed and seek to remove themselves
1-2
from the person’s presence.
3-5 All charisma checks of those around the individual are made at -2.
6-15 No appreciable effects.
They have the ability to influence those around them. Their beauty is such that those failing a wisdom save are inclined to
16-17
follow a particular course of action suggested to them.
They have the ability to charm people. Their beauty is such that those failing their wisdom save become convinced they desire to
18
befriend and protect this individual.
Their beauty exceeds that of normal mortals, and instantly enthralls those viewing them. They can even influence those
19-24
who merely glimpse them. Individuals failing a wisdom save follow them as if affected by a mass suggestion spell.
Their beauty is such that it shines from within, transcending culture and language, allowing the viewer to project perfection upon them
Anyone failing a wisdom save falls under their sway, lost to the power of their beauty so long as the beautiful creature wills it. The failing
25-29
individual’s wisdom score determines the effect’s duration: 1-2: 2d4 days; 3-5: 1d4 days; 6-8: 5d4 hours; 9-12: 4d4 turns; 13-15:
3d4 rounds; 16-17: 2d4 rounds; 18+: 1d4 rounds.
Their beauty transcends the divine. Any who look upon them must make a successful wisdom save or become
30+
overwhelmingly enthralled, bound to that individual as with a permanent charm spell.

Beauty Modifier
In the case of individuals with a beauty of 13 or more, the
modifier is added to the beautiful individual’s level or hit dice to
determine the Challenge Level of the individual’s charm ability.
An individual’s charisma, constitution, and wisdom modifiers
augment the modified CL.

In the case of individuals with a beauty of 8 or less, the modifier


applies toward those affected, becoming a minus to their roll.
Other attributes have no effect.

TABLE 1.7 BEAUTY ATTRIBUTE MODIFIERS


1 2-3 4-5 6-8 9-12 13-15 16-17 18-19*
-4 -3 -2 -1 0 +1 +2 +3
* For any beauty score beyond 19, refer to Table 1.5 God-Like
Attributes for the attribute bonus.

Example 1: All men considered Vivienne, Queen of Kayomar,


mother to Robert Luther, last King of that fabled realm before
the Dark descended, as the most beautiful woman to grace the
histories of the world. The tales were not far from the truth.
Her attributes, 18 wisdom, 16 constitution, 15 charisma, and
21 beauty, set her above average mortals. When she was still
very young, men remarked on her ability to enchant those
around her. For game purposes, at 1st level she had a CL of 11
(combining her level and her attribute modifiers). In later life,
after she had achieved 12th level, her CL became 22.

Example 2: Coburg the Undying, Lord of Aufstrag, appears as


a man, but his life’s evil deeds weigh upon his countenance such
that other men cannot see his form but for the horror of it. This
gives Coburg an effective beauty of 1. He is a 23rd level Fighter.
To look upon Coburg is to be disgusted, almost to the point of
despair. Those who fail their save fall back from him, trying to
avoid his gaze or notice.
14 CASTLES & CRUSADES
CHAPTER 1 — EXPANDING CHARACTERS
EPIC ADVENTURES AND EXTENDED CLASS LEVELS

HIGH-LEVEL ADVENTURES one another, focusing more on making each class’ tale its own.
Epic, or high-level, adventures take characters into realms far The intent is not to create character classes that are so powerful
beyond even the extraordinary struggles of heroes pitted against they sweep away mountains, but rather to create character
legendary monsters and those who plunder the wealth of lost classes whose titanic struggles echo in the gamers’ hall for a long
civilizations. Epic-level adventures reflect a classification of time to come.
power that is not easy to discern, for the power itself is immense,
encompassing the struggles of titanic creatures who, through ASSASSIN
their actions, can alter the landscape around them or the course
of history. Epic adventures carry the story arc into the realm of Mercenaries with abilities beyond those of normal warriors,
sagas, where Achilles battles Hector before the walls of Troy; assassins, over time, evolve their skills. They often develop
where Conan, through the brutality of his primeval will, breaks peculiar habits, signatures whereby others can recognize their
the sorcery of the Wizards of the Black Circle; where Gandalf handiwork. With experience, their knowledge of their targets
wages war with the Balrog in the deepest places of the earth increases and their ability to kill extends beyond the simple knife
and even onto the highest mountains; and where the Council in the dark.
of Light endures the long march of Aufstrag’s Halls to enter
the Horned God’s chambers, waging a hopeless war upon the ABILITIES
tyranny of his darkness. SURPRISE: At 13TH LEVEL, the assassin’s ability to surprise
his opponents more often and more successfully increases.
For these sagas to unfold, the participants must themselves be
Assassins add +1 to those wisdom checks involving surprising
of epic power; or at the very least, they must be on the road to
an opponent. Assassins do not add this bonus when making
epic power. The classes presented in the Castles & Crusades
their own surprise checks, however. The bonus increases by +1
Players Handbook stop at 13th level. Spellcasters gain more
every five levels; at 18th level, they surprise at a +2, and at 23rd
spells with level advancement, and others, such as the fighter,
level they surprise at +3.
see their abilities improve as their levels continue, but there are
no new abilities. This approach safeguarded the story element SNEAK ATTACK: At 13th level, the sneak attack increases to
that is critically important to long-running campaigns, where +3 to hit and +6 to damage. At 19th level, the bonus increases
the story itself is as important as gaining treasure or power. to +4 to hit and +9 to damage; at 23rd level, it increases to +6
Characters gaining higher levels and the powerful abilities that to hit and +12 to damage.
go along with those levels tend to enter realms of Monty Haul
campaigns - games where the fantastic and outrageous become SIGNATURE STYLE: Most adventurers develop certain styles,
commonplace and dwarf the importance of the adventurers use of weapons, or tactics with which they are most comfortable.
and their tales with the attainment of outlandish, super-human These signature styles, honed to a near-perfect art, define their
abilities and vast treasures. work and skill; they are a calling card of sorts. At 15th level,
the assassin can perfect a signature style enabling him to more
The Players Handbook never denied that such epic play held effectively eliminate targets. This only works with one type
a place in the game. Indeed, the greatest stories ever told of attack, whether by weapon, poison, or tactic. The assassin
are epic tales of endurance and struggle, where the mighty must be familiar with the style, using it frequently throughout
fight the mighty and the world is left aghast by their titanic his career. It often behooves the player to choose the style at
struggles. How impressive would Gandalf be had the Balrog an earlier level, allowing the assassin to immediately utilize the
pulled him over the ledge and they both just splattered on signature style upon achieving 15th level. Any time the assassin
the ground below? Epic adventures capture the imagination strikes with a death attack with this signature style, he increases
in a scope that resonates in the collective gaming memory for his own CL by 2. The target must make a constitution saving
long years after the struggle. throw against the assassin’s level +2.
To achieve epic adventure, three things are necessary: epic-level DEXTERITY BONUS: At 15th level, the assassin’s constant
monsters (see the Monsters & Treasure of Aihrde), a CK’s need to move quickly through the shadows increases his
elbow grease (see Chapter 14), and epic-level player characters. dexterity by 1 point.
Below are all 13 classes with their necessary experience point
progression, the BtH, hit point bonuses, and the abilities QUICK REACTION: At 18th level, the assassin adds a +1 to
associated with levels up through 24. As you read through initiative rolls. At 24th level, this bonus increases to +2. After
these, take note that not all the characters are balanced at 24th level, should the result be an 11 or higher, the assassin can
higher level. Rogues may find it increasingly difficult to hit take one more action at the end of the round, such as attacking
opponents when compared to their fighter counterparts; some or moving half the assassin’s movement rate. The assassin may
may gain levels faster, and others may have more abilities. We only use the additional action to make a ranged attack if a ranged
have purposely steered away from making all classes equal to weapon is already in hand. Regular actions, such as rummaging

CASTLE KEEPERS GUIDE 15


PART ONE: THE CHARACTER
through a backpack, generally require too much time, so the BARBARIAN
assassin cannot perform them with the second action. CKs may
rule on individual actions; for example, grabbing a pinch of These warriors of the primeval world become titans whose
powder from a belt pouch is within reason, while stopping to philosophy of blood and iron straddles the world of the civilized
open a chest and look through its contents is not. and barbaric. These men channel an ever greater power of raw
force. In worlds where magic governs so many aspects of the
SLOW KILL: At 20th level, the assassin can utilize his learned balance, the barbarian’s power often falls upon the magical
skills of anatomy to strike opponents in areas difficult to heal. world like an unrivaled force of nature.
These wounds bleed profusely, draining the target of energy and
life. Upon a successful blow, the opponent takes normal damage ABILITIES
from the weapon. In the following round, the target continues to IRON SINEWS: Magic, in all its splendor, falters as the
suffer damage from that same blow, losing 1d6 HP in blood loss, barbarian batters it down with his unbridled power. The
whether internal or external. The target continues to lose 1d6 barbarian’s constitution bonus compounds the force of his
HP a round thereafter unless healed or bandaged. To use this blows, allowing him to wield normal weapons as if they were
ability, the assassin must strike before the intended target does. magical. At 13th level, the barbarian can, with a non-magical
Though the ability’s results are cumulative, the assassin can weapon, strike a creature requiring magical weapons to be hit.
only successfully strike any one opponent four times with the The barbarian’s constitution modifier serves as his magical to-hit
slow kill attack; he may attempt a slow kill against a particular bonus, so he can only hit creatures within his modifier’s bonus
target as many times as necessary to make four successful slow range. For instance, a barbarian with a 15 constitution could
kill attacks, however. After four successful attacks, it is assumed use a non-magical weapon to strike any creature requiring a +1
the assassin has struck all the victim’s vulnerable areas. Slow or better weapon to be hit; however, his constitution bonus is
kill works in conjunction with sneak attack. At 24th level, not high enough to allow him to hit creatures requiring a +2 or
an assassin using slow kill causes wounds so severe they heal better weapon to be hit.
(even magically) at only half the normal rate and can cause
incapacitation, such as loss of the use of a limb. Upon an CONSTITUTION BONUS: At 15th level, the barbarian’s
assassin’s successful slow kill attack, the opponent must make a mastery of his own will and primeval force increase his
successful constitution check (CL equal to the assassin’s level), constitution by 1 point.
or he suffers an incapacitating blow and the ability to use a limb
(assassin’s choice) until healed. FORCE OF NATURE: The barbarian’s core beliefs are rooted
in the animal world, where instincts often override reason,
Note: This ability does not work on non-bleeding creatures, particularly the instinct to survive: the primordial spirit overrides
such as the undead or oozes. Furthermore, it does not work all thoughts of suffering or pain and drives the barbarian to
on creatures the assassin has no direct or indirect knowledge struggle against even impossible odds. This struggle to survive
about. The Castle Keeper serves as the final arbiter in which knows no odds, and situations do not arise where hopelessness or
creatures the slow kill affects. fate factor into the narrative of life. The barbarian is very blessed,
and no matter the source of the power displayed against him,
his primeval instincts fight where even reason yields. Over time,
TABLE 1.8 ASSASSIN CLASS INFORMATION
these instincts evolve into a natural spell resistance. Beginning
Level HD BtH EPP at 16th level, the barbarian gains a natural +2 bonus to SR. For
13 +2 +4 650,001 every three levels thereafter, the barbarian gains an additional +1
bonus to SR. For example, at 19th level the barbarian has a SR of
14 +2 +4 800,001 4. At 22nd level his SR improves to 5.
15 +2 +4 950,001
WARLORD: The road of adventure brings spoils of many kinds,
16 +2 +5 1,100,001
not the least of which is reputation. At 20th level a barbarian’s
17 +2 +5 1,250,001 reputation resonates throughout the many lands of his conquests.
18 +2 +5 1,400,001 If opportunity presents itself, the barbarian can call up an army
of 10-100 1st level barbarians. These barbarians have AC 13 and
19 +2 +5 1,550,001
are armed with swords or axes. For every 20 barbarians, there is
20 +2 +6 1,700,001 one 3rd level barbarian. The barbarian must call up the army in an
21 +1 +6 1,850,001 area where the local communities know his name and his deeds.
Furthermore, the area must have a population of 500 for every
22 +1 +6 2,000,001
10 men called up. These men fight for up to 30 days without pay,
23 +1 +6 2,150,001 requiring only food and water. After that time, the army disbands,
24 +1 +7 2,300,001 unless the barbarian compels them to remain through payment.

The barbarian can normally only use this ability once per
month. At the Castle Keeper’s discretion it may be used more

16 CASTLES & CRUSADES


CHAPTER 1 — EXPANDING CHARACTERS
often, but many circumstances affect the outcome of the call. LEVEL/HD EFFECT
For instance, a barbarian who calls up an army and subsequently
4 or less Death
leads it to disaster may find it more difficult to call up another
band later. Repeated failures lead to the loss of this ability until 5-7 Paralysis, Blindness, Deafness
the barbarian regains his reputation. 8-11 Blindness, Deafness
12 or more Deafness
TABLE 1.9 BARBARIAN CLASS INFORMATION
Deafness lasts 1d4 rounds. Blindness lasts 2d4 rounds. Paralysis
Level HD BtH EPP lasts 1d10 rounds, with the subject being unable to move or
13 +5 +12 1,200,001 act in any way. Death results in the target instantly dying, or if
14 +5 +13 1,400,001 undead, being instantly destroyed.
15 +5 +14 1,600,001
Using this ability is a standard action; the bard cannot strike
16 +5 +15 1,800,001
with normal weapons or use other abilities while doing so; he
17 +5 +16 2,000,001 must concentrate on his target, precluding most movement.
18 +5 +17 2,200,001 Being attacked, however, does not interrupt the ability. It affects
19 +5 +18 2,400,001 all creatures within 100 feet of the bard.
20 +3 +19 2,600,001
At 24th level, the bard can sing even greater words of power;
21 +3 +20 2,800,001 these words carry the weight of the world’s legends, and with
22 +3 +20 3,000,001 such, weave a mist of magic around the bard and those nearby.
23 +3 +20 3,200,001 This potent song, pregnant with magic, offers a barrier and
24 +3 +20 3,400,001 shield against other magic, whether natural, illusionary, divine,
or arcane. The barrier acts as an anti-magic shell, making the area
around the bard, up to 40 feet, impervious to magical effects,
BARD
including spells, spell-like abilities, magic from most items, and
The bard’s abilities of song and lute become only one chord in supernatural abilities. The bard must be singing or playing an
his mastery of voice, music, and sound and all their power. His instrument for his words of power to take effect. Any magical
chords fire the soul of the willing and brandish iron in the minds effect that enters the area must make a successful charisma save
of the unwary. at a CL equal to the bard’s level or fail. Further, the words of
power erode illusions. On a successful save, the bard overcomes
ABILITIES any illusions present, except those that are components of the
SWAY CROWD: At 13th level, the bard’s ability to influence illusionist’s Magnum Opus ability. The time it takes to reverse
others is strong. When he spins tales, whether through his music charms or destroy illusions is equal in rounds to the original
or voice alone, he can sway all who listen. When the bard uses caster’s level. The bard can use this ability once a week.
this ability, anyone listening to him must make a charisma save RALLY: At 18th level, the bard’s skill offers a cure to fear and
or be spellbound by his tale or song. The bard simply holds them disheartening events, and he can rally those who hear his voice
in rapture, not allowing them to leave his presence so long as he or music. Anyone within earshot of the bard’s rallying cry can
continues to perform; additionally, the crowd remains held for make a save against any type of fear or morale effects (even
one round per level of the bard even after he ceases to perform. if they previously failed the save or morale check), including
The bard affects up to 20 HD worth of targets at 13th level. the pall of dragon fear. The bard may rally once per day, and
This number exponentially doubles thereafter, so that bards he must be singing, playing, or talking to rally, and taking no
can charm 40 HD worth of targets at 16th level, 80 HD at 19th other actions that round. Those who rally do not suffer from
level, and a maximum of 160 HD at 22nd level. He can affect fear or morale for one round per level of the bard unless extreme
any human, demi-human, or humanoid creature with his tales circumstances should weaken the rally’s effects. The CK is the
or songs, even if he does not speak the language. Lowest HD final arbiter of what might constitute “extreme circumstances.”
creatures are affected first. Such events might include witnessing the following: the bard’s
CHARISMA BONUS: At 15th level, the bard’s mastery of his death, the collapse of an allied army, the massive destruction
abilities and his recitations of wonder increase his charisma by of people or terrain via magic or natural disaster, the arrival
1 point. of a deity on the battlefield, or the occurrence of some world-
shattering event. In such an instance, the CK may allow a new
WORDS OF POWER: At 17th level, the bard’s ability with save, with possible modifiers, for the rally to remain in effect for
song and music allows him to wound creatures like never before. its full duration.
Once a day he can send forth his power. When he does so, his
words can harm an enemy. The target must make a successful QUEST: At 20th level, the bard can use his abilities to lay a
charisma save or, based upon the target’s HD, suffer all the quest upon another. The target must make a successful charisma
effects below.
CASTLE KEEPERS GUIDE 17
PART ONE: THE CHARACTER
saving throw or have a geas placed upon him. This effect acts in as overthrowing a rival temple or church, liberating a town
all respects as the geas spell. from an evil tyrant, assaulting a good church to recover an evil
text, besieging a forgotten catacomb to recover a lost relic, etc.
CHANGE ALIGNMENT: At 22nd level, the bard can change The campaign lasts for up to one week per point of the cleric’s
the alignment of any non-player character he targets. The charisma. In battle, these troops receive a +1 bonus to all checks
target must be willing to listen to him, and the process takes including combat rolls, with the exception of damage, so long
time. The bard must be in the company of that person for at as the cleric is present and still active. The point of this ability
least 1 hour per day for a month and be able to communicate is not to create a war-game adventure (though that is feasible
with him freely for that length of time. After one month, the if using Fields of Battle), but to allow the player to call upon
target makes a charisma check at a CL equal to the bard’s level. an army for a short time to assault an otherwise impenetrable
If successful, nothing happens, but if the target fails, the target fortress where other adventures can occur and culminating
changes alignment one step (chaotic to neutral, for example, or events involving the cleric can happen.
good to neutral). This process goes on for as long as the bard
wishes to continue altering the target’s alignment. The bard As the cleric advances in levels, the ability to call for a holy
must stay in contact with the recipient, spending at least 1 hour campaign increases; at 19th level, the number of followers
per week with the target. If he does not, every week thereafter, doubles, and the bonus increases to +2; and at 23rd level, it
the recipient must make a charisma save to break free of the quadruples, with the bonus increasing to +3. For every 20
alignment change; if successful, the alignment change slowly troops, there will be a 1st level leader. For every 20 1st level
fades, and the target returns to his normal state within several troops, there is a 2nd level leader, and for every 20 second levels,
months (one gradation per month). there is a 3rd level leader, etc.

The Castle Keeper must manage the details of the holy


TABLE 1.10 BARD CLASS INFORMATION
campaign, as the movement and calling up of troops taxes any
Level HD BtH EPP society, government, or region. Within the CKG are rules for
13 +4 +12 975,001 NPCs, followers, loyalty, morale, and warfare. Please refer to
14 +4 +12 1,150,001 those sections for a general idea on how to manage this ability.
15 +4 +13 1,325,001 PERFECT RECALL: At 20th level, clerics can recall any
16 +4 +13 1,500,001 previously cast 0-level cleric spells at will. They must make
17 +2 +13 1,675,001 a successful CL 0 wisdom check to recall and cast the spell,
and they can only recall a specific spell once that day. For
18 +2 +14 1,850,001
instance, a cleric who successfully recalls an endure elements
19 +2 +14 2,025,001 spell he cast earlier may only recall it for one additional casting
20 +2 +14 2,200,001 that day. At 24th level, clerics can recall any previously cast
21 +1 +15 2,375,001 1st-level spells at will. They must make a successful wisdom
check as with 0 level spells.
22 +1 +15 2,550,001
23 +1 +15 2,725,001 DIVINE MONOLITH: At 22nd level, the cleric is such a
24 +1 +15 2,900,001 paragon of her deity that she constantly emanates an aura of
holy or unholy energy. The high-level cleric radiates a magic
circle in a 20-foot radius that does the following: the cleric is
CLERIC immune to all death attacks, including but not limited to those
High-level clerics are rare. They are lords and ladies of their by spell, item, class abilities, and poison. The cleric gains a +3
deities’ wills, and wisdom lies upon the long roads of their to all turn checks within the radius of divine monolith. The
careers. In them rests the good or evil of their sect, and they cleric gains +2 to all attributes checks and saves. This spell-like
grow to govern it, both literally and figuratively. High-level ability cannot be dispelled or dismissed, and it has a permanent
clerics affect more than the world their feet so readily trod. duration.
ABILITIES BANISH: At 21st level the cleric gains the ability to banish
WISDOM BONUS: At 15th level, the cleric’s power in his extra-planar creatures. Banish acts like turn undead and the
order and his proven devotion to his deity increase his wisdom cleric must make a successful wisdom check to banish the
by 1 point. target creature or creatures. The banishment drives the target
creature from the material plane. It cannot immediately return.
HOLY CAMPAIGN: Once clerics gain 18th level, they can For every level of the cleric, the banished creature must linger
call for a Holy Campaign. For each follower the clerics have, on the outside for at least 1 day. A 21st level cleric banishes a
they can raise 1-10 0 level supporters and gather 1-100 0 level creature for 21 days, etc.
peasants to also follow them on whatever campaign they deign
important. The campaign must have a defined purpose, such MARK OF THE SAINT: At 23rd level, the cleric’s order,
sect, or deity recognizes her as a saint - no matter the cleric’s
18 CASTLES & CRUSADES
CHAPTER 1 — EXPANDING CHARACTERS
alignment. The cleric’s word becomes law to the faithful. Lower DRUID
ranking members of the order flock to the saint’s side. The saint
gains 1d10 followers per point of wisdom. For every 10 followers Long journeys in their wilderness domains bring druids into
gathering at the cleric’s call, a 1st-level cleric heeds the call, as a symbiotic relationship with their environments. They gain
well. When 40 followers have been attracted, a cleric of at least greater knowledge of flora and fauna, master the elements, and
4th level is also attracted. When 80 followers gather, a cleric of learn the wisdom of creatures great and small.
8th level joins the saint. When over 100 followers have gathered,
a 10th level cleric is attracted. The saint must have a church, ABILITIES
abbey, temple or some other consecrated site for the faithful ADVANCED NATURE LORE: At 13th level, this ability
to gather, or she loses these followers. These followers are in allows the druid to expand their knowledge of flora and fauna to
addition to those mentioned previously, and they are different cover another region or regional type. This functions identically
in that they are of undying loyalty, never question their purpose, to the 1st level Nature Lore ability, except the druid may use
and are quite willing and eager to lay down their lives in the any and all abilities of Nature Lore in the new region or regional
name of the sainted cleric. type, including gathering food. At 21st level, the druid gains a
third area of expertise.
As with all followers, these require maintenance and must be
housed and fed. Refer to Chapter 4 for more details on cost of ADVANCED RESIST ELEMENTS: This functions identically
hirelings. to the 2nd level resist elements special ability. At 13th level, the
druid’s resist elements modifier increases to +3. This modifier
But Sainthood has other benefits, as well. The saint gains increases to +4 at 18th level and to +5 at 22nd level.
additional spells over her standard allotment. Once a week,
without recourse to prayer, the Saint can cast heal, cure WISDOM BONUS: At 15th level, embracing the indifferent
blindness, and cure disease; once per day, she can create holy power of nature and learning to channel it both combine to
water. In addition to these properties, the saint may speak a increase the druid’s wisdom by 1 point.
holy/unholy word once per day to drive away evil or good, and
once per week, she can return the dead to the living realm with DISMISS WOODLAND CREATURES: At 18th level, the
resurrection. druid gains the ability to dismiss any wilderness creatures falling
into the following categories: animal, beast, plant, or vermin. The
creatures must be native to one of the regions of the druid’s Nature
TABLE 1.11 CLERIC CLASS INFORMATION
Lore for the druid to be able to dismiss them. To successfully
Level HD BtH EPP dismiss creatures, the druid must make a charisma check at a CL
13 +3 +6 1,150,001 equal to the total number of HD of creatures to be dismissed.
14 +3 +6 1,400,001 Each day, at no penalty, the druid can dismiss a number of hit dice
worth of creatures equal to 10 plus his charisma bonus. Creatures
15 +3 +6 1,650,001 flee from the druid, leaving the area and not returning until after
16 +3 +7 1,900,001 the druid departs.
17 +3 +7 2,150,001
Example: Morgana, an 18th level druid, has a charisma of 17.
18 +3 +7 2,400,001 Charisma is not a prime attribute for Morgana. She encounters
19 +3 +7 2,650,001 two owlbears (5HD) destroying a field she particularly enjoys
20 +1 +8 2,900,001 lounging in. Morgana attempts to dismiss the creatures.
Morgana needs to roll a 28 to dismiss both creatures (CB 18
21 +1 +8 3,150,001
+ 10 for their combined HD). She has +20 for her level and
22 +1 +8 3,400,001 attribute bonus. Any roll of eight or better successfully dismisses
23 +1 +8 3,650,001 the creatures.
24 +1 +9 3,900,001 PERFECT RECALL: At 20th level, druids can recall any
previously cast 0-level druid spells at will. They must make a
TABLE 1.12 SPELL CONTINUATION successful CL 0 wisdom check to recall and cast the spell, and
Level Spell Level they can only recall a specific spell once that day. For instance,
a druid who successfully recalls a create water spell he cast earlier
1 2 3 4 5 6 7 8 9
may only recall it for one additional casting that day. At 24th
21 6 6 6 5 5 5 4 4 3 level, druids can recall any previously cast 1st-level druid spells
22 7 6 6 6 5 5 4 4 3 at will. They must make a successful wisdom check as with 0
level spells.
23 7 6 6 6 5 5 5 4 4
24 7 7 6 6 6 6 5 4 4 ELEMENTAL MASTERY: At 20th level, this ability confers
immunity to the damaging effects of one of the following: fire,

CASTLE KEEPERS GUIDE 19


PART ONE: THE CHARACTER
heat, electricity, ice, cold, earth, water, or air. The player must being stays with and serves the druid as best it can for as long
choose the element. Any spell-based attacks using the druid’s as the druid desires. After it leaves or is dismissed, it retains a
chosen element to cause damage no longer affect the druid. For deep-seated loyalty to the druid for its life’s duration.
example, should a druid choose resistance to fire, fireball spells
no longer cause damage to the druid; furthermore, the druid Furthermore, awakened creatures or plants are empowered, their
can walk through fire without taking any damage. Likewise, a new-found knowledge granting them strength and endurance
cone of cold no longer affects a druid who has selected to resist beyond their normal ken. Such awakened beings receive two
ice or cold. additional HD; maximum hit points; and a +2 bonus to their
armor class, all damage rolls, and all saving throws.
With this mastery, comes control of that one element, as
well. When attacked with spells of his selected element, the This ability increases as the druid gains levels. For every two
druid can make a successful wisdom save at a CL equal to levels after 24th level, druids can awaken one more animal or
the attacker’s HD or level to counter attack his opponent. plant. Hit dice measure the maximum number of beings druids
If successful, the druid gathers the force of the attack and can have under their command. Druids can have a maximum
hurls it back at a target of the druid’s choosing, including the of 5 times their charisma attribute score in hit dice under their
wielder, doing damage equal to the attack’s original damage. command. For example, a druid with a 12 charisma could have
For example, a 6-dice fireball spell would cause 6d6 points of up to 60 HD of creatures under her command.
damage against the caster or the druid’s chosen target. The
selected target must, of course, be within the spell’s range as TABLE 1.13 DRUID CLASS INFORMATION
starting from the druid. Level HD BtH EPP
LANGUAGE OF THE WILDERLAND: At 21st level, druids 13 +3 +6 825,001
master the language of all birds, beasts, trees, and all growing 14 +3 +6 1,000,001
things. “Speaking” with these creatures or plants does not 15 +3 +6 1,175,001
involve normal talking, but rather an understanding of their 16 +3 +7 1,350,001
method of communication. These beings might communicate
17 +3 +7 1,525,001
through sounds (not words), motion, or even via a sort of
communion. CKs should decide the being’s appropriate vehicle 18 +3 +7 1,700,001
of communication. Most creatures have low intelligence and 19 +3 +7 1,875,001
little understanding of the world as understood by the various 20 +1 +8 2,050,001
races, so unless made aware or awakened, they can only relate 21 +1 +8 2,225,001
things in very simple ideas and with a limited understanding of 22 +1 +8 2,400,001
events or things they encounter. For instance, a tree might relay
23 +1 +8 2,575,001
to the druid that something hit its stem and hurt its bark, thereby
draining its sap - and it might communicate this by rustling its 24 +1 +9 2,750,001
leaves and moving its branches; a tree, however, would not be
able to impart what that something looked like, smelled like, or
be able to provide much more information about it. TABLE 1.14 SPELL CONTINUATION
Level Spell Level
AWAKEN WOODLAND SERVANT: At 24th level, druids
develop a deep bond with the natural world through which 1 2 3 4 5 6 7 8 9
they walk. Long experience has taught them the language 21 6 6 6 5 5 5 4 4 3
of things, both plant and animal, and has given them a deep 22 7 6 6 6 5 5 4 4 3
understanding of these beings. Druids can awaken both flora 23 7 6 6 6 5 5 5 4 4
and fauna, making them aware of the greater world around
24 7 7 6 6 6 6 5 4 4
them and unleashing a level of consciousness on par with
that of humans, elves, and dwarves. The awakened plants or
animals can see the world, hear it, touch it, feel it, and voice FIGHTER
their thoughts about their experience of it. Druids must spend Fighters continue to hone their skills in battle as they advance in
several days with the creature for it to achieve the awakening. levels. Long years of experience through many grueling combats
allow them to understand the use o weapons and armor. Even
The druid can communicate perfectly with the awakened
beyond that, their experience translates into something similar
creature or plant, and it can actually speak in the druid’s native
to instinctive response when in individual combat. Masters of
tongue and can clearly confer its life’s experiences to the druid.
individual combat tactics, they dominate the fields of inter-
An empathetic bond develops between the druid and the
personal combat. Furthermore, their long years of use hone
being, and it always looks favorably upon the druid, so long as
their attributes, improving their muscles and reflexes.
the druid does not abuse or cause it harm. The being will fight
for and defend the druid if necessary. If possible, the awakened

20 CASTLES & CRUSADES


CHAPTER 1 — EXPANDING CHARACTERS
shield with their skill, they can strike an opponent with the
shield. Upon a successful strike, the victim suffers 1d6 points
of damage with a large shield, or 1d4 points of damage with a
medium shield. The shield does not count as a second weapon;
therefore, the fighter does not suffer to-hit penalties when using
the shield, but when the shield is used offensively, it also does
not confer its standard AC bonus. This ability is in addition to
the fighter’s Extra Attack ability gained at 10th level, effectively
allowing him three swings a round if employing a shield, and
it augments the Battle Space ability when using the shield. It
does not add any extra attacks if the fighter is using Combat
Dominance. Buckler and small shields are too small and light to
bash, while the pavis is too large and heavy.

STRENGTH BONUS: At 15th level, the fighter’s long use


of armor and weapons and his combat experience increase his
strength by 1 point.

ADVANCED COMBAT DOMINANCE: This ability


functions identically to the 4th-level Combat Dominance
ability. At 16th level this ability functions on 2-HD creatures.
At 20th level this ability functions on 3-HD creatures, and at
ABILITIES 24th level this ability functions on 4-HD creatures.
BATTLE SPACE: At 13th level, fighters gain greater control over ATTRIBUTE BONUS: At 19th level, the fighter gains either 1
their battle space. Through use of peripheral vision, anticipation point in strength or dexterity.
of their rival’s maneuvers, and a clear understanding of the
advantages and limitations of their equipment, experienced
fighters develop a keen, almost instinctive, understanding of TABLE 1.15 FIGHTER CLASS INFORMATION
their battle space. This allows fighters to coordinate their own Level HD BtH EPP
defensive and offensive actions in such a way that if they carry 13 +4 +13 1,250,001
a second weapon, use a shield, or even use something as simple
14 +4 +14 1,500,001
as a chair leg, they can use it defensively, without it affecting the
use of their primary weapon. This grants fighters a +1 bonus to 15 +4 +15 1,750,001
their AC. This bonus does not apply if the fighter is using any 16 +4 +16 2,000,001
two-handed weapon, such as a pole-arm, bow, crossbow, etc. It 17 +4 +17 2,250,001
does stack with the shield bonus, so use of a shield and Battle
18 +4 +18 2,500,001
Space would grant an extra 2 to AC, one for the shield and one
for the Battle Space ability. 19 +4 +19 2,750,001
20 +2 +20 3,000,001
At 17th level, the fighter’s control of his battle space increases, 21 +2 +20 3,250,001
allowing him to better master combat maneuvers. He gains the
22 +2 +20 3,500,001
following bonuses: dodge +3, disengage -1, evade +5, flank
+2, and a rear attack +3. At 22nd level, another increase 23 +2 +20 3,750,001
occurs: dodge+4, disengage 0, evade +6, flank +3, and a rear 24 +2 +20 4,000,001
attack +4.

ADVANCED WEAPON SPECIALIZATION: At 13th level, ILLUSIONIST


a fighter chooses a second weapon for specialization. This ability The borders between what is real and what is not blur to the
is identical to the 1st-level Weapon Specialization ability. The long-experienced illusionist; reality becomes little more than a
ability imparts a +1 to hit and +1 to damage bonus when using state of mind. This blurring of reality allows the illusionist to see
the second chosen weapon. At 19th level, the bonuses increase where others cannot and to hear the essence of things.
to +2 to hit and +2 to damage. The fighter can choose to double
specialize in the weapon initially chosen for specialization at 1st ABILITIES
level; doing so grants the fighter a +3 to hit and +3 to damage
at 13th level and +4 to hit and +4 to damage at 19th level. SEE INVISIBLE: At 13th level, the Illusionist has learned to
distinguish shades of light, and because of this, has a chance
SHIELD BLOW: At 14th level, fighters can employ medium or to see any invisible object or person. The illusionist must make
large metal shields as weapons. Combining the weight of the a successful intelligence check to see the invisible object or

CASTLE KEEPERS GUIDE 21


PART ONE: THE CHARACTER
person; even then, the illusionist does not see the object as if Magnum opus allows the illusionist to create any one object
wholly revealed, for the illusionist can only ascertain its general or being, or one area up to 10 ft. by 10 ft. per level, with this
location and movement. Periodic attribute checks are required ritual. An illusionist can create a being up to half his level in
to continue viewing it. There is no time limit on this ability; HD. It possesses all the powers a normal creature of its type
it works continuously. At 18th level, the illusionist’s abilities would. For instance, if a manticore is created, it can fly, shoot
improve so that, after a successful check, they can ascertain the spikes, etc. The illusion reflects perfection; so great is the
shape and size of the target. At 24th level the master illusionist’s power of the illusion that it cannot be dispelled for 1 day per
innate ability to distinguish the real from the unreal reaches a level of the caster, except by a wizard or illusionist of equal or
supernatural level. The illusionist gains a second sight, and may greater abilities. The ritual blends the line between reality and
permanently see the reality of things as per the true seeing spell. phantasm; the illusionist’s power breathes life into the illusion.
The ritual effect has a 1% chance per the illusionist’s level to
INTELLIGENCE BONUS: At 15th level, the illusionist’s become real. If the image becomes real, it cannot be dispelled or
mastery of the real and unreal, what constitutes the ethereal disbelieved, and a paladin’s cleanse soul ability will not reveal it
world of magic and the tactile world of the mundane, increases as ever having been an illusion.
his intelligence by 1 point.

DETECT MAGIC: Starting at 16th level, the illusionist’s long


Example: An illusory sword created to slay a powerful monster
may indeed become a physical object; a landscape created
career allows him to detect the telltale signs of magic without
by this ritual may become a real place, with all thermal and
casting a spell; after five rounds of study and concentration, he
environmental conditions present. A “person” created by this
can see the essence of an item, determining whether or not it is
spell has a chance of becoming a real, living, breathing being.
magical. With a successful intelligence check, the illusionist can
The master illusionists Cascalian and her brother Priussan are
ascertain the magic’s origins, whether made by dwarves, elves,
said to be products of this ritual; each claims to be the true
ancient civilizations, etc. This aspect of the ability presupposes
“person,” while the other is the result of the ritual taking on a
the illusionist has encountered this type of magic before. An
life of its own.
item crafted by the ancient Ethrum will not reveal itself to an
illusionist even if he makes a successful intelligence check if Illusionists may only attempt the magnum opus once per month.
that illusionist has not previously encountered magic from the They must spend a day in the casting and remain undisturbed.
ancient Kingdom of Ethrum. At 18th level, the illusionist can Unless the illusion becomes real, illusionists can only have one
determine the power of the item, whether great or small, as well magnum opus at a time.
as its nature in so far as its importance to a people, history, cult,
or similar entity.
TABLE 1.16 ILLUSIONIST CLASS INFORMATION
CHANGE SELF: At 19 level, illusionists have so long
th
Level HD BtH EPP
walked in the worlds of illusion that they may now alter their 13 +1 +3 1,050,001
own persons, shaping themselves into a different guise, shape,
14 +1 +4 1,200,001
or form. Illusionists may change self as the spell once per day.
Unlike the spell, however, this innate ability allows them to 15 +1 +4 1,350,001
alter their racial appearance as well as the smell, sound, and 16 +1 +4 1,500,001
even the tactile sensations of their new identity. Additionally, 17 +1 +4 1,650,001
the effect lasts until the illusionist dispels it. 18 +1 +4 1,800,001
PERFECT RECALL: At 20 level, illusionists can recall any
th 19 +1 +4 1,950,001
previously cast 0-level illusionist spells at will. Recalled spells 20 +1 +4 2,100,001
allow illusionists to cast spells beyond their regular allotment. 21 +1 +4 2,250,001
They must make a successful intelligence check (CL 0) to recall
22 +1 +5 2,400,001
and cast the spell, and they can only recall a specific spell once
that day. For instance, an illusionist who successfully recalls 23 +1 +5 2,550,001
a ghost sound spell he cast earlier may only recall it for one 24 +1 +5 2,700,001
additional casting that day. At 24th level, illusionists can recall
any previously cast 1st-level spells at will. They must make a
TABLE 1.17 SPELL CONTINUATION
successful intelligence check as with 0-level spells.
Level 1 2 3 4 5 6 7 8 9
MAGNUM OPUS: At 24th level, illusionists master their 21 7 7 6 6 5 5 4 4 3
magnum opus, the height of their spell-casting prowess. In a
22 7 7 6 6 5 5 4 4 3
day-long ritual drawing power from the plane of shadow and
combining the spells distort reality, mirage arcana, permanent 23 8 7 7 6 6 5 5 4 4
image, polymorph any object, and shades, master illusionists blend 24 8 7 7 6 6 5 5 4 4
what lies in their mind’s eye with that of the world around them.

22 CASTLES & CRUSADES


CHAPTER 1 — EXPANDING CHARACTERS
KNIGHT cues. All mass-combat rolls receive the knight’s charisma bonus
to their to-hit and damage rolls and provide allies with a +1 to
The knight’s knowledge of war increases with time and their armor class. Furthermore, any troops of men, great or small,
experience; the application of this knowledge allows him to required to make a morale check add the knight’s charisma
master the art of war, improving his leadership skills as well as modifier to their roll. The troops must be able to see the knight
his personal combat skills. Epic knights begin to set aside their upon the field. The knight must place himself prominently upon
normal desires for adventure in favor of becoming Lords of Men. the field, fight and lead vigorously. If the knight leaves the battle
due to wounds or by choice, the modifier is lost. If the knight
Note: Knights are excellent troop leaders, and their skills are dies, the troops must make a morale roll in the following round.
very much suited to mass combat. The epic powers listed below
The knight’s charisma bonus is no longer in effect; furthermore,
are excellent additions to any Fields of Battle mass-combat
the knight’s death demoralizes the men, and they consequently
game. In addition, embedded epic knights provide other powers
suffer a -4 penalty on their morale checks. At 24th level, the
to their troops, as described in Fields of Battle. Also, note that
knight’s attack bonus equals double the knight’s charisma
the knight as presented here in the Castle Keepers Guide was
bonus, and it provides a +2 bonus to the allied troops’ armor
not available at the time of the boxed set’s release, so these
class and a +2 bonus to the morale of those who can see him on
powers were not drawn upon for embedded knights.
the battlefield. Player characters are not affected by the knight’s
battle lord ability.
ABILITIES
EXPERT IN ARMS: The knight’s experience in the art of war CONVERSION TO KNIGHTHOOD: At 21st level, knights
consumes his waking hours, and the battlefield hones his skills gain the extraordinary ability to confer knighthood upon
in the use of weapons and armor. But his thoughts, ever geared chosen NPCs. Converts must desire the knighthood and act
toward tactics and leadership, are not squandered on improving courageously. They must also be of like alignment with the
his own abilities, but rather are more attuned to utilizing the skills knight (good or evil, lawful or chaotic) and be aware of the
of others. At 13th level, during any combat where the knight is knight’s own renown.
fighting alongside others, such as friends or allies, he can exert
NPCs without classes, such as peasants, become 1st-level
himself for one round, thereby improving the combat maneuvers
knights that are bound to the knight. They must obey him and
of the party or group with him. All allies within 40 feet of the
follow the knightly code even under dangerous circumstances,
knight gain a +1 bonus to any combat maneuver, including those
or the knight will strip them of their knighthood. These knights
from Fields of Battle. However, the knight must take command
advance in level according to their own experiences and gain a
of the group to provide this bonus. Any group member failing to
permanent +1 bonus on their to-hit rolls and armor class.
follow the knight’s orders does not receive the bonus. When the
knight achieves 17th level, the bonus improves to +2. This bonus NPCs with classes must choose whether or not they will
stacks with any other in-place bonuses benefiting characters or continue in their normal class or take up the new role of knight
NPCs, including the fighter’s battle space ability. It does not at 1st level. It is important to note that not all knights begin
improve the knight’s bonus. their career this way. If the knight confers knighthood upon the
NPC, treat the character as being multi-classed. These knights
CHARISMA BONUS: At 15th level, the knight’s knowledge
do not gain the to-hit and armor class bonuses given to classless
of the battlefield and his natural lordship over men increase his
NPCs.
charisma by 1 point.
Breaking the code of knighthood is a serious offense to the
HONOR ATTACK: At 17th level, knights can deal an honor
granting knight. The granting knight must hunt down and
attack. In any formal situation, such as a joust, one-on-one
either slay the offending knight or force him to atone for his
combat, or any fight in which knights are involved in individual
offense.
combat, they can call upon their noble spirit to disconcert their
foe. So long as the battle is nobly fought and the knight does not PATH OF GREATNESS: This is a permanent ability and
yield or retreat, the knight’s renown disconcerts his foe so much one the knight must choose to take. He can choose to take
that it reduces his opponent’s AC by the knight’s charisma his path to greatness at 24th level. The knight is now of such
modifier for the honor attack. In that round, the knight can great renown and so powerful that he has become legendary.
strike a blow, adding his charisma modifier, if any, to his to-hit The knight is emblematic of a desire, hope, or dream. The
roll and dealing double his normal damage, to include strength knight may never back down from a fight or challenge no
and magical modifiers. The knight can only do this once during matter how great or small, and must strike with righteous fury
any one combat fought between him and one other creature. at everything dishonoring or opposing him personally. When in
The knight can use the honor attack multiple times each day, a fight against stronger opponents, the knight receives the HD/
but only once against the same target. level differentiation as a bonus to his to-hit and damage rolls.
Furthermore, once a month, the knight can alter the weather
BATTLE LORD: At 20th level, the knight achieves a level of
as the control weather spell, casting as a 10th-level spellcaster.
battlefield mastery that allows him to influence his troops as
Those friends and allies who can see him or are aware of him
never before; men look to him for guidance and act upon his
CASTLE KEEPERS GUIDE 23
PART ONE: THE CHARACTER
never suffer from poor morale, and they do not flee so long as
he remains on the battlefield. Creatures of animal or lower
intelligence or anyone of half the knight’s level must make a
successful charisma or intelligence check, or they shun the
knight, refusing to attack him; and if he approaches them, they
flee before his righteousness.

If a knight on the path of greatness ever shows cowardice in the


face of adversity, quits the field, or flees in the face of certain
death, his path is ruined, and he loses all of his knightly abilities,
becoming a normal fighter of equal level. They do not possess
fighter abilities but retain their hit points.

TABLE 1.18 KNIGHT CLASS INFORMATION


Level HD BtH EPP
13 +4 +12 1,075,001
14 +4 +13 1,250,001
15 +4 +14 1,425,001
16 +2 +15 1,600,001
17 +2 +15 1,775,001
18 +2 +16 1,950,001
19 +2 +16 2,125,001
20 +2 +16 2,300,001
21 +1 +16 2,475,001
22 +1 +17 2,650,001
23 +1 +17 2,825,001
24 +1 +17 3,000,001
has grabbed whatever the opponent is holding, or has caught
MONK it in mid-air. In the following round, the monk can attempt to
wrench it from his opponent’s hand by making a constitution
The monk’s manifold abilities improve as already noted in the
check. For the opponent to do the same, he must make a
Players Handbook, but, at higher levels, they continue to
successful strength check. The target can release the weapon at
evolve, allowing the monk to learn new skills and master battle
any time, as the monk is holding the weapon, not the wielder.
techniques. With experience, the monk’s body becomes honed
The wielder can use any of the weapon’s magical effects while
to rapid action, and he can use the world around him to his
the monk is holding it.
advantage.
QUICK REACTION: At 18th level, monks add +1 to their
ABILITIES initiative roll. At 24th level, this bonus increases to +2. After
DEFLECT BLOW: At 13th level, the monk gains the ability to 24th level, should the result be an 11 or higher, monks can take
deflect a blow when struck. To do so, the monk must make a one more action at the end of the round, such as attacking or
dexterity check at a CL equal to or greater than the opponent’s moving half their movement rate. Monks may only make a
BtH. If successful, the monk deflects the blow completely. An ranged attack if they have a ranged weapon already in hand.
attempt to deflect a weapon counts as a monk’s primary unarmed Regular actions, such as rummaging through a backpack,
attack. This ability does not work against ranged attacks, spells, generally require too much time, so the monk cannot perform
or breath weapons. them with the second action. CKs may rule on individual
actions; for example, grabbing a pinch of powder from a belt
CONSTITUTION BONUS: At 15th level, the monk’s mastery pouch is within reason; stopping to open a chest and look
of mind over body increases his constitution by 1 point. through its contents is not.

CATCH WEAPON: Once a round, at 17th level, the monk WEAPONRY MASTER: At 20th level, monks can hone their
can attempt to catch a weapon in combat. To do so, the monk weapons skill. They can choose one weapon to master, learning
must make a normal attack using his dexterity instead of his to use it to its fullest extent. When using the mastered weapon,
strength. The monk must successfully hit an armor class of 15 + the monk receives a +1 to all to-hit, damage, and attribute
the opponent’s BtH to catch a weapon. If successful, the monk rolls. In effect, the weapon becomes a part of the monk, allowing

24 CASTLES & CRUSADES


CHAPTER 1 — EXPANDING CHARACTERS
him to reach further and faster than normal; where before he PALADIN
broke his fall with his own hands and feet, now he uses the
weapon as a tool to slow his descent, enhancing his attributes. The paladin exemplifies the holy champion, a noble warrior-
Furthermore, the weapon becomes an extension of the monk, priest without peer. Evil fears the paladin, shunning his very
allowing him to extend the reach of his extraordinary abilities; presence, but the distraught turn to him for succor. His long
with the weapon in hand, the monk can stun, deflect missiles, road leads him to the halls of sainthood.
slow fall, and launch a death strike.
ABILITIES
Example: Karaghi chooses the staff for his weapon mastery. BEQUEATH VIRTUE: The essence of law and good graces
While moving through the ruins of an old monastery up the every paladin. At 13th level, this grace manifests as a virtue
Pig’s Trail from the Mistbane River, he encounters a group of which the paladin passes on to small items of great beauty, such
orcs. The orcs immediately launch a volley of arrows at him. as flowers, a maiden’s hair, garments of silk or soft cottons, and
He attempts to deflect them, and with a successful dexterity other such innocuous items. These items become imbued with
save, knocks two of them aside with his staff, the staff being an a calming goodness, which immediately soothes the soul of
extension of his deflect missiles ability. He then uses the staff the person to whom the paladin bestows the item. The item’s
to pole vault up on a broken wall. He runs the length of the enchantment lays a guise of healing upon the person, passing the
wall, and then drops down into a roofless corridor using the staff grace as a virtue on to the individual. So long as the person is at
as a balance bar. Running the length of the corridor, he vaults rest, they heal at double the normal rate up to half the paladin’s
up and out of it at the end of the corridor, all the while using hit points before it loses its grace and wilts. Furthermore, the
the staff as an extension of his abilities; it also enhances all his virtue can bring someone back from negative hit points. After
attribute checks by +1. holding a virtuous item for 24 hours, any individual who has
between -1 and -5 hit points returns to zero hit points. They
TABLE 1.19 MONK CLASS INFORMATION can make one virtuous item a day and the paladin can only
have a number of virtuous items equal to their level, at any
LVL HD BTH EPP
given time. Every time the paladin bequeaths an item, they
13 +5 +12 1,500,001 temporarily lose a point of constitution that requires one day to
14 +5 +12 1,750,001 heal; magical healing has no effect on this restoration. The item
15 +5 +13 2,000,001 itself wilts after it passes its virtue on unless the paladin chooses
16 +5 +13 2,250,001 to permanently lose a point of constitution; in this case, the
17 +6 +13 2,500,001 virtue and its effects are permanent.
18 +6 +14 2,750,001
Example: Angrod’s battle with the ogre went poorly. With a
19 +6 +14 3,000,001 great blow, the ogre split Angrod’s helm, delivering a grievous
20 +6 +14 3,250,001 wound to the dwarf’s skull, dropping Angrod to -5 hit points.
21 +6 +14 3,500,001 His companion, Merrick, brings him to the Temple of St. Luther,
22 +1 +15 3,750,001 where the elder paladins see to Angrod’s care. The Lord Paladin
there bequeaths virtue to a golden coin and places the coin in
23 +1 +15 4,000,001
Angrod’s hand. The paladins then allow the dwarf to rest for 24
24 +1 +15 4,250,001
hours, after which Angrod’s hit points rise to zero. His friend
Merrick lays on hands for 2 additional points of healing, bringing
TABLE 1.20 MONK SPECIAL ABILITIES Angrod back to the land of the living. The Lord Paladin who
LEVEL
ARMOR PRIMARY SECONDARY TERTIARY
MOVE bequeathed the coin suffers the loss of one point of constitution,
CLASS ATTACK ATTACK ATTACK
but by the following day, the point has returned.
13 15 1d10 1d8 60
14 15 1d10 1d8 60 When a paladin reaches the 18th level, his bequeath ability
15 16 1d10 1d8 60 extends to -7; when he reaches 20th level, it extends to -9. The
virtue stops all bleeding as well as heals the one holding the
16 16 1d10 1d8 1d4 60
virtue. Also, at 20th level, the paladin can reverse the effects of
17 16 1d10 1d8 1d4 60
aging. He can imbue an item with such restful virtue that it lays
18 16 1d10 1d10 1d4 60 a deep enchantment of sleep upon it. Anyone so willing sleeps
19 16 1d10 1d10 1d6 60 for a full year, and in that time, the sleeper regains five years
20 17 1d10 1d10 1d6 60 of life as if he were five years younger. The paladin temporarily
21 17 1d10 1d10 1d6 60 suffers 5 points of constitution loss each time he uses this ability;
each constitution point requires 1 month to heal.
22 17 1d10 1d10 1d6 60
23 17 1d10 1d10 1d8 60 The paladin cannot personally use these items, nor may any
24 17 1d10 1d10 1d8 60 other paladins.

CASTLE KEEPERS GUIDE 25


PART ONE: THE CHARACTER
DIVINE INTERVENTION: At 13th level, the paladin Upon attempting to cleanse soul, the paladin must constrain
achieves a rank in the hierarchy of his order that draws the the target for a number of rounds equal to the target’s HD or
attention of the deity, allowing the paladin to call upon the level and make a successful charisma check at a CL equal to the
deity for aid. The paladin may call upon divine intervention for target’s HD or level, with any applicable bonuses. The paladin
one of three following purposes: must also overcome the target’s spells resistance, if any. If
successful, the paladin automatically knows the target’s state of
1. The intervention allows the paladin to re-roll one dice roll. mind. He can detect his alignment (good, evil, chaotic, neutral,
The dice roll is restricted to the following: to-hit, damage, or any combination); knows his state of mind, whether angry or
saving throw, turning undead or attribute check. fearful; he can see through any illusions; the paladin can detect
2. The intervention grants the paladin a +4 bonus to hit and if the target is under any mind-altering spell or spell-like effect;
doubles any damage for 1 round. The divine aid surpasses he can read the creature’s thoughts, seeing the target’s origins,
any magical resistances the creature may have. hopes, fears and dreams; in short, the paladin sees out of the
3. The intervention reduces all the damage the paladin target’s eyes and knows the target for who and what he is, no
suffers in that round by half; the intervention surpasses any matter the deceptions.
magical effects in the area. Once cleanse soul reveals the full scope of the creature to the
The paladin can use this ability once a week at 13th level, twice paladin, he may choose to exorcise the creature. If he successfully
a week at 17th level, and 3 times a week at 22nd level. does so, the paladin forces any madness or evil out of the host.
Many targets die from such an event, but others the paladin
ADVANCED AURA OF COURAGE: This functions wholly cures, bringing them back to the path of the righteous.
identically to the 6th level Aura of Courage special ability, except The recipient of the cleansing must make a successful charisma
for an increase in range. At 15th level, the range extends to 30 save at a CL equal to the paladin’s level, or he succumbs to
feet. At 20th level, the range extends to 50 feet. the paladin’s power. Inherently evil creatures, such as vampires,
ADVANCED SMITE EVIL: This ability functions identically demons, or devils, are completely destroyed by the cleansing.
to the 9th level Smite Evil special ability, except for the number Others, such as lycanthropes, are cured by the cleansing. The
of times per day it can be used. At 15th level the paladin can use dead, such as wraiths, ghosts, and specters, gain eternal peace,
this ability twice per day, and three times per day at 20th level. and their souls are released from bondage - unless they were evil
in life - in which case, they are banished to whatever hell awaits
CHARISMA BONUS: At 15th level, the paladin’s holiness, the them. Any creature who survives the exorcism casts the paladin
light that shines from within, increases his charisma by 1 point. out of its mind and is freed from all the effects of the cleanse
soul, including the paladin’s ability to know the target’s true self.
DIVINE WILL: At 20th level, the paladin earns the right to Thereafter, the paladin can never again attempt to cleanse soul
compel others to engage in holy acts or call for a holy war. Once on that creature.
per month, the paladin can exert himself and force any who can
hear his voice to take up whatever cause he calls upon them The paladin must rest one hour for every hit dice of the
to do. Individual CKs must determine how many can hear the creature he cleanses or attempts to cleanse. The rest must come
paladin’s voice; in very noisy environments, only as few as a immediately after, for the cleansing drains the paladin of his
half-dozen may hear his call; if an army quietly listens to the fortitude. He is bedridden and unable to fend for himself during
paladin, then his call may compel many hundreds to join him. this rest.
Recipients of this divine will suffer as if geased unless they make
a successful charisma check at a CL equal to the paladin’s level. TABLE 1.21 PALADIN CLASS INFORMATION
Not all the restrictions of a geas apply to the divine will, for those Lvl HD BtH EPP
compelled willingly put themselves into harmful situations, and 13 +4 +12 1,600,001
if so called upon, they willingly sacrifice their lives. The geas only
lasts as many days as the paladin has levels unless some outside 14 +4 +12 1,900,001
force dispels it (such as dispel magic cast upon the targets), or the 15 +4 +13 2,200,001
paladin himself dispels it. 16 +4 +13 2,500,001
Divine Will does not affect chaotic, neutral, or lawful evil 17 +4 +14 2,800,001
creatures, NPCS, or player characters. 18 +4 +14 3,100,001
19 +4 +15 3,400,001
CLEANSE SOUL: The 24th level paladin gains mastery over
20 +2 +15 3,700,001
other men’s minds. This ability reveals deception and alignment,
penetrates any disguise or illusion, reads minds, can lift charms 21 +2 +16 4,000,001
or any other bemusements, dispels magic, and exorcises evil 22 +2 +16 4.300,001
from those unnaturally possessed. The power lays the dead to 23 +2 +17 4,600,001
rest, atones for actions, and allows the paladin to commune
24 +2 +17 4,900,001
with others.
26 CASTLES & CRUSADES
CHAPTER 1 — EXPANDING CHARACTERS
RANGER ADVANCED TRACKING: At 17th level, a ranger’s tracking
skills surpass even those of many animals. Once rangers find a
Understanding the wilderness is a constantly evolving skill. The trail with a successful track check, their knowledge of tracking
ranger’s ability to etch a living out of even the most inhospitable is such that they can determine accurately the number in the
environments, find paths through strange country, and to party they are tracking, the make-up of the party (warband,
pursue an enemy with deadly intent all continue to grow with hunting party, etc.), whether they are well or lightly armed,
experience. A ranger’s high-level abilities reflect this deepening their speed, and their habits(what and how often they eat, etc.).
knowledge. The ranger’s combat skills do not grow as rapidly Rangers can determine whether tracked beings belong to one
at these levels, for the ranger’s true gifts lie in his wilderness of the following categories: beast, fey, giant, humanoid, plant,
abilities. vermin, or other (aberration, construct, dragon, elemental,
magical beast, ooze, outsider, shapechanger, or undead).
ABILITIES
FIND PASSAGE: At 13th level, the rangers’ wilderness skills Example: With a successful track check, Borien, the 18th-level
allow them to find the least obstructed method of moving ranger, determines he is pursuing 11 foes; four ride on unshod
through an environment. This does not equate to finding light ponies, and seven travel on foot; one of the ponies is lame,
secret passages or even paths. Find passage allows rangers to lagging behind the others. Those on foot wear light armor, and
examine their environment, and through their knowledge of two carry pole-arms. The group rests infrequently, and they cover
the natural order of things, find the easiest way forward. Find vast distances in short spells of time. They are eating lightly, and
passage allows rangers to halve any movement penalties existing they stop to water whenever they have the chance.
for any terrain. This ability also applies to their climbing ability.
In order to use this ability, rangers must have some experience Furthermore, the ranger can anticipate the movement of
in the terrain, and the terrain itself must be terrestrial. Anyone those he tracks. Most animals and humans are predictable
traveling with the ranger can follow the way, but not as skillfully; in their habits, and recognition of those habituations enables
their penalties are reduced by one-fourth the normal penalty. the ranger to figure out where foes may be heading or what
they are planning. The ranger has a chance of predicting his
ADVANCED FAVORED ENEMY: This ability functions foes’ preferred direction of travel from point “A” to point “B.”
identically to the 6th level Favored Enemy ability. At 13th level, In this case, if the ranger has successfully tracked, he must
the to-hit and damage rolls against the ranger’s favored enemy make a second successful track check (+1 only and +1 per
increase to +3/+3. Furthermore, at 20th level, rangers can level thereafter) to determine the enemies’ correct path.
intimidate their favored enemies with a successful charisma Furthermore, the ranger, knowing his foes’ habits, can even
check; successfully intimidated enemies become disconcerted predict their eventual destination. The destination has to be
while battling the ranger, suffering a -2 penalty to all to-hit, knowable to the ranger, meaning he must know the area and its
damage, and attribute check rolls. Rangers cannot intimidate possible destinations points based upon the method, direction,
more than 15 favored enemies at a time. and speed of the party’s travel. A successful wisdom check
(normal) after the above indicates the ranger has surmised his
EXPERT TRAPPER: At 13th level the ranger’s ability to spot foes’ chosen destination.
traps increases to a +3 bonus. Furthermore, the ranger can
create traps that cause 2d4 points of damage and can trap or Note: The Castle Keeper might desire to make this check
ensnare large animals. At 18th level, this ability increases to a behind the screen so the player does not know if his character
+4 bonus to detect traps and 3d4 points of damage; at 24th successfully deduced the travelers’ destination.
level, it increases to a +6 bonus to detect traps and 4d4 points
of trap damage. Rangers can only detect traps in wilderness Example: The ranger Rutifix has chosen lycanthropes as his
environments, and they cannot detect magical traps. favored enemy. Rutifix has been fighting them for some time
and knows their habits really well. When he picks up the tracks
SURVIVAL INSTINCTS: At 15th level, the ranger becomes of one in a rural agricultural community, he tries to guess the
more in tune with his environment, developing a sixth sense for direction the lycanthrope travels. He successfully guesses the
danger. The ranger can sense if something is wrong, but may not direction. The ranger knows three thorps, each with their own
be able to pinpoint the exact nature of the danger. An errant distinctive flavor, lie in that direction. The lycanthrope, being
smell, an overturned leaf, or an unnatural quiet all might alert hungry, headed to one of the villages. With a successful wisdom
experienced rangers to danger, making it increasingly difficult to check, the ranger picks the correct village—but Rutifix will not
surprise them. They receive a +2 to their wisdom check when know he was successful until he arrives to find the lycanthrope.
making a surprise check. This ability increases by one point for
every two levels thereafter (+3 at 17th level, +4 at 19th level,
and so on).
TRACKING
Following one’s opponent into the wilderness, through a
STRENGTH BONUS: At 15th level, the ranger’s long journeys dungeon, or even through the tangled streets of a dirty town is
of hardship in the wilderness and exposure to the elements one of the constants in Castles & Crusades. The ranger is a past
increase his strength by 1 point. master at it, but others may attempt it from time to time, not fully
CASTLE KEEPERS GUIDE 27
PART ONE: THE CHARACTER
understanding that tracking is a skill that takes years to learn Large Sign
and real experience to perfect. We’ve all heard the ranger shout
Large sign represents easily noticed marks or signs of passage;
“don’t trample the area until I track,” but tracking goes far
where creatures usually walk or hunt, feed or drink.
beyond keeping the trail pure. It is not simply looking in the dirt
to see if the tracks of some beast blaze the trail in one direction Trails: Areas that see high traffic for one type of creature,
or the other. Rather, it is a science that involves gathering and usually going to feeding area or water.
interpreting mountains of information.
Runs: A normal area of traffic, usually to a favorite feeding
The skilled tracker knows when to track, and this goes beyond ground or water.
knowing that it is easiest to track in the light snow or after a
rain. They also know that tracking in the early morning dew Pushdowns: An area of brush that is broken and crushed,
yields the best results as an animal’s spoor is more noticeable usually going off trail and represents where a creature fled.
then than in the late afternoon. Experience teaches them about
the terrain and tells them how the terrain looks before ever a Eat-Through: Where a creature begins eating at the beginning
creature crosses it. Does the bark on the tree flake naturally, of an area, such as a berry patch, and eats straight through the
or do the flakes of bark on the ground denote that a beast of patch, moving on afterward.
a certain height passed recently? They learn, as well, about
Bed/Den: An area in thick brush that shows signs of frequent
the spoors of hosts of beasts, how many toes they have, if they
or constant use.
are clawed or not, how long their stride is, if they move fast or
slow. They know that most creatures, when wounded, travel
downhill, rarely going uphill. Medium Sign
These are less noticeable signs of passage such as a damaged
Bringing tracking into the game can be fun and challenging. The
tree, hair, claw marks, chewing and similar instances. These
more detail that the CK places in the actual encounter, or through
signs are where a greater understanding of tracking and what to
the use of the character’s skill, the more realistic and gripping it
look for mark the ranger as the true tracker.
can become. Below are items of detail that the CK may want to
use when describing the trail the ranger follows. Furthermore, Rubbing: These marks are small signs left on the sides of trees
a more detailed understanding of what the challenge level and rocks that denote where a creature passed and rubbed off
of any particular situation is can often be very helpful. the normal bark, dust, or film left on the item in question.

Take note that too much detail, and laboring over it for too Chewing: The way an animal chews at a tree or in the dirt
long, may bring the focus of the game away from hunting and marks what it is doing and what it is. A clean cut in the bark
into a more esoteric discussion of tracking; keeping the actual notes incisors, usually a rodent. Serrated edges are animals that
text and descriptions brief is the best way. pull on the grass or leaves, breaking them apart rather than
cutting them. No particular order in the bite marks denotes a
THE TRACKING STICK: Many skilled rangers carry tracking predator chewing up something for minerals within or marking
sticks, small measuring devices with marks on them so they can its territory. A clean break denotes plant life that has been
determine the stride of an animal. This helps them when they broken not chewed at all.
lose a trail, as they can determine from the creature’s stride,
where the next track most likely landed and guides them where Breaking: This marks where an animal has passed, breaking
to look. Any ranger using a tracking stick gains a +1 on their small limbs, grass blades, knocking of bark, or any similar
ability check for the first track check after losing a trail. disturbance of the trail.

To determine the success of a tracking check, the ranger makes


a normal track check; however, the following circumstances
Small Sign
influence the outcome. Small sign denotes tiny depressions in the earth, or disturbed
dust. These signs are only noticeable by a skilled ranger.
Any non-ranger making a tracking check suffers an automatic
-10 penalty to any dice role. Dust: A fine layer of dust settled on plant or rock that has been
disturbed may give a ranger a sign even though no track exists.
The dust settles once it is disturbed in the original creature’s
Items of Note
passing. The dust is not in the track itself, and the ranger
Rangers look for particular signs when tracking. These range determines where the track is by where the dust is not.
from scattered water, to scat, and even to the reflection of grass
in the afternoon sun. Below is a sampling of tracking signs that
rangers may find and would definitely take note of.
Scat
Almost all creatures leave signs of their passing in their scat. By
breaking the scat apart and conducting a careful examination,
the ranger may determine the time it was dropped, the food
28 CASTLES & CRUSADES
CHAPTER 1 — EXPANDING CHARACTERS
they last ate, and how much they ate. Every creature leaves TABLE 1.22A TERRAIN*
different types of scat. In determining the type of scat a monster TERRAIN CL
may leave, reference the below notations and place the monster Depressions 2
in the family you feel it best fits in.
Desert 2
Tube: Scat in a long tube shape denotes any canine or similar Forest, Deciduous 0
creature, also raccoons, skunks, opossum, wolverines, and bears. Forest, northern or southern 0
Lowlands 1
Teardrop and Tapered: This scat belongs to any creature in
Mountains & Hills 4
the cat family. The manticore would most likely have this type
of scat. Rivers and Their Courses 3
Wetlands 4
Tapered Tube: This scat belongs to anything in the fox family. *If the ranger is experienced in any particular type of terrain, the CL
A good sample of this type of scat might be the lamia. is automatically 0.

Fattened Threads: These thin bits represent weasels,


TABLE 1.22B TIME TRACK CHECK IS MADE
wolverines, and similar creatures. Dragons would most likely
have this type of scat. TIME CL
Morning -1
Pellets, Round: Rabbits and hares drop round pellets when Mid-Morning 0
passing. It is very frequent as well. A xorn would perhaps leave
Noon 1
such pellets behind.
Mid Afternoon -1
Pellets, Oblong: These generally represent deer or similar Afternoon 0
hooved beasts. The pellets may have a nipple on the end. A Dusk 2
satyr might leave oblong pellets behind. Night 9

Pencil Lead: Small pellets about the size of a pencil lead belong
TABLE 1.22C TIME ELAPSED
to rats, mice and similar rodents. The stirge might leave these
behind it. TIME CL
6hrs -2
12hrs 0
Ghost Signs
18hrs 2
These consist of faint, telltale signs left in the grass, on leaves,
24hrs+ 4
or similar places. When creatures pass they disturb the normal
terrain, a terrain that changes throughout the day.
TABLE 1.22D WEIGHT OF CREATURE
Dulling: This consists of disturbed morning dew. Anything SIZE/WEIGHT* CL
crossing through the dew wipes it from the trail or at least Tiny 7
scatters it. Small 3
Shining: In the afternoon, grass is dry, stands generally straight Medium 0
and, in this posture, reflects the sunlight. Areas where there Large 3
is no shine mark out where grass has been depressed. This Gargantuan -5
depressed grass only lasts a few hours. Rangers may note the *C&C does not have sizes for tiny or gargantuan; however, for
lack of reflection from several dozen feet away. very small creatures, such as a rat, or very large creatures, such as a
dragon, use these sizes.
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 TABLE 1.22E NUMBER ENCOUNTERED
usually remains somewhat depressed. Looking from the side, NO. ENCOUNTERED CL
along a trail, the skilled ranger may discern this sign.
1 4
2-4 2
Tracking Tables 5-13 1
When attempting to determine the CL of any track check, the 13+ 0
CK may wish to assign an arbitrary number, or they may wish
to assign a more detailed value. If the latter is the case, refer to
the following Tables. It will be necessary to pre-determine the
information, such as time of day the creature passed, before the
roll is made.

CASTLE KEEPERS GUIDE 29


PART ONE: THE CHARACTER
TABLE 1.22F WEATHER CONDITIONS BACK ATTACK: Rogues’ to-hit and damage bonuses on their
WEATHER CL back attack ability increase as they gain levels. At 14th level, the
Dry 0
rogue gains a +6 to hit and inflicts quintuple damage. At 20th
level, the rogue gains a +7 to hit and inflicts sextuple damage.
Raining -1
Snowing -3 DETECT SECRET AND CONCEALED DOORS: At 15th
level, a rogue can notice secret and concealed doors similar to
TABLE 1.22G GROUND CONDITIONS* an elf by just walking past them. The rogue must be within 10
CONDITIONS CL feet of a concealed door or within 5 feet of a secret door to make
Clay 4 the check. The rogue does not have to be actively looking for
such doors, but is merely allowed a spot check. A successful
Dry 0
wisdom check means the rogue discovers the door. If the rogue
Muddy -2
is actively searching for the secret or concealed passage, he adds
Pushdown 1 +2 to the check.
Run 1
Snow -5** HIDE AND MOVE SILENTLY: At 17th level, the rogue’s
Trail 0 abilities to hide and to move silently increase. Beginning at 17th
level, a rogue can move or hide up to one-half the character’s
*These conditions can be cumulative.
normal speed at no penalty. At more than one-half and up to the
** If it is snowing and there is snow on the ground, the two are not character’s full speed, the rogue suffers a -4 penalty. This penalty is
cumulative; they both together count for a -5. reduced to -3 at 19th level and to -2 at 21st level; it reduces to -1 at
22nd level, and there is no penalty at 24th level.
TABLE 1.23 RANGER CLASS INFORMATION
DEXTERITY BONUS: At 15th level, the rogue’s skills have
Level HD BtH EPP
long become habits, improving his speed and reflexes and
13 +4 +11 1,175,001 increasing his dexterity by 1 point.
14 +4 +12 1,400,001
15 +4 +12 1,625,001 SIXTH SENSE: At 14th level, the rogue has become much
16 +4 +13 1,850,001
more in tune with his environment, developing a sixth sense for
danger. They can sense if something is wrong, but may not be
17 +4 +13 2,075,001
able to pinpoint the exact nature of the danger. An errant smell,
18 +4 +14 2,300,001 a shadow, or an unnatural quiet all might alert experienced
19 +4 +14 2,525,001 rogues to danger, making it increasingly difficult to surprise
20 +2 +15 2,750,001 them. They receive a +1 to their wisdom check when making a
21 +2 +15 2,975,001 surprise check. This ability increases by 1 point for every 4 levels
thereafter (+2 at 18th level, +3 at 22nd level, etc.).
22 +2 +16 3,200,001
23 +2 +16 3,425,001 QUICK REACTION: At 18th level, rogues add +1 to their
24 +2 +17 3,650,001 initiative roll. At 24th level, this bonus increases to +2. After
24th level, should the result be an 11 or higher, rogues can take
ROGUE one more action at the end of the round, such as attacking or
moving half their movement allowance. They can only take a
Rogues hone their skills as they advance in levels. Years of ranged attack if they have the ranged weapon in hand. Regular
exploring secret places, moving through the shadows, learning actions, such as rummaging through a backpack, generally
to watch and listen, and hiding and striking their enemy when require too much time, so rogues cannot perform them with the
they least expect it begin to refine their skills. They do not second action. CKs may rule on individual actions. For example,
master many new combat skills as they progress, but they come grabbing a pinch of powder from a belt pouch is within reason.
to perfect what they learned as striplings. Stopping to open a chest and look through its contents is not.
Note: Unless otherwise noted, armor affects the rogue’s EVASIVE MANEUVER: At 20th level, the rogues’ heightened
abilities. combat senses allow them to make evasive maneuvers in
combat. They are quicker, able to anticipate blows and offensive
ABILITIES maneuvers with such skill that they gain a +4 to their AC. This
SNEAK ATTACK: The rogue’s to-hit and damage bonuses ability does not impair their ability to attack, and it stacks with
for the sneak attack increase as the rogue gains levels. At 13th their normal armor class. The rogue must be actively using this
level, the attack is made at +3/+6; at 18th level, it is made ability and cannot use it while using ranged attack weapons or
at +4/+9, and at 23rd level, it’s +5/+14. The effective range any rogue ability, such as picking pockets, climbing walls, etc.
remains unchanged. They cannot use evasive maneuver if surprised.

30 CASTLES & CRUSADES


CHAPTER 1 — EXPANDING CHARACTERS
TABLE 1.24 ROGUE CLASS INFORMATION attempt to counter an opponent’s casting. A wizard can attempt
to counter any spell cast at him by another wizard or illusionist
Level HD BtH EPP
which the wizard can correctly identify. To use this ability, the
13 +2 +4 575,001 wizard must make a successful intelligence check at a CL equal
14 +2 +4 700,001 to the level of the spell’s caster to determine whether the wizard
15 +2 +5 825,001 recognizes the spell. If successful, the wizard can possibly cast
a counterspell. The player determines the best spell to stop or
16 +2 +5 950,001
mitigate the effects of the spell cast at his wizard character. To
17 +2 +5 1,075,001 successfully cast the counterspell, the wizard must win initiative
18 +2 +5 1,200,001 that round or come close enough to allow the casting of a quicker
19 +2 +6 1,325,001 spell. The CK determines the final impact of the counterspell,
whether it counteracts the opponent’s cast spell or not.
20 +1 +6 1,450,001
21 +1 +6 1,575,001 Note: This ability can add a great deal of excitement to the
22 +1 +6 1,700,001 game; however, in order to avoid tremendous frustration, the
23 +1 +7 1,825,001 Castle Keeper should give the player a few minutes to determine
the best spell to foil the opponent’s casting. It is not reasonable
24 +1 +7 1,950,001
for the CK to assume the player has an in-depth knowledge of
all the spells in his character’s arsenal.
WIZARD
Magi are arguably the most powerful of the epic adventurers. PERFECT RECALL: At 20th level, the wizard can recall any
Their sorcery delivers extreme punishment. It opens gates to previously cast 0-level wizard spells at will. Recalled spells allow
other realms, and it tampers with the fabric of time. Wizards can the wizard to cast spells beyond his regular allotment. To recall a
command the very world around them. Very powerful wizards spell, wizards must make a successful intelligence check at CL0
are few in number, but those who exist are truly forces of nature to recall and cast the spell, and they can only recall a specific
in and of themselves. spell once that day. For instance, a wizard who successfully
recalls a detect poison spell he cast earlier may only recall it for
one additional casting that day. At 24th level, the wizard can
ABILITIES
recall previously cast 1st level spells at will. The wizard must
DETECT MAGIC: Starting at 13th level, the wizard’s long make a successful intelligence check as with 0- level spells.
career allows him to detect the telltale signs of magic without
casting a spell. After five rounds of study and concentration, he
TABLE 1.25 WIZARD CLASS INFORMATION
can see the essence of an item, determining whether or not it
is magical. With a successful intelligence check, the wizard can Level HD BtH EPP
ascertain the magic’s origins, whether made by dwarves, elves, 13 +1 +3 1,250,001
ancient civilizations, etc. This aspect of the ability presupposes 14 +1 +4 1,500,001
the wizard has encountered this type of magic before. An item 15 +1 +4 1,750,001
crafted by the ancient Ethrum will not reveal itself to a wizard
16 +1 +4 2,000,001
even if he makes a successful intelligence check if the wizard has
not previously encountered magic from the ancient Kingdom of 17 +1 +4 2,250,001
Ethrum. At 18th level, the wizard can determine the power of 18 +1 +4 2,500,001
the item, whether great or small, as well as its nature insofar as 19 +1 +4 2,750,001
its importance to a people, history, cult, or similar entity. 20 +1 +4 3,000,001
21 +1 +4 3,250,001
This ability does not act as the spell, and it does not have an
area of effect; the wizard must concentrate on the item, be it 22 +1 +5 3,500,001
door, sword, or stone. 23 +1 +5 3,750,001
24 +1 +5 4,000,001
INTELLIGENCE BONUS: At 15th level the wizard’s mastery
of his craft and the ever-growing complexity of his spells increase
his intelligence by 1 point. TABLE 1.26 SPELL CONTINUATION
Level 1 2 3 4 5 6 7 8 9
COUNTERSPELL: Sorcery is a practiced craft in which
the wizard channels magic through the use of willpower, 21 7 7 6 6 5 5 4 4 3
components, gestures, and language. Long turns of experience 22 7 7 6 6 5 5 4 4 3
ingrain wizards with an intimate knowledge of almost any spell, 23 8 7 7 6 6 5 5 4 4
allowing them to readily determine the exact spell others are
casting. At 17th level, the wizard, using this knowledge, can 24 8 7 7 6 6 5 5 4 4

CASTLE KEEPERS GUIDE 31


PART ONE: THE CHARACTER
CHARACTER RACES TABLE 1.29 AGING
Racial traits and characteristics play an important role the Race Middle Age Old Venerable Maximum
Castles & Crusades. Though the Players Handbook discusses Dwarf 300 450 600 +2d100 years
the particulars of the seven main races in C&C, there are
Elf, High 500 750 1000 +3d100 years
many more factors the Castle Keepers and players may wish
to consider and even include in creating both characters and Elf, Twilight
200 300 400 +2d100 years
NPCs. Also, racial variants, such as different types of dwarves (Drow)
or halflings, often play a role in the game. Elf, Wild 100 150 200 +1d100 years
Elf, Wood
150 225 300 +1d100 years
HEIGHT AND WEIGHT (Gray)
A player may choose his character’s height and weight based Gnome 75 112 150 +3d20 years
upon the chart below. The base ranges below for both men and Half-Elf 62 93 125 +3d20 years
women are simply guidelines for the average height and weight
Half-Orc 30 45 60 +1d10 years
for a character of that race.
Halfling 40 60 80 +2d20 years
TABLE 1.27 HEIGHT AND WEIGHT BY RACE Human 35 53 70 +2d20 years
Race Height Weight
EFFECTS OF AGING
Dwarf 3’ 10” to 5’ 2” 140-180
Everyone ages, and as they do, their worldly knowledge and
Elf, High 4’ 0” to 6’ 0” 100-135 lbs.
wisdom often increase, but their strength and constitution wane.
Elf, Twilight (drow) 4’ 0” to 5’ 6” 90-115 lbs. Below is a brief table listing the cumulative effects of aging.
Elf, Wild 4’ 4” to 5’ 8” 100-125 lbs.
Elf, Wood (gray) 4’ 8” to 6’ 6” 110-165 lbs. TABLE 1.30 EFFECTS OF AGING
Gnome 3’ 6” to 4’ 8” 70-90 lbs. -1 strength, +1 intelligence,
Middle Age:
Half-elf 4’ 2” to 6’ 2” 90-175 lbs. constitution, dexterity; wisdom, charisma
Half-orc 4’ 10” to 6’ 5” 120-180 lbs. -2 strength, +1 intelligence,
Old Age:
constitution, dexterity; wisdom, charisma
Halfling 3’ 0” to 4’ 6” 45-70 lbs.
-3 strength, -1 intelligence,
Human 4’ 8” to 6’ 8” 100-200 lbs. Venerable:
constitution, dexterity; wisdom, charisma

AGE RACE AND LANGUAGES


A character’s minimum starting age is indicated on the chart
All beginning characters speak the common tongue, called
below. A player may always elect a starting age higher than the
Vulgate or Common. A character also begins play knowing how
mandatory minimum.
to speak additional languages depending upon the character’s
race. The descriptions of each race detail a character’s starting
TABLE 1.28 MINIMUM STARTING AGE languages. The character’s intelligence determines how many
A/B*/C/D/ Pal/ Bard/I/ more languages he can learn. Characters with an intelligence
Race Adulthood of 13-15 can learn one additional language; characters with
F/R Ran Mon/Wiz
an intelligence of 16-17 can learn two additional languages;
Dwarf 150 +4d6 +7d6 +10d6
characters with an intelligence of 18-19 can learn three
Elf, High 200 +7d6 +9d6 +12d6
additional languages; characters with an intelligence of 20+
Elf, Twilight can learn four additional languages.
100 +4d6 +6d6 +8d6
(Drow)
Elf, Wild 40 +3d6 +5d6 +8d6 Learning new languages takes time. The amount of time depends
Elf, Wood on how much effort the character spends on the task. Immersion
60 +4d6 +6d6 +8d6 can communicate rapid results, whereas traveling with someone
(Gray)
Gnome 30 +3d6 +4d6 +6d6 and occasionally speaking the language takes much longer. The
character’s intelligence plays a huge role in the time required to
Half-Elf 20 +1d6 +2d6 +3d6
learn a language, as well.
Half-Orc 13 +1d4 +1d6 +2d6
Halfling 16 +1d4 +1d6 +2d6 To determine the required time, the Castle Keeper must assign a
Human 15 +1d4 +1d6 +2d6 challenge level to the language. This challenge level establishes
*Assassin, barbarian, cleric, druid, fighter, rogue

32 CASTLES & CRUSADES


CHAPTER 1 — EXPANDING CHARACTERS
the time its takes to learn the language and the target number TABLE 1.31 LEARNING LANGUAGES
of the intelligence check the character must achieve to master
Language
it. Establishing the CL of any given language can be very CL Fluent Partial Limited
Proximity
difficult. Many influences affect a language’s development and
complexity: the language’s root source, the environment and Root-Derived 4 6 months 3 months 1 month
culture it developed in, its history, and its proximity to other Root-Familiar 6 12 months 6 months 2 months
language groups all play a part in a language’s development. Foreign 10 24 months 12 months 4 months
Learning a language can be easy or difficult depending upon
Alien 12 60 months 30 months 10 months
these manifold influences.

Anyone who attempts to learn a language is allowed an Root-Derived: These languages share the same root language,
intelligence check at the end of the time period allotted by possess similar cultural norms, and share many environmental
the CK. If successful, they gain a partial understanding of the reference points with the native tongue’s vocabulary and
language; after a year of speaking the language regularly (CK grammar.
decides the needed regularity based on language’s complexity
and surrounding society), they can speak it fluently. Any failed Root-Familiar: A root-familiar language shares some of the
check means they have a limited understanding of the language same source words, but is different enough from the learner’s
and gain a +2 to their next attempt to master the language, and native tongue that it has many foreign elements to master.
they only require half the time to learn it. Foreign: Languages that are foreign share no common traits, but
they do have the same cultural background and are more readily
Example: In the world of Aihrde, all human tongues originate accessible to the learner through common idiomatic references.
from Dwarven, so a human would have an easy time learning
it, while it would be difficult for an elf to learn Dwarven. The Alien: The learner possesses no cultural, historical, linguistic,
human will find familiar words and grammatical structures, or philosophical reference points to the new language. Without
whereas the elf will not find any common reference points. these common references, learning the alien language will be
extremely difficult for the learner.
The Castle Keeper must determine the relative difficulty of
learning the new language. This can be done by determining
the language’s proximity to the learner’s own base tongue. If you IMMERSION
feel that the language is close to the learner’s language, then If the learner immerses himself in the language, this means he
learning the new tongue will be easier for the character. If the cannot communicate in his own language and has no other outlet
new language is completely foreign, then the language is complex for communication than speaking the new language. This total
or extremely difficult for the character to learn. immersion reduces the time limits on Table 1.31 by three-fourths.
The language’s challenge level does not change due to the immersion.
Table 1.31 Learning Languages ascribes a challenge level to
learning a new language. The language’s proximity refers to
how close the language is to the learner’s native tongue. The LITERACY
challenge level is what the learner must overcome to achieve Characters cannot necessarily read and write the languages they
learning the language during the chart’s prescribed time. The speak. Writing and reading are not common skills for people
learner must successfully achieve “limited” before he can learn in pre-industrial societies. For most adventurers, the need to
“partial,” and so on. The chart assumes active study at least read or write is very small, and the opportunity to learn such
2 hours a day. skills is uncommon. The Castle Keeper should first determine
whether or not the character can learn such skills, if their
Limited: The learner knows enough to get by with simple background precludes literacy, then such skills are impossible
expressions in an area where the language is predominate. to achieve at beginning play. The player, too, must decide if
Knowledge includes traditional greetings and common reference he wants his character to be literate. Many players may find
points, such as the words for foods, types of shelters, travelling that literacy does not fit their image of their character, so they
directions, etc. choose to forgo having such skills. If the situation warrants it
and the player deems it fits the character, an intelligence check
Partial: The learner can speak the language using complex
determines literacy in the desired language. Of course, the CK
sentences, but is not able to share in complex commentary. For
can always make a determination on a character’s literacy based
instance, discussions on military tactics, philosophical discourse,
on the character’s background.
scientific theories, the nature of magic, and so on would not be
possible with the character’s language skill level. Characters can always choose to be literate in their primary
language, whether Vulgate, Elven, Dwarven, etc. They are not
Fluent: The character can speak and understand the language
necessarily literate in the other languages they speak. They
in all its varied complexity.
must make an intelligence check to determine literacy for each
known language.

CASTLE KEEPERS GUIDE 33


PART ONE: THE CHARACTER
Characters must be able to partially speak a language before On the surface, this may sound okay, but it creates a problem
they may attempt to learn to read and write in that language. in running the game, as encounters that were challenging for
If they have learned to partially speak a language, they are the entire party may no longer be challenging to the new player
entitled to an intelligence check, the challenge level being race. Conversely, if they are challenging for the new player race,
equal to the CL listed on Table 1.31. Success means the they may prove too deadly to the other party members.
character can read and write simple structures in the language.
Example: Allowing a player to play a hill giant ranger combines
For more complex structures, the character must make a skills, such as favored enemy, with an already tremendous ability
successful intelligence check against a challenge level equal to to deal massive damage. At 5th level, the hill giant ranger rolls
those listed on Table 1.31 However, an additional +2 modifier 2d8 damage for his weapon, and when the situation calls for
is applied. it, adds a Combat Marauder bonus of +5. After tossing in his
strength bonus of +3, the hill giant ranger does an average of
EXPANDING CHARACTER RACES 16 points per swing, which is significantly higher than rangers of
normal character races.
The Castles & Crusades Players Handbook details seven
different character races available to players: dwarf, elf, gnome, Monsters occupy a vital place in any C&C game, and turning
halfling, half-elf, half-orc, and human. These seven races them into player characters runs the risk of unmasking a host
represent the archetypes of racial creatures. We find them in of challenges the CK may not want to unleash. In order for
most branches of fantasy literature, from comics, to movies, to a player to play a monster as a character, he must know the
novels, to video games. As a game of archetypes, C&C does monster’s abilities and limitations. Enterprising CKs change
not readily provide any information about other races, whether those abilities constantly during the course of the game to either
variants of the seven or altogether new races. However, players, make the game more challenging or to lighten the danger. CKs
particularly experienced players, often desire to expand their should caution any player that the monster or variant race he
own horizons, branching out of the normal racial barriers. This creates is not subject to the rules detailed in the Monsters &
character expansion may be something as simple as a variant Treasure book; instead, the character is subject to the rules and
race, such as wanting to play an aquatic elf, for instance. Or guidelines governing the character’s class (as the CK determines
it may be something far more complex to integrate, such as a they are applicable).
bugbear. Whatever the case, the Castle Keeper must carefully
weigh the addition of new races or racial variants. For their own games, CKs should make certain the desired
player monster race actually exists in their game’s setting and
Three types of racial additions exist: racial variants, monster that allowing players to play a member of said race does not
races, and new races. These bring a whole new level of unbalance the adventure or setting or work against any cultural
complexity to the game. or historical themes inherent to their game.

Racial Variants: These are new races built upon the Second only to game balance is consideration of the other
foundations of already existing races. In the world of Aihrde, players at the gaming table. Allowing one to player to play an
the wild elf classifies as a racial variant. These elves possess outlandish monster or strange racial variant may be off-putting
many of the traits of the high elf, with some lessened powers to the other players, making it harder for them to play their own
common to all elves, which offsets their racially unique powers. archetypical races. This problem becomes particularly poignant
when the character in question gains certain abilities, such as
Monster Races: These are monsters converted to the class Twilight Vision, extra damage, or special magical abilities that
system. make them more powerful than the other players’ characters.
These character imbalances often severely impact the flow of
New Races: New races consist of completely new racial
play, as some players will react negatively to what they view as
constructs.
the CK showing favoritism to a particular player.

THINGS TO CONSIDER Be very cautious in allowing players to play other races or racial
Adding any new rules, monsters, classes, or even races requires variants. Allowing them to do so can also open the Pandora’s
adjustments to the game’s balance. Mechanically, C&C has box of monster characters, culminating in strange half-dragon
an internal game balance, where the monsters roughly equate creatures that have little place in any fantasy milieu; such
to character levels, allowing monsters to challenge the ever- characters ruin the archetypes and engross players with super-
advancing character. The SIEGE Engine balances the character’s powering their characters rather than experiencing adventures
levels, hit points, abilities, and attributes with other characters and building a story. Dragons are dragons, and they should
as well as with a monster’s HD, AC, and abilities. Merging the remains so. Dwarves are dwarves, and they should remain so.
two may cause complications, and the CK must take this into If racial variants must enter the game, severely limit their racial
account before integrating any new monster race as a player abilities, much as dwarves in Monsters & Treasure differ from
race. Allowing a monster race to gain class levels on top of its dwarves in the Players Handbook. Any monsters making the
natural abilities may set that race heads above the other races. leap to player-character races should suffer the same limitations.
34 CASTLES & CRUSADES
CHAPTER 1 — EXPANDING CHARACTERS
THE MECHANICS OF NEW RACES apply. A character monster may attempt to regain some of this
lost AC by having a high dexterity and wearing good armor.
Looking at the standard races in Monsters & Treasure and
comparing them to the comparable races in the PHB reveals Special Weapons: Many monsters use special weapons, and
subtle differences. For instance, the M&T dwarf possesses three CKs may consider allowing the new race to use them. Any such
primes (they have a P for their Primes, which represents all the weapons cannot conflict with the class’ own weapons or armor
physical attributes); the character dwarf in the PHB, on the limitations. When allowing special weapons, address the game’s
other hand, possesses only two primes. How is it that dwarves, balance, making certain the new weapon doesn’t overpower the
arguably the same creatures, possess different rules sets one racial character.
from the other? The answer is simple.
Special Abilities: Many races possess special abilities, such
In Castles & Crusades, monsters are monsters, and characters as shapechange, spell resistance, spell-like-abilities, etc. These
are characters. Different rules apply to each. In this case, the abilities do not merge with existing class abilities well, nor do
dwarves in M&T represent the normal, everyday dwarves one they normally allow for any kind of game balance. The best way
might encounter. Though on the surface, the M&T dwarf to handle these is to slow the character’s level advancement.
possesses three primes and seems more powerful, he is, in fact, For each special ability, the CK should add 1000 experience
much weaker, for his hit dice remain permanently locked at one. points to the character’s level progression chart and double the
The character dwarf, on the other hand, is not the average, amount for each successive level; at 2nd level add 1000, at 3rd
run-of-the-mill dwarf. Instead, he is the best of the best, a bold, level 2000, and at 4th level 4000, and so on.
brave, adventurous soul who plows through the maelstrom of
the underworld with his axe, all the while singing songs of the
world’s ending. He is a hero, and different rules apply.
ROLE-PLAYING THROUGH
Before embarking on the onerous task of creating a new race,
When the decision to allow a new race or new racial variant consider conferring with the player to find a way of using
enters the game, it is important to note that the rules for the existing examples. By consulting with the player, the Castle
race in Monsters & Treasure no longer apply. The race enters Keeper can pinpoint why the player wants to play something
the realm of the PHB, and assumes the rules governing his different and gain an understanding of what the player views
class. This makes the entire integration process very easy. A as his character’s desires. For abilities coming naturally to a
bugbear ranger is now simply a ranger who may be allowed a monster-turned-player-character race, simply exchange them
few racial attributes (CK’s choice). Doing this allows the CK to for class abilities. By working with the player, retaining game
avoid creating a new race. balance becomes easier and a new and exciting race, monster
race, or racial variant enters the game’s fray.
Role-playing the new race or racial variant is the easiest
approach, but several factors must be considered when doing so. Example: Mark has decided he wants to play an aquatic elf
The following sections touch on the most important, establishing monk in the ongoing campaign. His choice reflects the game’s
simple, thematic guidelines concerning game balance. setting, which seems to be concentrated around Darkenfold’s
Primes: Whether creating new races or variants, the number of many rivers and lakes. Mark’s main desire is to gain a character
assigned primes is critically important. The primes determine with superior swimming skills and the ability to hold his breath
the relative ability of a race to save against any number of events for extended periods (or even breathe water). If granted, these
or attacks. Assigning more than three primes makes creatures abilities expand the game’s entire playing field. Knowing this,
extremely powerful. Generally, only high-level monsters have the Castle Keeper readily agrees to this if Mark sacrifices the
six primes; allowing any playable class six primes is unbalancing. monk’s fast movement ability while on land. Mark agrees and
Humans maintain an equal balance with other races due to notes the changes on his character sheet. With little effort and
their three primary attributes; assigning non-human races three no unbalancing effects, a new race enters the game. Mark is
primes is also unbalancing. The general rule of thumb is that happy with a new character, and the CK can not only utilize
non-human races or racial variants should not have more than whole regions of woodlands in the setting, but he can now have
two primes. the adventurers explore both lake and river bottoms, as well.

Hit Dice: Monsters possess an established number of hit dice RACIAL VARIANTS
that does not advance as the monster adventures or grows older.
Discard these hit dice entirely and instead use the chosen class’ The development of racial variants is fairly common. Monsters
established hit dice. A bugbear with 3d8 HD becomes a 1st-level & Treasure already allows for several elf variants: drow, gray elf,
fighter with 1d10 hit points. Even very large creatures should high elf, wood elf, half-elf, and the wild elf. The elf presented
lose their natural hit dice, exchanging it for the class’ hit dice. in the Players Handbook is the standard high elf. The other
elves are racial variants, each with their own unique traits.
Armor Class: Many monsters have a higher AC, even if they Playing a variant elf is entirely possible; the foundation for the
do not wear armor. This armor class does not carry over to the variant’s use as player characters is already in place in Monsters
character monster, though at the CK’s discretion a bonus may & Treasure. As with the elves, one can easily create variant

CASTLE KEEPERS GUIDE 35


PART ONE: THE CHARACTER
dwarves, gnomes, and halflings. Variants for goblins, orcs,
gnolls, or the like can be created from their monster base and
are limited only by the imagination of the player and the CK.

The following are possible variants for a Castles & Crusades


campaign. They are by no means to be considered official racial
variants, but are merely offered as examples of how one might
go about creating a racial variant. Official variants are the
Castle Keeper’s purview.

Example 1: Deep Dwarf


These dwarves live deep underneath the earth and rarely - if
ever - come to the surface. They are primarily tunnelers, miners,
smiths, masons, and warriors who fight continuous wars and
battles against their fellow denizens of the deep.

ANIMOSITY: Deep dwarves have an instinctive, intense


hatred for orcs, goblins, and humanoids of the deep. All
interactions with humanoids the deep dwarves encounter are
nearly impossibly to manage peaceably. All charisma checks
between the two groups are at -8, and any dealings, including
trade, require a charisma check.

DEEPVISION: Deep dwarves have the Deepvision ability up


to 180 feet.

DETERMINE DEPTH AND DIRECTION: Deep dwarves


accurately determine their depth and direction 100% of the
time unless magic or something else interferes with their ability.
LANGUAGES: Dwarven, Goblin, and Orc, plus one other.
ENMITY: When fighting goblins and orcs or other like-minded
SIZE: Small (they tend to be slightly smaller than standard
denizens of the deep, the deep dwarves gain a +2 to hit and
dwarves)
a +1 to damage. Withdrawing from combat against these foes
requires a charisma check. The check is normal if the total MOVEMENT: 15 feet
dwarven HD outnumber or equal that of their opponents. They TYPICAL CLASSES: Fighter, Monk, Barbarian, Rogue, Bard,
make the check with a +1 bonus if the humanoids have up to Cleric.
twice the dwarves’ hit dice, +2 if up to three times their hit
dice, +4 if up to 4 times their HD, and +8 if 5 times, etc. ATTRIBUTE MODIFIER: +1 Strength, +1 Constitution, -1
Dexterity, -2 Charisma.
RESISTANCE TO ARCANE MAGIC: Deep dwarves receive MONK MODIFIER: Monk deep dwarves receive a +1 bonus
a +4 to all saves versus arcane magic. to their natural AC.
RESISTANCE TO POISON: As normal.
Notes on Deep Dwarves
STONECRAFT: As described in the Players Handbook but
Deep dwarves have essentially the same abilities as standard
with a +3 bonus, increasing to +6 if actively searching.
dwarves, though they are altered slightly for their terrain type.
DAYLIGHT FIGHTING: Deep dwarves have spent little However, the defensive expertise ability has been traded for a
or no time above ground. In full daylight (not lamplight or bonus when attacking certain humanoids, creating a slightly
torchlight), deep dwarves suffer a -2 penalty to to-hit rolls and different racial variant.
all constitution saving throws.
Example 2: Longleaf Halflings
WEAPON LIMITATION: Deep dwarves never use two-
handed weapons or pole-arms; if they do so, they suffer a -4 These halflings are wilder than most of their brethren. They
penalty to use. All bows except crossbows are likewise at a tend to live near wilderness areas or hide in small enclaves deep
-4 penalty. Essentially, they can use only medium and small in the wilds. A sturdy group of halflings, they pride themselves
weapons in battle. on their wilderness skills. Longleaf halflings tend to avoid
encounters with the outside world as much as possible, and
they rely primarily on their hiding abilities to survive rather

36 CASTLES & CRUSADES


CHAPTER 1 — EXPANDING CHARACTERS
than their fighting abilities. They tend to be slightly larger than They hold martial prowess in the highest esteem. Orcs are less
the average halfling. intelligent than other creatures.

FEARLESS: Because longleaf halflings are in near-constant MOVE SILENTLY: All orcs receive a -1 penalty to move
danger, they have learned that fear is sometimes a worthy trait silently checks.
as a survival mechanism. Controlling or even harnessing it has
its advantages. This balance equates to an internal resolve. HIDE: All orcs receive a -2 penalty to all hide checks.
They receive a +1 bonus to all saving throws versus fear and
HORRENDOUS STENCH: Orcs smell. They do not consider
to morale checks.
bathing and cleaning themselves a trait worthy of their time. As
HIDE: Longleaf halflings spend much of their lives avoiding the such, anyone can smell an orc’s reek a long way off, covered as
prying eyes of others. They receive a +2 to all conceal or hiding they are in the debris of their life’s work. Orcs suffer a -2 penalty
checks while outdoors (this bonus does not apply to hiding on surprise attempts.
indoors). If they try to move silently and hide at the same time,
DARKVISION: Orcs have Darkvision and can see 120 feet in
they suffer a -2/-5/-10 to their checks. Moving at more than
pitch blackness.
twice their normal speed makes it impossible for longleafs to
hide or move silent. ENHANCED SMELL: All orcs can smell like a blood hound.
They can smell anything (different from their own scents)
MOVE SILENTLY: The penalties are -5 and -10 at a full
within 60 yards. This makes it nearly impossible to surprise an
charge, but in all other respects are as described in the Players
orc. For this reason they receive a +2 to all surprise checks
Handbook.
when being surprised.
DUSKVISION: They possess normal Duskvision.
TOUGH HIDE: Orcs have thick hides; their skins are normally
RESISTANCE: Longleaf halflings are resistant to druidic and three times as thick as a human’s or dwarf’s skin. Furthermore,
nature-based magic, and they receive a +1 bonus to all saving it is leathery, consisting of a bark-like quality and affording the
throws when afflicted by such. orc an automatic +2 bonus to their AC.

ARCANE WEAKNESS: Longleaf halflings are susceptible to RESISTANCE TO DISEASE: A nasty and grimy race, orcs
arcane magic, having only rarely felt its pinch and having little have an ingrown resistance to most diseases, receiving a +4
knowledge of it. They suffer a -2 penalty to all arcane-based bonus to all checks versus diseases. They also recover from
magic/spell saving throws. illness at twice the normal rate.

WILDERNESS LORE: This ability is the same as the druid’s SUSCEPTIBLE TO FEAR: Orc tribes bear the onus of a
Nature Lore ability for the specified area. herd mentality; they usually follow their leaders into and out of
battle. Loss of a leader or being removed from their leader brings
SUSCEPTIBLE TO DISEASE: Less contact with the outside out the flight instinct in orcs. They receive a -2 to all fear-based
world has left these halflings more susceptible to diseases; they saving throws and morale checks.
suffer a -2 penalty to all saves versus contracting diseases.
LANGUAGES: Orc and Goblin
SURPRISE: Longleaf halflings gain a +1 to all surprise checks. SIZE: Medium
LANGUAGES: Halfling, plus one other MOVEMENT: 20 feet
SIZE: Small TYPICAL CLASSES: Fighter
MOVEMENT: 20 feet ATTRIBUTE MODIFIERS: +2 Strength, -1 Dexterity, +2
TYPICAL CLASSES AND LIMITATIONS: Druid, Ranger, Constitution, -3 Intelligence, -3 Wisdom, -4 Charisma
Rogue, and Bard. Longleaf halflings must have an intelligence
of 16 and charisma of 16 to become illusionists or wizards. RACIAL INTERACTIONS
ATTRIBUTE MODIFIERS: -2 Strength, +1 Dexterity, -1 In C&C, races refer to different species of creatures, from
Constitution dwarves to orcs, hobgoblins, and humans. It is entirely up to the
Castle Keeper as to how these races interact, whether they share
RANGER MODIFIER: Tracking +2
similar language patterns, history, culture, religion, or economic
structures. In general, C&C treats each race as a different
Example 3: Orc monster or player type, and the CK who plays them along these
Orcs are a very aggressive and warlike race; they enjoy the fight lines finds the game runs much smoother. To complicate their
and lust in the carnage of war. They tend to eschew magic with game with racial issues only detracts from the purpose behind
the exception of their spiritual leaders, whose primary role is the game’s inclusion of the various races: to broaden the pool
as adjunct attacker and enforcer of the cruel lifestyle orcs live. of player options.

CASTLE KEEPERS GUIDE 37


PART ONE: THE CHARACTER
Creatures like orcs, goblins, hobgoblins, and gnolls are monsters, viewer sees in the other race. The number following the slash is
and the CK should treat them as such. Worrying about racial the modifier to any charisma checks made between the parties.
divides causes distractions in even the best of circumstances. The race rolling the check adds or subtracts the modifier.
Evil greater than any racial antipathy drives these creatures.
RANKS
Player races are marginally different, as character races interact
REVERENT: They view this race in more-than-favorable
more with each other and other NPCs on a non-violent 1:
light. Charisma 19
level. When these races do interact, they can be influenced
or the game impacted by diplomacy, trade, or other types of AFFABLE: They view this race as friendly and easy to get
2:
along with. Charisma 17
communications. When doing so, it is up to the Castle Keeper
to determine what, if any, racial antipathy or sympathy exists 3: FRIENDLY: They view the race with respect. Charisma 15
between them. The following charts offer a guide for both the RESPECTFUL: They view the race in very friendly,
4:
standard racial antipathies/sympathies that might exist and the empathetic terms. Charisma 12
effects such emotions have on the relevant charisma checks. CONSIDERATE: They view the race sympathetically.
5:
Charisma 8
TABLE 1.32 STANDARD RACIAL INTERACTIONS
6: ALOOF: They have a serious dislike of the race. Charisma 5
reflects the manner in which each of the seven standard races
views the other. The scale is set on a numerical scale of 1-8; ANIMOSITY: They have a strong hatred for the race.
7:
one is the most favorable, while eight is the least favorable. The Charisma 3
number before the slash represents the highest possible rank the 8:
DISDAIN: They abhor the race, avoiding it when possible.
Charisma 1

TABLE 1.32 STANDARD RACIAL INTERACTIONS


Dwarf Elf Gnome Halfling Half-Elf Half-Orc Human
Dwarf 1/+3 6/-2 4/0 4/0 5/-1 8/-4 4/0
Elf 6/-2 1/+3 4/0 4/0 5/-1 6/-2 4/0
Gnome 5/-1 2/+2 1/+3 2/+2 2/+2 5/-1 4/0
Halfling 4/0 2/+2 2/+2 1/+3 2/+2 5/-1 2/0
Half-Elf 5/-1 2/+2 2/+2 2/+2 2/+2 4/0 4/0
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

38 CASTLES & CRUSADES


CHAPTER 2 — MAGIC

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

COMPONENTS OF THE TRADE


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

The spellbook possesses an automatic Spell Resistance (SR)


of 10, allowing it some protection against magical attacks. A
spellbook failing its spell resistance check against magical
attacks from spells such as fireball, lightning bolt, or any other
spell causing catastrophic equipment damage suffers massive
damage; each spell within the book is subject to another SR
check, but at a reduced SR of 5. The attack permanently
destroys any spell within the damaged book failing its check.

The magical nature of spellbooks also allows them to withstand


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

Catastrophic damage, such as being swallowed by a black


dragon, struck by a magical weapon, tossed in a vat of acid, When a spellbook must make a save, the CK must note the
engulfed in fire, or even being struck by a normal weapon with a origin and power of the spellbook. Spellbooks crafted by
massive blow can damage the spellbook, as these are not normal greater wizards are more powerful than those awarded to
battle wear and tear situations. The Castle Keeper decides when young neophyte wizards. When a spellbook must make a save
battle damage is extensive enough to incur a check. against catastrophic damage, it always saves as a prime, with a
challenge base of 12. Consult Table 2.1 Types of Spellbooks for

CASTLE KEEPERS GUIDE 39


PART ONE: THE CHARACTER
the power of the book and its check bonus. The character must STARTING SPELLS
make the save for the spellbook.
The Players Handbook clearly establishes the number of
beginning spells for 1st-level spellcasters. Clerics and druids
TABLE 2.1 TYPES OF SPELLBOOKS
pray daily for their spells, their wisdom dictating their number
Spellbook Type Bonus Spellbook Type Bonus of starting spells. Wizards and illusionists must roll their spells
Prestidigitator +3 Warlock +8 on the appropriate charts in the Players Handbook, or the
Theurgist +4 Gramaryian +9 CK assigns them. Rolling randomly has its advantages, for it
Thaumaturge +5 High Mage +10 challenges the players’ skill, forcing them, at times, to use spells
they would not normally choose. Assigning spells presents the
Magician +6 Wizard +10
same challenges.
Magus +7 Arch Mage n/a*
* A book crafted by an arch mage cannot be damaged by anything On the downside, either approach may create an unbalanced
short of an ancient wyrm’s breath weapon. character and one less enjoyable to play, as mages may find
themselves with a bundle of defensive or informational spells
Writing in Spellbooks but no offensive spells at all. With low hit points and a low AC,
The average spellbook is finite, only holding a limited number magic users may find themselves outclassed at low levels unless
of spell levels. Spellbooks are six inches wide by nine inches they have a good, solid spell base that mixes a variety of spells.
tall with a two-inch spine depth, each book having 200 pages. The following tables (Table 2.2 - Table 2.5) allow for a more
The spellbook described in the Players Handbook is a traveling
balanced approach to beginning play, dividing the spells
spellbook and has sufficient room to allow casters up to 20th
into three different categories: informational, offensive, and
level to store their entire complement of spells they can cast
defensive spells. Allow players to choose one category from
per day. This however may not necessarily be all the spells the
which to roll for their first spell. For their second spell, roll
caster has access to. The prudent wizard has a spare copy of
randomly on the chart, disregarding any roll duplicating the
the traveling spellbook stored in his tower, and may also have
chosen category. If the players have characters entitled to a 3rd
additional spellbooks there dedicated to a particular spell type
beginning spell due to high intelligence, roll randomly again.
or level.
The tables list duplicate spells, allowing the players’ characters
Spells take one page per level of the spell. Cantrips, or 0 level a better chance to begin play with very useful spells. Reroll any
spells, also require one page per spell. Thus a spellbook dedicated duplicate spells.
to 1st level spells could accept 200 spells while a spellbook of
9th level spells could only accept 22 spells. The Castle Keeper TABLE 2.2 STARTING 0 LVL WIZARD SPELLS
may change this standard as desired, but it’s recommended to
Informational Offensive Defensive
limit the changes to the wizard’s research spellbooks and not
the traveling spellbook. 1 Arcane Mark Dancing Lights Dancing Lights
2 Detect Magic Ghost Sound Endure Elements
Casting Spells from a Book 3 Detect Poison Light Ghost Sound
4 Light Mage Hand Mending
At times a wizard or illusionist must resort to casting spells
5 Message Message Open/Close
from books. These instances are rare, brought on by extreme
6 Open/Close Prestidigitation Prestidigitation
danger, where survival outweighs the value of the magical tome.
Casting from the spellbook is very similar to casting from a
scroll, offering the possibility of damage to both the spell and TABLE 2.3 STARTING 1ST LVL WIZARD SPELLS
the book. Informational Offensive Defensive
1 Com. Languages Burning Hands Alter Size
Casters do not need any material components when casting
from spellbooks; however, they must have focus components, if 2 Erase Charm Person Change Self
required. The cast spell is immediately destroyed upon casting, 3 Floating Disk Jump Feather Fall
its pages dissolving in the book from the channeled magic. 4 Hold Portal Magic Missile Hold Portal
Furthermore, the surrounding pages run the risk of damage or
5 Identify Shocking Grasp Jump
destruction. Each spell listed before and after the cast spell must
make a successful physical save (prime), with the CL equal to 6 Prt. Alignment Sleep Prt. Alignment
the level of spell the wizard or illusionist actually cast from the 7 Read Magic Spider Climb Shield
book. The higher level the spell, the greater chance it damages 8 Sum. Familiar Unseen Servant Spider Climb
the book. Books crafted from magical materials may gain a
bonus to their savings throws (see Chapter 3: Equipment).
The spellbook’s SR does not protect it against spells cast from
the book.

40 CASTLES & CRUSADES


CHAPTER 2 — MAGIC
TABLE 2.4 STARTING 0 LVL ILLUSIONIST SPELLS Note: This balance does not make for happy spellcasters, but
the balance ensures a fun time for all the game’s players. The
Informational Offensive Defensive
CK who plans a large encounter that is instantly destroyed
1 Arcane Mark Dancing Lights Dancing Lights
by rapid-fire spellcasting finds himself with a bunch of players
2 Detect Illusion Dragon Mark Dragon Mark bored at their inability to do anything during the encounter
3 First Aid Influence First Aid and with one magic-casting player who is overly excited by his
4 Influence Light Ghost Sound ability to defeat everything in his path. In short, components
5 Magical Aura Message Light provide game balance.
6 Message Prestidigitation Mending
Yet, overplaying this balance is easy very easy to do. Mildly
TABLE 2.5 STARTING 1ST LVL ILLUSIONIST SPELLS adjudicating component management is the best approach
for CKs to take. Forcing a player to keep up with 300 different
Informational Offensive Defensive components, the amounts he possesses, and where he keeps
1 Erase Charm Person Change Self them makes playing the high-level mage absolutely tedious,
2 Faerie’s Glam Color Spray Darkness proving the dictum that soldiers experience many long hours of
3 Hypnotism Darkness Daze tedious boredom and a few minutes of stark terror. This should
4 Read Magic Dragon Image Dragon Armor not be the case at the game table.
5 See Invisibility Ill. Hounds Head Fog
6 Silent Image M. Dark Chaos Ill. Hounds Manufacturing their own components, acquiring them, role-
7 Un. Aura Ventriloquism Obscuring Mist playing without them, or a combination of different approaches
often makes for the best game play.
8 Ventriloquism W. Strength W. Strength

COMPONENTS Material Components


The Players Handbook lists five types of components: verbal, Material components disintegrate upon the spell’s casting. The
somatic, material, focus, and divine focus. The PH provides channeled magic destroys the items, forcing the magic user
adequate explanation for the components, using and acquiring to replace the material component. Material components act
them, pricing them, etc. Of the five types of components, physical much like arrows: when an archer shoots his arrow, it is spent,
components, which include focus and divine focus components, and the archer must replace it. Material components act the
often require more management. The components’ availability exact same way, only the magic consumes or ruins the material
and quality may affect whether a magic user can cast a spell, and components during the casting. Wizards and illusionists must
they may even affect the spell’s quality. replace these components regularly, or casting their spells
becomes very difficult, if not impossible.
Purpose of Components Material components include religious materials required by
As mentioned above, three types of physical components exist: clerics and druids during their casting.
material, focus, and divine focus. For all practical purposes,
these components play only a minor mechanical role in the Players must acquire these components by purchasing them
game. They force the magic user to purchase, or at least actively or finding them on their adventures. For general costs and
acquire, items in order to cast spells; components limit the acquisition of components, consult Table 2.8 below.
number of times a magic user can cast a spell, which brings
them in line with all the other characters whose equipment Focus Components
limits their fighting abilities. A fighter in the desert who loses
his sword has no weapon with which to fight, much the same as Focus components are reusable. The spell’s casting does not
a magic user who uses his last lump of coal can no longer cast destroy them. These include items such as the gem necessary to
fireball. Simply put, requiring the use of components allows a cast identity. A single, one-time purchase by the caster and the
control mechanism for the CK and a balancing mechanism in item is kept until lost, stolen, or destroyed.
regards to the other characters.
Divine Focus Components
Role-playing component management and acquisition can be
an arduous task, forcing the character to keep up with multiple Divine focus components refer to holy symbols or holy items
items for his many spells. This becomes particularly true for necessary for druids and clerics to cast their spells. These foci
high-level characters. However, disregarding the necessity help channel their deity’s will and desire through the character,
of obtaining components unbalances the game, especially at and the cleric or druid cannot cast spells without them. If
high levels, for the magic user, who already deals 18d6 points destroyed in battle or lost, the divine caster must do without
of damage with his fireball, then has no limit on how many he casting spells until he replaces the focus component.
may cast. Balanced against a fighter, who on average deals 2d8
points of damage, the wizard becomes monstrously powerful.

CASTLE KEEPERS GUIDE 41


PART ONE: THE CHARACTER
Quality of Components In such cases, most druids and clerics can fall back on their
training and manufacture a facsimile of their holy item, allowing
Magical components are generally unaffected by age or storage,
them to cast spells again. Doing so requires they make some
and once purchased, they can serve the same purpose with
type of penance to their deity to make amends for being careless
the same outcome as if fresh and new. However, casters can
with their holy symbol. The penance is entirely at the Castle
purchase or acquire exceptional components. In this case, any
Keeper’s discretion; however, the CK must take into account
such components grant the caster a +1 to any check they must
the unusual nature of adventuring clerics, the cleric’s value
make, or in the case that the spell affects someone/something
to the deity, the method the holy item was lost, and any other
else, the victim suffers a -1 to any required checks.
extenuating circumstances that may come into play.
Exceptional items would include components derived from
Characters should be encouraged to choose a penance on
magical beasts, holly or mistletoe taken from a sacred grove, a
their own, one that adheres to the game’s ongoing themes,
holy symbol blessed by a high-level cleric or one that has returned
and one that does not distract from the adventure or become
from a holy quest, etc. The Castle Keeper must adjudicate the
too dogmatic with any religious interpretation of spellcasting,
effects of such items, but in general, any item enhancing the
events, etc. A good Castle Keeper works with the character
spellcaster’s spell, through magic, enhances its effects.
to make the loss of the item a compelling moment in the
Example: A wizard possesses the eye of a basilisk. When he adventure. The higher the caster’s level, the more rigorous the
casts arcane eye, the magical nature of the eye grants him a +1 required penance.
to his spot checks.
TABLE 2.6 PENANCE
Availability of Material Components Level Penance
Almost every town or city gives ready access to material Low Loses the ability to cast 1st-level spells for 30 days
components through shops designed for just such a clientele; Low Loses the ability to cast 2nd level spells for 30 days
even small villages have their seers who stock many items
Mid Loses the ability to cast 1st-3rd level spells for 30 days
common to the magic-using trade. Enterprising magic users
can harvest many components while on the road, and very Mid Must take the forefront in any battle.
careful ones scavenge the bodies of the fallen monsters for such High Loses the ability to cast 1st-7th level spells for 30 days
materials they deem might enhance their spellcasting. High Must embark upon quest or found a church

The Castle Keeper must determine the availability of any items Creating New Holy Symbols
the magic user may want to find on the road due to geography,
season, etc. For example, finding clay in the desert or air To create a holy symbol from scratch, the cleric or druid must
underwater may be difficult. have some type of material available with which to actually
craft the holy symbol. Wood or iron, grass to weave the pieces
Focus components are harder to locate while on the trail, but together, ink and brush to cast the symbol upon another surface,
are readily available in most villages, towns, and cities. Prices etc., will serve this purpose. For druids, mistletoe or holly also
vary; consult Table 2.8 below. suffices. Casters must rest and commune for 24 hours, at the
end of which time, they are granted a bless spell. Casting the
Divine Focus items must generally come from their guild, order, bless spell on the item in question opens it as a channel to the
or church, or in some circumstances, the druid or cleric may deity, allowing the characters to gain full access to their spells —
manufacture them (see below). Valuable ones, or ones high- after any penance is paid, assuming the CK determines penance
level NPCs manufacture, may exist in treasure hoardes or be in is necessary.
the possession of villains or monsters. The Players Handbook
covers costs of normal or silver holy symbols; for more elaborate
symbols, consult Table 2.7 below. TABLE 2.7 VALUE OF THE HOLY SYMBOL
Description Average GP Value
Loss of and Manufacturing New Holy Symbols Clay 10
Druids and clerics both require holy symbols or something Wood 50
similar to cast their spells. These range from the very simple Wood with silver inlay 100
to the very ornate. A wooden holy symbol or one cast in gold Wood with gold inlay 250
and encrusted with jewels serves the same purpose. Generally Wood with gemstones 500
speaking, casters purchase their holy symbols, which are made Stone 100
in silver according to the Players Handbook, or their guild/ Stone with gemstones 500
order/church awards them one. However, the rigors of the trail,
Bone with jewels 1000
the machinations of evil creatures, the constant engagement in
combat, and the power of monsters often destroy holy symbols, Silver 250
leaving the druid or cleric without recourse to commune with Silver with gold 500
the deity and procure new spells.
42 CASTLES & CRUSADES
CHAPTER 2 — MAGIC
Silver with platinum 750 The Castle Keeper must not overplay this. Making it impossible
Silver with gemstones 1250 to acquire material components for spells can limit the players’
ability to play their characters. However, it is essentially no
Ivory 500
different from a fighter losing his sword at sea: the fighter cannot
Ivory with silver 750
immediately get a replacement, so he must find something
Ivory with gold 1000 else to use in the meantime. But just as swords and armor are
Ivory with gemstones 3000 common in Castles & Crusades, so too are merchants and
Jade* 750 wizards selling magical component to magic users of all shapes
Jade* with ivory 1000 and sizes. Stores specializing in magical components naturally
Jade* silver or gold 1250 exist in all larger towns and cities, as well as in some smaller
Jade* with platinum 2000 ones. The price of components these stores offer depends, like
Jade* with gemstones 5000 all things, on availability.
Gold 1000 It is important to note that many components may be picked
Gold with platinum 3500 up along the trail for no cost at all. A magic user finding a small
Gold with gemstones 7500 lump of clay along the road and securing it for future use with
Platinum 10000 an idol of death spell need not worry about purchasing the clay.
Platinum with gemstones 15000
Table 2.8 establishes a simple base price for the listed components
Platinum with mithril 20000
for spells in the Players Handbook. These represent the
Mithril 50000 components’ baseline cost. Table 2.9 establishes the amount of
*Or other precious stone. inflation CKs might decide to charge for components uncommon
The addition of gems to holy symbols also increases the value. Also, to a certain region. Use the base pricing for the items listed in
intricately designed holy symbols should possess a greater value. Table 2.8 for an item not currently on the list. Some of these
items are readily replaceable, such as the vial of water. The base
Cost of Material Components price denotes the cost of the container as much as it does the
The Players Handbook lists material components in the spell container’s contents.
description but often does not include a price. The interpretation
is often that they are “free.” This approach creates a simple, TABLE 2.8 PRICE OF MATERIAL COMPONENTS
easy-to-follow magic system that does not require the players Spell Component Price
to keep up with distracting minutia. Role-playing through the
Acid Arrow Acid (vial, 10 drops) 5gp
acquisition and management of material components is often
Animal Friendship Food (small bag) 1sp
the easiest way to determine whether a player has the necessary
items to cast spells. Animal Messenger Food (small bag) 1sp
Animate Dead Bones 5sp
When role-playing through the use and acquisition of material Arcane Eye Eye (dried, one) 1gp
components, it is necessary to charge the magic user some Barkskin Bark (5 pieces) 1cp
price at some point. Generally, wizards and illusionists require Bind Elemental Vial of Element1 1gp
more components, and they are more difficult to replace than
Binding Iron Dust (bag, 5 pinches) 5sp
those druids and clerics require. Every few games, the Castle
Clone Flesh Special
Keeper should charge wizards and illusionists 20gp per level
for the acquisition of components, which is more than fair. For Color Spray Colored Stones 2sp
example, a 4th level wizard would pay 80gp every few games to Commune Religious Item Special
resupply his material components. Castle Keepers should charge Cone of Cold Vial of Water —
clerics and druids only 10gp per level every few games. Consecrate Religious Materials 25gp
Control Water Air n/a
This method works, but it lends itself to giving spellcasters an
Control Weather Storm Giant Hair2 170gp
advantage in that it assumes they always have the necessary
Create Greater Undead Religious Items 100gp
components on-hand to cast their spells, when this would
certainly not always be the case. The CK must adjudicate this Create Undead Bone Dust 3gp
according to circumstances. For instance, a fireball spell requires Darkness Dust of Broken Mirror 5sp
a lump of coal. If the character is adventuring in the Burnvetse Daze Wool (5 pinches) 5cp
Hills, where the hobgoblins routinely mine and use coal, then Delayed Blast Fireball Coal (1 lump) 2cp
coal is probably readily available, found on the streets of a town, Disintegrate Cockatrice Feather 5sp
or in old camp sites, etc. However, if the party adventures to Divination Religious Materials 1gp
a city on the edge of the Frozen Salt Flats, where no coal is Dragon Breath Dust of Dragon 10gp
available, then the price is going to be much different.
Dragon Mount Dust of Dragon 10gp

CASTLE KEEPERS GUIDE 43


PART ONE: THE CHARACTER
Dragon Scales Dragon Scale 30gp Permanent Image Lens 100gp
Dragon Shadow Dust of Dragon 10gp Polymorph Any Object Butterfly Wings/Clay 1sp
Dreaming Blood of a Nightmare 5gp Polymorph Butterfly Wings 5cp
Earthquake Chip of Stone cast by Giant 10gp Programmed Image Lens 100gp
Enhance Attribute Animal Hair 1sp Project Image Doll 1sp
Faithful Hound Dust of Dog Bone 5sp Protection/Alignment Lode Stone 5sp
False Trap Broke/Dist. Mirror Glass 5gp Pyrotechnics Open Flame n/a
False Vision Broke/Dist. Mirror Glass 5gp
Refuge Materials 1000gp
Fireball Coal (1 lump) 2 cp
Resurrection Diamond Dust/Urn 1000gp
Fire Seeds Acorn, Holly Berries (5) 1cp
Scare Undead Flesh/Bone 5gp
Fire Shield Open Flame Special
Scrying Glass Object 5gp
Fire Trap Flint/Charcoal 1gp
Secret Page Paste of Fish 50gp
Floating Disk Glass or Metal Disk 5gp
Secure Shelter Chip/Material 1cp
Fly Feather (5 wrapped) 1cp
See Invisibility Pinch of Dust/Powder 1cp
Ghost Sound Ear Wax (3 plugs) 1cp
Sending Parchment 1cp
Globe of Invulnerability Bead & Glass Sphere 1gp, 1sp
Sequester Eye/Eyestalk 500gp
Glyph of Warding Religious Materials 200gp, 3sp
Shapechange Materials 2500gp
Greater Scrying Gem 1000gp
Shape Stone or Wood Wood Chip 1cp
Guards & Wards See Players Handbook 28gp
Shatter Shell or Similar 5sp
Hallow Religious Materials 1000gp
Shield of Faith Holy/Unholy Water Drop 1sp
Hallucinatory Terrain Dust of a Nixie Arrow 10gp
Simulacrum Materials 1000gp
Haste Hawk Feather 5sp
Sleep Sand/Pillow Feather 1cp
Hold Animal/Person Spider Silk 5sp
Snare Tree Vine 3sp
Hold Monster Spider Silk, Giant 20gp Soul Bind Gem 5000gp
Humanoid Finding Possession Special Spider Climb Spider 2cp
Ice Storm Vial of Water 1cp Stinking Cloud Foul Smelling Material 5cp
Identify Gem, Ink 100gp Suggestion Wool (5 pinches) 5cp
Idol of Death Clay 5cp Summon Familiar Material 100gp
Illusory Script Special Ink 50gp Symbol Material 5000gp
Instant Summons Item Special Teleportation Circle Golden Thread 100gp
Invisibility Tar Wrapped Eye 1gp Temporal Stasis Diamond 5000gp
Invisibility Sphere Fur Wrapped Eye (animal) 5sp Tiny Hut Opaque Glass Ball 1gp
Ironwood Iron Dust (bag, 5 pinches) 5sp Transmute Flesh to Stone Clay/Stone 5sp
Jump Cricket Leg (5) 1cp Trap the Soul Gem 1000gp
Legend Lore Materials 250gp True Resurrection Materials 5000gp
Lightning Bolt Iron Rod 1sp True Seeing Materials 250gp
Magic Circle Salt (pure, box/bag) 2sp Unseen Servant Gem 5gp
Magic Jar Gem 1000gp Wall of Fire Burnt Wood 2cp
Magic Stones Stones n/a Wall of Force Materials 200gp
Major Creation Ghost’s Breath 10gp Wall of Ice Materials Special
Mass Invisibility Spider Eyes (dust) 1gp Wall of Iron Iron Dust (bag, 5 pinches) 5sp
Mass Suggestion Wool (5 pinches) 5cp Wall of Stone Wall Stone 7cp
Minor Creation Piece of Material Special Wall of Thorns Thorn (vial 5) 5cp
Minor Globe of Invul. Bead/Sphere 1gp Water Breathing Straw (5 in bundle) 2gp
Mirage Arcana Dust of Nixie Arrow 10gp Unless noted, the component is for one casting.
Mnemonic Enhancer Materials 100gp Special prices refer to those the CK must put in place.
Move Earth Earthworm 1cp Religious Materials consist of incense, bones, holy cloth, beads, etc.

Nondetection Mirror 50gp


1
These vials contain the element of choice: air, earth, water, or fire.
They are magically contained and vibrant.
Passwall Candle Wax (5 pinches) 2cp 2
Storm giant hair is very heavy, about 20 pounds per inch.

44 CASTLES & CRUSADES


CHAPTER 2 — MAGIC
As discussed, some components may be rare in some regions, thus PLAYING WITHOUT COMPONENTS
making the prices slightly higher, or they may be more common,
making the prices slightly lower. Consult Table 2.9 for cost As previously mentioned, role-playing component management
can be irksome, and often players and Castle Keepers alike
adjustments due to availability. Use the established baseline as
ignore the spell component issue for spellcasting. Keeping tabs
listed above.
of the materials, their cost, and the amount on hand, etc., can
create a tremendous amount of note-taking for the player. Then
TABLE 2.9 AVAILABILITY AND COST OF COMPONENTS there is the issue of placing them on the character’s body in
Availability Price Adjustment such a manner as to be retrievable in a matter of moments,
Magical* x100
which is more note-taking. It is easy enough to downplay this
aspect of components, requiring the magic user, instead, to pay
Indigenous +5% a lump sum for components, and not worry about storing them.
Non-Indigenous +10%
Alien +50%
Some, however, may wish to jettison this approach altogether.
Before doing this, consider game balance. Several alternate
Selling Material Components/Materials magic systems are offered below that may help to address this
issue, but for CKs who do not desire to take on any new rules, it
From time to time, characters may seek to sell magical is a simple matter of role-playing component acquisition.
components. Adventures often yield the enterprising magic
user a host of items that others may manufacture into magical Castles & Crusades is deliberately designed as a role-playing
potions or use as spell components. They must first find a market game with a loose, open rules system to allow players some
for them; these are almost always in larger towns, though at the interpretation, and, in fact, it encourages players and CKs to
CK’s discretion, some smaller towns may have a seer or magic adjust the rules to suit their own gaming style. In general, any
user in need of such components. time a gaming group abandons a balancing rules system such
as component management, they should create some counter-
For the vast majority of components, consult Table 2.8 for the balance to replace it; failure to do so often results in one-sided
base market price. Cross reference the price with Table 2.9 for games; in the case of spellcasters, higher level characters become
its availability in the region. Divide the total by half, and that very unbalancing.
is the going price for that component at any merchant shop in
the area. Any negotiations beyond that point are entirely up to
the Castle Keeper. WANDS AND HOLY SYMBOLS
In lieu of using spell components as traditionally envisioned
For exotic components, such as a dragon scale, basilisk hide, and employed, imagine if the wizard, illusionist, cleric, or druid
cockatrice eye, wyvern blood, and the like, consult Table 2.10
simply had to use a wand or holy symbol to focus the energies
Base Value of Components, and then multiply the value of the
of those components. Not only does this dispense with the vast
item by the creature’s HD to come up with the component’s base
amount of problems in keeping up with spell components, it
value. The base value should then be multiplied by availability
brings into play the traditional wizard’s wand and makes the
in Table 2.9 Availability and Cost of Components. The table
cleric’s holy symbol very useful.
does not provide an exhaustive list, so CK’s should use it as a
reference. The total is then divided by half.
Note: The wand and holy symbol are not replacements for
For example a character desiring to buy the eye of a basilisk spellcasting in general, and have no effect on casting time,
would take the price for a normal eye, 1gp (per Table 2.10), and duration, range, power, etc.; they are just used to channel the
multiply it by 6 for its HD. That cost would then be multiplied components’ power for spells.
by 100 (per Table 2.9) The cost of a basilisk eye is 600gp. The
total divided by half, for a selling price of 300gp. Wand & Holy Symbol as Receptacles of Power
These are the two enigmatic identifiers for the spellcasting
TABLE 2.10 BASE VALUE OF COMPONENTS classes. However, in traditional Castles & Crusades they offer
Component Value Component Value little in the way of use and are often overlooked or ignored,
Eye 1gp Nail/Claw 1gp except in extraordinary moments, such as turning undead or
when a wizard finds a magical wand.
Hair 1sp Horn 5gp
Scale 1gp Feather 1gp In this alternative method, the wand and holy symbol hold
Skin 1sp Ears 15gp power. The essential concept is that spellcasters gather the
Blood 5gp Teeth/Fang 5gp material components of a spell they wish to cast and confer the
material components to the wand or holy symbol. When casting
the spell, spellcasters must use their wand or holy symbol to
focus the energies held within. This method presents another
method of gathering and managing spell components.

CASTLE KEEPERS GUIDE 45


PART ONE: THE CHARACTER
Conferring Spell Components to a Wand or Whatever ritual the CK or players design should cost about
Holy Symbol 1sp per spell in material components in addition to the cost of
necessary components.
To manage this, the spellcaster must still gather all the requisite
material components for a spell. In some cases, spells have The length of time required to perform the ritual should be
material components already detailed in their description. In one hour per level of the spell times the number of spells. So, a
other cases, consult Table 2.8 Price of Material Components cleric undertaking this action for control weather (7th level) and
above. control water (4th level) would perform an 11-hour ritual to meld
the components into his holy symbol. It does not matter how
Example: Augury requires an item of at least 25gp in value many spell component parts are in the cauldron; the number of
to cast; on the other hand, barkskin simply requires a piece of components does not affect the ritual’s time.
bark. Gathering bark is simple, easy, and cheap (0gp), whereas
the item for augury could be a 25gp gem, a platinum disc worth
Holy Symbols and Wands and Cost
25gp, a mirror, etc. These items would need to be collected.
The cost of a holy symbol or wand should reflect its power to
A wand or holy symbol should be limited in the number of spell hold spell components. In general, the cost is 1gp per component
components (per spell) it can hold. The cost and limitations are times the level of the spell being placed in the item. This means
discussed below. However, let’s take an example where a wand a wand that can hold enough components to cast 50 1st-level
can hold up to 30 spell components for spells. That means, the spells would cost 50 gp (0-level spells cost nothing). Likewise,
components for 30 spells must be ”placed” within the item. For a holy symbol’s cost for holding the same amount of spells is
instance, this can be 30 pieces of bark, enabling the druid to comparable. A wand holding component parts for 10 1st-level
cast barkskin 30 times with the material components coming spells and 10 2nd-level spells would cost 10gp+20gp, for a total
from the holy symbol. of 30gp. The cost of the wand and holy symbol can become
exorbitant. In a low-fantasy setting, a CK might want to halve
But, let’s assume the druid wants to put in material components the cost.
for barkskin, animal messenger, and animal friendship, enough
for 10 castings of each. The druid must gather the material
components for 10 castings of each spell and enter them into Casting Spells with a Wand or Holy Symbol
the holy symbol. The spellcasters cast spells normally, except the use of material
components is only necessary upon charging the wand or holy
So, the rule is that the wand or holy symbol can hold a certain symbol with spells. Each time the spellcaster casts a spell, he
amount of spell components limited by its description. The marks off the component number for the wand or holy symbol.
number of times the wand or holy symbol can be used to focus The wand or holy symbol is included as part of the somatic
those material components is equal to the amount of material movement for casting the spell, as well.
components placed into the wand or holy symbol.
MAGIC ITEMS
A Ritual for Placing the Material Components
Using this method opens the door for the development of
into Wands and Holy Symbols
several new magic items. The magic items would be those with
Although the CKG offers no specific method for placing the the component imbued within the wand, making spellcasting
power of the material components into a wand or holy symbol, it easier. Also, the use of wands and holy symbols would become
can be assumed that the wand or holy symbol is magical and that emblematic of holy orders or wizard guilds. Acquiring them
simply touching the material components absorbs them into the could be expensive, or the temple/church/order/guild could
wand. If the CK requires a more involved ritual, then perhaps confer the items as gifts to the characters for performance of
gathering the components and placing them together with the duties or adventures.
item in question and either melting, crushing, or immolating
them binds all these items together; the item is forged after that BUYING, SELLING, TRADING
with an incumbent cost in gold and time.
There are several ways for wizards or illusionists to acquire
Example: A 5th level cleric wants to imbue his holy symbol their spells. Wresting them from the clutches of long-dead
with some spells’ material components. He collects the material wizards, plundering them from dungeons, or stealing them from
components for 10 animate dead spells and 10 control water spells. a dragon’s hoard offer the erstwhile mage the most common
He then locates a large metal pot to place the items in. He then approaches. However, the wizard may seek particular spells that
builds a fire in a holy spot, hallowed ground, or sanctified area he has not located through the usual methods; at such times,
and places his holy symbol in the pot with the items. He then the wizard may, instead, seek to purchase any sought spells or
places the pot over the fire and chants, prays, etc., while the trade for them.
action takes place.

46 CASTLES & CRUSADES


CHAPTER 2 — MAGIC
Buying For CK’s preferring a quick reference, roll on Table 2.12
Availability to Trade to determine if a particular settlement
To purchase a spell, the character must have access to another
type has a wizard/guild with which the character can trade. A
wizard, an order, or guild willing to sell spells. Spells are not
successful roll denotes a wizard/guild is available to trade and
like weapons, and they are rarely sold on the open market.
has something interesting for the character, as appropriate for
Many wizards in possession of spells have little or no interest
the character’s level. Roll an unmodified d20.
in selling them, as they most likely earned the spells through a
long, hard road of toil and danger. Yet, some wizards exist who
may be interested in selling them for whatever reason. Such TABLE 2.12 AVAILABILITY TO TRADE
wizards generally dwell in both large and small communities Habitation Size CL
or even alone; player characters have the greatest likelihood Thorp 40 18
of encountering a wizard with spells to sell in one of the larger
Hamlet 200 15
towns (consult Chapter 4: NPCs for the chance to encounter
Village 500 12
wizards). In the end, the CK must determine if the character
can encounter such a person or institution and whether or not Town 2000 9
it fits into the mold of the game’s ongoing adventures. City 10000 6
Metropolis 20000+ 3
When the character finds someone willing to sell spells, consult
the following table: Once the CK determines if such a wizard/guild is present, the
trade can begin. The general rule when trading is that NPCs
TABLE 2.11 SPELL PURCHASE COST expect an even trade: a 9th level spell for a 9th level spell, for
instance. The trading wizard possesses 2-5 tradable spells. The
Level Cost of GP
Castle Keeper must roll the spells randomly from the trading
1 100 caster’s appropriate spell lists; the spells traded must be useful to
2 200 the NPC and not simply throw-away spells or spells he already
3 400 possesses.
4 800
5 1600 Alignment, personality, and the player character’s reputation
6 3200 all may affect the transaction; such things must be adjudicated
7 6400 by the CK, but in general, raise or lower the price by one spell
8 12800 rank. If the character attempts to woo the trader, he may make
9 25600 a charisma check; if successful, the spell’s ranking is raised by
one level, allowing the player character to gain more than the
Many factors can contribute to the cost of the spell. The seller’s traded spell’s value, which may be helpful if the caster has very
alignment, the market conditions, the spell’s rarity, the spell’s few spells.
power, the player character’s reputation, etc. The Castle Keeper
must make on-the-spot decisions about possible influences on a Example: Boris, a 5th level wizard, finds a local guild
spell’s final cost. The above table is just a suggested reference; willing to trade spells. Upon entering the establishment, he
the CK should raise or lower (in the case of a good reputation begins negotiating. The CK rolls a d4+1 to determine the
or good deed provided) the spell’s cost by a spell rank if any of establishment’s number of tradable spells. With a 3 result, the
the influences mentioned affect the sale. establishment has 3 tradable spells available. As a 5th level
wizard, Boris can cast 0, 1st and 2nd level spells. The CK rolls
Trading randomly, coming up with two 1st level and one 2nd level spell.
Boris attempts to influence the transactions with his charisma.
Trading spells is a more common practice among wizards and He makes the check against the HD of the trading wizard (5th
illusionists than selling them. Characters entering a town in level) with no bonuses. Boris possesses a +1 due to his charisma,
hopes of gaining new spells must first find someone or some which is one of his prime attributes. He rolls 17+1 for attribute
institution likely to have the desired spells; local wizards, bonus and adds +5 for his level, giving him a total of 23. With
apothecaries, guilds, and other similar organizations might have charisma a prime, he needs only roll a 17 to make the check
spellcasters willing to trade with the characters. Trading spells (12+5, the trading wizard’s level). Boris successfully rolls 17 or
requires a great deal of NPC interaction (see Chapter 4 below), higher. Boris now gains one extra spell slot and can trade one 1st
and the CK must prep the game for it. The town must be large level spell for two 1st-level spells or for one 2nd level spell; or he
enough or possess reason enough to attract a high-level wizard can trade a 2nd level spell for a 3rd level spell (which he cannot
or illusionist. The availability of a wizard in any given settlement yet cast, but he can certainly add to his spellbook).
is entirely up to the CK’s discretion. One contributing factor on
a wizard’s availability would be how commonplace wizards are Lawful good wizards/guilds do not trade spells with evil creatures
in the Castle Keeper’s campaign setting. or evil persons unless it serves the greater good.

CASTLE KEEPERS GUIDE 47


PART ONE: THE CHARACTER
EXPERIENCE POINTS FOR SPELLS A 1st level cleric, unless granted some benefice from his heritage
or the Castle Keeper, should be assumed to be only one of many
For magic-using classes, casting spells is a major source of serving his god, and, for this reason, he receives little or no
knowledge and experience. Each time casters learn and cast recognition from his deity. Though the deity surely recognizes
new spells, they learn new things. Granting experience points him as a devoted worshiper who calls upon him, the god’s mind
for spellcasting is an optional rule wherein each new spell the is bent elsewhere, and whether this small, wandering cleric lives
caster uses grants him a certain amount of experience (see Table or dies is of little import to the god. But as that cleric gains
2.13 Spell Experience Points). Magic users (as noted, this experience, builds a name for himself and his god, destroys evil
includes the wizard, illusionist, cleric, and druid classes) only in the name of the deity, and brings recognition and glory to the
earn experience points for casting spells they have never cast deity’s power, the god begins to take note, watching him more
before, and then only for the first time they cast them. Consider intently, and offering his aid in ever greater amounts to keep
any extra benefit they may gain from casting the spell a second the cleric alive.
or third time as part of the normal experience point acquisition
due to monster death, role-playing, or adventure totals. Even more, when a cleric establishes holy ground, sanctifying
it in the name of the deity, creating a place to bring others into
TABLE 2.13 SPELL EXPERIENCE POINTS the fold, then that cleric becomes a treasure to the deity, a
Level XP Level XP Level XP treasure he will guard carefully, keeping him from harm when
he may. The ground, too, becomes sacred, the god settling upon
1 50 4 400 7 5000
it powers that reside in the earth, stone, water, and fire of the
2 100 5 900 8 12000 place. Clerics residing on holy ground may actually benefit
3 200 6 2000 9 25000 when casting spells or performing service while on the sacred
ground. The older the ground, the more residual power resides
INTERPRETING MAGIC IN C&C there, so that ancient temples become pillars of power in their
own right, whether the god resides there still or has long been
The rules as established in the Players Handbook supply the forgotten in the minds of men, dwarves, elves, or any of the
basics for all spells, but certain spells and types of magic are peoples of the world.
open to interpretation or may require more explanation and
clarification. The following section provides further explanation
about divine magic, the illusionist’s magic, and the behavior of Holy Ground
certain spells. It also presents optional magic systems for the CK This optional rule allows for clerics casting spells upon holy
to consider implementing into the C&C game. ground to gain special advantages from the temple itself,
where the deity has placed his will and power within; his will
DIVINE MAGIC and power enhance the serving clerics’ casting abilities. As the
clerics’ divine magic is attuned to the god or gods they worship,
Clerics and druids derive their power from the deities they the greater the clerics’ powers are when serving their lord upon
worship, so their magic is considered divine magic. These his spiritual ground. Basically, while on his sacred ground, the
deities’ channeled magic originates, in some cases, from the deity’s clerics can draw forth any residual magic the god has
ether, but at times, the gods draw it directly from their own settled upon the sanctified ground.
beings; in the latter case, this channeled magic is a part of them
they have chosen to place within the divine caster. The greater
the cleric or druid, the greater the trust his god places in him, Creating the Holy Ground
and the greater the divine caster’s powers and abilities are. As a Holy ground is ground consecrated and hallowed with the
cleric or druid moves up in the hierarchy of his deity’s followers, appropriate spells, consecrate and hallow, and permanently
the recognition he gains from his powers grows, and with this holds at least 100,000gp worth of religious buildings or artifacts
growth comes responsibility, influence, and - just as importantly dedicated to the deity upon it. Ancient holy ground, where
-expectations. The PH’s level system and accompanying spell perhaps the wealth of religious buildings has declined from the
lists provide for the divine caster’s power growth, reflecting the value of 100,000gp, may act as holy ground purely at the behest
ever-greater powers his deity or deities grant him. However, of the Castle Keeper. Unoccupied holy ground retains its power
they do not provide for deeds done in the service of the god or purely at the Castle Keeper’s discretion, as well.
recognition from the deity for that service and those deeds. Yet
the gods pay heed to those who serve them well, and they forget At minimum, the holy ground’s level equals its creating cleric’s
or ignore those who serve them poorly or not at all. level, but it may actually exceed it if its main occupant is more
powerful than the sacred land’s creator. For example, it requires
Note: Remember that clerics are generally different from the a 7th level cleric to cast the spell hallow, which is necessary to
priesthood. Clerics serve as the fighting arm of their religion, create holy ground, so the holy ground is minimally 7th level.
and as such, they do not normally concern themselves with lay However, if a 24th level Apostle occupies the holy ground, the
persons, conversions, worshipers, or the like. They are answerable ground attunes to him and elevates itself to 24th level, so long
only to the priesthood occupying the holy sanctuaries. as that Apostle occupies the ground. All holy ground has a

48 CASTLES & CRUSADES


CHAPTER 2 — MAGIC
permanent sanctuary cast upon it - at least until an equal-level should not translate into a willingness to heal everyone or even
cleric successfully curses it. Any individual of a similar alignment equate to a desire to see all suffering removed from the continual
or in the service of the deity benefits from the sanctuary upon struggle that defines life. Every deity and every religion and its
entering the holy ground. followers view the world in a different light and act accordingly.
Many religions believe the fire of suffering brings forth the
Table 2.14 Magical Effects of Holy Ground reflects advantages, courage of redemption; this philosophy reads much differently
called benefices, the cleric gains upon entering onto or casting than the belief that all beings should live the life of an orgiastic,
spells while upon holy ground. The cleric’s level determines drug-induced philosopher, where all beings deserve an equal
what benefices he gains. These benefices are cumulative. The share. So clerics, sitting upon their holy ground, see the world
cleric gains them only if the cleric is a servant of that deity or at through the prism of their own god, and his own musings govern
least a servant of that deity’s pantheon. their outlook. Whether or not they cure the suffering is up to
the deity, not the cleric, and more often than not, the deity is
TABLE 2.14 MAGICAL EFFECTS OF HOLY GROUND unconcerned with the suffering of those unable to bear a great
Level Cleric Benefice Gained deal of suffering themselves.
Blessed with an effect identical to It is not uncommon for unbelievers to come to the holy
1 Deacon
consecrate
ground to seek aid and cures from the resident priesthood; it is
+1 bonus to all attribute checks uncommon for the resident priests to actually render that aid,
2 Acolyte
associated with any spell
however. They do so only if it benefits the priesthood or their
3 Lector Automatic augury 1/day god. If enough sacrifice is made, then the priests may be more
4 Sacrodote Detect the truth when spoken to 3/day willing to cast the necessary spells to cure those seeking aid.
5 Warden Permanent protection from alignment But in general, clerics, paladins, and priests generally avoid mass
6 Priest Alignment is revealed 3/day healings, rarely worrying about the suffering of man.
7 Exarch Spell duration doubles
+1 bonus to all attribute checks Clerics as Medics
8 Officiate Priest
associated with any spell Clerics almost never wander about casting spells on people, as
9 Canon Fear or similar attacks are powerless they are the spear point of any religion, its fighting arm, and
Bishop, worrying over healing the sick and wounded rarely comes into
10-11 Blessed wtih an effect identical to hallow
Cardinal Priest play; they leave that to the priesthood of their varying religions.
12-15 Confessor Voice possesses power of command spell If a cleric heals one of his adventuring comrades, it is more to
+1 bonus to all attribute checks
serve his own ends and to personify the power of his deity than it
16-18 Elder is to aid the character who has fallen wounded. Though aiding a
associated with any spell
friend may play a role in the decision to heal, the greater glory
Hierarch, High Automatic cure disease, blindness, and
19-21
Priest remove curse 1/day
of the deity is far more important than the friend’s life. “Allow
me to grant my god’s benefice upon you so that you may know
Patriarch,
22-23 Voice carries the power of a geas spell 1/day her strength and power, mended now only through the will and
Pontiff, Prelate
sufferance of Wenafar.”
24 Apostle Lesser undead automatically destroyed
Generally, portraying or playing clerics as walking-medics leads
Example: Angrod the dwarf, Merrick the paladin, and Koetel to the wrong impression of what a cleric truly is. Clerics do not
the cleric, stumble through the forest, fleeing from a pack of hang in the back to heal others, but surge forward in battle in
ghouls. To their amazement, they find the ruins of an ancient order to display the courage of their patron and god - that is,
temple built to the glory of Koetel’s own deity. Immediately unless theirs is a healing god whose clerics best serve him by
upon entering the holy ground all three gain the protection of remaining in the rear and aiding the fallen. But in general,
a sanctuary spell. Unbeknownst to them, the Bishop Hasunoff, clerics best exemplify their patron with their unbridled courage
a 17th level cleric, created the holy ground, giving it the powers and willingness to fight and die for their patron’s causes, whether
of a 17th level holy ground; the sanctuary affecting them acts as that be protecting the “weak” or their battle companions or
if a 17th level cleric cast it, making the ghouls have to overcome riding off to war.
a CL 17 check to attack the characters on the holy ground.
Furthermore, Koetel, as a 4th level cleric, enjoys all the abilities
Table 2.14 grants to 1st- through 4th level clerics.
Worshipers & Conversion
Religions in C&C are generally pantheistic religions which do
Healing in the Temporal World not act as proselytizing religions. Odin does not care if three
people worship him or three million. Odin is a god, a creature in
In a world where magic dominates and clerics can heal and his own right, born of the god Borr and the giantess Bestla. He
cure disease, it would seem most improbable that any illness or lived long before the making of the world, struggling with the
long-term suffering should exist. But the cleric’s healing abilities frost giants. To him, men are but insignificant creatures passing

CASTLE KEEPERS GUIDE 49


PART ONE: THE CHARACTER
through his memory, their only value lying in their courage and Aspergillum (Holy Water Sprinkler)
their battle usefulness in the final battle of Ragnarok.
The aspergillum or holy water sprinkler is a mace, hammer, or
It would no more occur to a follower of Odin to convert morningstar whose damage-inflicting end is hollow and able to
someone to his worship than it would to Odin himself. If a contain holy water. Upon any successful strike, the water in the
traveler paid homage to Odin along the road, and in doing so holy water sprinkler may splash out of small holes drilled in the
tried for a place in Valhalla, it would not matter to Odin if the metal, splattering an enemy. This water cannot be controlled; if
traveler worshipped him or not. The traveler’s valor places him it is in the holy water sprinkler, any time that weapon strikes an
above those who call Odin father but do not possess the courage opponent with enough force to score an actual hit, the jarring
to defend Asgard in the final battle. nature of the blow shakes some of the water out, inflicting 1d4
points of damage on undead or evil creatures.
Conversion, for most of these pantheistic religions, is irrelevant,
as is the number of worshipers a god may or may not have. Some ILLUSIONIST
RPGs connect a god’s power to the number of worshipers he or
she possesses; but, in the grim reality of a god’s existence, this Illusionist spells tend to baffle and confuse players and Castle
number surely ebbs and flows, and so does not generally serve as Keepers alike. The source of the illusion is often as confusing
a good indicator of the god’s power. A god’s power lies outside as the illusion itself. The word “illusion” itself seems to connote
the world of man, is drawn from the magical power of the the magic user’s magic is purely illusionary, unreal, meaning a
cosmos, and each deity is different, having more or less access strong or schooled mind can see through the illusion’s trickery
to this cosmic power - with some gods perhaps having stolen it and machinations and entirely ignore its effects. Yet, this could
from other gods. That being said, a CK may certainly choose not be more wrong. Some of the illusions are, in fact, simple
to attach a god’s power to his worshippers, but C&C does not illusions, while others are the mind’s conquest over matter, and
assume worshippers to be the source of any deity’s power, so still others are channeled magic displayed with such force that
conversion is not an assumed duty of the cleric’s class. their conjured elements are as real as a wizard’s magic missile or
a cleric’s spiritual weapon.
Pantheons To understand the illusionist’s spells, we must first understand
In a pantheistic religion, the cleric should not necessarily be the illusionist. The illusionist is a magic-using class whose title
restricted to the worship of any one deity. In a world where they does not necessarily equate to his skill set. “Illusionist” is a class
all exist, calling upon any one of many loosely related deities description, a generalized word establishing distance from the
can gain the cleric the attention he or she needs. In general, wizard. It defines a class that uses magic in a subtle but very
clerics should choose the pantheon they worship, not the different manner than the wizard, druid, or cleric. He is not a
deity; however, for the cleric to gain particular benefits, such as trickster. The illusionist has no skills that allow him to “fool”
weapon choice, he must call one deity his patron and be faithful or “trick” his targets into believing something is what it isn’t.
to that one deity. Such skills belong in the domain of a street urchin, jester, or
some other buffoon who has no recourse in making his way in
the world than tricking others through his sleight of hand. The
HOLY WATER illusionist is a master of magic, bending his back in years of study
On the open market, holy water costs 30gp for a flask; this to rise to the level of even a beginner in his craft. The illusionist
is roughly equal to 1 pint of holy water. Generally, any cleric is a master of time and substance. His abilities transcend the
of 1stlevel or higher possesses the ability to create holy water simple “illusions” of a trickster in that the illusionist conjures
through the spell bless water. By casting the spell, the blessed material from the essence of the world around him. His
water assumes a holy nature, sanctified with the ability to harm “illusions” are not simple parlor tricks to fool the weak of mind,
the undead and evil creatures in general. Only holy water but are powerful incantations drawing upon his own powerful
created on holy ground can be used by anyone other than mind. He weaves these musings with magic drawn from the
the creating cleric; holy water created by a cleric outside holy world around him, thereby fabricating the very stuff of reality.
ground has limited abilities, see Spell Behavior below. Illusionists can literally create something from nothing.

Holy water serves as a weapon in the hands of a cleric or anyone A misconception exists that someone knowing a particular
able to use it. If splashed with a full dose of holy water, an evil or character is an illusionist would, therefore, possess some kind of
undead creature suffers 2d4 points of damage. Each pint of holy immunity to his illusions, but this idea is an absolute misreading
water holds four doses. Holy water can serve as a holy symbol, of the class’s descriptor.
as well, so long as the vessel containing it has been hallowed by
a 7th level cleric casting hallow. Furthermore, if sprinkled upon First, no illusionist would introduce himself as an illusionist.
the ground around the cleric or party, the holy water acts as a That would be as silly as someone introducing himself as an
magic circle for 1d8 melee rounds. The CK should roll the holy “assassin,” “rogue,” or “thief.” Such titles would immediately
water’s effective rounds behind the screen, keeping the potency make others wary of the individual, and in some cases, could
of the holy water a secret to heighten the game’s tension. prove to be an automatic death sentence.

50 CASTLES & CRUSADES


CHAPTER 2 — MAGIC
Second, an illusionist’s magic does not require belief. As noted them is relatively easy. Because these types of illusions are “real”
above, this is a misconception of the class and its abilities. in the sense that they have physical substance, they can cause
The illusionist is no trickster, and one cannot simply choose physical harm. In that same sense, a caster of middle level could
to “disbelieve” the illusionist’s magic, thereby rendering his actually create simple, useful objects, such as a weapon or a tent
spells ineffective. This is simply not the case. Though some or a rope, that function as if they are real. At higher levels, the
of the illusionist’s spells are hypnotic, many if not most of the illusionist may even be able to create objects which simulate
illusionist’s spells have real, tangible effects regardless of their more esoteric characteristics, such as lantern oil which burns
victim’s belief. or food and water that can provide real sustenance. Illusions
of this type cannot simulate voids, such as pits or passageways,
The illusionist is not a less-than-adequate mage, but an through solid objects. A saving throw does not necessarily apply
adventurer with the ability to wield powerful sorcery, summoning to a plasmic illusions; the spell-caster could use such illusions to
and shaping the world around him like no other, bringing to swing in melee combat or drop rocks from above, etc. Though
life reality created by his own mind. His power does not reside the saving throw does not apply, the caster or his creation has
within the victims of his spells. Instead, the illusionist’s power to successfully hit as in melee combat, or the target must make
lies within the illusionist himself and his ability to manipulate a dexterity check to dodge the rock. Examples include minor
the world around him and the magic inherent in the world. If creation and fog cloud.
anything, the illusionist is superior to the standard mage, as he
can fabricate something from nothing. HYPNOTIC: These types of illusions only exist in the mind
of those affected by the magic. Virtually anything may be
Additionally, it is worth noting that not every spell the illusionist simulated this way, provided that both the caster and the spell’s
casts is an “illusion,” and all illusions do not work the same way. target have the mental capacity to conceive the illusion. This
type of illusion does not affect mindless creatures. The power
CKs cannot have a too-literal definition of the illusionist. Doing
of the hypnotic illusion is in the belief that it is real. As long as
so kills the usefulness and creative potential of the class itself.
this belief lasts, those who perceive the illusion act and react
As with many things in C&C, the CK and players must think
as though it truly exists. Passing through physical barriers is
outside of the box. The following section details four different
impossible, but on the other hand, picking up objects is possible,
interpretations of illusions. These might apply to only a few spells
and created traps or monsters can cause damage. However,
or all of them as the game requires. It is up to the Castle Keeper,
these things only exist in the believer’s mind. Any damage
often consulting with the player, to determine the nature of the
taken is perceived to be physical, but it is actually a figment
illusionist and his spells. Each spell may be different than the
of the mind. A character eating illusionary food could starve
next, but some understanding of this must be arrived at before
while he thinks his belly is full. A character believing he has
the game begins. This is not something the CKG addresses, as
taken enough damage to die may actually die of shock, but he
each game table should interpret the illusions for themselves.
will have no real wounds. As soon as belief in the illusion ends,
PHOTONIC: Illusions composed solely of light, photonic the character realizes the damage isn’t real, and he regains any
illusions have no substance and cannot be affected by physical hit points lost to the illusion. Characters successfully defeating
means, but can be affected by anything which specifically affects their belief in the illusion may be able to convince others of its
light (such as a darkness spell). Sighted creatures can perceive illusory nature. Examples include hypnotic pattern.
the image, and intelligent creatures should be able to quickly
MENTAL: The mental illusion works similar to the hypnotic
determine its nature. Photonic objects cannot be picked up or
one in that the illusion exists only in the believer’s mind.
moved (unless they are anchored to a real object), burned, or
What makes a mental illusion different from a hypnotic one
broken, because there is literally nothing there but an image.
is the nature of the spell’s effects. Hypnotic illusions can
In that same respect, the photonic illusion can cause no direct
only damage the psyche, and once the illusion is disbelieved,
harm, but may lead to indirect harm, such as using an illusion to
the damage goes away. Mental illusions cause real, physical
conceal a real trap. Barriers of this type can be passed through
damage, even after the target realizes the attack was only an
as if they are not there. At middle to high levels, the caster may
illusion. Mental illusions do not affect mindless creatures such
be able to support the visual illusion by adding sound, smell, or
as a mold. The target’s belief in the illusion is so strong that
even tactile characteristics to the illusion. A saving throw does
his own mind causes the damage. The illusionist, of course, is
not appy to the photonic illusion because in and of itself the
the source of this damage, channeling the magic of his craft
illusion cannot cause harm; it might conceal harm, but it does
through the target’s mind and psyche; the target’s psyche itself
not directly cause damage. Examples include continual flame
is a conduit for the illusionist’s magic. The illusionist projects
and darkness.
his power into the target’s mind, causing the target’s own belief
PLASMIC: These illusions are actually physical in nature, to actually break his own bones or split open his own flesh. Any
composed of an ectoplasmic substance which takes the shape of damage caused in this way remains, even after the character
the simulated object and which the illusionist colors by photonic casts out the illusionist’s magic. Such physical effects of mental
means to appear real. These objects are delicate in nature, attacks should not be limited to causing damage. After all, if
having no more than one hit point per caster level, so destroying the character’s own mind actually caused wounds to the body

CASTLE KEEPERS GUIDE 51


PART ONE: THE CHARACTER
because of an illusionary attack, then it stands to reason (and to heal through their projected power of sorcery relieves some of
maintains a sense of consistency, balance, and fair play) that the the cleric’s healing burden in the party. And, of course, having
character’s own mind can heal those same wounds if he were healing illusionists invites the CK to provide more dangerous
the recipient of an illusionary healing spell. Anything the mind adventures where monsters deal even more damage.
can do, it can undo. Treat other types of effects the same way. If
the character believes there is a bridge over the bottomless pit, The Healing Power of the Illusionist
then his own mind will carry him safely across that bridge. If he
believes that he has grown wings out of his back, then his own To bring greater continuity to the table and to better express the
mind will give him the power of flight. If he believes he carries illusionist’s power as a manipulator of time and space in regard
a magic item, then that item will have all of the magical effects to his ability to heal, it may simply make more sense to have
of the real thing. It is important to note that mental magic the illusionist make an attribute check to succeed at casting
derives its power NOT from the target’s inability to make his any curing spells. When an illusionist attempts to heal, the
saving throws, but rather the illusionist’s ability to channel his recipient, either unconscious or conscious, receives the magic
magic and manipulate the world around him through his target. only if the illusionist successfully makes his attribute check. In
Examples include color spray. this case, the CL equals the level of the target.

In any case, it is important to note that the illusionist is a magic Use this rule in place of the target making the check against
user, and many of his spells are every bit as real as a wizard’s the illusionist. This approach expresses the nature of the class
magic missile. better than when the target makes a save.

ILLUSIONIST SPELLS ON THE MINDLESS


ILLUSIONIST HEALING
The illusionist’s power resides in the magic he conjures and his
C&C has taken a wholly unique approach to illusionary magic ability to project that magic into another’s mind, which acts
in making the illusion real. This is not because of the weakness as a bridge. An illusionist cannot use his mental and hypnotic
of the target, nor because of his inability to discern the real magic against targets possessing no minds whatsoever, such
from the unreal. It rests in the power of the illusionist. The as zombies, as such targets cannot provide a bridge for the
more powerful the illusionist, the greater the impact his spells illusionist’s projections. This does not make zombies immune to
can have on the game. If the illusionist is an actual spellcaster all the illusionist’s spells, however. The CK must determine the
capable of manipulating the world around him, then logic and spell’s source, whether it is purely illusionary or not, to decide
the enterprising player eventually arrive at the healer’s door. whether or not it can affect the zombie.
In C&C illusionists can heal damage. They heal damage in the
same manner in which they cause damage - not by tricking their
Illusions & the Unconscious Mind
targets but rather by projecting their own magical power into Illusionists can affect the unconscious mind. The illusionist’s
the target and changing the nature of time and substance. They skill allows him to project himself, through his spells, into the
do not trick the target’s mind into psychically healing itself; minds of the conscious or unconscious, where he channels his
that assumption assumes the target is mentally able to do such a magic to alter time and space. To heal a target, the (conscious or
thing. The power of the illusionist does not reside in the target unconscious) recipient of an illusionist’s healing spell must fail
but solely in the illusionist. Illusionists heal through their own an intelligence check in order for the healing to succeed.
magic, while a cleric channels the magic of a deity, serving as a
bridge between the deity and the target to heal it. An illusionist Disbelieving Illusions
channels or controls the natural magic of the world around him, No mechanic exists in Castles & Crusades for disbelieving any
using the target’s own mind as a bridge between the magic and spell. There would be no reason or justification for disbelieving
the target. The more powerful the illusionist, the greater his anything, when anything is possible. To attempt such a thing
ability to cross that bridge. invites disaster, as it weakens the targets’ mental ability to deal
with the reality of what is coming at them. Castles & Crusades
NOTE: C&C is about risk and danger. Damage is a constant allows for various attribute checks and saving throws when
factor in the game, and it comes quickly and is often hard to heal, encountering magic or magical effects. If someone attempts to
leaving characters in the lurch for quick healing. In some RPGs, “disbelieve,” then allow the player to make the saving throw he
the role of the cleric is usually that of a healer, a walking-medic would normally make (this is not a second saving throw, just the
who begs for donations from his protectors, the other players, in normal saving throw), adding all the necessary bonuses or CL
order to keep them in fighting trim. This walking-medic concept into the equation.
is not one C&C encourages. Every player at the table should
drink deeply from the adventurer’s cup, each sharing the risk of SPELL BEHAVIOR
death. If the cleric is the only source of consistent healing for
What follows is a listing of spells requiring further explanation.
the party, then healing spells must take up a significant number
of the cleric’s spell slots. This does not allow the player to really BANISHMENT: There are many objects which the caster
exercise the power of his class. Allowing illusionists the capacity can use to amplify the power of this spell, but the objects must

52 CASTLES & CRUSADES


CHAPTER 2 — MAGIC
be particular to the target and known by him. For example: to generate monster rapidly. In Table 2.16 use different dice as
The Vontalot devils dwelling in Aihrde once were servants noted for each type of spell, lesser hit dice, medium or greater.
of Corthain, the god of law and good, but they were cast out
and driven from his side. Now, they hate all things to do with
TABLE 2.15 SUMMONING ANIMALS
Corthain, so displaying Corthain’s holy symbol serves as a
perfect focus component and causes the Vontalot to suffer a -2 Die Roll 1HD (roll1d6) 2HD (roll 1d8) 3HD (roll 1d4)
on their saving throw against banishment. Using garlic during a 1 Ant, giant, worker Ant, giant, soldier Ape, giant
banishment casting versus a vampire would have the same effect. 2 Baboon Boar, wild Bear, black
3 Dog Frog, giant Crocodile
BLESS WATER: Bless water allows the spellcaster to transform
a pint of normal water into holy water. Unless the spellcaster 4 Jackal Herd animal Spider, med
casts the spell inside a holy sanctum, one relevant to the caster, 5 Rat, giant Lynx, giant
only the caster can use the holy water; it is ineffective in anyone 6 Spider, small Pony
else’s hands, and if anyone else even touches the holy water or 7 Tick, giant
its container, it reverts to plain water. The sole exception to this
8 Wolf
rule is if the caster gives the holy water to someone possessing a
similar alignment who is serving the caster’s purposes, then the 4HD (roll 1d6) 5HD (roll 1d4) 6HD (roll 1d4)
holy water may possibly retain its blessed properties. In this case, 1-2 Bird of prey Lion Snake, constr
the caster must make a wisdom save with a CL equal to the level 3-4 Lizard, giant Spider, large Bear, brown
of the person attempting to use the holy water. If successful, the 5-6 Toad, giant
water retains its properties. However, if the caster creates the
holy water inside a holy sanctum dedicated to his deity, then
the water becomes permanently blessed and anyone can use it. TABLE 2.16 SUMMONING MONSTERS:
LESSER, MEDIUM AND GREATER
A caster can only possess a number of pints of holy water, Die Roll 1HD 2HD 3HD
created by the bless water spell, equal to his level.
L 1d8 L 1d5 L 1d6
CONTINUAL FLAME: Casters cannot cast continual flame M 1d10 M 1d6 M 1d10
continually. They can only keep a number of flames burning at G 1d10 G 1d8 G 1d10+1
any given time equal to their level. 1 roll animal roll animal roll animal
FLOATING DISK: The caster cannot ride on the disk he is 2 Orc Dryad Bugbear
controlling. He must concentrate to maintain the disk, and he 3 Goblin Gnoll Flesh crawler
cannot cast other spells while controlling it. 4 Sprite Troglodyte Harpy
5 Stirge Lizard folk Nymph
LEVITATE: Levitate only allows for vertical movement. The
caster can carry himself and all his belongings as if weightless. 6 Hobgoblin Blink dog Satyr
If casting on some other target, the caster cannot lift more than 7 Jaculus Pseudodragon Were rat
100 pounds per level. 8 Kobold Boar, wild Hippogriff
9 Imp Tavis worm
MAGIC STONES: These stones only last 1 minute per level
of the caster. Stones crafted by a 9th-level druid last 9 minutes. 10 Quasit Arrowhawk
Dragon, wht
PHANTASMAL KILLER: The spell’s range is the range 11
hatchling
the caster must be from the target when initially casting. The 4HD 5HD 6HD
phantasmal killer materializes next to the target, attacking in
M 1d10 M 1d10 M 1d8
the following round. The killer must attack the target normally,
including making an initiative roll. The target of this spell cannot G 1d12 G 1d12 G 1d10
damage the phantasmal killer, even though he may believe his 1
Gibbering
Ankheg Medusa
strikes are true. The phantasmal killer must successfully strike mouther
the target before the target is required to roll a saving throw. 2 Hell hound Ettercap Manticore
Once the killer has materialized, it pursues the target until it Shadow
dissolves, which it does the round after it scores a successful 3 Rust Monster Were tiger
Mastiff
strike or upon the spell’s expiration, whichever occurs first. 4 Pegasus Owl bear Winter wolf
SLEEP: Sleep does not affect elemental creatures. 5 Ghost naga Cockatrice Basilisk
6 Were wolf Hydra (5) Arrowhawk
SUMMONING MONSTERS: There is no easy way to
7 Unicorn Were boar Hydra (6)
establish tables for summoning monsters, as each of the spells
are based upon the amount of hit dice summoned. But the 8 Giant eagle Gargoyle Otyugh
below serve as quick reference tables that allow CKs and players
CASTLE KEEPERS GUIDE 53
PART ONE: THE CHARACTER
9 Centaur Salamander Troll (river) day. Then, when the wielder is ready, he completes the spell
or prayer with the last few uttered words of the ritual, and the
Dragon, sm, blu,
10 Worg Phase spider
grn, brz, brs magical effect takes place.
11 Ogre Ogre magi Castles & Crusades is an extremely versatile game which
Dragon, blk Dragon, cop hatch accommodates many methods of play with ease. The standard
12
hatchling Or wht fledg rules lean heavily upon the Vancian magic system for spellcasters;
7HD 8HD 9HD however, there are very different magic approaches with which
G 1d12 G 1d8 G 1d12 players might wish to experiment. Games grow and evolve
over time, after all, and experience provides a broad variety of
1 Drider Hell hound Achaierai
gaming options. The following rules are optional and should not
2 Treant Gorgon Behir be considered official rules for spellcasting. CKs should study
3 Hag, annis Xorn Bulette them carefully before permitting them in the game, and they
4 Griffin Sphynx, gyno Chimera should only use them if both they and the players fully agree on
their usage.
5 Roper Hydra (8) Couatl
Dragon, hatchling Several alternative spellcasting systems exist. These are
6 Remorhaz Dragonne
gld, slv, or red described below, as many find the Vancian magic system too
Dragon, fledgling limiting or not responsive enough to their highly charged magical
7 Rakshasa Hydra (9)
blu, grn, brz, brs environments. The logic behind using a different approach is
8 Hydra (7) Invisible stalker Lamia that it seems improbable that one would entirely “forget” a spell
9 Were bear Naga (dark or spirit) or its casting method. Rather, one might run out of material
components for casting a spell or even become too physically
10 Night mare Sphynx, hieraco
or mentally taxed to cast any more spells, but one would never
11 Minotaur Troll or Giant, hill forget the spell itself. Also, each spellcasting character has “spell
12 Wyvern Hag, green slots” that limit the number of spells one can cast from at any
given level. Again, it would seem illogical for one to forget how
WISH: The wish spell serves as a fail-safe for characters in dire to cast a spell once learned, and the differences in level should
circumstances or for the wizard desiring to conjure epic levels of not impact this.
power. As such, wish is easy to abuse. CKs must adjudicate the
wish very carefully, and they always have final say on how the Note: Before permanently implementing a new rule into
wish is interpreted and how it works. Because of this, the wish your game, be sure to test the method for yourself to ensure
often becomes a strange contest between the player trying to it meets your game’s role-playing needs. Consider also that
outwit the CK and the CK trying to curtail the spell’s power. implementing any of the systems below will inevitably strengthen
Neither CKs nor their players should overthink this spell. When the spellcasting classes, as they can choose whichever spell they
characters attempt to use wish in a fashion that salvages a game want or that suits their needs at any given time.
from certain destruction, a loose interpretation of the requested
wish is best; this allows for rapid play and does not send the MANA AND SPELLCASTING
game into a spiral of arguments. However, on those occasions
where a player attempts to upset the balance of the game, the In this spellcasting method, each class receives mana. Mana
CK should apply a very strict interpretation of the wish. is the innate magical ability, spiritual strength, or willpower a
person possesses. For clerics and druids, mana is a derivative
of their wisdom and spiritual connection to the deities of their
BEYOND SIEGE world. For wizards and illusionists, their spellcasting mana
In fantasy fiction, using magic comes with a price. In other comes from their mental capacity to bend the world to their
words, there are set rules and limits to the use of magic and its needs or desires.
powers. If characters had limitless magical power, they would
be omnipotent. In other instances, they perhaps have limitless All spellcasting classes automatically know four 0-level spells
power but a single damaging weakness which, in turn, makes and two 1st level spells.
them a superhero. In Castles & Crusades, the magical system
In this method, all spellcasting classes must learn each individual
is “Vancian.”
spell before they can cast it. First, they must have access to the
Vancian magic refers to magic as conceived in the fantasy spell from a mentor, book, or scroll. Then, they must study the
writings of author Jack Vance. In Vancian magic, magic spell; though they can learn it, it takes time. Each spell requires
wielders operate under the powers of a “fire and forget” system. one day per level of the spell to learn, plus a random roll of
They memorize their magic from a book, scroll or tome in 1d10 or 1d20 days, depending on the caster’s success or failure
much the same way a student crams for a calculus or algebra on an intelligence or wisdom check. Upon beginning study, the
exam, forgetting everything the moment the “test” is over. In spellcaster rolls an intelligence or wisdom check with a CL equal
the case of magic, the rituals the caster studies, recites, prays to the spell’s level. If the spellcaster fails the check, it takes 1d20
for, he completes up to a certain point prior to the start of his more days to learn the desired spell. If the caster succeeds, it
takes only 1d10 more days to learn the spell.
54 CASTLES & CRUSADES
CHAPTER 2 — MAGIC
Each class starts the game with mana points that increase as the Example: Should a 4th level caster use 10 of his 11 mana
character gains levels. Each class begins with 6 mana points. points, he recovers it at a rate of 4 mana per hour. If that same
Wizards and illusionists add their intelligence modifier bonus caster tried to cast a 6th level spell and failed, his recovery is at 1
to their mana points, and clerics and druids add their wisdom an hour until fully recovered.
bonus to their beginning mana pool. As they gain levels, the
spellcasters’ mana points increase according to the following This method allows for characters to cast known spells at will
table. These numbers are not cumulative. (as long as they have the mana), but forces them to keep track
of their mana points. This method of spellcasting changes the
TABLE 2.17 MANA POINTS dynamic of play, but not in a significant manner. Preplanning
spells no longer becomes necessary, but mana control does.
Level Mana Level Mana
In all, this method adds flavor to all styles of play, whether
1 6+attribute bonus 13 83+attribute bonus high fantasy or gritty fantasy, and opens up a whole slew of
2 7+attribute bonus 14 96+attribute bonus possibilities with regards to magic items.
3 9+attribute bonus 15 110+attribute bonus
4 11+attribute bonus 16 125+attribute bonus SPELL SLOTS
5 15+attribute bonus 17 141+attribute bonus One of the oldest forms of overcoming the seeming confines
6 20+attribute bonus 18 158+attribute bonus of the Vancian system has been the simple conversion of
memorized spells per day into so-called open “Spell Slots.” For
7 26+attribute bonus 19 177+attribute bonus
example, as is detailed in the Players Handbook, a 3rd level
8 33+attribute bonus 20 196+attribute bonus spellcaster gains four 0 level spells, three 1st level spells, and
9 41+attribute bonus 21 216+attribute bonus one 2nd level spell per day. Normally, casters select the spells
10 50+attribute bonus 22 237+attribute bonus they “think” they might need for the day. Unfortunately, the
11 60+attribute bonus 23 259+attribute bonus
character has no idea what sort of things he might encounter
during the course of the day. The character is stuck, if you
12 71+attribute bonus 24 282+attribute bonus will, with a limited number of options based on choices already
Example: The 3rd level wizard Tolvar the Red with an 18 made, and he must use these limited options in the face of the
intelligence would have a base of 9 mana points plus his unknown! The horror!
attribute bonus of +3, for a total of 12 mana points to use in In the spell-slot system, the character does not pre-memorize
casting any known spells. spells at the beginning of the day. Instead, he may use a given
Each known spell costs mana to cast. The mana cost equals the spell slot to cast any of his known spells of the appropriate spell-
spell’s level +1. So, a 0 level spell costs 1 mana point to cast. A slot level on an as-needed basis, allowing him to spontaneously
5th level spell costs 6 mana points to cast. The caster can cast react to encounters the CK throws at him. In this free-flowing
any known spell at any time as long as he has the mana available system, spell slots represent the caster’s pool of magical energy
to do so. based on his experience and personal power, which grows, of
course, as he gains spellcaster levels.
Spellcasters can learn and cast any spell one-half their level
without a problem-time being the only cost. Should spellcasters Advanced Spell Slots
attempt to learn or use a spell more than one-half their level,
In keeping with the concept of spell slots, another alternative
they must make a successful intelligence check (wizards or
is to break down each spell into a number of “spell points,”
illusionist) or wisdom check (clerics or druids) to succeed. For
whereby a 3rd level spell, for example, equals three spell points.
purposes of figuring this out, always round up. The challenge
Three 1st level spells are worth three spell points, and so on.
level for the check is the spell’s level. Failure on an attempt to
learn a spell means the spellcaster cannot attempt to learn that Using the existing text, you simply convert all the spells per day
particular spell again until he gains a new level. Failure to cast a a caster may cast into a raw number of so-called “spell points”
spell causes a mana loss double what it cost to cast the spell. If that may then be used as the caster sees fit.
the mana cost drives the spellcaster into the negatives, it delays
In this method, the Castle Keeper might rule that casters may
his mana recovery.
not cast any spells more powerful than the highest-level spell
Once mana is spent casting a spell, it recovers at an hourly rate that they can “know,” or the CK may rule that casters may
equal to the caster’s level; i.e., a 1st level caster gains one mana cast spells beyond their character’s normal level of ability, so
point an hour, and a 2nd level caster gains two mana an hour, long as they have access to the spell (in the case of wizards
and so on. Should a spellcaster be recovering from negative and illusionists). This is strongly cautioned against, however,
mana, that mana recovers at ¼ the normal rate of recovery, as it may upset the game’s balance. For some Castle Keepers,
so a 4th level caster with negative mana would regain 1 point however, this unbalance may not be an issue. Truly, it all
per level per hour, and an 8th level caster would regain mana depends on how your campaign flows and how much you trust
at 2 points per level per hour, etc. To return to a normal rate of the players or how much they trust you. Remember, it’s all about
recovery, the spellcaster must reach his full mana. having fun and using your imagination to co-create a socially
interactive game of high fantasy.
CASTLE KEEPERS GUIDE 55
PART ONE: THE CHARACTER
THE QUICK CHARGE to recover a certain level of spells means all spell levels below
the paid-for level are also recovered. For example, a wizard
After the crackling electricity shot from his fingertips fried sacrificing three points to regain 3rd-level spells also recovers
the charging ogres to a smoldering crisp. all 2nd and 1st level spells, but he weakens his attributes in
Yesac rubbed his temples as the last of his magic drained from him. return, and their reduction affects his ability to make related
saving throws, as he loses bonuses and possibly gains temporary
“I’m spent,” he sighed. “My wand is empty, and I just used the penalties in those attributes.
last of my own reserves.”
“Great,” growled Manslayer the dwarf. “I suppose now the Spellcasters have a limit to the amount of sacrifice they may
wizard needs him an eight-hour nap before we can move on. make in regard to their spellcasting attribute (intelligence or
I’ll be up all night with no sleep o’ me own while the enemy wisdom), and they are unable to sacrifice beyond their ability
reinforces himself!” to cognitively or spiritually access their magic. They may not
reduce their spellcasting attribute below 10 at any given time.
“Not this time,” Yesac replied, resignedly. “I have a ritual. It is
frowned upon by the Keepers of our Lore in the Castle Golden. Spellcasters recover these attribute points at one point each per
Dangerous indeed, so you shall have to guard me even more full day of rest. The attributes cannot be recovered magically
closely than usual.” through use of a restoration spell or any other restorative magic.
“Here we go,” growled Manslayer. Attributes enhanced with the enhance attribute spell cannot be
sacrificed. However, since the enhance attribute spell has a short
“This ritual,” Yesac continued, “will grant me a full recharge duration, it may be used to temporarily allay the debilitating
of my magical energies without need of rest at this juncture, effects of sacrificed attributes.
though it will dull my senses and drain my life force.”
“Well get with the ritual, long shanks! We got loot to get and ale to Example: Yesac the Blue is a 5th level wizard with an
swill!” intelligence of 16, a constitution of 11, and charisma of 12; he
has 15 hit points. Yesac is nearly out of spells. He has a charm
Yesac sighed again and “got with the ritual.” Obviously, dwarves
person and a web spell left, and both will be useful, but what he
would never understand.
could really use in the dungeon filled with shadows and wraiths
The magical Quick Charge may be used to shorten the time is more magic missile spells. Yesac could channel his inner magic,
required for spellcasters to “re-learn” or “re-charge” their creating a circuit of power to draw upon, and spend some of
magical powers. The Quick Charge works on the principle that his magical currency to regain all of his spells up through his
using magic expends energy and is an exhaustive process. The 3rd level spells, but by doing so, he will be physically, mentally,
normal “per-day” uses of magic are the limit of the spiritual, and socially weakening himself of three points of constitution,
physical, mental, and emotional energies spellcasters can wield charisma, and intelligence. Dropping the three points of
before having to pay a usage penalty. intelligence costs Yesac his high-intelligence bonus to spells
of 1st and 2nd level. It also costs him five hit points when his
A Quick Charge allows the caster to sacrifice certain attributes constitution falls to 8. All of his saves adjust downward until he
in exchange for more raw magical power, with the understanding rests long enough to return his attributes to their normal levels.
that the sacrifice may also affect the character beyond the day’s
sacrifice and that recovery from the sacrifice takes time. PULP SORCERY
Characters using a Quick Charge sacrifice one temporary point Pulp sorcery refers to the style of magic and sorcery described in
of constitution, one point of intelligence (in the case of a wizard the pulp fiction era of the early 20th century. In these yarns, as
or illusionist), or one point of wisdom (in the case of cleric or produced in the pulp magazines of the 1920s and 1930s, magic
druid), and one point of charisma in exchange for one level of was rare, wondrous, and often horrifying to wield, and it was
recovered spells. This sacrifice allows the recovery of all 1st level certainly quite dangerous to learn.
spells immediately upon sacrifice. If using the standard Vancian
system (the standard magic system in C&C), then recovered Spellcasting was not necessarily limited to wizards, sorcerers,
spells include only those already studied or memorized for that and high priests, but it was certainly more difficult for non-
particular day; changing to new spells in this system would casters to use. Typically, these incantations were performed by
require a full rest. directly reading from a magical grimoire or decaying scroll. For
literary reasons, allowing a non-caster to incorporate occasional
Casters may sacrifice a number of points equal to the desired scroll use performs the function of introducing a character to
spell level of recovery for each of the attributes listed. So, a the power of magic for good or ill. For game purposes, a situation
character wishing to also recover 2nd level spells would need to may arise where the spellcasters are otherwise indisposed or
sacrifice two points of constitution, two points of intelligence or impaired in their casting ability and the only way to save them
wisdom, and two points of charisma; and characters wishing to and move the game along is to allow a non-caster the ability to
regain their 3rd level spells would sacrifice three points of these use a scroll to save a life or to overcome an encounter.
listed attributes, and so on. Of course, sacrificing enough points

56 CASTLES & CRUSADES


CHAPTER 2 — MAGIC
True wielders of pulp-style sorcery often recharge their BUT I’M A STINGY CASTLE KEEPER
energies with the use of powerful herbs and reagents that are
as maddening as they are deadly. Others wield powerful runes Understand that in exclusive Vancian magic systems, the
or focus their energies through precious gemstones to enhance design intent of game developers was that spellcasters need not
their magic. completely rely on their own spellcasting to survive an adventure
and be an important member of the adventuring party with a
The following optional pulp-inspired alternatives to the standard valued task. It was perhaps the unwritten rule of the day that
magical system can enhance the flavor of your C&Cs game. a goodly supply of potions, magical scrolls, wands, staves, and
Castle Keepers are free to use these examples as a guideline for wondrous magical items specific to the casting classes would be
adding their own style of pulp fantasy to their campaigns and regularly included in awarded loot.
should not feel limited or bound by the examples detailed here.
Sometimes Castle Keepers forget this assumption in the course
Another aspect of pulp sorcery is that spellcasting is complicated of creating their adventures. Possibly they generate treasure
and draining. Sorcerers make pacts with otherworldly powers randomly from Monsters & Treasure or Monsters & Treasure
who grant them magical energies in exchange for unspeakable of Aihrde, and for whatever reason, loot useful to clerics,
sacrifice. A common thread in pulp sorcery is that the sorcerer wizards, illusionists, and druids just doesn’t come up. In this
requires rare components to work his magic, and the use of instance, the Castle Keeper needs to remember the players.
these components is absolutely necessary to recharge his magic. 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
NON-CASTER SCROLL USE
characters.
Casting from a scroll is available to all literate characters with
a successful intelligence attribute check for arcane magic or a A wand of charm person and a wand of magic missiles in the hands of
successful wisdom attribute check for divine magic as used by a mid-level wizard give the wizard an option of doing something
druids and clerics. For non-casters, the use of scrolls or reading in nearly every encounter. A wand of cure light wounds and a
from a wizard’s tome is extremely difficult though not impossible, wand of sound burst likewise free up the cleric to use his other
having a base challenge level of 5+1 per spell level attempted. 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
Success: On a successful read, the scroll works, though the extra spells give the characters more options per encounter to
challenge level of saves vs. the spell’s effect are reduced to the still use their magic and “be magical” without having to own up
minimum caster level required to cast the spell. For example, to a spell per round to feel as if they are keeping up with the rest
a non-caster who succeeds in reading a fireball scroll may only of the party.
cast a 5th level fireball.
Remember that care should be taken to avoid overloading
Failure: Failure to successfully read the scroll could (and the campaign with magic. Most Castle Keepers find that
should) have disastrous results. Consult the following table for their first campaign drowns in magic and falls apart due to an
possible results. overabundance of magical gear and “caster favoritism.”

Perhaps the campaign is a campaign that is relatively “low magic”


TABLE 2.18 NON-CASTER SCROLL FAILURE
in terms of magic items and gear, and for this reason, scrolls, wands,
Roll 1d8 staves, and potions are simply very difficult to come across. In this
Opposite Effect: Combat spells strike the caster rather case, magic swords, armor, and other wondrous items are rare, as
than the intended target (example, fireball detonates well. The magic wielders are the vessels of almost all magic, and are
on caster). If using a summoning spell, the caster is thus powerful for that reason alone. In such campaigns, they need
1
teleported to the summoned creature’s lair and must to rely on their own magical reserves and a more economical use of
face it alone! Utility spells like fly or shield affect enemies
their powers and abilities. Whatever the case, as the Castle Keeper,
instead of desired targets.
make sure you establish the tone for your campaign early and stick
Random Effect: Spell randomly replicates the abilities with it. If you are going to be stingy with magical treasure and
2
and effects of a spell of equal level. make the casters rely on their own spells, then plan encounters and
Spell Weakened: Spell is half its normal power or adventures appropriately. Alternately, consider any of the magical
3 duration. Example: a lightning bolt would normally deal alternatives listed in this section as options for getting the most out
5d6 points of damage; it instead deals 2d6. of the gaming experience you share with your players.
Spell Strengthened: Spell is twice as powerful as
4
normal, or it has double the standard duration.
Illusion: Spell apparently works, but it is an illusion. In
5
the case of an illusion, the effects are all too real!
Fizzle: Spell has no effect whatsoever. The reading
6-8
simply fails. This should be the most common result.

CASTLE KEEPERS GUIDE 57


CHAPTER 3 — EXPANDING EQUIPMENT
Players do not possess much in the area of game control, and

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

Choosing equipment goes far beyond war


gear, though. What characters wear and how
they carry their excess gear, such as food,
tools, and rope (whether in packs, or sacks,
cart, or sled), can all set a tone for both the
character and the game. Simple approaches to
character equipment can really go far and aid
in the enjoyment of everyone at the table. The
character who takes a large backpack and fills it
with all manner of gear from string, fishing line,
bandages, soap, and rope, extra clothes, pots,
and pans sets himself apart from a character
who carries a small knapsack and lives off the
land. So, used in this way, a player can portray
his character’s personality through the chosen
equipment and how it is worn or carried.

Example 1: Having only recently slain several


ogres, Merrick and his comrades have gathered
a heap of treasure. After the cut, Merrick’s share
comes to several hundreds worth of gold and
gems. Upon arriving in town, Merrick purchases
a new set of crimson-colored chain mail armor,
a bright red shield, and a small red-lacquered

58 CASTLES & CRUSADES


CHAPTER 3 — EXPANDING EQUIPMENT
helm. He makes certain the helm has nasal and cheek guards on In order to bring some structure to the tavern scene, it’s
it. He pays the extra gold coin for a long plume of horse hair. His necessary for the CK to have some idea of the cost of room
shield is iron, and he emblazons it with his deity’s holy symbol and board. The tables below supply a baseline for those services
and his family’s coat of arms. He purchases a burgundy surcoat and the cost of other sundry items the CK or players might find
with similar family symbols upon it. He replaces his battle axe useful. Castle Keepers should adjust prices per locale. The better
with a long sword and mace, and his knife with a well-worked quality establishments should charge 10-20% more, rundown,
ivory-handled dagger. Once adequately armed, he chooses a back-alley places should charge a little less.
stout but small backpack, with only enough room for his hard
tack rations, a tinder box, a whetstone, and some bandages. He RATIONS
purchases a thin rope and neatly coils it up, attaching it to the
outside of his backpack. He bundles his sparse bedroll up into a Normal rations as listed in the Players Handbook generally
tight roll and straps it to the top of his pack. He hangs one of his consist of hard crackers with cheese placed in block form, all
two new water flasks on his pack, and he slings the other over wrapped in wax paper. Such rations are difficult to chew, but are
his head and shoulder, behind his back. Satisfied with his new very hearty and filling. Better foods are available, but they cost
gear, he sets off to the inn to store it until the next adventure. more money.

Example 2: Publio, rescued by Merrick and his comrades, TABLE 3.1 RATIONS
is an elf. He is short for his people, but spry and able. He is Type Cost/day Weight Includes
an accomplished rogue, and he makes his way in the world by
Standard 5sp 1 lbs. Dried crackers and cheese
acquiring what he needs along the way, as he needs it. When the
party arrives in town, Publio takes his share of the treasure and Wheat cake with raisins,
Good 1gp 10 lbs.
heads to the market to get some bare supplies. He first purchases olives, and onions
two new large sacks, testing them for strength. He then ties them Mixture of dried meat and
High 10gp 10 lbs.
together and slings them over his shoulder. He proceeds to buy dried fruits in season
a variety of equipment: loose foodstuffs for rations, water flasks, No matter the rations’ quality, they withstand weather and time very
bundles of rope, a grapple, tinderbox, several torches, and so on. well, staying moist and flavorful for many months.
Each item he buys, he weighs in his hand and tosses it in one of
the sacks, making sure to keep a good balance between the two Note: Wise Castle Keepers will buy some thick crackers
bags. As soon as he’s content with his haul, he shoulders the before a game and make his players eat only the crackers for the
sacks and proceeds to buy himself a baggy shirt and wide cloak, entire game, drinking them down with a single glass of water
which complement his long trousers and low, soft boots. The (no refills!). After doing this once, the players will think harder
cloak, too large for his slender frame, drags the ground, and is about the food they buy for their characters.
soon dirty and trailing threads. Publio cares little for this, as the
cloak is a ruse designed to fool watchful eyes as he plies his trade MEALS, LODGING & PROVISIONS
in a town that promises a healthy harvest.
All taverns brew a variety of beer and ale, and each has its own
In both these examples, we learn a great deal about the peculiar taste. Generally, the brew-masters brew a fresh batch
characters. Merrick is probably a paladin or knight, a fastidious every few days. The brew stays at room temperature and is
and organized character type. He is someone of station and relatively cheap. However, each tavern has a few specialty brews
wants people to see him as such. Publio is less concerned about peculiar to that establishment.
his appearance or gear, and is a little more carefree than his
employer. Equipment sets the stage for both characters, creating TABLE 3.2 MEALS
indelible images from which the players and the CK can build
further adventures and encounters. Type Cost
Light Meal (fish, breads, fruit, cheese) 1sp

ROOM & BOARD Heavy Meal (meats, vegetable, breads, butter) 3sp
Extravagant (meats, puddings, cold fruits) 1gp
Every character enters an inn or tavern at some point during
game play, and every player asks the CK the cost of a night’s Beers:
stay and the cost of a warm meal and a cool drink. Indeed, Pale Ale 2cp
the tavern scene is one of the hallmarks of role-playing games. Dark Ale 5cp
Tavern scenes are fun in that they allow the CK the perfect Lager 1sp
opportunity to guide the game forward, or to tie in new or even
Wine (most of this is Brindisium Wine, see Aihrde)
old plot devices. Characters can engage in all manner of activity
Red/White 5sp (5gp for a bottle)
at the tavern, from spending their hard-earned loot, picking
up rumors, to picking a traveler’s pockets. The tavern is the Kathy’s White (local, Caphryna) 1gp
cornerstone of the adventuring platform.

CASTLE KEEPERS GUIDE 59


PART ONE: THE CHARACTER
Standard Room Costs to those who need it, but only if the owner decides to do so,
usually at the request of a special service or favor in return, the
Purchased rooms usually come with bread and beer for morning’s
most common request being the pilgrim say a prayer and place
repast. The Common rooms are always crowded, usually smell,
some token at the altar. The quarter is given only to those of a
have no water, and usually possess one window or vent. The
like mind, ability, or persuasion. For example, an aged warrior
average room is empty. A room with just a bed has a frame,
might give a young fighter a bed for the week in exchange for
straw mattress, small table, and water. A furnished room has a
helping at the forge, but he would not offer the same to a wizard
bed, down mattress, blankets, table, water, chest, or desk.
or rogue. Abuse of the privilege, such as repeated requests for
free stays with no offer to pay or help, results in that character
TABLE 3.3 LODGING having a difficult time in the settlement, as word spreads of his
Double misconduct and ungratefulness.
Type 1 Person 2 Person
Occupancy
Common (Floor TABLE 3.4 PROVISIONS
5cp* — —
with Straw) Item Cost Weight EV
Bare Floor (Average) 5sp 10sp +10sp per person Chocolate, 1 pound 10 gp 1 lb —
Bed Only 8sp 15sp +15sp per person Corral, 1 wagon (per night) 3 sp — —
Furnished 1gp 2gp +2gp per person Dried Fruit, 1 pound 1 sp – 5 gp 1 lb 1
*Per Person Flour, Bag, 1 pound 4 sp 1 lb 1
Double Occupancy: Average rooms, rooms with beds, and Garum (2 oz. per jar) 1 gp .5 lb .25
furnished rooms can comfortably accommodate one or two Honey, Jar, 4 ounces 1 gp .25 lb .25
persons at the prices listed. In an emergency, each room Jerky, ½ pound 6 sp .5 lb —
can handle a maximum of twice the listed capacity with a
Kenneling, 1 animal (per night) 1 sp — —
corresponding loss of comfort. A room with a capacity of
one person can handle up to two persons, while a room with Malmsey (per bottle) 1-20 gp 1 lb 1
a capacity of two people can handle up to four people. For Pottage (per bowl) 1 cp .25 lb —
every person beyond the capacity of the room, the cost of the Roasted Nuts, 1 pound 3 cp 1 lb —
room increases by the amount given in the Double Occupancy Salt, Bag, 1 pound 4 gp 1 lb 1
column of the table. For example, two people staying in a one Stabling, 1 horse (per night) 1 sp — —
person furnished room would increase the room’s cost to 3gp:
Sugar, Bag, 1 Pound 30 gp 1 lb 1
1gp for the room itself, with a double occupancy cost of 2gp for
the second person. If four people were staying in a two person Chocolate: used for many different reasons, ranging as
furnished room, the cost of the room would be 6gp: 2gp for the dramatically as being the basis for currency (in bean form)
room, plus double occupancy costs of 2gp each for the third and to a reserved beverage for nobility, chocolate is an extremely
fourth persons. versatile substance. Among its traits are an incredible shelf life,
being able to withstand deterioration by natural conditions for
Apartment/Flat over a year (assuming no dramatic change in weather, that is),
and its ability to instill energy in those consuming it; it also,
Prices can vary, depending on where the flat is or its general
according to legend, has various medicinal uses. Many animals,
condition. The more rundown it is, the cheaper it is. The price
such as dogs, are either allergic to chocolate or find that it
depends on the district and the location within that district,
becomes a lethal toxin if eaten. Like sugar for drinks, chocolate
but generally a small one-room flat costs about 1-3gp a month.
can be used to hide an unpleasant taste, and for this reason, is
Of course, this comes with no food, furniture, water, or even a
occasionally used to mask poisons.
water bucket. Better furnished flats come with greater prices.
The CK should determine the type of room desired and the Corral: the storage, maintenance, care, and protection of a
neighborhood within which it resides when determining the wagon in a secured building specifically designed to house them,
price for the player characters. For instance, if the party rented with guards and the like. However, not all corrals are legitimate,
a flat in Nochi, a rougher part of town, it might only cost them and some hire unscrupulous people, and so the eternal caveat
1gp a month. A flat on Fleetwood in Ra-veen could cost about emptor must always be in mind when using such a service.
4gp a month. If they rented a furnished flat near the University
in Caphryna, it could cost as much as 15gp a month. The CK is Dried Fruit: various types of fruits, such as grapes, apples,
the final judge. pears, and so forth, which have been drained of their water and
juices to preserve them for extended periods. The more exotic
Tabard/Pilgrim’s Rest the fruit, the greater the price. Grapes, for example, are often
three to ten times more costly than an apple.
This is a hostel used primarily by religious seekers on a
pilgrimage, but it can refer to any sleeping space given away

60 CASTLES & CRUSADES


CHAPTER 3 — EXPANDING EQUIPMENT
Flour, Bag: there are different types of flour, such as that made Depending on the type of nut, price can vary. This, along with
of wheat or ground almond, but the most common type (made dried fruit, is the basic component of many a ration.
of cereal grains, roots, or seeds) is the type specified here, which
is used, primarily, for the making of baked goods like bread. It is, Salt, Bag: there are two main types of salt, fine and coarse, both
generally, a white powdery mixture, and can be used to treat a of which can be flavored or considered to be sea salt (extracted
floor to detect the passage of an invisible being, or even thrown from evaporating oceanic water), depending on their source, but
into the air in hopes of outlining said being in the substance, the one thing any salt shares is what is important about it – its
effectively acting as a non-magical faerie fire spell. Another use legendary powers, of course. Not only is salt used for preserving
of a bag of flour is, quite simply, its weight; flour is always stored and enhancing flavors, but it is supposedly an anathema to
in bags capable of holding exactly one (1) pound. fiends and vampires, the latter being rumored to have to count
each grain if spilled in front of them before being able to perform
Garum: a fermented fish sauce generally used to pickle any other action. Beyond this, salt is said to drive out possession
(preserve) meats or vegetables, imbuing them with additional and to protect one from unwanted charm; if leather is pressed
nutritional value, but it is also eaten on its own or added to into salt and used on a weapon, notably a whip, it is supposed
a meal like a condiment. Many sailors and shoreline countries to have the power to harm the being, even when non-magical,
make ample use of garum. The cost of garum is high because and salt has countless uses in alchemy; indeed, salt is one of
the process to extract the components to make it is complex the most critical reagents. As with all things, the Castle Keeper
and lengthy. must decide if any of these alleged abilities exist or are merely
the pitch of a charlatan. Salt is listed as expensive, for although
Honey, Jar: honey is a naturally sweet consumable made by relatively mundane to modern sensibilities, historically salt was
bees. It has many unusual properties, including an enduring a highly sought commodity.
durability (if sealed in a jar, honey can remain edible almost
indefinitely), the ability to act as a repellent for infection and Stabling: the care, feeding (and watering), grooming, and
other medicinal effects (treatment for burns, stomach ailments, housing for a large animal, especially a horse, cow, or ox. The
and lethargy, for example), and it acts as a strong preservative. better establishments have one stall for each animal, but several
In some cultures, honey is used as an embalming component, will simply place the animals together. These are ordinarily
and so mummies and similar undead may radiate its scent. attached (not literally, necessarily) to a tavern, and many of the
finer places will stable gratis.
Jerky: a meat product (usually beef or a poultry like turkey)
which has been trimmed of excess fat, cut into thin strips, Sugar, Bag: a sweet extraction from sugarcane, sugar is
and seasoned (either in a marinade, brine, or with a dry rub a granulated white or brown powder that has many uses:
of spices) and dried or smoked until cooked, allowing it to be sweetening drinks when stirred into a liquid; if thrown onto a fire,
stored without need for refrigeration for extended periods of it ignites and burns hot, allowing a fire to be started or continue
time. It is a common component of a military ration, but the burning; cooked into food as a flavoring or preservative; aiding
process is very involved and so may not be readily available. the natural defenses of a plant when toiled into soil with the
plant (used by apothecaries and herbalists to maintain their
Kenneling: housing, care, feeding, grooming, and protection for most prized examples); to trace the movements of something
one night for a small animal, typically a dog. unseen; and a cleaning agent. Naturally, there are many other
uses, but these examples should prove sufficient. Like with salt,
Malmsey: a very sweet, thick wine made of grapes and flower
the high price of sugar reflects its status as a luxury item, usually
petals with a robust color and powerful aroma; it is generally
only affordable to the wealthy, and it reflects the difficulty
considered the drink of the common class. It is inexpensive to
inherent in acquiring it.
make, and is strong in the gullet. The variance in cost represents
the exotic types and methods of its making, as some malmsey
has its start at the feet of a princess (and is only allowed to be CARRYING CAPACITIES
drunk by those of royal blood). Dwarves and those of a drinking Characters always need to carry materials from one location to
nature (such as many fey) find malmsey to be undrinkable, another, such as loot from dungeons, items from the battlefield,
calling it the derogatory term “Sweetwater.” and mounds of supplies to keep them alive on the long,
hard, adventurers’ road. As such, players will ask how much
Pottage: a stew made of meat, fish, and grains of various sorts;
a standard backpack can carry or what a trunk will hold, etc.
much like gruel, pottage is a peasant food. It’s cheaply made and
The tables below provide some suggested carrying capacities
always available, though it never is made the same way twice.
for various items, animals, and wagons. The weight column
Roasted Nuts: various types of shelled and unshelled nuts, indicates how much gross weight each can hold, and the gold
which are placed over a fire, sometimes with a seasoning, and column indicates the average allowable amount of coins each
cooked until dry to preserve them and enhance their flavor. can carry, specifically gold. This average can vary greatly as the
size of coins differs.

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TABLE 3.5 CARRYING CAPACITIES OF ITEMS TABLE 3.6 CARRYING CAPACITIES OF DRAFT
ANIMALS
Equipment Weight Gold EV
Standard Backpack 40 lbs. 640 2 Animal* Weight** Gold
Large Backpack 80 lbs. 1280 4 Burro 150 lbs. 2,400
Small Basket 40 lbs. 640 2 Camel 360 lbs. 5,760
Large Basket 80 lbs. 1280 4 Dog 25 lbs. 400
Belt Pouch 20 lbs. 320 1 Donkey 75 lbs. 1,200
Small Sack 40 lbs. 640 2 Elephant 1200 lbs. 19,200
Large Sack 120 lbs. 1920 4 Horse, Draft 480 lbs. 7,680
Small Barrel 100 lbs. 1600 6 Horse, Riding 240 lbs. 3,840
Large Barrel 300 lbs. 4800 9 Llama 120 lbs. 1,920
Coffer/Casket 30 lbs. 480 6 Mule 320 lbs. 5,120
Kettle 20 lbs. 320 2 Pony 80 lbs. 300
Small Chest 60 lbs. 960 4 Oxen 2000 lbs. 32,000
Medium Chest 150 lbs. 2400 8 *Average mature, adult male; the camel, in which the females tend
to be larger, is the exception.
Large Chest 300 lbs. 4800 12
** This references the average weight the animal in question can carry.
Small Urn 40 lbs. 640 2 Generally, it is based upon a percentage of the animal’s body weight.
Medium Urn 100 lbs. 1600 4
Large Urn 1,000 lbs. 16,000 6
Shoulder Bag 30 lbs. 480 3
Saddle Bags 80 lbs. 1280 3
Scroll Tube 15 lbs. 240 1

62 CASTLES & CRUSADES


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

Buckboard: a four-wheeled vehicle that is relatively low to the except the driver is within the Stanhope, separated by a special
ground with distinct board across the front that both allows compartment just large enough to squeeze into. Stanhopes
the driver to rest his feet and keep the horse from bucking and also do not typically have the necessary space required to
striking the driver. Buckboards range from the simple transport, accommodate additional protectors that a stagecoach possesses.
working vehicle, to more elaborate passenger vehhicles. They They are made of hardwood treated to resist fire, and they are
can carry a driver, a passenger, and a light load in the rear. heavily fitted with metal, causing the Stanhope to be bulky and
Buckboards are made of hardwood reinforced with iron or steel. difficult to maneuver without bestial aid.

Buggy: there are several varieties of buggies, ranging from a Cab, Hackney (Growler): using a specific breed of horse (called
simple single-seat, two-wheel to the more extravagant four- a Hackney, naturally), this is a four-wheeled, open-top carriage
wheel, two-seat convertible. Regardless of the specific model, designed to travel over cobblestone roads and pathways, and is
they always have large wooden wheels and are horse-drawn, often used within a city as a sort of hired transport; the listed
usually by one horse, but potentially up to four. The larger price is for manufacturing of the cab, so characters wishing to
buggies are more expensive, heavy and have smaller cargo space, rent it can do so for 3-6 silver pieces per one-way trip. The
as they are intended more as showpieces (highly embossed and driver usually sits at the forefront, near the hitched horse(s).
decorated with fancy etchings and woodwork) than working The horses are usually decorated with elaborate insignia and
vehicles. They are ponderous but surprisingly agile. Their designs to advertise the service or owner, and, therefore, can be
wheelbase is tall, allowing the buggy to avoid objects that easily identified if stolen.
would directly hinder its progress; because of this height, most
individuals require assistance boarding the buggy. Cab, Hackney (Hansom): the same Hackney horse is also the
power behind a hansom, but the design is different; a hansom
Buggy, Stanhope: a completely enclosed buggy (accessible via is a two-wheeled vehicle, and the driver sits behind the cabin,
a single door on the left) which is shorter in stature than others having to extend a whip or tool over the cabin to drive the
of its ilk, a Stanhope buggy is often dressed in armored slats or vehicle. The cabin itself is often designed to hold only one or
heavy bars, and is used for the transport of important individuals two individuals and not much else. The vehicle is otherwise
or valuable goods; it is, in some ways, much like a stagecoach, similar to a growler in other respects.

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Carriage: an elaborately decorated wooden, horse-drawn Due to its load-bearing responsibilities, it nearly always carries
vehicle usually made of expensive materials and laced with additional wheels and axles, as these tend to break often. Many
gems and precious metals, a carriage is typically used as more of times, the vehicle is rented for 1sp per 100 miles.
a display of wealth than for practical transport. Still, carriages
are sturdy and capable of holding considerable weight. There Handcart: usually made of pine, handcarts are two-wheeled
are large windows in the cab so passengers can see and be seen. carts moved by hand. They are used to carry loads of groceries,
The above statistics are for the typical carriage, designed to market goods, and the like. Inexpensive to produce, they are
carry nobles (specifically, a single person, such as a princess), quite common, but they do not travel well on terrain other than
but there are a variety which are meant for carrying luggage, roads or plains; their speed is based on the individual using it.
and these would be lighter and have more cargo room, though
Portable Throne (Sedia Gestatoria): exquisitely detailed and
they still retain the opulent elegance of their larger brethren.
decorated, a portable throne is a royal chair which is carried on
Carson Wagon: composed of a hardwood floor and softwood the shoulders of others; it cannot move on its own, as it has no
enclosure, the deign of a Carson wagon is more of a mobile wheels. These plush, rich, expensive, symbols of power are often
home than a simple cart or wagon, as they are intended to be used by kings or the highest figures in a religious hierarchy.
lived in for long travels. They are often heavily reinforced and
waterproofed with layers of woven leather, which when coupled Sled: a flat platform, sometimes with an elevated metal railing,
with high wheels (usually four, but sometimes six), makes a sled is essentially just planks of wood raised over skis used to
fording rivers simpler. These massive vehicles are usually drawn travel across ice, mud, or sand. A team of highly-trained dogs
by a team of oxen, with mules attached to the rear. (ranging between four and 20, depending on weight pulled
and distance traveled) pulls them, but people, camels, or other
Cart, Light: a flatbed wooden platform, often with wooden relatively small animals (such as ponies) can also pull them.
slats rising to form support walls, this two-wheeled vehicle is
intended to carry loads much heavier than itself. They are often Sleigh: similar to a sled, a sleigh is a much larger, more enclosed,
hitched to another vehicle, yoked to an ox or mule, or even flatbed vehicle drawn by horses or reindeer; they are sometimes
hand-drawn. The cart’s wide wheelbase allows smooth travel decorated in various artistic designs, but they primarily serve to
over open terrain, but travelling over rocky, broken terrain deliver bulky goods which would not fit onto a sled.
causes problems. A cart is not agile nor fast. Carts are the most
Stagecoach: designed similarly to a growler, except that the cab
common type of transport one would expect to find.
is extended, allowing for two people to act as drivers (indeed
Cart, Heavy: essentially the same as the smaller light cart, the it is sometimes necessary as the amount of horses needed,
heavy cart adds metallic reinforcement to the sidewall, wheels, ranging from 4-10, makes control difficult for a single teamster).
and choke. They are harder to draw by hand because they weigh The stagecoach’s rear wheels are higher than the front ones.
more, but the addition of two wheels makes them roll easier. They can travel on snow or heavy water, and, therefore, must
These also tend to come equipped with a braking cable. often be converted to float (a simple process of removing the
enclosure and towing it in the cargo bay) if forward progress is
Chariot: a mobile platform intended to provide a means for desired. The hold can stow a large amount of weight or people,
the occupants to stand relatively still during transit, the chariot and stagecoaches are used to move large quantities of money,
serves two distinct roles: vehicle of war and vehicle of state. making them prime targets for theft. Fortunately, a stagecoach,
In either capacity, the basic structure remains the same: it because it is powered by independent teams of horses, is agile
has a hardwood floor, a high-rising wall in front of the driver and fast and can flee such attacks. Normally, a person rents a
which curves in a semicircle, and two thick wheels which give stagecoach for traveling in comfort, from 1 silver piece to 1 gold.
it momentum when drawn by fast-moving horses. In the role
as war-wagon, the chariot is normally undecorated and rather Wagon, Heavy, Covered: similar to the Conestoga wagon, a
plain, and they normally house a cache of arrows or javelins. heavy covered wagon is, essentially, a very large cart inlaid with
They are often outrageously decorated, gilded, or made of exotic leather and tar to secure any gaps in the wooden floor and whose
materials, etc., and can be extraordinarily expensive. cargo is protected from above with a thick sail-like canvas. The
major difference is that the wagon is box-shaped, weighs far less,
Coach: similar to a carriage, a coach is larger and carries up to and stows much less cargo, making it cheaper to own.
six individuals, but they are usually used to move royal treasures,
rather than people. Many people also associate extreme designs Wagon, Light, Covered: this is a smaller, lighter, version of a
with coaches, like a pumpkin-shaped wheeled vehicle. heavy covered wagon, but in all other respects is identical.

Conestoga Wagon: a large ship-shaped canvas-covered wagon Wheelbarrow: having two handholds leading backward from
made of heavy wood, the floor of which curves upward to the the containment area, a wheelbarrow is a hand-powered vehicle.
front and is caulked with tar to prevent leakage when crossing It has one, or two, wheels and two triangular stands to give it
rivers. A team of horses (eight, each a specialized breed of draft balance when not being operated. The cargo bay is generally
horse) or oxen (a team of 12) draws the wagon. This massive land dipped or curved, or flat; it is not intended to hold much weight.
vehicle can carry an enormous amount of freight or passengers. It has a maximum speed of the individual moving it.

64 CASTLES & CRUSADES


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TABLE 3.8 CARRYING CAPACITIES OF BOATS, SHIPS, ETC.
Vessel Type Construction Crew Weaponry Cargo Speed Cost
Barge 1-6 5-15 Personal or Light 30-60 5-20 3,500
Blockade Runner 2-7 4-20 Light or Medium 10-15 15-35 2,000-4,500
Brigantine 3-9 15-40 Light or Medium 5-20 5-25 4,000
Dugout/Canoe/Rowboat 1-3 1-12 Personal ½-1 Special 500-1,000
Carrack 4-12 40-60 Light – Heavy 25-50 20-40 17,000
Cog 6-15 5-15 Light or Medium 30-70 15-35 35,000
Cruiser 8-20 25-70 Medium - Heavy 45-90 20-30 60,000
Cutter 4-12 20-60 Light or Medium 2-8 35-50 10,000
Dhow 1-8 12-30 Personal or Light 1-6 15-35 8,500
Fishing Smack 2-9 6-12 Personal 3-9 10-25 5,500
Floating Palace 12-48 30-120 Any 30-120 5-10 150,000
Frigate 9-18 60-100 Heavy or Loaded 40-80 20-50 60,000
Galleon 12-60 150-300 Any 50-300 30-50 250,000
Galley 6-18 10-30 Personal or Light 2-10 25-50 12,500
Hulk — 6-10 Any 20-60 Special —
Longship 9-15 15-40 Personal 10 45 6,000
Schooner 9-18 20-40 Light-Medium 25-45 40-60 15,000
Sloop 6-24 10-40 Personal-Medium 10-25 15-45 20,000
Treasure Ship 24-60 20-60 Medium-Loaded 40-80 25-40 40,000
Warship 24-72 30-80 Loaded 20-60 20-40 75,000
Construction: equals the number of months required to build a vessel from scratch, not accounting for time spent lumbering or mining the
necessary components. Construction time assumes everything needed to build the boat is present but unassembled.
Crew: represents the number of sailors required to safely operate the vessel. Ships without the minimum number of crewmen are considered immobile,
though they can still raise an offense or defense if needed.
Weaponry: refers to the type of on-board offense the vessel can have mounted to it. One marked as personal means its crew defends it, making it
relatively ineffective against armed ships or aquatic threats like a kraken. A lightly armed vessel has up to three light weapons, such as a ballista,
scorpion, trebuchet, or even a low-caliber cannon; if the weapons are removed, an additional ton of cargo is storable, or an additional 10 crew can
board - a combination is possible at the Castle Keeper’s discretion. Medium-armed vehicles have heavier weaponry, possibly including catapults,
dragoons, or cannons; they carry six to 10 such devices. Beyond this, the heavy vessel has anywhere between 15 to 30 weapons, usually covering the
full scale of light through heavy, usually with a single massive cannon to ward off other ships. A loaded vessel is like a heavily-armed ship, except it
stows 20 to 50 weapons, sometimes of various categories.
Cargo: is an expression of tonnage the vessel can carry; each ton equates to 250 EV.
Speed: measured in nautical miles, speed is how fast the vessel can travel over the course of 8 hours, under its normal travel method (sail or row, for example),
assuming wind and weather conditions do not hinder it.
Cost: is naturally the cost, in gold pieces, to construct the vessel. In general, this amount, divided by 10, is also the amount of upkeep (wages paid)
per month to keep it crewed and in working order.

Barge: a barge is a large flat-bottomed vessel mainly used to Brigantine: a small vessel with two masts, one of which is
carry enormous loads through canals and narrow passages. always square-sailed, and decked with a row of oars. Pirates
Barges typically have no propulsion of their own, but are drawn favor this ship, the word brigantine itself being derived from
and tugged by other vessels. Some barges are huge, and others “brigand’s ship.” These ships are closely related to a brig and
quite small; the nature of the cargo determines their size. There can be easily confused with them, though they are much better
have been barges meant to bear entire siege companies and equipped for distance travel.
others meant as floating palaces.
Dugout/Canoe/Rowboat: dugouts are boats literally carved
Blockade Runner: as the name implies, the ship is meant to get from a single tree, making them easy to create when supplies
through a blockade, often with stealth and not violence, though are available. They are cheap, but are limited in size, and mainly
one can be equipped with weapons if needed. These ships are found among primitive cultures. A rowboat is simply a thin, long
quick and maneuverable, and are sometimes reconfigured from vessel lacking a sail, and it is powered solely by oars. Rowboats
another ship to reduce construction times as that can be critical, are often used for emergency situations or for entertainment,
especially under naval siege. such as for individual fishing expeditions, though they can, and

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have been, used for stealth because they are light and efficient. it is possible to maneuver in very shallow water otherwise. A
They can also be used in shallow water, such as in streams. floating palace requires enormous funds and incredible amounts
Often, a rowboat will have an oarmaster who shouts commands of time to construct, but, for those who desire such things, the
and whips those who do not comply, but that is typical for the price is a drop in the proverbial stream.
largest of rowboats only. The skill and strength of the crew limits
the rowboat’s speed. Frigate: a warship reinforced with metal armor, generally on
the inside to the waterline. Frigates are normally capable of both
Carrack: a true seaworthy ship, a carrack has at least three sail- and oar-driven movement, though they are heavy and slow.
masts, the fore and main mast being square-rigged and the
mizzen being lateen-rigged. These ships are equipped for long Galleon: a galleon is a large, multi-deck sailing vessel used
voyages and have a crew of 40 or more. Carracks are descendants for both commerce and war. They are expensive to build (yet
of the larger barge, but they are designed for self-propulsion. cheaper in quantity due to the larger pieces of timber required)
Carracks are quite popular with sailors, especially adventuring and operate, making them prime targets for piracy, when stealth
captains, for they have both weather defense and a strong hull. can be used to approach them. Essentially, a galleon is a massive
caravel (carrack) but with greater maneuverability. The greater
Cog: cogs are single-masted, square-sailed vessels primarily maneuverability was attained by elongating the forecastle,
used for mercantile purposes. They are crewed by a small causing greater dispersion of water. Galleons are, when made
number of sailors, but they carry a heavy load. They are usually for war, armed heavily. These ships are ordinarily powered by
built out of hardwoods and are, therefore, relatively difficult to wind alone, though they do have a double deck for rowers,
build and require a long time to construct. when needed.

Cruiser: cruisers are heavy warships designed for speed and Galley: oar-powered galleys are smaller ships primarily used
functionality, having multiple rows of oars for quick release for transport and war. Some galleys have masts for sails should
of cannon or motion and generally having four or more masts weather favor such travel. A galley typically holds 10-30 men,
capable of supporting any rigging or sail to survive various but cannot support large quantities of weaponry; they are
weather conditions. Because these vessels are very advanced, normally used for quick assaults against slower-moving vessels
they should not be easily available, and then, they should be and for breaching land.
nearly prohibitive in cost (a nation or city can afford them,
and would use them as their navy’s flagship, but these are too Hulk: a hulk, unlike most other vessels, is a ship that floats
expensive for an individual to own), and it should be extremely but is not seaworthy. Basically, it is either a ship that is so
rare for a nation to have more than a handful. utterly damaged that it can no longer service its intent, or it
was never completed. These types of vehicles are ordinarily
Cutter: cutters are single-sail vessels typically with a fore-and- used as ballasts against invaders, set with massive amounts of
aft rig and a mast set further back than a schooner’s, making weapons and charges, and set off when approached. Sometimes,
them slightly faster when travelling with the wind. The cutter’s they are used in the mercantile trade, housing several cargoes at
name derives from its ability to cut through water, even rough once, so smaller boats do not have to pull to port to be loaded.
waves. Twenty individuals can crew a standard, patrol-style Sometimes, hulks will be towed or allowed to float down a river,
cutter, but larger war cutters require more crewmen. but they move at the speed of the current, and they are difficult
to return to their starting point, so they are usually used for
Dhow: the largest dhow has a crew of about 39 sailors, but one-way trades.
the average-size dhow only has 12. A dhow, by its design, is
a lateen-sailed vessel, with a single mast and a curved bow, Longship: as the name implies, a longship is a vessel with a long,
allowing them to travel along inner sea streams and shallow narrow prow and beam, allowing the boat to float in extremely
waters more easily. shallow water, water barely covering the ground. These ships
are fast, maneuverable, and are often used for surprise raids and
Fishing Smack: a vessel designed to either travel on an inner exploration. The ships do not often carry weapons of their own,
sea, large lake, or open ocean in search of large masses of fish and but their stealth and ambush capacity make such things moot.
other edible cargo. These vessels typically have a deep reservoir
for carrying their catch, some reservoirs being big enough to Schooner: schooners are dual-masted (or greater) sailing
hold large offerings like whales. The fishing smacks are manned vessels that utilize fore-and-aft sails to capture the wind and
by a well-trained unit, and they are often armed with harpoons they make a distinctive “puff” sound when traveling. They are
and other needed devices. great for long voyages and for carrying weight, but they can also
be used for war, though they are quite limited in this aspect.
Floating Palace: opulent in the extreme, a floating palace is a Schooners are rather fast and can handle choppy and storm
leisure barge built with the finest and grandest of components, water with relative ease. Some schooners, such as the schooner
and meant to both intimidate and to showcase the owner’s Bowdoin, were designed for use in the Arctic, being built with
wealth. In many ways, a floating palace is a house boat, but on stronger and thicker hulls and having smaller sails. As a result,
a gigantic scale. Seldom does a floating palace reside anywhere they are an exception to the highlighted comment.
but a landlocked county where large lakes are available, but
66 CASTLES & CRUSADES
CHAPTER 3 — EXPANDING EQUIPMENT
Sloop: sloops are sailing vessels, usually with a single mast Perfume/Cologne (per vial) 50 gp+ — * —
holding a fore-and-aft sail cut in a triangular shape to give it Printer’s Block Set 200 gp 15 lbs 7 —
pull and drag against and with the wind; its body is shaped
Steel Slag, Bag, 1 Pound 1 gp 1 lb 1 —
to cut through the water much like a cutter. These boats are
typically used for mercantile trade or transport, including the Suction Cup 6 gp 1 lb 1 —
sale and transportation of slaves. A sloop designed to engage in Syringe 4 gp — * —
battle is called a sloop-of-war. Terrycloth 1 sp .5 lb * —
Vampire Hunter’s Kit 375 gp 5 lbs 3 —
Treasure Ship: a treasure ship is any large vessel specifically
geared toward the containment of valuable objects, such as Vial, Acid, 1 oz 125 gp+ .1 lb * —
gold or ivory. They are, effectively, sail barges, but they are well- Vial, Quicksilver, 1 oz 45 gp .1 lb * —
prepared to defend themselves. Despite their size, they are quite Xoanon 15 gp 1 1 —
maneuverable. Items marked with a * have no appreciable EV. If carried in bulk
(more than 10), treat the EV as 1 per 10 carried.
Warship: this is the largest ship of war available. It is heavily
fortified and loaded with massive weapons, nearly always with Baghdad Battery: a small pottery device with an alkaline and
cannon of large caliber, and is crewed by well-trained sailors copper core which causes a small electrical charge to remain
who double as effective land troops. Warships cannot dock at stored (maximum of 2 weeks), allowing it to be discharged when
most ports because they simply do not have the necessary space set against an object that would close the circuit, such as a metal
to dock these massive ships. For this reason, supplies must be door, a handle, or other item like copper wire. It is, effectively,
brought to the warships, revealing their greatest weakness: their a battery with barely enough charge to be noticeable (that is, it
supply chain. If gunpowder and cannon are common, this ship will not cause damage) but which can be frightening to those
should slowly start to see development, but should be reserved unaware of its potential. It may be possible, with an extensive
for very special situations, as they are unequalled in naval battle. array of these, to plate metal over another metal, such as in
gold plating over lead. These are highly prized by alchemists and
TABLE 3.9 GENERAL EQUIPMENT wizards and by those seeking to counterfeit coinage, hence the
exorbitant price. The method of recharge is left to the Castle
Item Cost Weight EV CAP.
Keeper to determine, but it should not be an ordinary process -
Baghdad Battery 3,000 gp 1.5 lbs 1 — treat these devices as pseudo-magical in nature.
Ball of Clay, 4 oz 3 cp .25 lb * —
Bell (per piece) 1 sp .25 lb * — Ball of Clay: a chunk of malleable clay which is often used
in these common ways: placed into a keyhole and allowed to
Bonesaw 1 gp 1 lb .5 —
dry, then carefully extracted with oil to obtain a replica of the
Camping Grate 5 gp 10 lbs 4 — tumblers; rolled over a parchment or piece of paper to lift a mark
Chapbook (50 pages) 10 gp 1 lb 1 — or phrase; formed to replicate or conceal a facial feature, such
Chapbook, Illuminated (50 pages) 100 gp 1 lb 1 — as a nose, and covered over with make-up to assist a disguise;
Charcoal, Bag, 1 Pound 5 cp — * — create molds of all kinds, e.g. statues, tailored armor, candles,
or pottery. It is because of this last, most common usage, that
Cooking Tripod 10 gp 12 lbs 4 —
clay is not classified as a controlled substance. Looking for it in
Copper Cone 5 sp .5 lb .5 — large quantities however raises the attention of the militia and
Copper Wire 2 cp — * — rogues’ guilds.
Deck of Cards 7 sp — * —
Bell: often cast in bronze or brass, a bell is simply a small
Fishing Net 5 sp 45 lbs 7 3
implement that rings an audible alert when it is moved or struck,
Folding Stool 15 gp 4 lbs 3 — depending on how it is positioned. There are many types and
Hammer, Brass 10 gp 1 lb 1 — sizes of bells, but the above stats assume a small, hand-held bell,
Hollow Staff 20 gp 1.5 lbs 2 1 such as what might be found in a tavern or inn. Adventurers
Invisible Ink 75 gp .5 lb 1 — would likely use these as security devices to place around a
campsite perimeter, if magical alerting is unavailable, though
Jar, Mason 1 gp .5 lb * 1
they may not like carrying such easily disturbed noisemakers.
Jar, Pitch 3 gp 1 lb 1 —
Juggling Ball (per piece) 6 sp .25 lb * — Bonesaw: a fine-toothed metal saw designed to hack and hew
Magnifying Glass 100 gp — * — bone for amputation. In a pinch, it can double for a generic
hacksaw or woodcutting instrument, but this ruins the blade in
Make-Up, 3 oz 8 sp .3 lb * —
a matter of minutes, as the teeth are specifically intended for
Marbles, Bag, 1 Pound 1 gp 1 lb 1 —
cutting bone.
Marotte 3 gp 1.5 lbs 1 —
Meerschaum Pipe 150 gp+ — * — Camping Grate: a portable iron casing which has a wrought
pan in the bottom for the placement of embers, allowing a

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fire to be started and safely maintained nearly anywhere. The Copper Wire: a thin strand of pulled copper most often used
grate is open in several places, about every four inches, and is in these ways: artistically, such as embellishing an engraving or
uncovered, so rain or wet conditions can hinder the fire. This is work of art; as a makeshift lock pick or trap springing device; a
often a device issued to a small military unit for personal use by trap component, with or without electrical discharge. A single
the commanding officer, but it need not be so if desired. copper wire is approximately six inches long with a diameter of
1/16th inch. Acquiring thicker or longer wire is possible, with
Chapbook: bound in leather and sewn, a chapbook is a small corresponding increases in cost.
50-page book, either blank or written in. The subject for a
chapbook is traditionally religious in nature, pertaining to one Deck of Cards: many varieties of cards exist, with some
or more canonical stories the acolyte (cleric) would read aloud, heavily illustrated and containing varying amounts of individual
but here it simply means any book, regardless of genre or subject cards to complete a set, but the standard version represented
matter. Different materials are possible, such as dragon hide, here contains 52 separated into four suits of 13 cards each,
vellum, gilded paper, and human flesh, but these would need all decorated with some lavishness. Cards are mostly used for
adjudication on a per-item basis and are not included in the gambling, though fortune-tellers also use them; every card in a
above statistics. fortune-telling deck has a unique image, and each image has its
own meaning.
Chapbook, Illuminated: very similar to the more common
chapbook, an illuminated chapbook is simply one that has Fishing Net: designed to be thrown over a boat or placed in
been professionally illustrated, usually for religious purposes, a river or stream to catch fish, this is a woven net of cord with
but it can also mean one that contains formulae for alchemical smaller gaps than an ordinary net, lightening the load, and
constructions or magical rituals. The Castle Keeper should rendering it ineffectual as a weapon except against the weakest
decide if an illuminated chapbook is required for the making of and smallest of targets. Nets are typically made to fill a very
a working spellbook or not. By default, these are always made large area and can be drawn tight; they can bear up to 500 lbs.
of higher-grade materials than the lesser form, and the CK can The rope used may be reinforced if the fisherman using it is
decide they are considered “expert items” by definition. hunting lobster or crab, but this type of fishing net would weigh
much more and could be used as a workable weapon.
Charcoal: the burned remains of wood and other flammable,
organic objects, charcoal is often used for cooking even Folding Stool: a portable, backless chair that has two legs
though lighting a fire tends to be easier. It also serves many (each with two feet) that fold inward, allowing the whole to
other purposes, such as being used as a makeshift pen for fast be carried readily on the back or in a shoulder harness, which
scribbles, rubbing over an indentation to transcribe it to a paper comes with the device. They are made of steel and the seat itself
surface, or even as an emetic when a person gets poisoned. padded to provide some comfort. They are favored by those
In alchemy, charcoal has numerous applications. Rogues and who must walk a lot, such as clergy, scouts, or generals, and
those of a stealthy nature often smear their exposed skin and possessing one is often considered a sign of importance.
weapons with charcoal to darken them, making their chances
of remaining unseen in darkness slightly better (by how much Hammer, Brass: a small hammer composed of brass used to
is the Castle Keeper’s discretion, but it is suggested by no more strike and embed a fixed image upon a surface, usually a brass
than +1). Charcoal is a very versatile item in the hands of a or wooden item specially prepared by heating. Certain motifs,
creative player, and its multiple uses should be encouraged. notably those of coinage, are considered property of the state,
and possession or illicit manufacture is a crime, but personal
Cooking Tripod: forged from wrought iron, a cooking tripod imagery, such as the making of a signet ring, is otherwise
is a heavy, mobile platform for attaching a kettle or pot above a acceptable.
fire, usually used by those in the field (i.e., soldiers) to prepare
meals. Due to its three-legged stance, the tripod is very stable Hollow Staff: a deceptive item used by smugglers and rogues,
and can sometimes be adjusted to place the cooking dish closer, a hollow staff is a normal quarterstaff that looks like a walking
or further, from flame, depending on what is being made; the stick. The inside has been hollowed to allow the insertion of
tripod can even act as a sort of rotisserie or spit if needed. small items, such as jewelry, scrollwork, gemstones, and the like.
They are normally made with a screw cap or with a pin disguised
Copper Cone: a small to medium conical-shaped instrument as a stud to allow entrance to the contents. A hollow staff is not
used to amplify sound when placed against a door or wall. an effective weapon, as it is both too light and too delicate to be
Sometimes, a mesh of wire is inserted in the cone to prevent wielded with any force.
parasitic infection. The larger the cone, the greater its sound
amplification. In a pinch, a very large cone could be used as a Invisible Ink: despite its name, invisible ink is not truly invisible.
replacement for a musical instrument, such as a tuba or horn, It is hidden until a specific course of action, such as being put
but the wire mesh, if present, would need to be removed. It is to flame or having lemon juice poured over, causes a reaction,
suggested a small bonus (+1 at best) to listen checks is granted which then reveals whatever was written with the ink. This is a
in situations where a copper cone can be beneficial. pseudo-magical tool, most likely found in the abode of a wizard

68 CASTLES & CRUSADES


CHAPTER 3 — EXPANDING EQUIPMENT
or alchemist, but many people have reasons to want it, even item comes in a small brass box, which helps compensate for the
for non-nefarious reasons such as, for example, secretly sending relatively high asking price.
messages during a time of war. When visible, the ink is always
black in color. It is not technically difficult to make, but the Marbles, Bag: usually glass, or sometimes ivory, wood, stone,
demand and quasi-legality of its manufacture make it a pricey or even metal, a marble is simply a small globe often used to
item; the above stats assume enough ink to write one standard play a game, but the adventurer is more likely to use them
page, or about 150 words. in other ways. Because they are spheres, they are great at
detecting sloping passages or uneven surfaces, can be used as
Jar, Mason: a glass jar with one of two sealing methods, screw makeshift caltrops, used to determine the depth of a pool, or
cap or lever-action release, both of which make the container used to determine if the liquid in a pool is actually water. A
airtight and waterproof, perfect for preserving that which is bag of marbles contains roughly 50 marbles, which can cover
inside. The lid is normally always bronze, and the container a 5x10 area
itself typically thicker than a vial, making it somewhat sturdier.
A food item placed within a mason jar remains edible 1-5 days Marotte: similar in construction to a mace or scepter, a
longer than normal. marotte is a lightweight, highly decorated prop stick. Its
decorations include flamboyant tassels; a smiling, elaborately
Jar, Pitch: the best known form of pitch is a flammable carved face; and sometimes bells or candles for lighting effects.
substance used to repel boarders on a ship. It functions as These non-magical items are used by storytellers to enhance the
flaming oil, dealing 1d6+1 damage for 1d6+3 rounds if mood or to produce an effect similar to what one might see from
untreated. Another form of pitch is a type of mortar for masonry a stage magician. Because they have been known to contain
projects equal in strength to a non-magical wood glue. The small concealed weapons, such as daggers, many kingdoms do
Castle Keeper chooses which form of pitch is in the jar, and not allow just anyone to carry a marotte. In fact, usually only
prices should vary depending on which form of pitch is chosen. the court jester is entitled that honor.

Juggling Ball: a small, often highly colorful (red, green, and Meerschaum Pipe: carved with exquisite attention to detail
blue are very common) rubber ball used by jesters and other and made of the finest materials available, meerschaum pipes
entertainers to show their skill. Most entertainers can juggle can be considered expert quality simply by definition. They are
three to five at a time. Some resourceful individuals use juggling used by those who do not want to soil themselves by placing
balls as a means to train their hands for the art of pick-pocketing a smoked item like a cigar or cigarette into their mouths. The
and even as a distraction for that art in practice. Others will pipe is stylish, and its users, mostly the wealthy, believe it adds
insert small valuables into a juggling ball (nothing larger about to their noble appearance and shows they have great taste and
1 ounce) for smuggling. A juggling ball by itself is useless as a savoir-faire. Many a gnome or wizard is fascinated by these
weapon, but becomes quite effective when contact poisons, devices. Some of the pipes are very expensive.
acids, or other substances are applied to its surface.
Perfume/Cologne: a liquid made from the better-smelling
Magnifying Glass: a specially constructed glass which causes parts of flowers or animals in an attempt to quell smell or attract
things viewed through it to appear larger, potentially revealing a others. Perfume is often used because bathing conditions are
viewed item’s flaws or imperfections. It has no ability to detect either impossible, for example, a tainted water supply, expensive,
or reveal illusions, nor can it detect the presence of magic. In or simply because the individual has no sense of cleanliness.
professions in which extremely fine detail is required, such as Some intelligent monsters also make use of perfume to dissuade
gem cutting, having a magnifying glass is crucial to success. transgressors. For example, a dragon might leave its scent so
Indeed, it could be considered impossible to perform the task animals and lesser beasts leave it alone. Others use it to nullify
without the instrument. For tasks where visual aid is helpful, some remnant of themselves, such as an evil cleric in command
such as checking the inside of a lock or astutely ascertaining of a small copse of ghasts. A single vial, if used lovingly, is enough
the placement of a secret door, a bonus of +1 can be given to to last for 3-6 months of daily application; however, this dosage
the endeavor when using a magnifying glass. The entire area is unusual and so it typically lasts 1 week, at best, most often
must be carefully examined, which takes triple the normal time. dried in the first (and only) application. Lastly, one final use of
This is because the magnifying glass, while making what is perfume or cologne is that, due to how it is made, it creates a
viewed larger, also focuses the viewer’s attention onto a smaller terrible pain when placed in, or onto, an open sore. This allows
surface area. Lastly, a magnifying glass can be used to focus and it to detect things that may not be noticeable otherwise.
shape light, and to start a fire. It might kill a very small bug
(like an ant) after prolonged exposure, but these items should Printer’s Block Set: composed of individual wood blocks,
be considered crude by modern comparison. each engraved and etched with a letter, symbol, or number,
these are used by a printer to dip in ink and then roll or stamp
Make-Up: varying types of facial applications ranging from face to produce several near-exact copies of a document. They are
powders to lighten or darken skin tone to hair coloration or usually considered items of state or township, but if the setting
extensions and the like. Make-up is simply the basic component is akin to the Renaissance era in nature, the wood blocks
for an actor or anyone wishing to disguise their identity. The are instead made of metal, and it is not improbable to have

CASTLE KEEPERS GUIDE 69


PART ONE: THE CHARACTER
newspapers and the like, or mass announcements pinned across Vial, Acid: there are many types of acid. Some are far stronger
a town decrying or decreeing something. These are not used in than others, and others simply do not function against a
the making of paper currency. particular material. The type represented here is a metal-
eating acid, which is normally stored in a clay or glass vial,
Steel Slag: slag is the leftover bits of metal from the creation and is intended to be used by those in the smith crafts to etch
of a metal item. These bits of metal are either too small to reuse and engrave, especially for those working in copper. However,
or are chipped off from the original piece and forgotten.There nefarious people, like rogues, also use acid when their skills
are many applications for slag, such as using it to determine if otherwise fail, though the process is dreadfully slow. Exact
something is electrified, but the primary purpose is as makeshift details are subject to Castle Keeper’s approval, but the better
caltrops, these causing but one 1 point of damage to those the result, the more expensive the purchase.
crossing them. A bag contains enough material to cover a 5x5
area densely enough to be effective. Vial, Quicksilver: a glass container holding an amount of
elemental mercury, i.e. quicksilver, it is used in numerous ways:
Suction Cup: there are two types of suction cups available: dropped to the floor, it can detect sloping passages or the natural
natural, and manufactured. The natural variety is found and flow of water; it can detect a change in temperature that may go
procured from a creature like an octopus. The manufactured unnoticed without it; and medicinally, mercury has long been
variety consists of a rubber hemisphere and an air bladder thought to provide many different effects, the most common
much like the type used to stoke a fire. The cup is fitted to being to serve as anti-venom. It has countless applications in
the area where it will suction, and then the bladder pumped alchemy, however long term exposure to mercury can result in
until it has sucked the air from beneath the cup, creating a damage to kidneys and lungs (permanent -1 to constitution),
vacuum, allowing it to stay once the bladder is removed. The damage to the brain (permanent insanity), even death.
main purpose of this is for cleaning, such as during a surgery, but
some argue that it assists in breaking and entering into areas Xoanon: a crudely carved primitive statuette made from
protected by glass. The Castle Keeper determines whether or wood, bone, or ivory to depict a family member, or a political or
not this application is true. religious figure. It acts as a sort of focus (votive) or holy symbol
most often used by barbaric peoples. In some religions, a xoanon
Syringe: a glass tube with a sealant at one end and a sharp, is considered an element of sympathetic magic, acting as a sort
hollow needle at the other. Liquid can be drawn inside, and of channel between victim and caster (treat it as a non-magical
then injected through the needle. Healers often use them to “voodoo doll”).
inject pain reducers and other medicines or to extract liquid,
but assassins and other notorious individuals make equal use
of them. If the needle is not sterilized, it accumulates germs,
MAINTENANCE OF EQUIPMENT
which may lead to the onset of disease. The details are left to It’s not fun for the Castle Keeper or the player to constantly
the imagination. make checks for equipment. If, however, equipment checks are
common, it is equally important that those characters willing to
Terrycloth: woven fabric, usually wool, which can absorb take care of their gear should benefit. Armor and weapons need
large amounts of water, terrycloth is intended to be used as part oiling and cleaning. Clothing needs patching and stitching.
of the bathing process. This the fantasy equivalent of a towel. Bedrolls need drying out and proper rolling. General gear,
All adventurers should carry terrycloth, as it has many uses: especially leather, needs to be kept dry and clean. The list can
adventurers can douse it in water and wrap it around their go on to encompass almost all the equipment.
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 Characters actively taking care of their equipment by informing
items, including themselves, and so forth. The above statistics the CK that it is a normal part of their daily routine gain a +1
represent the ordinary 3-foot x 1-foot piece of fabric; larger on all equipment checks, whether the long wastage and usage
versions should be more expensive. charts are used or the simpler quick-check system is used (see
Chapter 9 Equipment Wastage).
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 There are two times during every adventure that a character
holy water, a small mallet, three stakes, a chapbook of religious should look over his things to see if they need repair. Whenever
ritual, and a bonesaw intended for decapitation. The kit does a character is about to go on an adventure, he should check out
not come with instruction manuals, and these kits are rarely his equipment to make sure everything is in good shape. Along
sold on the open market. Precise contents may vary based on the same lines, when a character is about to enter a new city or
region of the world and whether vampires are a known threat. town he hasn’t been in before, he checks his equipment to make
The case is designed specifically to house its contents and sure everything is in good condition. In each of these cases,
cannot easily store other items, thus the item includes no entry the player rolls a d20, and on a roll of 18 or above, something
for capacity. needs to be fixed, or it will break at a bad time. A random roll
determined by the Castle Keeper should be made to see what
item needs repairing.

70 CASTLES & CRUSADES


CHAPTER 4 — NON-PLAYER CHARACTERS

A
non-player character, or NPC, is
a character played by the Castle
Keeper who has a role in the
adventure or game. There are
several approaches the CK can take in dealing with
NPCs, but no one approach is superior to the other.
Every NPC encounter or planned encounter can
be different, and it is up to the CK to determine
the level of complexity the encounter deserves.
Simple encounters can be just that, requiring no
real recourse to any referenced rules. Long, drawn
out, interactive encounters, by necessity, require
more structure to determine the actual play and its
long-term outcome. It may be best to incorporate
a hybrid of all the rules. Also, as a CK, you should
prepare yourself to quickly react to adding NPCs
to the game by familiarizing yourself with all the
approaches to managing NPCs, but you should
only use the full extent of the following rules when
absolutely necessary.

NPCS DEFINED
The NPC is an essential part of any Castles &
Crusades game, as the characters encounter them
in almost every session. NPCs play a variety of roles
from the barkeep at the tavern that passes on juicy
rumors for a few coins to the well-paid henchmen
who drags the wounded character to safety and
healing. The NPC is a multi-faceted tool a Castle
Keeper can use in an almost limitless number of
circumstances. NPCs can start games by supplying
the player characters with the where, why, and
what of an adventure. They can advance stalled
adventures by supplying yet even more information
to confused characters. They can heal wounded
characters, can attack them, and can either serve NPC is as powerful as the Castle Keeper desires him to be, and
them or lord over them. NPCs serve as the catalyst for plot even the transient can be a retired class-based NPC. Although
points, awarding characters for success or punishing them for the player characters may only briefly encounter such an NPC,
misdeeds. There is almost no end to the utility of NPCs so long he could turn out to be more than they realize, and he may
as the CK understands the value of the tool at hand. actually be of great importance to their further adventures.
CKs should note that NPCs are not limited to humans and
demi-humans. Monsters, deities, and even sentient magic items CLASS-BASED OR NON-CLASS-BASED NPCS
can all be non-player characters in the ongoing adventure, CLASS-BASED NPCS: Class-based NPCs possess the same
and it is wise to treat them as such. They can interact with abilities as characters. CKs create them using one of the 13
the characters just as any henchman or hireling does, and may classes from the Players Handbook, the multi-classing rules,
have information, equipment, or treasure that may be of value the class-and-a-half rules, or any other variant or dual classes
to the PCs. However, there are exceptions. For example, the the CK has on and. They include henchmen, some hirelings,
random goblin is meant to be skewered, not interacted with. many adherents, and on rare occasions, creatures. They are
He becomes a NPC if he is captured and begins conversing or rangers, fighters, knights, druids, wizards, etc.
cooperating with the PCs.
NON-CLASS-BASED NPCS: The list of non-class-based
This chapter deals with non-player characters. Below are NPCs is extensive and includes any NPC not based on a class.
general rules and guidelines for the creation and use of NPCs, Hirelings are the most notable of these, but these also include
including types of NPCs, their reactions, their loyalty: it also adherents and creatures. These NPCs generally play only minor
provides hiring and equipping guidelines. Take note that any roles in any game.
CASTLE KEEPERS GUIDE 71
PART 1: THE CHARACTER
THE TYRANNY OF RULES mixed or lost notes and rambling encounter memories. Reacting
from the hip can be very good, but in the case of NPCs, it can be
As has been mentioned innumerable times before, the pace and extremely difficult, as the sheer number of NPCs the characters
mood of a game can be shattered by the strict adherence to encounter will eventually overrun your ability to keep up with
rules, tables, charts, and the like. Often it is far more important them. This is especially true with henchman who must interact
to ignore complex rules in favor of propelling the story and with the character on a day-to-day, game-by-game basis. These
adventure forward. Running NPCs is no exception to this. NPCs need more, not less, clarity.
The CK often finds himself wanting to move quickly through
encounters that might not be germane to the game, or ones When in need of clarity, refer to the following rules, lists, and
that might be boring, misleading, or distracting. It certainly charts as needed.
isn’t necessary the CK understand the difference between an
adherent and a hireling. What is important for the game’s pace
THE POWER OF CLARITY
and mood is that the CK knows what each individual NPC
is doing, the extent of his role, and how he reacts to certain NPC interaction can be terribly difficult and complicated.
situations. With the exception of henchman, the Castle Keeper Months of game-time character (PC and NPC) interactions can
can accomplish this from behind the screen with little recourse build up detailed histories that need tracking from one game to
to rules. the next. CKs should use the descriptions and tables below to
help govern these interactions. In Castles & Crusades there
Running NPCs on the fly isn’t as easy as winging combat, but it are four types of NPCs: adherents, henchmen, hirelings, and
can be done by keeping a few simple guidelines in mind. monsters. Each of these are described on the following pages.
The CK runs the majority of the NPCs, the henchmen being
1 NOTES: Make detailed notes about those NPCs the the possible exception, as he may decide to allow the player
characters are going to encounter more than once and with character to play his own henchmen.
which they have prolonged relationships. Note how the
NPCs react to the various personalities of the characters Different parameters govern each of the different types of NPCs,
themselves. Also note how they should react to dangerous as explained below.
or scary situations, and note how they might react to
character requests for information. ADHERENTS
2 PERSONALIZE: Give each NPC a quick personality. Created and played entirely by the Castle Keeper, adherents
Expand the NPC’s personality as the encounter grows. The are the everyday people the characters encounter and interact
more the NPC is interacted with, the more personality he with. The list of adherents is inexhaustible, but might include
needs. Be sure to keep notes, as it will come back to haunt the following: priests of orders, commoners, soldiers, barkeeps,
you when your players later pull out their notes and want guardsmen, shopkeepers, smiths, etc. The adherent is an
to interact with an NPC you previously provided for them. essential tool for the Castle Keeper to explain, facilitate, or
3 NAMES: Have a good resource of names handy to make hinder an adventure. The CK most commonly uses them in
the NPCs different and to avoid redundancy. Having a role-playing scenarios where players are attempting to find
world with 14 Otto the barkeeps is not a good idea. information or are building relationships for future gain. CKs
4 GIVE THEM LIFE: Though you have to maintain your should use them at all levels of play.
objectivity, you should treat each NPC as if he were your
own character in terms of his desire to stay alive. Remember CREATING THE ADHERENT
the survival instinct is a huge one, so no NPC will happily The Castle Keeper needs to determine what type of adherent
die for a PC for no good reason. the adventure needs: transient or permanent. Transient
5 MAKE THEM DIFFERENT: Some NPCs are cowards, adherents work in brief encounters with the characters.
and others are heroes. Some are candlestick makers, Permanent adherents are those meant to be long-standing
some are innkeepers, and some are none of the above. Be NPCs the characters will interact with over a number of gaming
sure to play each NPC true to his own ends and desires, sessions. Class-based adherents use the guidelines given for
making each more than a one-dimensional, cookie-cutter creating henchmen (see below) in creating them. Use the
character, and everyone will derive more enjoyment from following guidelines to create non-class-based adherents. For
the experience of interacting with him. adherents who are guardsmen, scouts, men-at-arms, or similar
combat-oriented professions, refer to Table 4.17 Hirelings to
The veteran Castle Keeper knows the dynamics of the table, the determine their hit dice and abilities. Both types of adherents
game, or the adventure, and he will occasionally call on NPCs share the following statistics:
to add more clarity to an encounter or to provide more overall
detail. Knowing when to do this is vitally important to the Primary Attribute: Adherents do not generally receive
game’s pace, mood, and fun. Don’t become so bogged down in primary and secondary attributes at all. If the CK wishes to give
the desire to keep encounters simple that you shuck all manner them primary attributes, then he may certainly do so at his own
of clarity from the game, evolving your table into a hybrid of discretion. To do so, follow the rules outlined for monsters in
72 CASTLES & CRUSADES
CHAPTER 4 — NON PLAYER CHARACTERS
Monsters & Treasure under Saves, allowing them mental and Assayer 18
physical attributes categories only. Atilliator/Crossbow Maker 18

Hit Die: Generally, adherents have a d4 HD, though Castle Aurifaber/Goldsmith 18


Keepers may want to give some transients a d6 or even a d8, Axle Tree Maker/Wheelwright/Cartwright 12
depending on circumstances. Bailiff/Barleyman 12
Baker 12
Alignment: Adherents are almost always neutral, unless the Beggar 12
adventure or scenario calls for a specific alignment.
Blacksmith/Smug/Forge Arm 12
Weapons: Unless they are class-based, adherents are not Bladesmith/Edge Tool Maker 12
trained in the use of nor have any real knowledge of weapons. Blender/Clothier 12
If forced to fight and their morale holds up, they fight using Block Printer 18
whatever they can get their hands on. They always fight at a -4 Boatswain/Bosun 18
unless the CK specifically declares them as being proficient in a
Botcher/Cobbler/Tailor 12
particular weapon. For example, a halberdier is proficient in the
use of a halberd, but cannot pick up a military pick and wield Bottler/Flasher/Glazier 18
it effectively. Bounty Hunter 12
Bowyer/Fletcher 12
Armor: Unless class-based, the adherent cannot wear armor Braider/Cordwinder/Roper 12
of any type unless the CK specifically allows it. Brass Founder/Yellowsmith/Brazier 18
Breakman/Mason/ Brickburner 12
Abilities: The adherent has no abilities beyond that of his
occupation. A tanner cannot hide in shadows; his skill is to work Brightsmith/Whitesmith 18
with leather. Unless the CK determines that some adherents are Burglar/Sneak Thief 12
very powerful individuals with various skills and abilities. Cad/Servant/Menial 12
Cantator (Cantatrice) 12
The following table lists 100 types of adherents, and a brief
description of their profession follows. A parenthetical Carpenter/Woodworker 12
indicating the adherent’s standard challenge base follows each Cartographer/Mapmaker 18
listing. The CB reflects the PCs’ likelihood of encountering this Chandler 12
particular profession in regions with pre-determined economic Charlatan 12
structures (for more on this, refer to Chapter 6, Economic Cheapjack/Hawker 18
Tiers of Regions). This adherent list is not exhaustive; the CK
Claker/Magician [18 for Genuine] 12
may expand it as needed.
Cleric/Priest/Acolyte 12
Cook/Chef 12
TABLE 4.1 TYPES OF ADHERENTS
Counterfeiter 18
Name Challenge Base
Deathsman/Executioner 12
Acrobat 12
Decretist/Religious Sage 12
Advisor/Consultant 12
Departer/Refiner/Smelter 18
Advocate/Lawyer/Barrister 12
Dog Breaker/Animal Trainer 12
Agister/Horse and Pony Tender 12
Dog Leech/Veterinarian 18
Alchemist 18
Dragoman/Guide/Interpreter 12
Amanuensis 18
Ellerman/Oilman 12
Ambassador/Diplomat 18
Farmer/Freeman 12
Apothecary/Druggist 18
Freebooter 18
Archer/Bowman [18 for Balister/Crossbowman] 12
Geiger/Musician 12
Archiator/Chirurgeon/Leech/Physician 18
Gob/Jack/Able Seaman 12
Archivist/Chartulary 12
Greensmith/Brownsmith/Coppersmith 12
Arkwright/Cooper 12
Helmsman 18
Armorer/Armor Smith 12 or 18
Herbalist/Spicer 12
Artificer/Engineer/Ginor 12
Illuminator 18
Artist/Artisan 12 or 18
Infantryman [18 for Man-at-Arms/Heavy] 12
Assassin/Murderer 18

CASTLE KEEPERS GUIDE 73


PART 1: THE CHARACTER
Intelligencer/Spy 18 and strength of the law in court in service as prosecutor or
Ironmaster/Ironmonger 12
defender of the accused.
Jester 18 Agister/Horse and Pony Tender: an individual who is tasked
Jobmaster/Caravan Guide 18 with the grooming, feeding, and care of horses and ponies
Lapidary/Jewelsmith 12 during their stay in a stable or equerry. Many are skilled in
Lederer/Leatherworker 12 training, riding, or evaluating equines, but most are not capable
of performing acts of mounted combat or equestrian feats (such
Mango/Slaver 12
as a galloping jump).
Merchant 12 or 18
Mintmaster 18 Alchemist: someone trained in the arts of alchemy, able to
Perchemear/Paper Maker 12 produce potions and powders which mimic magical effects
(excluding those of a healing sort) but are not truly magical
Picklock 18
in nature. Many wizards pursue studies in alchemy, often
Pickpocket 12
being referred to as “hedge wizards”. The limits of alchemical
Point/Scout 12 substances, prices, and availability are subject to the Castle
Prostitute 12 Keeper’s discretion.
Rattlewatch/Militia 12
Amanuensis: this usually refers to any unskilled manual laborer,
Redar/Dreamsmith 12
but may also refer to a person who writes notation or copies a
Redsmith 18 written work, retaining the original language.
Saboteur 18
Saddler 18 Ambassador/Diplomat: a government official living or visiting
another country, acting as a representative for such things as
Safecracker 18
treaties, trade affairs, or other political missions. In many cases,
Sage 18 where laws are broken by citizens of the ambassador’s homeland,
Schrimpschonger/Ivory Carver 12 within the borders of the foreign state, the ambassador takes the
Scribe/Scrivener 12 role of advocate.
Scryer/Diviner/Seer/Vizier 12
Apothecary/Druggist: maker of compounds and salves for
Silversmith 12
medicinal purposes which combine both herbal and alchemical
Solider/Mercenary 12 or 18 remedies. Many apothecaries are also capable of procuring,
Soper/Soap Boiler/Soap Maker 18 identifying, and manufacturing poisons and drugs. The effects
Taster 12 are usually quasi-magical.
Taxman 12
Archer/Bowman [Balister/Crossbowman]: skilled in the use
Tide Waiter/Inspector 12 of a long or short bow. A balister/crossbowman is one versed in
Turnkey/Jailer 18 the use of various types of crossbows. These individuals are not
Valet 18 usually capable of making such weapons, but can “field repair”
Weatherspy 12 one, keeping it in a working condition.
Welter/Horseman/Cavalry/Knight 18
Archiator/Chirurgeon/Leech/Physician: a non-spellcasting
Woodreeve/Ranger 12 healer who can set bones, draw blood, diagnose and treat disease
Zoographer/Breeder 12 or injury. Also skilled in anatomical studies, these individuals
often have a more in-depth knowledge about specific types of
Acrobat: an itinerant (traveling) entertainer skilled in creatures, mainly humanoids and monstrous humanoids. The
dexterous acts, such as tightrope walking, tumbling, and healing capability and cost of the archiator is subject to the
gymnastics. Acrobats are often part of a larger performing group, Castle Keeper’s adjudication, but it is suggested that it be slow,
for example, a member of a circus or theatre troupe. Some are painful (not damaging, but impairing), and costly.
rumored to be versed in stealth or theft.
Archivist/Chartulary: an individual responsible for the
Advisor/Consultant: an expert in a specific field of knowledge, upkeep, storage, and retrieval of written works, maps, and other
for example, war, religion, politics, magic, or economics. The items of significance, often at the behest of a government or
advisor’s opinion is sought when matters of state or kingdom wealthy collector. This occupation is much like a modern
are decided, and often has an active participation in the result librarian or curator.
based upon his advice.
Arkwright/Cooper: a maker of chests, boxes, coffers, barrels,
Advocate/Lawyer/Barrister: a person trained in the field of casks, and other wooden storage devices assembled with iron
legal enforcement whose duty it is to extend the full protection fittings. Many arkwrights possess rudimentary skill in metal

74 CASTLES & CRUSADES


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bending, braising, and repairing, but they are not as proficient Beggars commonly carry disease, but not all are truly afflicted,
with wood as a carpenter, nor as versed in iron as a blacksmith. with some faking a disease for sympathy.

Armorer/Armor Smith: a person trained in tailoring, Blacksmith/Smug/Forge Arm: a person trained in making,
manufacturing, and repairing metal armor, sometimes designing, and repairing tools and equipment made of iron or
specifically to a single type, such as chain or plate. In a setting steel, such as horseshoes, nails, hammers, and the like. Depending
where firearms exist, an armorer would also craft and repair on the size of the community, a blacksmith may be specialized
them. in producing one specific item. In very small settlements, a
blacksmith often is responsible for making weapons (except
Artificer/Engineer/Ginor: a military specialist trained in bows and crossbows) and armor, and he often doubles as any
the construction, use, and repair of siege-related equipment, other type of smith, although his ability and quality will not be
ranging from ballistae to towers and tactics, such as sapping as good as a blacksmith in a larger community..
or ramming. They are also responsible for the maintenance of
castle equipment, such as portcullises or well winches. Bladesmith/Edge Tool Maker: a manufacturer and repairer
of items meant to retain an edge, such as a knife, scythe, sickle,
Artilliator/Crossbow Maker: a person who makes, repairs, or sword.
and designs crossbows of all kinds, except for very large examples
used as siege equipment, where they simply act as advisors for Blender/Clothier: a maker of various fabrics, such as silk or
their construction. Artilliators do not make quarrels or bolts for cotton, who can also produce clothing tailored to the customer,
crossbows, but leave that task to the bowyer. including various colors or additions, like lace frills. A blender
is typically unskilled in the use of leather, but does know how to
Artist/Artisan: any skilled craftsperson performing the duties sew and cut it, and so can shape it to some minor degree.
and tasks of a trade not otherwise covered, such as painting,
sculpting, or working with exotic materials. Block Printer: a skilled producer of bound books,
advertisements, and other printed material, typically of religious
Assassin/Murderer: a member of the assassin class from the tracts or governmental decrees, but any subject matter is
Players Handbook hired to kill or eliminate an enemy or group possible.
of enemies. Murderers perform the same function but are not of
the assassin class. Costs are usually high, and locating an assassin Boatswain/Bosun: an individual in charge of the maintenance
can be difficult, as they do not typically advertise their services. of rigging, cables, anchors, and sails aboard a nautical vessel,
Assassinations and murders are illegal in many societies. often also acting as an enforcer of naval law and captain’s orders
among the crew.
Assayer: a person who evaluates and estimates the value of
an object, such as a statue or livestock. In a mine, an assayer Botcher/Cobbler/Tailor: someone who makes, customizes,
analyzes metal ore to determine the quantity and quality of and repairs shoes, often from scrap material. The more highly
gold, silver, and other precious or usable metals in a mine. trained the individual, the nicer the title bestowed, so that a
tailor indicates more professionalism than a cobbler, which is a
Aurifaber/Goldsmith: a specialist in handling, treating, step above botcher.
engraving, and using gold for any craft except that of coin
making. Costs are typically high, and the customer must Bottler/Flasher/Glazier: a manufacturer of objects made of
provide the gold used, though the customer can lower the cost glass, including window panels (both stained and not), bottles,
significantly by having the object plated in gold instead. and flasks.

Axle Tree Maker/Wheelwright/Cartwright: a maker and Bounty Hunter: one who tracks and apprehends (or kills,
repairer of wheels, carts, wagons, and all manner of wheeled depending on the terms of the contract) fugitives who have,
vehicles, including chariots and carriages. thus far, escaped the penalties of their crime.

Bailiff/Barleyman: an officer of the court whose duty it is to Bowyer/Fletcher: a skilled craftsperson who designs, makes,
enforce laws through arrest and general civil service, including repairs, and sells bows for archery or war. They usually also deal
keeping the peace at events such as gladiatorial combats and in the trade and manufacturing of bow accessories, such as
executions. quivers, arrows, and bolts, as well as variant arrowheads. Many
are former warriors and are quite adept at their craft.
Baker: an individual trained in the culinary art of making various
pastries: pies, cakes, or cookies. Many bakers are knowledgeable Braider/Cordwinder/Roper: a craftsperson in the trade of
about food preservation, spices, and edible herbs. making and repairing rope or twine, generally from hemp or
tweed, but also from more exotic materials, like silk or hair.
Beggar: often an itinerant, disfigured, or unemployable
person who earns a living by begging. Some beggars are skilled Brass Founder/Yellowsmith/Brazier: someone who makes,
pickpockets, and many are aware of rumors and “street secrets.” repairs, and finishes items made of brass and its related alloys.

CASTLE KEEPERS GUIDE 75


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Breakman/Mason/Brickburner: a professional in the art of Claker/Magician: one who is, or pretends to be, a member of
using stone or brick for construction, including the making or the wizard class found within the Players Handbook.
quarrying of materials. These individuals are often tightly-knit
and formed into guilds, and each is usually quite knowledgeable Cleric/Priest/Acolyte: a religiously indoctrinated person of
in the fields of geometry and architecture, sometimes doubling the cleric class as presented in the Players Handbook.
in the role of architect.
Cook/Chef: a skilled person who plans, procures ingredients,
Brightsmith/Whitesmith: a person who works in light metal, and creates meals. A cook often has extensive knowledge of
such as tin, aluminum, or pewter. Sometimes they work for edible plants, spices, and various forms of alcohol.
other smiths, doing finishing or polishing work.
Counterfeiter: an individual who produces fraudulent goods,
Burglar/Sneak Thief: a member of the rogue class from the especially coins and documents, though anything of value can
Players Handbook who enters a building to steal valuable be, and likely is, counterfeited. Counterfeiters do not generally
items within it, without intent of causing physical harm to advertise their trade, and they can be very expensive to hire, as
occupants. Sneak thieves perform the same function but are their profession is normally considered illegal.
not of the rogue class. This profession is unlawful or illegal in
Deathsman/Executioner: an individual given legal obligation
many locations and therefore, it is usually more difficult to find
to end the life of another as punishment for crime. The execution
someone willing to perform the service. However, some burglars
is often performed in a public manner, and many executioners
have a more legal job in testing a structure’s present security
are allowed to keep tokens from their victims, as their pay is not
measures, and in this role, they are considered advisors.
generally very high. A skilled deathsman can judge the weight
Cad/Servant/Menial: a domestic worker, sometimes unskilled, and height of a pending victim with good accuracy.
tasked with various duties, such as cleaning toiletry, folding
Decretist/Religious Sage: a person well-versed in the
linen, or delivering messages, though any menial job is possible.
intricacies of religious doctrine, dogma, history, and practice.
Cantator (Cantatrice): a performer skilled in singing and
Departer/Refiner/Smelter: a tradesperson who removes
sometimes oration. For large events, like a circus or play, a
impurities from excavations to yield pure substances, such as
cantator is often hired to attract the attention of potential
iron, gold, or silver. These individuals often possess an in-depth
customers, acting as a barker. Some cantators are members of
knowledge regarding various mineral poisons and acids.
the bard class.
Dog Breaker/Animal Trainer: in general, dog breaker refers
Carpenter/Woodworker: an individual trained in designing,
specifically to one who handles, grooms, and trains canines.
crafting, repairing, decorating, and maintaining objects made of
However, it may also reference any person who trains any type of
wood, including buildings, such as barns or sheds. As carpentry
animal, the training occurring over the course of several weeks.
tools can be quite specific, many actually manufacture their
They generally train one to three types of related animals, have
own, and thus also have a rudimentary knowledge of the
remarkable understanding and knowledge of animal traits, and
blacksmithing trade.
can provide details about the quality of any specific animal,
Cartographer/Mapmaker: someone capable of producing or assuming it is one the person trains.
reproducing a map or navigational chart, complete with legend.
Dog Leech or Veterinarian: an archiator that specializes
Many cartographers take great pride in their precision and are
exclusively in the treatment of animals such as dogs, cats, cows,
very skilled geographers and surveyors.
and horses.
Chandler: a craftsperson in the trade of making candles,
Dragoman/Guide/Interpreter: someone who communicates
typically from tallow, but also from beeswax and other materials
and translates from one spoken language into another and also
Charlatan: a fake or fraud offering services for which no actual assists in reaching a given destination through knowledge of
ability is possessed. Charlatans usually pretend to be members the local terrain. They are not usually expected to fight, though
of the medical or religious occupations. Some are actually many are capable. Some are members of the ranger class as
members of the illusionist class in the Players Handbook. provided in the Players Handbook.

Cheapjack/Hawker: a merchant dealing in shoddily Ellerman/Oilman: a merchant selling various types of oil,
constructed or misleading merchandise. He often sells the including kerosene (if available) and those culled from whale or
items at great discount, but the items are highly likely to be seal fat. They also sell lanterns, lamps, and other devices using
of substandard quality. This need not always be the case. For oil for heating or lighting.
instance, the cheapjack could simply be fencing stolen goods for
Farmer/Freeman: a person who tends the land, growing crops
the thieves’ guild, and is, therefore, willing to accept a low price
or raising animals, and providing a source of food. The difference
to move the items.
between farmers and freemen is that farmers are allowed to use,
but do not own, the land. They have much knowledge about
76 CASTLES & CRUSADES
CHAPTER 4 — NON PLAYER CHARACTERS
natural patterns and information about crops and animals. however, is a heavier unit, wearing much better armor and often
They also are usually self-sufficient and capable of defending having better equipment overall, and these units are usually
themselves if needed. better trained and are comprised of more skilled warriors.

Freebooter: one who plunders or pillages for a living, freebooters Intelligencer/Spy: one who engages in gathering information
are similar to pirates or raiders but tend to not be associated with by any means available, including reconnaissance and theft.
ships. Harming another to obtain loot is not always abhorred, Intelligencers often serve military purposes, but could be
though freebooters tend to avoid it when possible. Another employed by a guild or a militia. It is dangerous to be recognized
definition of a freebooter would be adventurer. as an intelligencer, so they do not generally advertise their
services. At worst, being a spy is treasonus, while at best it is
Geiger/Musician: a musician is a person who plays an illegal. The intelligencer is always disdained and mistrusted.
instrument of some sort while a geiger is person who specializes
in the playing of stringed instruments such as harps and zithers. Ironmaster/Ironmonger: the producer of iron or steel used
Musicians can read and write music, and they often have some by others, such as a blacksmith. Members of this profession
singing ability, as well. Most do not create their own instruments, can make or break a settlement. They are often the wealthiest
but they can usually keep them in good repair, readying and non-nobles in the area and some may even be members of the
tuning those instruments of a similar nature. aristocracy, though such an occurrence should be an exception.

Gob/Jack/Able Seaman: anyone who is given license to board Jester: an entertainer who performs acts of buffoonery, juggling,
a ship by the captain, and then is assigned a specific role other acrobatics, and other clownish activities for the laughing
than boatswain or other standard ship office. They are usually pleasure of his audience. A jester is a common disguise for
skilled sailors or navigators, and they often endure harsh assassins desiring to get close to royalty, and so guardsmen
conditions. greatly scrutinize jesters before allowing them admittance to
perform. Otherwise, a jester generally has much information
Greensmith/Brownsmith/Coppersmith: a craftsperson in about his employers, even knowing many of their secrets.
the trade of handling, crafting, etching, engraving, and using
copper and similar alloys and metal in the making or repairing Jobmaster/Caravan Guide: the person responsible for ensuring
of articles, excluding coins. all gear, horses, livestock, feed, and other necessary items are
obtained before embarking on an overland caravan journey.
Helmsman: a navigator of a naval vessel, often skilled in The jobmaster also navigates, leads, and protects those on the
cartography and astronomy, responsible for ensuring the ship journey.
follows the fastest, safest, and most reliable route. Because of
the nature of the occupation, a skilled helmsman recognizes Lapidary/Jewelsmith: an expert in the identifying, cutting,
the signs of an oncoming storm, well before anyone else except engraving, and using of precious and semiprecious gems in
those using magical aids. a variety of applications but most often for construction and
creation of jewelry.
Herbalist/Spicer: herbalists deal in wholly natural, plant-based
remedies and can produce semi-magical effects drawn from Lederer/Leatherworker: a craftsperson trained in procuring,
them, especially those pertaining to medicinal uses. Spicers are tanning, repairing, and crafting leather in all its forms, including
dealers in spices, such as pepper, salt, and other ingredients with the making of leather armor and waterproofing leather.
a wide range of applications, such as preservation or obscuring
flavor. Spicers are always trained in treating poisons, and they Mango/Slaver: generally an unskilled individual who captures,
can recognize and identify plants readily, though very rare or purchases, and sells others into servitude. Being a mango may
obscure plants may prove challenging to them. Unlike similar be considered a legal profession, especially in a society with
occupations, an herbalist is often not considered on the edge debtors’ laws or an indentured apprenticeship schema. Typically,
of legality, except when dealing with distribution of controlled a mango will deal only with inventory of their race, but this is
substances (poisons and narcotics). not an iron rule.

Illuminator: a painter of books using expensive and difficult Merchant: anyone who sells, buys, and maintains an active
materials, such as gold, azurite, and their kin. Their artistry is inventory of goods. In many instances, appending “monger”
very specialized and not easily duplicated, and the Castle Keeper to the type of product sold provides a title for the merchant;
may decide spellbooks must be illuminated books. Nearly every for example, a fishmonger would be a person who sells fish
religious text will be illuminated. of various types. An innkeeper would also be considered a
merchant, though what he sells is space and comfort.
Infantryman [Man-at-Arms/Heavy Infantry]: a lightly
armed and armored combatant composing the bulk of an armed Mintmaster: a legally authorized individual who strikes coins
force, bearing any weapon of their choice and shield (nicknamed and produces currency at the behest of government authorities;
“sword and board”) with whatever armor can be scrounged up, mintmasters are highly skilled at identifying forgeries of their
generally armor no better than chain mail. A man-at-arms, work. A mintmaster can also refer to a banker, currency

CASTLE KEEPERS GUIDE 77


PART 1: THE CHARACTER
exchanger (accepting foreign money and providing comparable, within their organization. They usually have pick of whatever
at conversion rate, local funds), or an accountant. jobs they want to take, and, therefore, are not necessarily “for
hire.”
Perchemear/Paper Maker: a person who produces paper,
parchment, papyrus, and vellum. Perchemears usually also Sage: individuals known for their often unequalled expertise
deal with ink, pens, and other necessary writing implements, regarding a specific, narrowly defined knowledge set, such as
and they can usually direct one to an amanuensis, illuminator, plant life within a certain river delta or the history of a given
scribe, or archivist as needed. dwarven clan. Based on their vast understanding of their
selected field, a sage can predict trends and related events, or
Picklock: a skilled thief specializing in bypassing or removing identify things which directly pertain to his focus. Very rarely,
mechanical locks, without resorting to acidic corrosion. a sage expands his baseline to include all of a selected field,
Picklocks sometimes double as legal professionals, serving as such as “all dwarven history” or “all magical theories,” but these
locksmiths, making and distributing locks to customers.
sagas are usually difficult to find.
Pickpocket: one who steals small valuables, such as gems or
Schrimpschonger/Elephant’s Teeth Dealer/Ivory Carver:
money purses, from others surreptitiously, generally amidst
an artist who works in the medium of ivory or bone.
a crowd. Many pickpockets are very young or disheveled
individuals who appear to be beggars. This occupation is nearly Scribe/Scrivener: one who copies or writes, especially as it
always considered illegal. pertains to judicial, religious, or governmental documents. To
make a document official, it must often be sealed or signed by
Point/Scout: the lead of a military or espionage activity whose
a scribe, effectively making the occupation a notary. Scribes
task it is to gather information and relay it quickly without
also, unlike an amanuensis, translate documents into other
being spotted, caught, or killed. Points generally work alone or
languages, making scribes invaluable to an archivist.
with a very small band. Most are trained within a specific type
of terrain, and they have often served as dragomen. Scryer/Diviner/Seer/Vizier: anyone using sundry means to
Prostitute: someone who proffers sexual activity in exchange foretell the future, such as casting lots or reading entrails, and
for money. Laws may inhibit or restrict prostitution in many most often possessing actual magical means. Diviners can locate
different ways, including where the activity may occur, how the and witness events as they transpire across a distance, such that
prostitute can advertise, or even the price of the transaction. the movement of an enemy could be watched. These individuals
are nearly always under the direct employ of a government head
Rattlewatch/Militia: a member of a settlement who patrols or are leaders of religious institutions.
and watches for signs of trouble, but is under orders of the bailiff
not to engage the troublemakers unless in extreme duress. Silversmith: a crafter and repairer of objects made primarily of
However, some militia are granted authority to apprehend or silver, such as goblets or silverware.
detain. In an emergency, the rattlewatch is expected to double
Soldier/Mercenary: a skilled military professional who is
as firefighters and infantrymen.
expected to provide his own gear and obey the commands of his
Redar/Dreamsmith: interpreters of dream symbolism, they employer, even unto death. For this loyalty, the soldier’s price
forecast the future or recall the past for paying individuals. is often high, and refusal to pay brings retribution. The skill
level of these soldiers varies widely. These individuals typically
Redsmith: a craftsperson who creates, repairs, engraves, and do not form a standing army, but may gather together in order
uses bronze and similar material for various applications. to increase their appeal to an employer. Their ranks comprise
members of all the warrior classes discussed in the Players
Saboteur: a military or political activist who engages in Handbook.
functions which reduce the effectiveness of the opposition,
ranging from covert destruction of siege engines to preparing Soper/Soap Boiler/Soap Maker: a maker and merchant of
propaganda and anything in between, such as arson. In a soap and related products, such as lye, who sometimes serve as
direct siege against a castle or structure, a saboteur would be launderers or rent out baths.
undermining the foundation at the instruction of an artificer.
Many are skilled members of the rogue class as presented in the Taster: a professional tasked with sampling a meal, including
Players Handbook. beverages, before anyone else, especially royalty, ensuring it is
not poisoned or inedible. Sometimes, tasters have a specific
Saddler: maker, repairer, and merchant for all equine-related food they sample, such as wine or grapes, depending on their
items, specifically the saddle and riding gear, but also feed. palate and sensitivity.
Safecracker: a professional specialized in the breaking-and- Taxman: a person whose duty it is to collect appropriate taxes
entering of highly secured areas. Combining both the talents of on goods, services, and other legally decreed terms, such as
a burglar and those of a picklock, they are usually well-regarded entrance to a city or a license to use magic.

78 CASTLES & CRUSADES


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Tide Waiter/Inspector: one who inspects goods and people cuirass repaired, so he goes to the village tanner. While the
as they enter a city or town, generally from a port, but also by tanner is working on the cuirass, Angrod asks him about the
wagon or cart, ensuring no contraband is allowed in and that all orcs in the area. Checking his notes, the Castle Keeper sees
applicable laws or safety measures are followed. that the tanner’s name is Luth Merridoos. He is friendly and
welcoming, but he does not know much beyond his own day-
Turnkey/Jailer: a legally-bound individual responsible for the to-day affairs. He supplies his name and remarks that he knows
maintenance and care of those which have been imprisoned, nothing of the orcs, but can tell Angrod about all manner of
whether for crime or debt. Many jailers function as torturers, as leather goods. The dwarf pays Luth’s fee and moves on.
well, at least in societies where such acts are tolerated.
In this example, the Castle Keeper need not know much about
Varlet/Squire of the Body: someone who aids and assists a the NPC beyond his name and profession.
member of a warrior class, except the knight, with daily tasks.
For example, obtaining space in a stable, helping with the Permanent Adherent
donning of armor, or sparring as requested. A squire performs
Permanent adherents require more time and development. A
the same functions, but will only serve a knight.
name, some background information, and a personality helps
Weatherspy: one who watches for changes in weather patterns augment the continual encounters characters are likely to have
and warns a settlement if disaster, such as a tornado or drought, with them. Encounters with permanent adherents are not likely
is approaching. to involve conflict, so the CK does not need to develop their
attributes beyond what is outlined above in creating the adherent.
Welter/Horseman/Cavalry/Knight: a mounted combatant Table 4.27 Background and Table 4.29 Personality below
often dressed in heavy armor and bearing a lance or horseman’s are useful in quickly generating a permanent adherent NPC.
weapon such as a flail or mace. Unlike the welter horseman,
and cavalry, nearly all knights are members of the knight class Example: While Angrod visits the tanner, Merrick, a young
as listed in Players Handbook. 3rd-level paladin, visits the Temple of St. Luther to consult with
the head of his Order. There, he meets the paladin Gilfalas, his
Woodreeve/Ranger: a tender and protector of an area of senior by 10 years. Gilfalas has been in the service of St. Luther
land and its occupants; in a large settlement, such as a capital, his entire life, joining the order at the age of 8 and serving a
rangers are also gardeners, hunters, and furriers. Nearly all are variety of paladins as he worked his way up the ranks. He is
members of the ranger class as listed in the Players Handbook. older, with gray hair and a short, well-groomed beard. His blue
eyes are kindly, and his whole demeanor is one of calm patience.
Zoographer/Breeder: a person who domesticates and breeds His large hands, however, denote one who has spent a lifetime
animals of any type, including livestock. Sometimes they wielding a sword, and his slightly bow-legged walk marks him
attempt to cross breed related animals, occasionally producing as a horseman of old. Gilfalas is a very honest man and speaks
offspring with desired traits, such as aggression or docility. in simple, short sentences without any pretense toward double
talk, innuendo, or implications. He means what he says, and
DEVELOPING THE ADHERENT says what he means. He is a retired 14th level, lawful good,
human paladin with many campaigns under his belt. He has
How much development an adherent requires determines his extensive knowledge of the surrounding countryside, and he is
role in the game. The transient requires little or no development, versed in the arcane, as his life’s struggle against evil has forced
whereas the permanent adherent requires more personality and him to know his enemy.
background information. Preparing for these encounters is a
good idea for the Castle Keeper. The more players interact with In this example, the Castle Keeper developed more than enough
NPCs, the more questions they ask and the more information information to extensively role-play encounters with Gilfalas.
the Castle Keeper needs to keep on hand. Keeping good notes Even though this NPC is obviously a class-based adherent, it
or investing in the Player Character Reference Sheets can is not necessary to fully flesh him out with attribute scores, hit
prove invaluable. points, and armor class, as the Castle Keeper does not intend for
him to take an active role in the campaign, traveling with the
Transient Adherent characters and fighting at their side. If, in the future, Gilfalas was
to take a more active role, fleshing him out with the necessary
These adherents require little or no work from the Castle
statistics would only be a matter of a few dice rolls.
Keeper beyond that outlined above in creating the adherent.
Characters are likely to encounter them only once. There The true value of adherents is, of course, their role in the game.
is little likelihood the transient NPC will need to make any Fleshing them out with a little personality, perhaps giving them
specific attribute checks or dice rolls. an accent or some odd quirk, and role-playing them can bring a
great deal of excitement to the game, and doing so truly engages
Example: Angrod the dwarf and his party have arrived in the the players. A well-played adherent, or any NPC for that matter,
village of Petersboro north of the Darkenfold Forest. They have
can bring as much enthusiasm to the game as a heart-pounding,
recently battled with a band of orcs on the Downs, and Angrod
edge-of-your-seat, everyone-is-going-to-die battle.
has had a large gash cut into his leather cuirass. He needs his

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PART 1: THE CHARACTER
LOCATING ADHERENTS riding saddle for a giant frog, the “ordinary rules” become less
than useful.
Adherents comprise the vast majority of people occupying
the cities, towns, villages, castles, and strongholds the player The CK can determine the adherent’s general skill level and
characters encounter. Finding specific adherents takes a little relevant cost as the adventure calls for it, or he may generate
more time and effort. If Angrod is looking for a seer, he is not the information randomly on the table below.
likely to find one in the village 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 finding a seer TABLE 4.3 HIRING ADHERENTS
in the town. d20 Roll Skill Level Cost Factor
1-11 Proficient —
For the likelihood of locating adherents in any city or town,
you must determine the economic tier of the region and that 12-14 Specialist x2
of the profession. Once this is accomplished, consult Table 4.2 15-16 Professional x5
Locating Adherents. There is almost no chance of locating 17-18 Expert x 10
adherents outside of urban areas unless they are part of a 19 Master x 25
caravan or similar troop. 20 Unequalled x 50 +
When using Table 4.2 Locating Adherents, you must first Cost factor is a multiplier added to the cost of any item obtained
determine the challenge base of the profession as listed in Table from the merchant due to special requests. Use the price lists
4.1 Types of Adherents. The challenge level is determined by
presented in the Players Handbook as a baseline for the cost
the size of the community as reported in Table 4.2 Locating
of things. An unequalled crafter of an item is likely to add his
Adherents. Add the challenge level to the challenge base to
or her own requests to the price, such as obtaining rare and
determine the challenge class. Roll a d20; any number greater
obscure components, or performing some personal mission, or
than the challenge class means the characters successfully
anything else the Castle Keeper can think of. The Castle Keeper
locate the adherent in the community.
is encouraged to use such instances as catalysts to adventure.

TABLE 4.2 LOCATING ADHERENTS After determining the craftsman’s skill level, the Castle Keeper
Habitation Population Challenge Level then consults Table 4.4 Construction Time and decides on
an amount of time required for the task, based on its difficulty,
Thorp 40 8
modified by the adherent’s skill level. The minimum amount
Hamlet 200 4 of time required is 1, regardless of adherent skill. In general,
Village 500 2 the more intricate and obscure, the more difficult it will be to
Town 2000 -6 craft. Other factors, like materials worked with, should also be
taken into account. There is no way to completely codify this,
City 10000 -10
so Castle Keepers must use their own judgment. Beyond this,
Metropolis 20000+ Automatic other factors might come into play, such as economy, demand,
availability, and so forth; use these to control and limit what is
Hiring Adherents available in your game, providing the sense of detail needed for
your campaign’s flavor.
Adherents are not intended to be hired on a permanent basis.
They may provide a service, such as the tanner did in the Items are defined as standard and non-standard items. The
above example, i.e., repairing Angrod’s cuirass, but once that Castle Keeper alone determines if an item is standard or non-
service is complete, they are simply paid, and the CK moves standard. Generally, standard items are common, everyday
the adventure on. When hiring an adherent to do a job, such as items, such as bedrolls, backpacks, ropes, etc. Non-standard
repairing armor, baking dry rations, healing, or any of the myriad items are more complex items such as a pulley.
tasks they do, the Castle Keeper should take into account both
the difficulty of the task at hand and the time it is likely to take Proficient adherents cannot produce non-standard items.
to complete the task. The costs can vary tremendously, but the They may know someone who has the talent, but they lack it
simple chart below should serve as a good starting point for the themselves.
costs of various services.
A specialist can create non-standard items, but cannot produce
When hiring adherents to manufacture or repair goods, consult items of a “difficult” or “very difficult” nature. Roll on Table
Table 4.3 Hiring Adherents. For most things, a Castle Keeper 4.4 Construction Time twice and add the results together to
can simply assume the adherent is either skilled enough in determine the amount of time required, then increase the time
whatever craft to create an item, or he has the right connections period by one category, i.e. hours become days, days become
to obtain any item found in the Players Handbook, as logical weeks, weeks become months, and months become years.
for the storefront or shop. But, for special requests, such as a

80 CASTLES & CRUSADES


CHAPTER 4 — NON PLAYER CHARACTERS
Like specialists, professional adherents can create any non- Arrows/Bolts – Hours
standard item as befitting their trade, but they cannot produce
those of a “very difficult” nature. For professionals, roll on Table Siege Weapons – Months
4.4 twice and add the results together to determine the amount Small Carpentry (canoe, desks, etc) – Days or Weeks (higher
of time required. detail extends time period required)
Large Carpentry (ships, buildings, etc) – Weeks or months
An expert is a capable craftsman, able to produce just about (size or difficulty increase needed time)
any appropriate item in the standard amount of time shown on
Table 4.4 Construction Time. An item crafted by an expert Small Masonry – Days or Weeks (higher detail extends time
period required)
is automatically an “expert item” but may not be suitable for
enchantment. That depends on the nature of the raw goods Large Masonry – Weeks or months (size or difficulty increase
provided to the creator for the process. needed time)
Pottery – Days
Master makers can create any item at a faster rate than expected.
Roll on Table 4.4 Construction Time twice and subtract the Glassware – Days
results to determine the time required. However, remember that Alchemical Items – Days or Weeks (Castle Keeper’s choice)
just because the merchant can have the item available, it doesn’t Blacksmith Items (nails, horseshoes, etc) – Hours or Days
mean it will be. Make your players sweat! Any item made by a (quantity determines)
master’s hands is considered suitable for enchantment, and thus
Leather Goods – Days
is automatically an expert item.
Anything Else – Castle Keeper’s discretion
A person with unequalled skill can craft any item in far less
Routine constructions are any normal item usually available in
time than expected. Roll on Table 4.4 Construction Time
the store. It is either readily available in the game world, or it is
twice and subtract the results to determine the amount of time
found in the equipment lists of the Players Handbook.
required, then decrease the time period by one category, i.e.
months become weeks, weeks become days, days become hours, Complex constructions are items that have been customized,
and hours become minutes. At the Castle Keeper’s discretion but not to an abnormal degree. Resizing armor or reinforcing
however, the crafter is not required to produce the item in that a bow would both be examples of a complex construction, as
time frame. Items constructed are always suitable for magical the resizing and reinforcing both modify the existing equipment.
imbuement. Lastly, even when rushed (see below), the item
maintains its craftsmanship. Typically, a tradesman of this level Difficult constructions are items where the base nature has
demands to work with the very best materials. For example, he been dramatically altered, improved, or otherwise extensively
may require adamantine or mithril for metalwork, platinum modified. Examples would be armor that has less encumbrance
and diamonds for jewelry, or other exotic components. The or provides more protection, or a weapon that deals more
requester provides all the item’s components. damage. Such items are normally considered “expert items” due
to their craftsmanship and skill level needed to manufacture. It
Addendum: If the Castle Keeper desires, an aged adherent is suggested that no bonus from crafting alone can exceed a +1
can be decreased in skill level, each age category (middle-age, modifier to whichever statistic it is applied to, and then, only a
venerable, etc) shifting the skill level down one column so a single modifier is applied.
specialist becomes a professional.
Very difficult constructions are similar to difficult, but border
TABLE 4.4 CONSTRUCTION TIME on the edge of needing magic to craft them. The modifications
are not actually magical, but they are somewhat better than
Difficulty Time Required* those possible with difficult items. Like difficult constructions,
Routine 2d4 the bonus cannot exceed +1, but it can be applied to up to
Complex 2d6 three statistics, e.g. attack bonus, AC, encumbrance, damage,
Difficult 2d4+4 or anything else appropriate to the item and its purpose.
Very Difficult 2d6+4 If time is pressing, it is possible to rush an item’s manufacture.
*Time required is a random amount of whatever unit is needed When this is the case, the item is completed in half the expected
based on the type of item in question, as follows: time, but unless made by an Unequalled-level adherent, is
Light Armor (includes Shields) – Days reduced in craftsmanship by one step, e.g. from Expert to
Professional. Furthermore, when rushed, the cost doubles, paid
Medium Armor – Weeks for in full, before the job begins. Ethical merchants will not sell
Heavy Armor – Months substandard goods, but if they do, treat as an “inexpert item”,
Light Weapons (excluding arrows/bolts) – Days where the item imparts a -1 modifier to the statistic or statistics
it is applied to.
Heavy Weapons (excluding siege engines) – Weeks

CASTLE KEEPERS GUIDE 81


PART 1: THE CHARACTER
Supplying Adherents TABLE 4.5 SITUATIONAL MORALE MODIFIERS
There is never a need to supply the adherent with equipment, FOR ADHERENTS
though the characters may have to provide materials, especially Situation CL
if they are rare. Additionally, any gifts given or extra money paid Extreme, certain death or imprisonment +10
to the adherent may increase the value of his services. Harsh, dangerous +5
Venturesome, could end well, could end poorly 0
Retaining an Adherent’s Loyalty
Easy, little or no risk and some reward -5
An adherent’s loyalty, if ever relevant, is situational, as he can
Beneficial, no risk with certitude of great reward -10
only be loyal to a party that circumstances have forced him to
join. Transient adherents have no loyalty rating of which to
speak. If they have joined a party due to circumstances, their HENCHMAN
loyalty to the character or characters is completely dependent The henchman is a class-based NPC hired by the characters
upon the charisma of the main character, and again, the to augment a party, usually filling gaps. For instance, a party
circumstances. The character must make a successful charisma without a rogue may seek to hire a skilled rogue to locate any
save in order to keep the adherents around. The check is traps and open any locked doors they encounter in a dungeon;
adjusted by the challenge level of the situation as determined a party who has a cleric who does not practice healing spells
by the CK as well as the character’s level and attribute bonus. may wish to hire a cleric who does, etc. Henchmen are used at
all levels of play. They have highly variable loyalty and morale
Example: A bloodthirsty horde of ungern soldiers is attacking rates, depending on how they are treated and paid. They are
a small village. The villagers gather in the Inn with Angrod expensive, as they are skilled warriors, wizards, clerics, etc.
and his companions. In these circumstances, they have become
members of the party. Barren is a 4th-level knight with a
CREATING THE HENCHMAN
charisma of 17, giving the knight a +2 bonus to his charisma
check. When the ungern attack, the knight calls on the people Henchmen hold an unusual role in Castles & Crusades; once
of the village to hold fast. The Castle Keeper determines the hired, they become part of any adventuring party and act as do
situation is very dire as there are so many ungern attacking, characters in almost every circumstance. They have the same
giving the situation a challenge level of 5. Barren then must skill sets and are considered adventurers of one stripe or the
make a successful check. Charisma is a prime attribute for him, other. Once a henchman is hired, the Castle Keeper should
so his base chance to succeed is 12. After adding the challenge take a few minutes to create the henchman, using the standard
level, the CK determines that he needs a 17 to succeed at the method of character creation as described in the Players
check (CB 12 + CL 5 = CC 17). Barren has a +4 level bonus Handbook. Unlike all other NPCs, henchman have the same
and a +2 attribute bonus for a grand total of +6. The player six attributes characters do, and their primary and secondary
rolls a d20, and comes up with 10. Adding the +6 brings him attributes are determined by the race and class needs as outlined
to a 16. He fails his charisma check. The adherents refuse to in the Players Handbook.
serve the knight and, no doubt, mill about in confused mayhem.
Primary Attribute: The henchman gains primary
It is important to note that although the character makes the attributes just as characters do. Demi-humans get two primary
necessary checks to determine the adherents’ loyalty, the CK attributes, and humans receive three. The CK should determine
may want to keep the result secret, using descriptions to portray which of the henchman’s attributes are primary and secondary.
loyalty or parties breaking apart due to a failed check.
Hit Die: The henchman’s Hit Dice is determined by his class.
Morale-Reaction Refer to the relevant class, dual, or multi-class reference for the
appropriate Hit Dice.
Morale is a combat-based roll, a charisma check. Normally,
adherents have no morale, and the rules need not apply, but as Alignment: The henchmen’s alignment can be as varied
with loyalty above, circumstances may dictate the adherents’ as the player character’s. To determine the alignment, consult
morale is affected. The character must make a successful Table 4.28 Determining Alignment. In some instances, the
charisma save in order to keep the adherents around. The check CK should choose the alignment, making it more compatible
is adjusted by the challenge level of the situation, as determined with the party’s.
by the Castle Keeper.
Weapons: Unless the adventure calls for it, most henchmen
The following table gives the CK a set of simple situational
generally come unequipped. They have normal clothes, boots,
guidelines and their respective CLs. The Castle Keeper should
and a belt. Wizards come with a spellbook and clerics their
feel free to adjust these challenge levels as fits his game. In
holy symbol. Other class-based henchmen travel with any tools
addition, the tables supplied below for a henchman’s loyalty
necessary for their trade. The characters purchase everything
may come into play with the morale of an adherent (see Tables
else the henchman needs or the characters wish them to
4.5 Situational Morale Modifiers for Adherents).
82 CASTLES & CRUSADES
CHAPTER 4 — NON PLAYER CHARACTERS
possess. Castle Keepers, at their discretion, may provide high- is behind the screen running the game, and if a CK feels the
level NPCs with a magic item or two. need to play a character, he should yield the chair!

Armor: Armor is restricted per the henchmen’s class. LOCATING HENCHMEN


Abilities: The henchmen’s abilities are utterly dependent Henchmen reside in many different locations, which are only
upon his character class. A henchman has the same abilities as limited by the demands of the adventure or the Castle Keeper’s
any player character of the same class. discretion. They are commonly located and hired in towns,
though it may fit in with the adventure’s narrative to have
characters meet and encounter them while on the road or in
DEVELOPING THE HENCHMAN
the midst of an adventure.
Once the CK rolls up the henchman, he should take time
in fleshing him out, giving the henchman a name, a little Note the mechanics determining where a henchman is or is not
background, and a few personality traits. There is a good chance located and whether or not the party can actually encounter
the henchman has joined the party to stay, and if his loyalty and one stand secondary to the needs of the adventure, so the CK
morale hold and he continues as an employee of the party, it can use or ignore the rules as needed.
behooves the CK to have a fleshed-out, believable NPC from
the beginning. Example: A group of characters venturing to the Tower of
Chaos, where the CK knows there are many locked doors is
Once the henchman is complete and the personality outlined, going to need a rogue. It may be that finding a rogue where the
the henchman is ready to enter play. Generally, the Castle Keeper characters are isn’t that likely. In such a case, the experienced
plays, or runs, the henchman. The CK should be very careful Castle Keeper creates a believable reason for a rogue to be there
in running henchman, taking care not allow the henchman to so the group has a fighting chance of unlocking some of those
dominate the party in decisions and actions. The henchman doors. Otherwise, the characters and the players spend many
should always be second fiddle to even the most uninvolved hours of game time trying to open doors they can’t open. If the
of the players and characters. This caution goes beyond game adventure unfolds in this way, it is likely to end far quicker and
mechanics. A henchman may be more powerful than individual with less satisfaction than the CK had hoped.
characters, with better stats, high hit points, etc., but he should
not take away game time from the players, as this will spoil
everyone’s fun.
On the Road
Adjusting an adventure to allow the party a chance of finding
Unlike other NPCs, the CK may allow players to play the a henchman is relatively easy. Even if the characters are in
henchman. In this instance, the Castle Keeper should run the the wilderness, dice are not necessary. By taking a look at the
henchman for a few sessions first, establishing him in the game. adventure, the CK determines a good entry point for the NPC.
The player responsible for hiring the henchman then is then Are the characters on the road? Encountering a wandering
given the option to play him, with the caveat that he cannot do traveler in no way detracts from the game, and is not an unusual
anything that needlessly or recklessly endangers the henchman. occurrence. Are the characters in a dungeon? Finding a man
If anything like that occurs, the CK always reserves the right to locked and chained to the wall fits the scheme of the game
remove the henchman from the player’s responsibility. perfectly. It should not be as easy as a rogue spinning down the
wall on a rope just when the character’s need one. Rather, keep
Of all the NPCs, henchmen afford the CK the best opportunity
the encounter in the context of the game, making it believable
to introduce new plot lines, story hooks, and adventures, and
and much more fun.
they serve as a conduit for information to the characters. By
their nature, henchmen interact with the party on a deeper
Note: In such an instance, if the party is in need of a particular
level than most other NPCs, and the enterprising CK should
type of henchman and the CK means to supply it, it is best to
take advantage of this, building storylines into the henchman’s
make the NPC have an alignment and personality compatible
background, and through these, introducing various hooks.
with the party’s.
A note of caution is needed, however. Too often CKs fall into
the trap of allowing the henchman to possess too much hidden Example 1: Angrod and his crew left the town of Petersboro,
knowledge, or to be more powerful than the party members, supplied and equipped for another adventure. After several days
subconsciously interjecting themselves into the party as a of travel, they found an old castle, largely in ruins but overrun
defacto player. CKs already possess this knowledge as game with goblins and their ilk. The goblins had recently captured a
masters, and using a henchman NPC in such a role means they young elf, a rogue by the name of Publio. They tied the hapless
come to dominate the players and other characters. This strips fey to a tree outside the castle, serving as a warning to others.
the game of any challenge, and it kills the fun. Castle Keepers Publio hangs on the tree in immense pain, eyeballing a large
should never let henchmen, or any NPC for that matter, hive of fire ants that have only now begun crawling in his
dominate the inner workings of a party. CKs should never direction. The party takes note of the elf’s plight, rescues him,
become members of the party through an NPC. The CK’s place and revives him. They find he is a rogue of some skill, and they

CASTLE KEEPERS GUIDE 83


PART 1: THE CHARACTER
offer him employment. With no better prospects and grateful for results. It is entirely up to the Castle Keeper and the players as
his rescue, Publio willingly accepts the offer and joins the party to how they go about finding prospective henchmen.
as their henchman. Terms, of course, must still be negotiated.
Whichever way the party uses to find a henchman—and
there is no reason that they shouldn’t try one or more or all
In the Town simultaneously—the task of locating the employee should
The far more likely place to locate a henchman is in a town, become part of the ongoing adventure. Role-playing the
castle, or city. Here there are likely to be scores of unemployed encounters can be fun and interesting, and for the clever CK,
adventurers, mercenaries, rogues, and other similar types looking afford the perfect opportunity to introduce adventure hooks.
for work or some kind of prospect. Urban areas are far more likely
to have henchmen available for hire than are rural areas, but Word of Mouth: The party can set down stakes in a local
even the smallest berg may have people looking for gainful and tavern, guild house, or similar establishment and let the locals
prosperous employment. know they are in the market for a henchman, thereby getting
the word out. This approach always takes time, days if not
As noted above, the needs of the adventure should out-rank weeks, as news of this sort may spread quickly, or it may not. It
any mechanics of play. If the party needs a cleric, it might also has the added problem of attracting more people than the
behoove the Castle Keeper to have one present when the characters are interested in hiring.
adventurers begin looking for the henchman. However, if the
party or game is in no need of a particular henchman, then Posting: Through this method, the characters have placards,
the CK should leave the acquisition of a henchman up to signs, or other notices drawn up and posted about the town or
chance. The following serves as a good guideline of what and castle. Specific times and dates are set for meeting potential
who resides in any given locale. Any given locale can count on henchmen. The more information the characters provide on
1% of its population consisting of adventurers. If the place has the notice, the narrower the chance of attracting potential
1000 people, then 10 of them are adventurers. To determine a miscreants or unqualified henchmen.
particular henchman’s class, roll a d20 and consult Table 4.6
Crier: Criers reside in most any locale (see adherent above).
Henchman Class.
These can be the loudmouth from the local tavern or the
professional crier who hires himself out each day to stand upon
TABLE 4.6 HENCHMAN CLASS busy market corners and shout out advertisements. This method
Class d20 can be particularly effective, as it is the method most commonly
Fighter 1-3 used by those in power to get the word out to the public on new
laws, new dangers, or general news.
Ranger 4-5
Rogue 6-7 Agent: This method is only available in large towns. Agents
Assassin 8 are locals with connections and skills allowing them to locate
Barbarian 9 potential henchman with the least amount of fuss. They tend
Wizard 10-12
to be more expensive, but the value of their services reflects in
the almost negligible number of unqualified persons they send
Illusionist 13
to the characters to interview.
Cleric 14-16
Druid 17 Guild or Order: Characters who belong to a guild or order
Knight 18 may utilize those organizations to find a desirable henchman.
This method is often the most effective, yielding the party
Paladin 19
a henchman that is generally of the same alignment and
Bard 20 disposition. Each guild house governs by its own rules, and some
Once the CK has determined the number of henchman may require payment. The guild master may ask for donations,
available in the party’s location and what they are, the set the characters a task, or even give them a quest to repay
characters must decide how they intend to find and connect the house for its services. On the other hand, some guilds may
with the henchman. Some type of meeting must be arranged, request nothing from the characters. Even characters who don’t
usually at a local tavern, inn, or eatery in which prospective belong to a particular guild can utilize a guild to find employees.
henchmen can meet the party and “interview” for the job. The This is, in fact, one of the purposes of a guild.
party must, during these meetings, determine if the henchman
has the proper skills (class) and training (level) for the job and Example 2: Angrod the dwarf is a member of the Cult of
is at least moderately compatible with the party members. Swords, a loose order of warriors, mercenaries, and soldiers. In
its ranks are fighters, knights, rangers, monks, and some ronin
There are several methods characters can pursue in locating paladins. Angrod knows the guild well, and he understands
prospective henchmen. Some are far more efficient than others, they have no particular hierarchy other than that earned by
but they generally cost more money but yield more substantial reputation and prowess in battle. The guild does, however, put

84 CASTLES & CRUSADES


CHAPTER 4 — NON PLAYER CHARACTERS
up members in barracks, rented or purchased in various towns. HIRING A HENCHMAN
One such barracks exists in Petersboro. Entering it, Angrod
Henchmen are hired by an individual character, a group of
seeks the Master of Arms and requests the guild notify its
characters acting as one, or one character chosen by the party.
members that he is interested in hiring a Shield Arm, a young
In the latter case, the henchman is loyal to the one who hired
soldier of fortune to serve him in battle. “I had a scrap with
him, so long as there is no abuse or unnecessary risk. After
some orcs this past week, you see, and one took my helmet for
locating the henchman, the characters must offer terms, and
an anvil and ruptured my eardrum. I’m not hearing so well, and
the henchman must agree to them.
I need a good man with a stout arm to watch my flank.” The
barracks has about 30 or 40 warrior types camped out in it, and To hire a henchman, the player must make a successful charisma
the Master of Arms puts the word out in short order. Several check. The challenge class is equal to the challenge base plus
join Angrod in the common room to hear what he has to offer. the henchman’s level. The player adds his level and attribute
The Cult of Swords charges nothing for this service, as this is bonus to the roll, plus any miscellaneous applicable modifiers.
often how its members find gainful employment. Angrod, being The terms of the employment can modify the challenge class as
wise, donates 10 gold pieces to the barracks’ coffers, however. can the character’s level and attribute bonus. See Table 4.9 -
Of course, Angrod must vet the perspective henchmen for 4.14 Challenge Class Terms & Conditions.
quality and competency.
Terms include things such as upfront payments, expenses, goals,
Network: Most everyone has a network of relationships to responsibilities, compatibility, and shares in treasure. Terms are
call upon. In their hometowns or districts, these include family, vitally important in attracting henchmen, but also in keeping
friends of family, friends, and acquaintances. In regions where the their loyalty rates high; the better the terms, the higher the
character is less known, these networks might be understandably henchman’s loyalty rating. Below is a list of standard terms and
weaker, but include guilds, commonly encountered adherents, some general guidelines on how to use them. It is important to
etc. Characters may actively attempt and the CK track such note, however, that there are no hard-and-fast rules for executing
networks. It is reasonable to assume that the characters can fall terms. Each individual campaign is different, and the CK should
back on these networks or utilize them to locate adventuresome adjust standard terms as fits each individual situation.
spirits they can engage or attempt to engage as henchmen. The
CK must assign a CL to this method of finding a henchman,
basing it on the size of the network available. The more familiar
Standard Terms
the character is with the area, the lower the CL. Payments: Henchmen are people too, and few people join a
dangerous enterprise without reasonable compensation. Hiring
To determine the success of finding a henchman through any a henchman requires upfront payment. This payment is above
of these listed means, the character involved must make a and beyond whatever other terms the character offers, and
charisma check, adding any attribute bonus, class level, and the henchman immediately spends the money. In other words,
any other applicable modifiers due to magic or other means. If the upfront money does not become part of the henchman’s
the characters utilize multiple methods of finding a henchman equipment. Assume the henchman uses the money to give to
at the same time, they gain a +2 bonus on their check for each his family, settle debts, or to make mundane, non-adventuring
different method (i.e., one method +0, two methods +2, three purchases. The amount of this payment depends on the
methods +4, and four methods +6). henchman’s availability, skill set, and level. Fighters are more
Their target number is the challenge base (determined by the common than knights are, rogues are found on every street
character’s charisma) plus the CL given in Table 4.7 Methods corner, but assassins are highly specialized and rare.
of Finding a Henchman. The challenge level is modified by Above and beyond the upfront payment, henchmen require
the level of the prospective henchman; the higher the level, the a monthly stipend and travel expenses (including food and
rarer the henchman. lodging). The standard salary never exceeds the class’ startup
gold, and is generally 1/10th of the monthly wages; i.e., a 1st-level
TABLE 4.7 METHODS OF FINDING A HENCHMAN fighter would be paid 50 gp when hired and 10gp a month, a
Cost* CL 1st-level wizard 15gp, and a 1st-level assassin 12gp and 5sp, etc.
Word CK 8+level sought The standard rates for hiring and monthly salary for a henchman:
Posting 10gp/week 5+level sought
Crier 1gp/day 3+level sought TABLE 4.8 HENCHMAN STARTUP PAYMENT
Agent 5gp/day 2+level sought Class Start-up Salary per Month
Guild see above 3+level sought Fighter, Rogue, Barbarian,
50gp x level 10gp x level
Network CK 1-10+level sought Bard, Ranger

* Where the cost is marked CK, the CK must determine if this Wizard, Illusionist, Monk,
100gp x level 15gp x level
method costs anything at all. Paladin, Knight, Cleric
Assassin, Druid 125gp x level 12gp, 5sp x level

CASTLE KEEPERS GUIDE 85


PART 1: THE CHARACTER
Expenses: Generally, henchmen require coverage of all their Compatibility: Whether or not a party is compatible with
travel, lodging, and food expenses. Furthermore, henchmen the henchman in question is very important. Alignment and
don’t come equipped with gear, weapons, or armor, and it is disposition play a great role in acceptance. Characters may
up the party to equip them. How a party intends to equip a desire to hire henchmen of differing alignments or personalities,
henchman is a factor in whether the henchman takes the job but such henchmen are unlikely to desire to join such a party.
or not. A fighter who is offered a suit of used leather and a The lawful good henchman is not likely to join a chaotic neutral
dagger to defend himself is not going to be as inclined to join a party, as he knows that conflicts over the PCs’ actions will arise.
party as the fighter who is promised a chain shirt, shield, helmet, Conversely, a rogue of an altogether mean persuasion isn’t likely
sword, and backpack full of necessary supplies, such as food, to join a troop of wandering paladins on a holy crusade.
bedrolls, tools, and the like. The more the characters offer the
henchman, the more likely he is to take the job and join the Also, how the characters react affects the overall desire of the
henchman to take an offered job. By checking the henchman’s
party, serving the party loyally.
personality traits already written up and comparing them with
The standard expenses offered to henchman include food and the party’s known qualities, the CK can determine if there is any
drink, lodging, and enough equipment necessary to get through kind of compatibility. A fastidiously clean henchman who takes
one solid adventure. meticulous care of his equipment and person is less likely to join
up with a crew of slovenly, lazy, tightwad, troll-like characters.
Equipping a henchman as well as the rest of the party is
equipped is above the average, while equipping him with less The standard compatibility is an alignment not more than two
than he needs to get by on is below the average. places removed and personality traits at least similar to the
character doing the hiring.
Goals: The kinds of adventure the characters intend to hire the
henchman for are very important. Long, dangerous adventures Treasure: Appropriation of treasure is perhaps the most
with a small chance of monetary return and a high probability important thing that plays into hiring a henchman. A stingy
of death are not very appealing and play against a henchman’s party who expects the henchman to do an equal share of the
desire to enlist. Though some may find the chance of death work but offers little beyond a monthly stipend isn’t likely to
with no return exciting, the vast majority of people do not. engage the interest of a prospective henchman as much as one
Henchman do not necessarily shy away from long journeys or offered a fair share of all the spoils, whether magic or mundane.
even long commitments, as these offer the opportunity for long- The standard treasure offered to henchman is 1/10th of the share
term employment, but there has to be some type of return for of each of the party members with no magical treasure offered.
the henchman. Simple adventures involving dungeon crawls, Anything beyond this is exceptional, especially magic treasure.
looting ruins, or hunting monsters are typical scenarios no This latter has a value to henchmen above and beyond normal
henchman would think twice about accepting. However, a goal coin and jewels.
set of attacking the Horned God in his towers of Aufstrag is not
something many would be willing to sign up for. To determine the challenge level of whether or not the
henchmen will take the offered job, consult the following tables:
What the characters intend and what they tell the prospective
henchman can be two different things, though. Players should
TABLE 4.9 STARTING FEE
be cautioned against overwhelming henchman with too much
information. How a henchman reacts to the goals is in many Start-up Money Paid CL
respects incumbent upon the CK, and the CK should keep the Standard – ½ +2
over all storyline of the game in mind when considering this. Standard – ¼ +1
The standard goals for hiring a henchman are continued Standard 0
employment and simple, non-epic quests. Standard + ¼ -1
Standard + ½ -2
Responsibilities: A clear definition of what the party requires
of the prospective henchman certainly plays into whether the
henchman takes the job or not. A rogue told that his job is to
TABLE 4.10 SUPPLIES/EXPENSES
fight shoulder to shoulder with the party’s fighters isn’t likely
to take the job. A fighter told that part of his tasks is to attack Supplies/Expenses CL
any magic-using creature isn’t likely to join either. A promise of None at all +5
equal treatment and tasks centered on his skills is far more likely Offers to purchase bare minimum, but no class-based equipment +3
to engender a positive response from the prospective employee.
Offers to purchase basic equipment, some weapons +1
Standard responsibilities for any henchman may exceed their Standard equipment, weapons, and travel gear 0
skill level and abilities. However, they should not demean the Weapons, travel gear, general equipment, and class-based items -1
henchman either. Giving henchmen less than his is capable of is
As above with magic item(s) -3
insulting, and giving him more than he can handle is dangerous.
86 CASTLES & CRUSADES
CHAPTER 4 — NON PLAYER CHARACTERS
TABLE 4.11 TREASURE is promise of at least some treasure. Merrick explains to Horat
that he must take an equal time on guard duty like the rest of
Start-up CL the party, and they expect him to take the forefront only in dire
One-half of standard +5 situations. The CK must now tally up the CL modifiers.
Keep what you kill +2
The startup money is above average, giving the CL a -1.
Standard, no bonus treasure offered +0
The expenses are standard, having no impact on the CL, +0.
Bonus in extra gold, gems, and extraordinary items -1
Treasure is equal to all and is above average for another -3.
Bonus in extra monies as well as small magic items -2
Equal share treasure as well as magic items -3 The goal is one of great risk with little reward ,+3.
Equal share, bonuses, and powerful magic items -4 The responsibilities equal to the skill level, -1.
No differences are apparent, so the compatibility does not affect
TABLE 4.12 GOALS & CHALLENGES the roll +0.
Type of Goal CL All told, the CL is -1, -3, +3 and -1, for a total of -2. The
Little Reward with great danger +5 paladin has a charisma of 17, and it is his prime, making the
Little Reward with little danger +3 challenge base 12; adding the challenge level of -2, the paladin
must overcome a challenge class of 10. He rolls a 7 on a d20.
Some reward, some danger +0
His level and attribute bonus are added to his roll, +3 for the
Great reward with great danger -1 level and +2 for the attribute bonus. This brings his total score
Great reward with little danger -3 up to 12, exceeding the challenge class of 10. Horat agrees to
join the party.
TABLE 4.13 RESPONSIBILITIES
Responsibilities CL SUPPLYING HENCHMEN
Always takes point, guard duty, scullery tasks, treated as Supplying a henchman is critical to his loyalty rating to the
+5 character or party. As mentioned earlier, it is standard practice
servant or fodder
Torch bearer, bulk of combat, character behind the henchman +3
that employers cover a henchman’s lodging and normal travel
expenses. These travel expenses include room and board at
Guard duty, menial tasks, equal fighting with characters 0 any inns or taverns, as well as any actual transportation costs.
Duties commensurate with skill level -1 Common practice dictates employers supply their henchmen
Equal treatment, never put forward unless necessary, with proper gear. Supplies include equipment, such as bedrolls,
-3 clothing where necessary, food, and travel gear, such as
character protects
backpacks, extra equipment like rope, armor, and weapons.
Failure to do either of these things adequately affects the
TABLE 4.14 COMPATIBILITY
henchman’s loyalty rating.
Personality Traits/Differences CL
Opposite alignment +5 RETAINING A HENCHMAN’S LOYALTY
Alignment conflicts, such as NG and NE +3
Loyalty is a fickle thing, and it is far easier to lose than it is to
Neutral or indifferent traits 0 gain and maintain. A brief look at the tables above reveals how
Similar in thought, alignment is close such as CG and LG -1 easy it is to lose that loyalty as well as how much must be done
Of like mind and alignment -3 to preserve it or to raise it.

Of course, the Castle Keeper is the final arbiter of what is and Check loyalty frequently. Doing a check before the beginning
isn’t a decent term or condition. A lawful good party setting out of each adventure is generally a good time, as it won’t interrupt
to destroy the tower of the evil wizard Nulak may find a paladin the flow of play and sets the CK up with a baseline loyalty from
willing to hire on for no pay or compensation. which to operate. As a rule of thumb, it is good to check loyalty
whenever a large event occurs or after a long time (in game
Example: Merrick, our 3rd level paladin, has spent several time) where events might seem to wear down a henchman. This
days in and around the Cult of Swords’ guild house looking for should be done quickly, though, and not impede the adventure
perspective henchman. He at last settles on a few and agrees to or encounter. It is ill-advised to lay out a huge encounter and
interview them. The first, Horat, is a chaotic neutral, 3rd level, suddenly announce a loyalty check. Though this may seem
human fighter. Merrick offers him 165gp startup money, 40gp a realistic, as the henchman looks at his odds for survival, that
month, with all expenses, including armor and weapons paid. is not necessarily the case; henchman are stout adventurers in
He offers him an equal share in the treasure with some bonuses their own right. Furthermore, it tends to detract from the game
if the situation should arise. The goals of the adventure are very at hand and irritate players to the point that they mistrust the
dangerous. They are to set out and destroy an evil hag, but there entire henchman process.

CASTLE KEEPERS GUIDE 87


PART 1: THE CHARACTER
During play, the CK should keep a running tally of the player’s challenge class. The challenge base is as it was before, 12,
treatment of his henchman so he knows what the henchman’s because Merrick’s charisma is a prime. The challenge level
base loyalty is in case a dangerous or dramatic situation arises. needs to be determined. By consulting the above charts, the CK
Familiarizing one’s self with the tables above is easy enough to arrives at the following:
do, and the CK should know if a henchman is paid a fair wage,
carries a fair load, or does more work or takes more risks than the The expenses are standard, having no impact on the CL, +0.
actual player characters. If a henchman’s loyalty is low or high, Treasure has been sparse, but the characters have not been
it affects the way he reacts to extremely dangerous situations. stingy, +0.
To maintain a henchman’s loyalty, the player must make a The challenges have been ones of great risk, but with little
successful charisma check. The challenge level is based upon reward, +3.
the following factors: supplies/expenses, treasure paid, goals, The responsibilities are increased, but the reward has not so +3.
responsibilities, compatibility, and the previous loyalty rating’s
No differences are apparent, so the compatibility does not affect
CL. Consult the necessary tables above, as well as the Loyalty
the roll, so +0.
Rating and Effect table below to determine the appropriate CL.
Once done, add the CL to the challenge base to determine the The previous loyalty check resulted in a +4, adding a -1 from
challenge class, the number the character must meet or exceed the loyalty rating chart.
in order to retain the henchman’s loyalty. The character adds
his level and attribute bonus to the roll. For the results, consult All told, the CL totals +5 (+3, +3, -1). The paladin has a
Table 4.15 Loyalty Rating and Effect. The result will be equal charisma of 17, and it is his prime, making the challenge base
to the minimum needed to make the check, or be less than or 12; adding the CL of +5, the paladin must overcome a challenge
greater than. For any roll less than the minimum, refer to the class of 17. He rolls a 15 on a d20. His level and attribute bonus
appropriate line on the table below. For example, if a 14 was are added to his roll: +3 for the level and +2 for the attribute
needed, and the result, after all adjustments, was 9, it reflects bonus. This brings his total score up to 20, exceeding the
a negative -7-9 roll, and the henchman is aggrieved. The CL challenge class needed to retain Horat’s loyalty. By referencing
column reflects the number added to the roll based upon the Chart 4.15 Loyalty Rating Effect, we see that Merrick’s roll
last loyalty check. surpassed the needed number (17) by 3, meaning that Horat
continues to work well with the character and will push himself
to do better. The next loyalty check that Merrick must make
TABLE 4.15 LOYALTY RATING AND EFFECT will include the above factors as well as loyalty rating of CL 1.
Result CL Response of Henchman
Failed Check -10 + CL 4
Despises character, will flee or Morale-Reaction
attempt to kill him
A henchman’s morale is noticeably different from his loyalty.
Aggrieved, resigns unless conditions
Failed Check -7-9 CL 3 Whereas loyalty is a constant thing, morale is episodic. It is
immediately improve
driven by the situation: extreme danger can cause even the
Indifferent, offers to resign, leaves most loyal to break, as their natural inclination to flee may
Failed Check -4-6 CL 3
in life-threatening danger
override their sense of duty or friendship. Check a henchman’s
Failed Check -1-3 CL 2 Reluctant to help, slow to react morale just before any huge battle begins or during a battle that
Needed to Make Reasonably satisfied, grumbles no grows increasingly dangerous. Also, check morale if and when
CL 1
Check more than a buck private any party members die. This can shake the henchman’s morale
Made Check +1-3 CL 1
Works well with character, helpful, tremendously, as the henchman sees certain doom looming.
pushes his own limits Any henchman regularly hitting a +7 or more loyalty rating
Very loyal, independently reactive, never runs due to morale problems, unless the party itself falls
Made Check +4-6 CL -1
would not turn apart or flees.
Partisan, stalwart, loyal, serves
Made Check +7-9 CL -2 If the character who hired a henchman falls, that henchman
with little question
Extremely loyal, will sacrifice his
does not immediately flee or run; however, a charisma check
Made Check +10+ CL -3 is required. The character who has the next highest charisma,
own life to save the character
or one who is close to the henchman, must make the necessary
Example: Horat has worked with the party for some time. charisma save. The CK decides who makes the charisma save.
The adventures have been dangerous, and the reward has not
When the Castle Keeper determines it is necessary to make a
been quite what he was promised, not due to the characters,
morale check, the character must make a successful charisma
but rather the actual treasure found. Also, the workload has
save in order to keep the henchman’s morale intact. The check
increased due to a character’s death. After several adventures,
is adjusted by the challenge level of the situation as determined
the CK decides it is time to check Horat’s loyalty. The player
by the Castle Keeper on the below table. Furthermore, the
running Merrick, the 3rd-level paladin, must make a charisma
henchman’s loyalty rating (see Table 4.15 above) plays a role
save to retain Horat’s loyalty. The CK must determine the

88 CASTLES & CRUSADES


CHAPTER 4 — NON PLAYER CHARACTERS
by adding the CL from the previous loyalty check. Add the and a scholar uses either a cleric’s or wizard’s. They can have
character’s level and attribute bonus to the roll. multiple HD, as determined by the CK.

TABLE 4.16 SITUATIONAL MORALE MODIFIERS TABLE 4.17 HIRELINGS


Situation CL Type Class Primes HD # of
Weapons
Extreme, certain death or imprisonment +10
Man-at-Arms/
Harsh, dangerous +5 fighter P d8 3
Guardsman
Venturesome, could end well, could end poorly 0 Scout/Archer fighter/ranger P d6 2
Easy, little or no risk and some reward -5 Craftsman/Guildsman none N d6 1
Beneficial, no risk with certitude of great reward -10 Sage/Astrologer cl/dr/wi/ill M d4 1
Scholar/Vagrant cl/dr/wi/ill M d4 1
If the henchman fails his morale roll, he breaks ranks and flees
the area; if necessary, he discards his gear and weapons to get Scribe/Notary cl/dr/wi/ill M d4 1
free, but attempts to keep himself together. Laborer/Porter none P d4 1
Captain fighter P or M d10 5
HIRELINGS Advisor by CK M d8 3
The hireling is a non-class-based NPC hired to serve characters
in general or specific tasks. They are most often used at higher Alignment: Hireling alignments vary, but they are generally
levels to populate strongholds and towers or to outfit large neutral.
bodies of men for war. However, lower level characters may wish Weapons: Weapon use varies among hirelings. Consult Table
to hire their own hirelings for small tasks, such as torchbearer 4.17 Hirelings to determine how many weapons they can use.
or porter. Hirelings are generally inexpensive, with shaky morale
and loyalty. They include porters, guardsmen, men-at-arms, Armor: Hirelings can wear any armor comensurate with class.
laborers, leather workers, teamsters, masons, etc.
Abilities: Hirelings have very basic abilities based on the
skill of their named profession, or the class with which they
CREATING THE HIRELING are similar. While the class determines the hireling’s BtH, the
Hirelings lie in a gray zone for the Castle Keeper. It is very hireling never receives the class’ skills - or necessarily its actual
possible the hireling will play a continuous role in a game of HD. A 4th level Captain of the Guard will never have Combat
C&C. Characters may go back to the same hireling time and Dominance, even though he has the BtH and hit points of a
again, whether they need him to serve as a guard or craft fighter. Consult Table 4.17 Hirelings to determine which class
their armor. The CK normally details the hireling as needed, they resemble.
expanding on him after play. In many respects, the material
presented for adherents applies to the hireling. Note: Hirelings are distinctively different from adherents.
Characters actively hire a guardsman to work for them. A
Primary Attribute: Hirelings do not generally receive guardsman characters encounter at the front gate is not a
primary and secondary attributes; they make saves as do hireling, but is rather an adherent.
monsters. Saving throws are made in the same manner as for
characters, but with broader descriptors. Each hireling is given DEVELOPING HIRELINGS
either physical (P), mental (M), both (P+M), or none (N)
as his saving throw category. The category roughly equates A hireling’s role in the game varies greatly. They are most
to primary or secondary attributes and thus the base number commonly used in campaign-style games, as one-shot games do
needed to make a saving throw. Physical attributes are strength, not generally call for this level of detail. The player character
constitution, and dexterity. Mental attributes are intelligence, hires them, and as such, the CK can expect them to interact
wisdom, and charisma. A hireling with a physical saving with the characters at some level. Different hirelings require
throw category makes all saving throws or checks dealing with different amounts of the Castle Keeper’s attention. Common
strength, dexterity, or constitution at a challenge base of 12, and guardsmen are not likely to take a very large role in any
he makes all saving throws or checks dealing with intelligence, ongoing campaign, whereas a Captain of the Guard will likely
wisdom, or charisma at a challenge base of 18. interact with the player characters consistently. A knight with a
stronghold may need to hire an astrologer to offer him guidance.
Hit Dice: Hirelings have hit dice commensurate to their task. It is likely that this hireling will enter in and out of the game on
The following table serves as a basic guideline for hirelings. The a continuing basis.
Class column refers to the BtH (base to hit) they use; it does not
refer to their actual HD. A man-at-arms uses a fighter’s BtH, In the case of a simple guardsman, scribe, or similar NPC, it
is unnecessary to thoroughly flesh out the hireling. However,

CASTLE KEEPERS GUIDE 89


PART 1: THE CHARACTER
in the case of a hireling who is likely to encounter the player In finding hirelings, the players should take the same approach
characters frequently, the CK must take the time to complete as finding an adherent; refer to Table 4.1 Types of Adherents
the hireling as if he were a henchman or a permanent adherent. and Table 4.2 Locating Adherents.
A name, description, some light background information,
personality traits, and motivations are necessary components HIRING
for such an NPC. Of course, like any good, constant NPC, the
CK would do well to introduce some type of conflict with such a As noted above, hirelings reside in most locations, and hiring
hireling, using him, at some point, to offer up adventure hooks. them is simply a matter of locating them and offering them
proper payment and terms. It is not necessary to go through the
The level of a hireling should be commensurate with the task lengthy interview process henchmen endure, as hirelings are
at hand. A guardsman hired as a captain of 20 men-at-arms well-disposed toward accepting job offers. This is true only if the
should be more than 1st level. Such a captain should be about situation is within their normal job description. A man-at-arms
5th level. A good rule of thumb for the captain is, for every 5 is not going to hire on to be cannon fodder in some fool attempt
men they command, they gain one level. Sages and astrologers to storm a dungeon of storm giants. Men-at-arms hire on to
offer a different challenge for the CK to create. These should guard castles, serve in armies, and fight normal opponents, such
not be wizards or clerics as described in the Players Handbook, as other men-at-arms, orcs, goblins, and the like.
but rather gifted men who posses some of the skills, magical
and mundane, that wizards and clerics possess. They possess TABLE 4.18 PAYMENT FOR HIRELINGS
spell-like abilities, such as greater scrying. Some could be former Hireling Pay/Month
wizards, however. Man-At-Arms/Guardsman 5gp
Pikeman 3gp
Example: After driving off the ungern, Barren, the 4th level
Light Horseman 5gp
knight, decides to build a keep to protect the countryside. He
decides to hire an astrologer first in order to gain the guidance Medium Horseman 7gp
he needs. He interviews several subjects, and finally settles Heavy Horseman 10gp
on one, Lene of Fiume. Lene is a young astrologer but very Mounted Knight 15gp
intelligent and able. She accepts the young knight’s offer of Horse Archer 8gp
employment, and she serves him well. What Baren does not Archer 3gp
know is that Lene is a failed wizard. As a wizard of some means, Longbowman 4gp
she became embroiled in a battle with an androsphinx. The Crossbowman 5gp
sphinx eventually defeated Lene, and took her mother and
Craftsman/Guildsman 3gp
young sisters as hostage to keep the peace. It has always been
Scout 4gp
Lene’s desire to win back her family from the sphinx’s tyranny,
and she hopes to compel the young knight to aid her. Siege Engineer 25gp
Sage/Astrologer 50gp
Hirelings can play as great or as small a role in the game as the Scholar/Vagrant 5gp
CK wishes. They are perfect tools for adventures, information, Scribe/Notary 1gp
or general encounters. The Castle Keeper should never shy Laborer/Porter 1gp
away from using them to their full potential. They do not posses
Captain 25gp
the downsides of henchman, as they are not active non-player
Advisor 50gp
characters, but only enter the game if and when the CK or
players wish. Their long-standing interaction with the players The characters determine the length of time they employ the
allows the CK the greatest latitude in using them. hirelings; generally, a year’s contract suffices to start. The PCs
do not pay the money upfront, but they do cover the hireling’s
In this respect, whereas the henchman is a player’s tool, the food and accommodations. A hireling expects to be provided
hireling is the Castle Keeper’s tool. lodging and board as a part of the acceptance terms of any
employment contract. The PCs will also be expected to provide
them equipment (see below).
LOCATING HIRELINGS
Hirelings are common, found in almost any locale of any size, as SUPPLYING HIRELINGS
there are almost always individuals in need of work. Someone
who hires on as a guardsman is assumed to be a burly, tough Hirelings do not normally come equipped. Even specialty
hirelings require some outfitting. Though the hireling is not a
type with some skill with weapons. Such individuals are not
pauper, the PC will need to equip him. The hireling, who may
uncommon in a fantasy world. The more specialized their skill,
possess some job-related equipment, sets that aside in order
of course, the more difficult it is to find someone fitting the bill.
to acquire new or better equipment from his employer. So,
If the players are looking for an astrologer, it is not likely that
the player character must purchase any armor, weapons, spell
they are to find them in a small fishing village. components, or any other gear the hireling needs. Much like

90 CASTLES & CRUSADES


CHAPTER 4 — NON PLAYER CHARACTERS
with henchmen, how a character equips a hireling affects his TABLE 4.20 CONDITIONS AND SUPPLIES
loyalty and can affect his morale. Of course, and perhaps more
Supplies/Expenses CL
importantly, it can affect his ability to do his job. For instance,
an archer without a bow is fairly useless. None at all +8
Offers to purchase bare minimum, but no class-based equipment +5
Castle Keepers should temper this rule with reason. A 12th level Offers to purchase basic equipment, some weapons +3
paladin who hires an 8th level fighter may find the fighter owns
Standard equipment, weapons, and travel gear 0
a suit of magical armor and a magical battle axe. These items
are carried by the hireling at all times, as it is natural to assume Weapons, travel gear, general equipment, and class-based items -1
that he would use such items if necessary and bring them to As above with magic item(s) -2
the table once employed. Of course, the player is not required
to buy the extras, but doing so goes far towards cementing the
hireling’s loyalty. TABLE 4.21 RATING AND EFFECT
Result CL Hireling Response
A hireling’s needs exist for the duration of his contract, so the
PC is responsible for supplying his ongoing equipment needs Failed Check -10 + CL 6 Betrays character, joins enemy, and/or flees*
until the contract expires. Failed Check -7-9 CL 5 Flees at the first sign of danger, might betray
Failed Check -4-6 CL 5 Flees if battle is hard pressed
RETAINING A HIRELING’S LOYALTY Failed Check -1-3 CL 4 Holds unless hard pressed, make second check
In order to determine a hirelings’ loyalty, the Castle Keeper Made Check +0 CL 2 Holds
must understand the relationship they have with the players. If Made Check +1-3 CL 1 Sometimes helpful, will stand-fast
they are temporarily employed, treat them as adherents. If they Made Check +4-6 CL -1 Will not flee, holds in battle, helpful
are permanently employed, then another set of rules governs
Made Check +7-9 CL -2 Supportive and willing to stand in battle
their loyalty.
Made Check +10 CL -3 Very loyal, fights to near end
For those temporarily employed, such as day laborers, it is
almost never necessary to make a loyalty check, as they have It is not necessary to maintain the detailed relationship between
no loyalty to the players at all. The hirelings immediately flee at hirelings and characters as it is between henchman and
any sign of danger. characters, even though the relationship bears many similarities.
Hirelings do not normally possess special relationships with
The manner in which player characters treat permanently player characters. If, in the course of play, they develop into
employed hirelings, including their pay and living conditions, more than simply paid hands, then the Castle Keeper should
affects their loyalty rating. turn them into official henchman, following the appropriate
rules for loyalty.
It is not necessary to check the loyalty of hirelings very
frequently, assuming they are paid, fed, housed, and not abused.
Such hirelings have a standard loyalty rating. If they are not Morale-Reaction
paid or mistreated in any way, it impacts their loyalty to the As noted, morale is a combat-related roll. The reactions of
player character. Make loyalty checks during situations of hirelings differ markedly from any other NPC. Generally,
extreme danger, such as when a tower is attacked or a troop is hirelings are paid to serve a character. In that respect, they are
waylaid by bandits, etc. often called upon to deal with danger and to at least stand with
To determine a hireling’s loyalty, the player character must make the character in times of duress. That understanding comes
a successful charisma save in order to keep the hireling loyal. with the caveat that they are individuals who, in the end, unless
The check is adjusted by the challenge level of the situation, as their loyalty rating is extraordinarily high, are not going to risk
determined by the Castle Keeper on Table 4.19 - Table 4.21 their lives for a few coins, and few are going to die in a hopeless
below. Furthermore, the hireling’s loyalty rating, as noted on the circumstance. That does not preclude them from bravery or
table below, affects the outcome. selfless actions if their loyalty rating is high.

The character must make a successful charisma save in order to


TABLE 4.19 PAYMENT keep any hirelings around. Adjust the check by the challenge
Start-up CL level of the situation, as determined by the Castle Keeper. As
Standard – ½ +5 with other NPCs, the loyalty rating is going to affect a hireling’s
Standard – ¼ +2 morale, as well. See Table 4.22 Situational Morale for the CL
of the check, and adjust it by the attribute bonus, level, and
Standard 0
loyalty rating as determined by Table 4.21 Rating and Effect
Standard + ¼ -1 accordingly.
Standard + ½ -2
*Standard is that reported on Table 4.18 Payment for Hirelings.

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PART 1: THE CHARACTER
TABLE 4.22 SITUATIONAL MORALE information needed to quickly understand a creature. If the CK
wishes a quick, down-and-dirty approach to the creature, use
Situation CL
the following guidelines.
Extreme, certain death or imprisonment +10
Harsh, dangerous +5 Primary Attribute: Creatures do not generally receive
Venturesome, could end well, could end poorly 0 primary and secondary attributes. Their saving throws are
made in the same manner as those for player characters, but
Easy, little or no risk and some reward -5
with broader descriptors. Each creature is given either physical
Beneficial, no risk with certitude of great reward -10
(P), mental (M), both (P+M), or none (N) as its saving throw
A successful check means the hirelings remain at their post category. The category roughly equates to primary or secondary
and continue with their ordered task. A failed check does not attributes and thus provides the base number needed to make
necessarily mean the hirelings flee in abject terror and quit the a saving throw. Physical attributes are strength, constitution,
task or battle. A failed check may mean they withdraw or flee and dexterity. Mental attributes are intelligence, wisdom, and
charisma. A creature with a physical saving throw category
to a safer position. It all depends on the state of their morale.
makes all saving throws or checks dealing with strength,
TABLE 4.23 MORALE ROLL AND REACTION dexterity, or constitution with a challenge base of 12, and all
saving throws or checks dealing with intelligence, wisdom, or
Failed Roll Response charisma with a challenge base of 18.
They hold, but require a morale check again next
0
round at CL 1 Hit Die: Generally, creatures have a 1d8 HD, though Castle
Any wounded flee, the rest stay but require a Keepers may want to change these according to size. For
2-4 instance, tiny creatures would have 1d4, small 1d6, medium
morale check next round at CL 2
Hirelings begin to run, breaking any formations, 1d8, large 1d10 and huge would have 1d12. Magic items possess
4-7 standard hit points to which are added their hit dice.
they can be regrouped with CL 5
Flee, falling rapidly back, refuse to be held or
8-16
stopped TABLE 4.24 MAGIC ITEM HIT POINTS & HIT DICE
They flee in abject terror, will not stop or respond Item Standard HP HD
17+
to anything
Weak 15 2d8
Average 25 4d8
CREATURES
Strong 50 8d8
This classification includes class-based and non-class-based
Powerful 65 10d8
monsters, deities, and magic items. Like adherents, they are
part of the adventure itself, and the CK usually uses them to Extraordinarily Powerful 80 12d12
develop plot points or round out adventures. If properly used, Deities’ avatars HD and HP always equate to their class level.
creature NPCs can create truly memorable and vibrant games.
The nature of their relationship ranges from helpful to neutral Alignment: Creature alignments range from good to evil and
or antagonistic. The creature does not have to be an active chaotic to lawful. To determine a creature’s alignment, roll on
participant in any ongoing game, though it certainly can be Table 4.28 Determining Alignment.
and often is. The creature NPC can also be something that
passes into and out of a game in a single session. A magical Weapons: Monsters use all manner of weapons, and some of
mirror, for instance, possessed of intelligence and reason could them attack with their natural appendages, such as fists, claws,
fit this category. Characters encountering the mirror are likely tail, or a bite. Some can use melee or missile weapons. Consult
to engage the mirror in some capacity. The CK can use creature the Monsters & Treasure for reference material. Deities use
NPCs at all levels of play. the weapons of their class.

CREATING THE CREATURE Abilities: A creature’s abilities range widely. Consult the
aforementioned texts for guidance. However, the abilities
The Castle Keeper needs to determine what type of creature should not be constrained to those listed. If the situation calls
or creatures the adventure calls for, whether a monster, item, for it or the CK desires to alter the creatures, the CK should feel
or other NPC. It is best to reference the Monsters & Treasure free to do so. An item’s abilities range just as widely; consult the
book when creating monster or magic-item creatures. Deities charts in Monsters & Treasure to determine its abilities.
are a little different in that the sheer power they possess and
their abilities generally dwarf anything the player characters
are likely to possess. However, as covered in Of Gods &
DEVELOPING
Monsters, deities can appear in the adventure as avatars, and A creature’s development depends upon how great a role it
characters may be forced into encounters with them. Following plays in the game. If the creature is designed as an evening’s
the guidelines set down in those two books affords the CK the encounter, then the CK should focus his energies on creating a

92 CASTLES & CRUSADES


CHAPTER 4 — NON PLAYER CHARACTERS
lasting impression with the creature. This is
best done through some type of personality
trait. Having an unusual figure pass through
an evening’s encounter leaves a lasting
impression every bit as much as a recurring
non-player character who is fully developed
with background and history. Unusual traits
could range from talking too much for living
creatures to an intelligent magic item having
a jagged edge. Consult the personality chart
for a working guideline.

Creatures with recurring roles require a


little more in the way of development, as
characters encountering them are very
likely to ask them innumerable questions.
This development can be done over time, as
the creature reveals aspects of itself to the
characters in successive adventures. This
works for creatures who are antagonists
or protagonists. Charting these many
characteristics is a very good idea, as a
character who encounters the Red Goblin
might be confused if one week his cloak is
red and the next it is green.

LOCATING CREATURES
Creatures reside everywhere, but are
generally placed by the CK, and unless the
adventure calls for it, there are no active
rules that guide characters in finding a
creature. Either they stumble on them, or
the creature stumbles on the party.

HIRING CREATURES
Characters can hire creatures, specifically
monsters, but this is rare, and the RETAINING A CREATURE’S LOYALTY
circumstances would be extreme and dictated by the adventure.
In this case, the CK must first determine whether the creature A creature’s loyalty depends upon its role in the game. In many
is an adherent, hireling, or henchman. Whatever the case, refer cases, loyalty doesn’t apply, as the creature is an antagonist
to the appropriate section above and treat the creature as such. and has connections with the player characters themselves
Hiring deities and magic items serves no purpose, as the first aside from the desire to conquer them. If the creature is hired,
are far too powerful to loan themselves out for cash, and the the CK determines the loyalty based upon the nature of the
latter have no reasonable placement in an employer-employee employment, whether the creature is a henchman, hireling,
relationship. or adherent. Consult the relevant charts above to determine
loyalty.
SUPPLYING CREATURES Deities do not maintain any kind of loyalty to a party or
As with hiring, supplying creatures is problematic. Based on the character. Assume they choose to help the PCs, acting under
type of creatures and the nature of the service required, the CK their own esoteric motives.
has to determine which chart best fits the situation. Characters
Magic items are rarely hired, but they may have a loyalty to the
who hire an androsphynx are probably not required to supply
character carrying them or even to the party carrying them. In
the creature with anything, unless a bit of food is the price. In
this case, determine the item’s loyalty by looking at the manner
this case, checking the equipment list for a one-time purchase
in which the character uses, stores, and treats the magic item.
is more than enough. Consult the supply section on henchman,
The magic item’s alignment and any conflicting interests that
hirelings, or adherents above.
may exist between character and item also affect it. An item’s
CASTLE KEEPERS GUIDE 93
PART 1: THE CHARACTER
loyalty is always rolled as if the item were a henchman, so CKs MORALE-REACTION
should refer to the appropriate henchmen loyalty tables.
Monster creatures are the only creatures which need to
To maintain an item’s loyalty, the player character must make roll morale. Morale does not affect deities and magic items.
a successful charisma check. Base the challenge level upon Monsters, however, can suffer from poor morale or good morale,
the following factors: goals, responsibilities, compatibility, the whether they are antagonists or protagonists. Creatures serving
previous loyalty rating’s CL, as well as the will bonus of the item as henchmen or hirelings and working with the characters
(see Table 4.25 Magic Item Will Bonus). Consult the necessary can become demoralized and quit the characters’ service or
even be encouraged to remain longer or under more difficult
tables (whether henchman or hireling) as well as the Table
circumstances. Creatures who are fighting the characters can
4:15 Loyalty Rating and Effect table (whether henchman or
suffer the same.
hireling) to determine the appropriate CL. Once done, add the
CL to the challenge base to determine the challenge class, the Make morale checks for creatures serving as henchman or
number the character must meet or exceed on the roll in order hirelings more frequently than for other NPCs. Creatures possess
to retain the item’s loyalty. a host of cultural, linguistic, religious, and racial attributes they
do not share with players of any stripe. Thus, situations tend
TABLE 4.25 MAGIC ITEM WILL BONUS to affect them more dramatically. Roll morale during every
combat, during any dangerous situation or one posing a threat
Will CL
to the creature’s well being, and at the beginning and end of
17-18 +1 adventures.
19-20 +2
To check a creature’s morale, the character must make a
21-22 +3
successful charisma save to keep the creature from fleeing.
23-24 +4 Adjust the check by the challenge level of the situation, as
determined by the Castle Keeper, as well as the loyalty rating,
Items remaining loyal continue to serve the character’s interests. the character’s level, and any attribute bonus.
Items losing their loyalty act against their owners. For instance,
a sword may slip out of the character’s grasp. A ring may shrink,
thereafter being too small to fit on the character’s finger. The TABLE 4.26 SITUATIONAL MORALE MODIFIERS
item withholds its abilities from the character, or it uses them Situation CL
against the character if possible. Extreme, certain death or imprisonment +10
Harsh, dangerous +5
Example: Angrod has broken his oath to pay back the weregild
Venturesome, could end well, could end poorly 0
owed to the King for his own rescue. His axe, a dwarven-made
Blood Axe, has found this action dishonorable. The dwarf must Easy, little or no risk and some reward -5
make a charisma save to keep the item’s loyalty. The Castle Beneficial, no risk with certitude of great reward -10
Keeper must determine the challenge level of the item before If the creatures are antagonists, refer to morale rules as set down under
making the roll. First, he must determine the challenge base. the Castles & Crusades Battle rules in Chapter 11 - Going to War.
As Angrod’s charisma is a non-prime attribute, the challenge
base is 18. Now the CK must determine the challenge level. BACKGROUND & PERSONALITY
To do this, he adds the Will CL with the goals, responsibilities,
The following tables allow the CK to create an NPC from
compatibility, and the previous loyalty rating. The goals and scratch in a hurry. Each chart is self explanatory and should
responsibilities are generally on par with the item and do not provide enough information to get the NPC started in the
help or penalize the roll. The compatibility has been generally game. Roll a d20 and determine the results.
very good, but in this case, there is a slight conflict, and it only
reduces the CL by 1. No loyalty rating has ever been made, so
HOW TO USE THESE CHARTS
that does not affect this roll. The axe has a will of 17. The Will
of 17 rates a CL of +1, but this is canceled out by the similar The Table 4.27 Background Table provides the NPC with
nature of the axe and the dwarf. So the challenge level is 0. the basic familial background. For instance, an equestrian
Angrod has a 15 charisma, giving him a +1. He is a 4th level background means the NPC came from a household of knights.
fighter, giving him a further +4. He has a total of +5 to his
The Table 4.28 Alignment Table allows you to determine the
check. He must make a 13 or better to meet the 18 challenge
alignment by rolling one d20. The table is weighted toward
class. The player rolls a 9, falling far short of his needed target.
chaotic neutral and chaotic good, as the vast majority of games
The axe’s loyalty is lost to the character, and it begins to act
people play are designed with that alignment spread in mind.
against him. The CK penalizes the fighter with doubling his
critical miss from a 1 to a 2. Angrod must earn the item’s loyalty The Table 4.29 Personality Table lists 20 different personality
once more to overcome this rating. And the next roll will be traits or types. Roll one d20 three times to determine an overall
made with an increased CL 3 because of its decreased loyalty personality. If any randomly rolled trait seems to contradict with
rating (see Table 4.15 Loyalty Rating and Effect).

94 CASTLES & CRUSADES


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another, such as being both boisterous and soft spoken, simply HOW NOT TO USE NPCS
roll one trait again.
When properly used, NPCs add new dimensions to game play.
TABLE 4.27 BACKGROUND Clever CKs quickly learn to use them to enhance role-playing:
introducing, moving along, or concluding plot points; engaging
Bureaucrat 1-2
sleepy players; building tension; and so forth. The list is almost
Ruffian 3-4 limitless. When improperly used, however, the NPC can be
Commoner 5-6 detrimental to play, if not downright destructive. Abusing NPCs
Tradesman 7-8 is an easy thing for the CK to do, even inadvertently, as they
make NPCs too prevalent or non-existent.
Wizard 9-10
Priest 11-12 Making NPCs too prevalent is the most destructive thing a CK
Soldier 13-14 can do in his game. This can play out in the power of the NPC
or in the secret knowledge he brings to the game. Individual
Equestrian 15-16
NPCs that are more powerful than any one character or whole
Lesser Noble 17-18 parties, naturally assume a greater role in any conflict-oriented
Greater Noble 19-20 situation. Players who pull out their favorite characters and
embark on an adventure aren’t going to respond well to an NPC
TABLE 4.28 ALIGNMENT who steals the glory at every turn. The pitfalls of making an NPC
Lawful Evil 1 too powerful are large but very avoidable. Whichever character
is playing the same class or a similar class to the NPC quickly
Chaotic Evil 2-3
becomes marginalized in the face of more powerful NPC. This
Neutral Evil 4-5 leads to the player becoming bored with his character and the
Neutral 6 game, something the CK wants to avoid at all costs.
Chaotic Neutral 7-11
When designing NPCs, the CK must keep game balance in
Lawful Neutral 12 mind. The NPC doesn’t have to be dramatically weaker than
Neutral Good 13-14 any one player character, but he should be at least marginally
Chaotic Good 15-19 weaker than any character of his class. This has to be mitigated
with circumstance, as some parties may have very weak fighters,
Lawful Good 20
or none at all, and therefore need a strong fighter. In this case,
consider designing the fighter with other shortcomings, perhaps
TABLE 4.29 PERSONALITY a lesser intelligence or wisdom.
Anxious 1 But as destructive as boring the player can be, the effect it has
Shy 2 on the CK and on the game as a whole is even more destructive.
Fearful 3 The CK generally runs the NPC, though sometimes the players
Boisterous 4 do, but, for the most part, the CK remains responsible for the
way the NPC behaves. CKs already dominate the adventure
Gruff 5 path. They run all the monsters, adherents, hirelings, and other
Rash 6 creatures. They are responsible for the descriptive text and all
Temperamental 7 the outside information. Adding a powerful NPC to the mix
makes the CK a defacto player, when he should be remaining
Trollish 8
behind the screen, allowing the players to play. This affects the
Judgmental 9 entire party of players and their characters, for no one is going
Skeptic 10 to want to sit down and listen to a CK drone on for hours as his
Deliberative 11 NPC talks to his monster and listens to his descriptions.
Reliable 12 Example: Angrod and Barren join up with their comrade Koetel
Soft Spoken 13 to hire another cleric. Koetel is a 4th level cleric who is powerful
Thoughtful 14 enough in his own right, but who focuses his spellcasting on
Romantic 15 combat- and magic-oriented spells. His lack of healing has
Angrod concerned, as the dwarf suffers the most from the
Courageous 16 constant combats the party finds themselves embroiled in. After
Intuitive 17 a lengthy search and several interviews, they find a worthy
Enthusiastic 18 applicant. Hisldom is a 5th level cleric who uses healing magic,
Compassionate 19 and the two promptly hire him. The CK, hoping to make certain
the major source of healing survives the campaign, supplies
Forgiving 20
Hisldom with his own magic armor and a magic weapon. He

CASTLE KEEPERS GUIDE 95


PART 1: THE CHARACTER
rolls an 18 for his wisdom and comes near to maxing out his hit interesting, but not overbearing. Designing simple personality
points. As the adventure progresses, it becomes apparent that traits is the best way to achieve this. These traits do not need
Hisldom can take more damage than Koetel, has a better AC, to be complicated or so exhausting the CK can’t maintain them
and does more damage in combat. Furthermore, Hisldom has a from game to game. Couple this with attributes and hit points
much greater spell capacity than Koetel, and he can cast almost that run average for the party, and it is not hard to maintain a
as many combat-oriented spells as healing spells. As combats balance. For more information, see the Table 4.27 Background
evolve, Hisldom takes front and center stage. The CK begins to and Table 4.29 Personality tables above.
enter in the player characters’ action sequences as players ask
the NPC for advice or assistance. Now the CK is playing both Example: Koetel is a 4th level cleric. His comrades have
sides of the screen. By evening’s end, everyone is wondering charged him with hiring a henchman to augment the party’s
why they are keeping Koetel around, including the player who healing ability, as Koetel does not practice the arts of healing
is playing him. But even more worrisome, they are getting bored as frequently as the party needs. After sending out criers, he
as the NPC takes center stage. Fudging the dice rolls, knocking has reviewed several applicants and has chosen Wilth, a priest
down his HPs or attributes, or even making him very focused on of Amenut, one of the Og-Aust, or the old gods. Wilth is also
healing would make Hisldom, even if a level above the average a 4th-level cleric, and he brings the necessary healing the party
party member, a far more acceptable member of the party. needs to the game. The CK rolls him up. His attributes come
out to be 18, 17, 14, 11, 10, and 9. By taking charge of the
NPCs can dominate a game in non-combat roles, as well. If rolls, the CK drops the 18 to 16, the 17 to 15, and raises the
in the above example, Hisldom is a bit weak but has all the 10 to 11, and raises the 9 to 11, as well. The NPC becomes
answers to the characters’ problems, then he quickly becomes a little more balanced. Furthermore, to offset his level as an
a crutch for the CK and the players, who turn to the NPC “equal” to Koetel, the CK chooses to make Wilth neutral, with
anytime they have a moderately complex problem. It’s like the a soft-spoken, shy, and contemplative personality. In this way,
old Life commercials, “Lets Ask Mikey.” Such NPCs erode a the cleric can assume his role as healer without interfering with
game’s foundation, as the players become disinterested in the the party too much. If a situation should arise in which the party
plot or theme of the adventure, knowing all they have to do is needs a little clarity, the cleric’s contemplative nature can be
ask Hisldom, and he’ll have the answer. It further cripples the used to the CK’s advantage, but because Wilth is shy, he will
CK, as the game master doesn’t need to invent new and exciting not likely offer up such information without being asked first.
NPCs, as the players just rely on the one NPC. This further
breaks down the fun in play, as characters meet fewer NPCs.
CHARACTER AS HIRELINGS
Castle Keepers have to take control of and manage the NPCs. Occasionally characters seek to put themselves in the position
When rolling up NPCs, do not hesitate to fudge the dice rolls to of hirelings, seeking employment from NPCs as caravan guards,
make them more appealing to the party. Make them weaker, less bodyguards, adventurers, treasure hunters, etc. Situations like
intelligent; give them personality traits that make them bumble this offer the CK a host of golden opportunities to launch many
about or something that reduces their role. There is no end to different adventures. However, these situations can lead CKs to
the things a CK can do to an NPC to make him have less luster too much involvement in the player-side of the game, and even
than the characters. in the worst of circumstances, to the CK’s NPC dominating the
players on the battlefield.
In short, Castle Keepers should not be the game’s heroes.
Make sure the players’ characters hold that role. When characters seek employment in this way, it is best if the
CK make the NPC an adherent with no particular class or
The other side of the coin is just as bad. NPCs that are so weak subset of skills that could compete with those of the characters.
that they tend to become lost in the shuffle add nothing to the Unless the characters are guarding the NPC specifically, the
game. Players rapidly forget about them until its time to tick NPC should not join the party or adventure with them. Hire the
off rations spent or figure out who’s on watch at the evening’s characters, give them directions, and provide information about
camp. They become an irritant when conflict situations arise, payment, and then move out of the picture; let the characters
and the party or the CK has to locate them on a battle map or adventure without undo CK interference.
for a spell’s area of effect. Furthermore, if made to be simple
shadows, they interfere with the game’s mood, offering an It is also important to remember that very few players show
unnecessary distraction. up at the game to serve as an NPC. By taking these types of
adventure routes and allowing the characters such employment,
the CK has to take extra care in yielding some of the employer’s
BALANCE commanding role to the players, allowing them to call some
Much like running monsters, encounters, or anything else in of the shots, if not all of them. Interacting with the NPCs will
Castle & Crusades, running NPCs is a balancing act. It is no doubt become strained at times, as the CK struggles with
important that the CK watch the characters and gauge what they maintaining the NPC’s credibility in the game and balancing
need against what they have and what they are going to need. that with the usually very strong personalities the players bring
Design the NPCs in such a way as to make them memorable and to the game.

96 CASTLES & CRUSADES


PART 2 — WORLDS OF ADVENTURE

CASTLE KEEPERS GUIDE 97


CHAPTER 5 — THE WORLD
THE GEOGRAPHY OF THE WORLD
CKs often overlook the nature or geography of the landscape and crusts, and then to erosion. These three steps should supply
in which they set their adventures. Yet, the terrain can actually Castle Keepers with the basic world structure within a short
play an essential role in setting the game’s ambiance. Even period of time. Focus then shifts to identifying and describing
more importantly, the land itself acts as a backdrop or stage basic landform features so that CKs can appropriately place
upon which your game occurs. It is important and necessary them in their world and give structure to the whole. After this,
to create a world grounded in the real or believable in order the chapter focuses on the planet’s environment and biomes,
to accentuate the unusual and maintain that ever-important allowing for proper and consistent development.
suspension of disbelief.
Castle Keepers should enforce, in all aspects, a sense of realism
Geography is the cornerstone of your world. It is also a and logical consistency in their world so that the players never
complex matter, and this chapter can only scratch the surface lose their suspension of disbelief, which is very necessary in good
by offering brief descriptions of geographical features and how fantasy storytelling.
environmental systems interact. With this basic knowledge and
adherence to the information presented below, CKs can create a
very realistic world for their game.

On a world shaped like the Earth,


water would have the tendency
to flow toward the equator due
to the world’s rotation as well as
it’s gravity. However a multitude
of conditions impact the water’s
actual flow, including but not
limited to global temperature
variations, suns, moons, and land
forms. However it is safe to assume
that generally rivers always flow
downhill. Waterways encounter
local landforms which cause them
to flow in many directions. As
such, factors like this bear careful
consideration when designing and
placing rivers within any campaign
world.

If one spends much time outdoors,


the apparent chaos of nature
becomes organized, ordered,
patterned, and even predictable.
This is what one should strive to
replicate in a world setting. If your
world setting makes sense, then
the magical, unusual, and fantastic
nature of gaming becomes more
believable, immersive, and real for
the players.

So where does one begin describing


the world? Well, at the beginning.
The World of Adventure section 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

98 CASTLES & CRUSADES


CHAPTER 5 — THE WORLD
PLANETARY In developing the world, be sure to place specific astrological
markers in the sky, and have events based around them, as well.
Most worlds designed for role-playing games are similar to Earth
For example, the equivalent of the North Star (perhaps an east
in their makeup. Their design reflects a reality where physics, as
star or southeast star) or several stars which are fairly stationary
we understand it, exists, and not alternate realities where there
help to solidify the world. Moons with names and whose states
are no laws governing the order of things. For such worlds, the
of exposure are associated with events on the planet all work to
following structures do not necessarily apply, and CKs must rely
make the setting believable.
upon their own devices and imaginings.

The world is round. The world spins on its axis once every 24 Tectonic Plates and Mountains
hours (23 hours and 56 minutes to be more accurate), resulting
The planet’s upper crust consists of plates floating upon a molten
in a day. The planet revolves around a star. One or more moons
interior. The movement of the plates and their consequent
may orbit the planet. All these things occur in a regular and
collisions are responsible for many of the planet’s major
predictable pattern which the CK must decide upon beforehand.
landforms. Although it is not necessary to map out tectonic
The length of year is how long, in days, it takes the planet to plates and their movements, bear in mind that major landforms
orbit the sun. For example, it takes the earth a little over 365 result from this and develop in understandable patterns.
days to orbit the sun. Mars takes longer, and Venus less time
When plates collide, they form mountains. When plates pull
to orbit the sun. The orbits are not perfect circles but ellipses.
apart, they form trenches. Most trenches are underneath the
Earth and the other planets tilt as they spin on their axes. This
ocean, whereas the mountains lie beneath the ocean and on
tilt causes one portion of the planet’s surface to face the star,
the edges of those plates found above the ocean. These are
while another does not. This tilt causes the seasons, and, as with
active mountain chains which are still being created. The North
other planetary matters, the seasons are rather predictable. The
American Cordillera and the Himalayas in Asia are examples of
tilt also results in one portion of the planet being in summer and
active mountain chains.
another in winter.
Inactive mountain chains are the result of colliding plates which
The seasons and the length of days are regular and predictable,
have melded and ceased to be actively moving plates. Erosion
and they should also be in the world designed for game
begins to dominate the inactive mountain chains. The Urals
purposes. Variations occur in the length of the day, year, and the
and the Appalachians are inactive mountain chains whose
seasons. As the designer, you can make days longer, shorter, or
landform creation is dominantly erosion-based.
the same. The years and seasons can likewise be longer, shorter,
or the same. Large variations from the earth-like scheme are Active mountain chains are replete with volcanic activity and
entirely up to the CK, but it is not necessary to create a world earthquakes as the colliding plates jostle one another, shaking
dramatically different from earth. In fact, it is best to closely the earth; vents form which fill with the molten material found
emulate the Earth. Dramatic changes in size, rotation, length of beneath the earth’s crust, occasionally erupting onto the surface.
days, moons, etc. dramatically change growing seasons, weather
patterns, other geographic structures, etc. A slight alteration of Essentially, two types of active mountain chains exist. There
the earth’s existing patterns is enough to indicate to the players are collisions between two continental plates, and between
they are playing is a different world without making the fantasy continental and ocean plates.When two continents collide, they
world an entirely different from their everyday world. form fairly irregular and massive uplifts, such as the Himalayas,
with narrow valleys and few, if any, upland plateau regions.
Design Your World When an oceanic plate collides with a continental plate,
cordilleras form as the subduction zone moves further from the
These are suggested lengths of time for days and years. As the original point of collision. The mountain chains tend to form in
Castle Keeper, however, feel free to extend or contract these parallel patterns, with broad highland plateaus forming between
lengths of time as much as possible. the chains such as that between the Rocky Mountain Chain
Day length 22-26 hours and the Sierra Nevada’s in the North American Cordillera.
Year length 340-400 days
In active mountain chains, the colliding edge region of the plates
The sun, any moons orbiting the planet, and the stars scattered is active with volcanoes and earthquakes. These mountains are
across the night’s sky all play a role in developing the setting. often characterized by extremely high mountain summits, steep
These should, as with the rest of the world, be patterned and slopes, narrow valleys, fast-flowing rivers with deep erosion-
predictable. The stars and sun relay precise passages of time; formed basins (like the Grand Canyon), and depending upon
they also assist in finding one’s way and determining directions. rock conditions, unusual rocky formations, such as buttes.
Without them and their patterns, these things become difficult,
if not impossible. If a completely random occurrence of your As one moves further from the continental collision zone,
world comes into play, such as the sun randomly rising in the erosion becomes a dominant factor in the creation of landform
south and setting in the north, the entire ecology of the world features, and the earth settles such that volcanic activity
falls apart, and directions become nigh on impossible to know. decreases and earthquakes reduce in intensity and number.

CASTLE KEEPERS GUIDE 99


PART 2: WORLDS OF ADVENTURE
Where continental plates diverge, great gorges form. Erosive Chemical Weathering
processes dominate these landforms. When Amazonia split
Chemical erosion results from natural acids produced by
from Africa, a great trough formed between them, and the
decaying animal and plant life, or from the combination of
landforms became dominated by erosive processes, resulting in
chemicals in the soils, water, and rocks of a region. Particular
the relatively flat Amazon and East African regions.
chemicals combine, producing acid reactions that erode land
When two oceanic plates collide, they form underwater mountain features. The opposite is also true, in that certain chemicals
chains. These mountain chains are similar to those found combine, creating new chemicals that are weaker than their
above the ocean floor but undergo differing erosive processes. predecessors. The resulting weakness causes land formations to
For example, there won’t be river valley basins in underwater break apart, crumble, and eventually dissolve.
mountain chains. These mountain chains can reach great
heights, rising above the ocean floor to become island chains Chemical erosion is a major cause of caves, both small and
such as Japan. These island chains are the tops of underwater highly elaborate. Water sifting down through the earth mixes
mountains and are often associated with massive volcanoes, with minerals, resulting in those minerals’ dissolution. As they
volcanic activity, and earthquakes. Islands occasionally form are flushed away, they carve a cave in the space where the
from parts of a continental plate that break off and drift some minerals resided.
distance away from their parent, such as Madagascar on the
Over time, chemical erosion affects whole regions, altering the
eastern side of Africa. These islands do not have the volcanic
landscape significantly.
activity and earthquakes of their volcanic cousins.

Many factors go into land formation. Localized uplifts, glaciers, Mechanical Weathering
weak crusts, folding and bending, and a host of other activities
The result of mechanical weathering is much the same as
all affect the landscape’s appearance. But continental drift
chemical weathering. With the rise and fall of temperature,
explains many of the major features of the world.
chemicals in the ground and air, most notably water, expand and
contract, causing natural fractures and breaks in the material,
DEVELOP YOUR WORLD creating rocks. Over time, the rocks slowly dissolve into tiny
In designing your world, cut several sheets of paper into irregular fragments, creating soils.
patterns. These will represent plates floating atop the planet’s
Animals and plants also act as mechanical weathering factors.
surface. Decide which ones are oceanic plates and which are
Animals dig and scrape at the land’s surface, breaking apart
continental plates, or combine some. Move them around in a
rocks. Roots also dig out weak areas in the rocks, expanding
random pattern, such that they collide and move apart. As they
as they grow to further push and pull areas until they crumble
collide, place a mountain chain, and as they diverge, make great
and break.
troughs. Some will meld, and some will break apart again. Some
of the continental plates, being weak and thin, actually dome These factors lead to weak, substandard rock formations which
up from pressure below, splitting into two or three parts. water easily erodes.
Move the various pieces around to create mountain chains and
oceans based upon the movements. Should you have specific Erosion
ideas in mind for landforms, place them first, and then place Water evaporates and condenses in the sky, resulting in clouds
your continental pieces around them until you have what you and thence thunderstorms. Most storms occur over major
want. You may be surprised at the results, and many new ideas bodies of water, such as the ocean, but prevailing wind patterns
and formations will result from this. Doing this basic step move vapor around such that water condenses over land, as
provides the basic layout of your world. well. Thunderstorms and rainfall result, and water is dumped
onto the land. Water collects and pools in basins or as snow or
ERODING YOUR WORLD ice which percolates into the ground, where it is held as ground
water. Much of the water, however, simply rolls off of the land
With the basic structure of your world in place, the next step
into streams and rivers.
deals with erosion and the single most important factor in
tearing your world apart: water. On Earth, water covers 70% of Much of the world’s surface has permeable rock beneath it such
the surface, and it is the most significant factor in eroding the that water soaking into the ground comes to reside underground
landscape. Weather and chemical processes also affect erosion in great aquifers or artesian wells. These aquifers and wells can,
and landscape formation, but they pale in comparison to the if filled to capacity or pressured correctly, push. the water up
effects of water. to the surface in weak spots or where holes are located in the
surface, resulting in springs and artesian wells. These often flow
Erosion begins with the process of weathering, where land
and are of such great capacity that they feed major rivers. In
structures are worn away and their chemical nature changed,
some cases, there is not enough water or pressure to support
usually breaking them into small pieces. Erosion is the movement
rivers but only occasional springs. A great aquifer rests beneath
of weathered material by water or weather.

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the Sahara desert, but it is not sufficiently filled, nor does it climate, which dictates what type of flora (plant life) and fauna
have enough pressure to cause it to rise to the surface. Another (animal life) thrive in that region. Climate is the characteristic
aquifer exists beneath London, and it is properly pressured and weather conditions, including temperature, sunshine, cloud
filled such that its outflow is a major contributor to the Thames cover, humidity, prevailing winds, and precipitation of any
River’s volume. given area. The climate determines what can and cannot grow
or thrive in a region, which in turn, defines the biome. The
Otherwise, water falls as precipitation. It remains as either snow following is a composite list of all the climates existing on our
or ice that melts seasonally or flows off the land. Rivers generally earth. Each entry includes average temperatures and rainfall.
begin in massively uplifted areas, such as mountains, to small Picking a biome is critical in understanding what adventurers
uplifts, such as hills. The water collects and flows downhill. can and cannot encounter.
Landforms, which cause it to turn or twist this way and that,
interrupt a river’s flow. But otherwise, it flows based upon its Note: It is also worth noting that magic changes the nature of
natural qualities of adherence. what can exist in various climates. Magical creatures are usually
not affected by weather or climatic conditions. CKs must refer
Rivers begin in an area of headward erosion. These often to the various monster books or make their own determination
originate on mountain slopes, hillsides, and at the high points or concerning magical creatures present in a certain biome.
ends of valleys. They typically form as a three-sided basin with
water flowing out one side. Rainwater and melt collect in these Tropical Moist Climates (Rainforest): Tropical moist
areas, eroding them fairly quickly in geologic terms, hundreds climates are characterized by heavy rainfall in all months.
to thousands or even millions of years, and they flow downhill Higher regional ground temperatures and humidity are the
following the path of least resistance. Their course constantly source for the daily formation of large cumulus clouds. Maritime
gnaws at the land over which they flow, creating large basin- regions that are subject to tropical air experience slightly greater
shaped areas over time. rainfall averages and temperatures.
Average Annual Rainfall: 100 in. (250 cm)
There are cascading basins where the flow falls into one after Average Temperature: 80° (27°C)
another basin, or the water flow results in creeks, rivers and Humidity: High
streams. These water courses cut down mountain sides in fairly Example: Amazon and Congo Basin
straight patterns. Ancillary water courses feed them along the
way such that they gain in volume and flow the longer the Wet-Dry Tropical Climates (Savanna): Seasonal changes
stream is. Rocks and seasonal flooding accelerate the process create wet and dry tropical air masses, creating extremes of
of erosion such that large V-shaped valleys develop throughout both. Heavy and constant winds predominate in dry regions.
mountain ranges. These mountain water flows are characterized The temperatures do not vary far from the average, but are
by rapids, small and large waterfalls, and deep, narrow valleys. generally cooler in the dry periods.

As the rivers flow onto more level land, their flow and nature Average Annual Rainfall: 42 in. (106 cm)
change. In open expanses, such as prairies, they broaden and Average Temperature: 78° (25°C)
slow, unless fed by other water courses, such as feeder rivers. Humidity:Low
Eventually, they spill into the sea, where they often break apart Example: India, West Africa, Northern Australia
in very low-lying areas. These delta regions become sodden
Dry Tropical Climate (Desert): Low-latitude deserts, which
swamp areas with vast amounts of water and wildlife; eventually
are generally close to the equator. They stand between windy
the water spills into the ocean.
regions and sub-tropical areas. Light winds move moisture from
the area. These downward-flowing winds push air off the desert,
Climatic Erosion causing very dry heat.
Weather also erodes the world. Predictable weather patterns Average Annual Rainfall: 5 in. (13 cm)
develop dependent upon the world’s position in the solar Average Temperature: 62° (16°C)
landscape, as well as terrain features, both land and water. The Humidity: Low
complex system of weather that develops over time begins to Example: Southwestern United States
batter the terrain, aiding the transport of weathered material.
Dry Mid-Latitude Climates (Steppe): Grasslands dominate
Understanding the basics of your world’s climate is an important these semi-arid areas between tropical and high-humid zones.
factor in developing a fun, challenging, and believable world. These regions lie deep inside continents, usually blocked from
The climate impacts the amount of water in any given region, oceans by mountain ranges. Winters are very cold, as these
which plays into weathering and erosion. same mountains trap polar air in the area.
Average Annual Rainfall: 4 in. (10 cm)
CLIMATE Average Temperature: 43° (6°C)
In developing your world, or even your gaming area, it is Humidity: Medium
important to understand the various biomes. Biomes consist of a Example: Great Plains, Ukrain

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Mediterranean Climate (Chaparral): Seasonal differences In creating your world or gaming region, it is best to stick with
are exasperated by continued sub-tropical highs and the one of these familiar climates. Reference the listed examples
equatorial, coastal location. These result in long, dry summers to gain a better understanding of the landmark flora and fauna
and cold, wet winters. thriving in a familiar region. You should choose a climate within
Average Annual Rainfall: 17 in. (43 cm) which to run your game rather than randomly generate it
Average Temperature: 47° (8°C) because, as mentioned above, deliberately choosing it allows you
Humidity: Medium to research the climate beforehand to see what creatures would
Example: Mediterranean reside there. However, should you want to randomly select a
climate for a particular region, consult Table 5.1 Regional
Dry Mid-Latitude Climates (Grasslands): Mountain ranges Climates, rolling a d10 for the result.
block oceanic air, allowing polar air to move in and remain over
the lowlands for long periods. This trapped moisture creates
TABLE 5.1 REGIONAL CLIMATES
large amounts of precipitation (frozen) in the winter months,
but trends toward being dry during the summer months. Roll(1d10) Climate
Average Annual Rainfall: 32 in. (81 cm) 1 Tropical Moist Climates (Rainforest)
Average Temperature: 56° (13°C) 2 Wet-Dry Tropical Climates (Savanna)
Humidity: Medium 3 Dry Tropical Climate (Desert)
Example: Western North America
4 Dry Mid-Latitude Climate (Steppe)
Moist Continental Climate (Deciduous Forest): An area 5 Mediterranean Climate (Chaparral)
where polar and tropical masses collide, allowing for very large 6 Dry Mid-Latitude Climate (Grassland)
seasonal differences in temperature and rainfall. Summers are
7 Moist Continental Climate (Deciduous Forest)
generally hot, and winters are very cold; both seasons have
heavy precipitation. 8 Boreal Forest Climate (Taiga)

Average Annual Rainfall: 32 in. (81 cm) 9 Tundra Climate (Tundra)


Average Temperature: 56° (13°C) 10 Highland Climate (Alpine)
Humidity: Medium
Example: Southern Canada, Japan, Southern and Central BIOMES
Europe Each biome is a region or area with similar ecology, topography,
Boreal Forest Climate (Taiga): This climate has the largest and soil conditions, along with having the same plant and
temperature variance of any climatic zone. Cold polar air masses animal species. These biomes exist in certain climates. A
dominate most of the year, with light precipitation; summers are world can have any number of biomes, and may have multiple
short, cool, and enjoy more annual rainfall. numbers of the same biome. Read the entries and decide which
biome best fits your gaming needs and your game’s setting.
Average Annual Rainfall: 12 in. (31 cm) Table 5.1 Climates mimics Table 5.1 Biomes, allowing the CK
Average Temperature: 41° (5°C) to randomly choose a biome for his game. Roll a percentile to
Humidity: High determine the results.
Example: Central and Western Alaska, Yukon, Siberia
Tropical and Sub-Tropical Broadleaf Forest: Heavy
Tundra Climate (Tundra): Tundra exists in arctic coastal rainfall throughout the year typifies this biome. Lowland
regions. Polar air predominates almost all year long, making tropical regions can have as many as three canopies and remain
winters long and cold. Short summers last only a few weeks. green throughout the year. The forest floor is fairly dense, with
Oceanic winds maintain some semblance of temperature vegetation in shallow soils. Deciduous tropical forests have
warmth. several canopies and a drier winter during which some trees
Average Annual Rainfall: 8 in. (20 cm) drop all or some of their leaves. Mountain tropical forests exist
Average Temperature: -10° to 41° (-22°C to 6°C) in higher elevations and usually have one canopy. This type of
Humidity: Low biome includes flooded forests in freshwater swampy areas. The
Example: Arctic North America, Northern Siberia average yearly temperature is fairly high in this region, as well,
and the forests are generally located near an equatorial region.
Highland Climate (Alpine): These regions are generally very These forests are highly diverse in their plant and animal life.
cold or at least in the cooler temperature ranges. The higher
the elevation, the colder the highland becomes, being closely Tropical and Sub-Tropical Dry Broadleaf Forest: These
related to the regional biome they are in, whether wet or dry. forests are similar to tropical and subtropical forests, and may
Average Annual Rainfall: 9 in. (23 cm) even have greater amounts of rainfall, but have a long dry season
Average Temperature: -2° to 50° (-18°C to 10°C) during which all or many of the trees drop their leaves. This
Humidity: Varies allows a very thick undergrowth development. The temperature
Examples: Rocky Mountains, Himalayas, Mount Fuji remains fairly high in these regions. Evergreen trees can do well
in well-watered portions of the forest. These forests tend to
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support a larger range of mammalian species than do rainforests, Temperate Grasslands, Savannas, and Shrublands: These
but overall, they have a narrower range of both plant and animal areas lie further from the equatorial regions than do the tropical
species. These forests tend to border tropical forests. and subtropical zones, and they experience freezing weather
during winter and high temperatures during summer. Low
Tropical and Sub-Tropical Coniferous Forest: This forest grasses and shrubs (steppes) to high grasses and shrubs (prairies)
type receives lower rainfall than the above forests, and is dominate these regions. The soils are generally fairly rich, and
generally located in higher elevations, but resides within the while they do support trees, the tree growth is not so thick as
tropical temperature zone. Pine and oaks dominate the tropical to form a canopy. These regions are home to large species of
and sub-tropical coniferous forest. The low rainfall does not grazing animals. They are also some of the most agriculturally
support a large plant community as other tropical forests due to productive biomes.
the low rainfall and poorly-developed plant communities on the
ground. It is home to many unique animals which have adapted Flooded Grasslands and Savannas: These grasslands flood
to local conditions. These forests have dry and wet seasons. seasonally. They have rich soils, are very wet, and are generally
found closer to the world’s tropical regions. They support a wide
Temperate Broadleaf and Mixed Forests: These forests variety of grasses, shrubs, and herbaceous plants but fewer trees
thrive in humid areas with an average temperature of 41-59°F than other grasslands. They are home to a variety of waterfowl,
(5-15°C) and 25-60 in. (64-152 cm.) of rain a year. In many crocodiles, amphibians, and other smaller animals.
of the forests, there is a dry and wet season, but this is not
necessary to the forest. These forests have a vast altitude range, Montane Grasslands and Shrublands: This zone refers to
as well. The forest has four canopies with mature trees taking high-altitude grasslands and shrublands located above the tree
the uppermost layer; immature trees, shrubs, and the ground line. The regions are home to many unique and divergent plant
cover comprise the remaining levels. Oaks, beeches, maples, and animal species. The montane grasslands and shrublands are
spruces, and firs dominate this forest. These forests also support similar to islands in flora and fauna development, as each tends
a wide variety of animal life. to develop without influence from other biomes. These areas
are humid with low annual temperatures, lengthy winters, and
Temperate Coniferous Forests: These forests have high cool summers.
rainfall and moderate to low annual temperature with a dry
and wet season. These are rare forests that support massive Tundra: This biome experiences low annual temperatures,
trees, such as redwoods and sequoias, and have an understory and has short growing seasons with soils which remain frozen
of mosses and ferns. These forests also support a wide range of all-year round or nearly so. The regions are stark and barren,
animal life and unique plant life. supporting little tree growth. Sedges, mosses, lichen, shrubs,
and some grasses grow here. The region is usually very windy
Taiga: This is a harsh environment characterized by a wide and arid. However, during the summer melt, the soils become
summer to winter temperature variation averaging 75°F (24°C) soggy and moist, as the water contained in them melts. Few
and low precipitation with a dry and wet season. Much of the animal species thrive in this region.
precipitation occurs as snowfall. Winter lasts 5-6 months out of
the year, and the summers are short, humid, and hot, about 85°F Mediterranean Forests, Woodlands, and Scrub: This
(29°C) at its highest. The forests are densely spaced except in is a temperate zone typified by hot, dry summers and mild,
the northern portions where the trees are more spread out, and rainy winters. These regions contain a vast array of subzones
consist primarily of larch, spruce, fir, and pine trees with moss and mosaic ecosystems, from thick forests to open savanna/
and lichen undergrowth on the ground. The thin soils make for shrubland, experiencing great variation in short amounts of
both shallow-rooting and smaller trees. Some deciduous trees space. Both coniferous and deciduous forests thrive in this zone.
also survive in these harsh conditions, such as willow, aspen, Fires also regularly occur in this biome. The biome supports a
and birch. These forests do not support a wide variety of animal wide variety of plant and animal life, with many species being
and plant life. They contain a large number of mammalian specific to one area.
species, though. Many of the biome’s larger carnivores hibernate
because food supplies are not plentiful during winter. Oceanic Islands: These islands can appear anywhere there
is activity to produce them, and the climate where the islands
Tropical and Subtropical Grasslands, Savannas, and reside determines their flora and fauna. There is usually an
Shrublands: Semi-arid to semi-humid regions with moderate abundance of bird life, wild fishes, migratory marine mammals,
to high-average temperatures and 20-60 inches (51-152 and reptiles.
centimeters) of rainfall a year typify these biomes. Grasses with
scattered trees or small shrubs dominate the areas. These zones Deserts and Xeric Shrubland: These are arid zones receiving
can be fairly widespread and cover vast areas. Rainy seasons can fewer than 10 inches (25 centimeters) of rainfall a year. The
be as short as a few weeks, and in other cases, have low rainfalls soils are rocky and poor, and they do not support a wide variety
year round. The regions support a small range of flora and fauna of plant or animal life; many of the animals residing in this
(though widely divergent from region to region), and they are biome are nocturnal. These regions include those areas of vast
home to large herds of herbivores. sand dunes to sparse grasslands.

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Mangrove: These are coastal regions with shrubs and trees periods. Vegetation is sparse, generally low growing and found
growing in flooded, salty swamps and sandy soils. The plants tend in large communities. Plants and animals tend to respond to
to grow in densely packed groves with extensive root systems. heat, movement, sound, and smell more than sight. Some areas
There is a wide variety of plant and animal species found in the are well-watered, while others are not.
areas. They typically thrive in tropical and subtropical areas,
though they can exist in warmer temperate zones. TABLE 5.2 BIOMES
Roll
Freshwater Biomes Biome
(2d12)
Lake: Lakes are large bodies of water found inland, in 1-4 Tropical and Sub-Tropical Broadleaf Forest
mountainous regions, rift zones, and in recently glaciated areas; 5-8 Tropical and Sub-Tropical Dry Broadleaf Forest
one or more rivers feed them. Some lakes have a natural outflow,
9-12 Tropical and Sub-Tropical Coniferous Forest
while others lose water only to evaporation.
13-16 Temperate Broadleaf and Mixed Forests
River Delta: This is a landform resulting from the deposition 17-21 Temperate Coniferous Forests
of soils from rivers as they empty into the ocean. These are 22-25 Taiga
generally large, fan-shaped, level areas of significant sediment Tropical and Subtropical Grasslands, Savannas, and
buildup and many small rivers and channels carrying the river 25-29
Shrublands
water out to the ocean. Deltas are often subject to seasonal
30-34 Temperate Grasslands, Savannas, and Shrublands
flooding.
35-38 Flooded Grasslands and Savannas
Freshwater: These biomes refer to streams, ponds, bogs, and 39-42 Montane Grasslands and Shrublands
rivers fed by underground aquifers, rainwater, or snowmelt/ 43-47 Tundra
ice melt. There are generally two types of freshwater systems: 48-51 Mediterranean Forests, Woodlands, and Scrub
flowing and stagnant.
52-55 Deserts and Xeric Shrubland
Wetlands: These are areas in which the soil is saturated 56-59 Mangrove
seasonally or year round, such as marshes, bogs, and swamps. 60-63 Lake
One of the most biologically diverse zones on the earth’s surface, 64-67 River Delta
they support a wide variety of both plant and animal life.
68-71 Freshwater
Endorheic Basins: These basins are deep rifts accumulating 72-75 Wetlands
water from streams or rivers and have no visible runoff; the 76-79 Oceanic Islands
water usually drains in underwater channels. These basins are 80-83 Endorheic Basins
common in all climates; the types and amount of fauna and
84-89 Caves
flora are dependent upon where they lie in the world setting.
90-93 Deep Caves
93-100 Dismal Deeps
Underground Biomes
Caves: These are isolated, shallow openings in the earth. They TERRAIN
are usually barren of any life except surface species living in
or near the mouths of these caves. Unique plant and animal Every biome consists of a vast array of terrain, the features of the
species can be found in these caves. land, including bodies of water. There are many types of terrain
features that describe particular aspects of an area. Castle
Deep caves: These caves extend deep under the earth. Their Keepers should always use descriptive words when describing
upper portions support an abundance of lichen, mosses and the terrain PCs are travelling over, as it helps conjure images of
small growth. There are large, cavernous areas connected by the world in the players’ minds, making the game more vibrant
small chutes and tunnels. They are well-watered. The lower and fun, as shown in Example 2. Terrain goes far beyond the
areas are inhabited by an array of unique plant species, but they biome and climate and into the interactive area of the game
are very sparse. where the imagery is all important and descriptions can make
or break a mood.
Dismal Deeps: These areas have no real-world equivalent.
However, in the fantastical realms, there are worlds beneath Example 1: The party climbs over the rocks and looks north
ours with ecosystems all their own. They are typified by to the castle keep.
massive caverns and cavern complexes joined by narrow chutes
and tunnels. These humid environments have consistent Example 2: You pull yourself up over the crag to find yourself
temperatures except when near volcanic activity. Cavern standing on a narrow escarpment. You follow the escarpment
complexes have unique plant and animal species found in small around to a large outcrop resting comfortably beneath the peak
enclosed zones with some few species varying over extensive of the ridge. Climbing it, you see a broad expanse of tundra

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before you, beyond which lies another range of hills and one has the same cold and snow conditions. These trees in these
large dome mountain. Upon its peak stand the towers of the forests are often stunted and small, bushy affairs compared to
castle keep. their lowland counterparts. Deciduous trees can be found in
these forests, but they are rare and are more likely found in the
Below is a short list of terrain features. southern regions or at lower elevations.

Deserts Southern Coniferous Forests: These forests are found in


southern latitudes. They are generally more constrained by
Deserts are regions receiving very little annual precipitation, their environment than their northern counterparts, as other
usually less than 10 inches (25 centimeters) a year. Deserts tree types are far better acclimated to the long growing seasons
have specialized flora and fauna, and they lie in both cold and and mild winters and summers. They are dominated by tall
hot climates. This former point is important to understand, as pines with high canopies or low, small spruces which grow in
deserts can exist in arctic environments. soils or rocky outcrops unsuitable to other trees.
Coastal: Deserts along coasts that generally have long, cool Deciduous Temperate Forests: These forests are found in
summers and longer winters. Their proximity to the salt-
areas of moderate climatic conditions. Cold winters and warm
water ocean or sea allows for moderate salt buildup in the soil,
summers prevail, but temperatures do not consistently drop
therefore reducing the chances of vegetation thriving.
below 0°F (-18°C) or above 100°F (38°C) for extended periods
Cold: These deserts experience long winters and short, very cool of time. Seasonal changes predominate, with the deciduous
summers. Their low temperatures are conducive to permafrost trees loosing their leaves in fall and growing back in the spring.
forming in the soil and less melt from the fallen snow, leaving Trees typical to this clime are ash, birch, oak, willows, and the
accumulated buildup over long periods. like. These forests are often intermixed with evergreen trees,
such as cedar and southern pines.
Hot and Dry: The most common type of desert and often the
largest, these deserts are always warm, even in winter, and have Copse: These small woodlands have moderate to dense
very little precipitation. Vegetation is small, ground-hugging undergrowth, such as those areas near creek beds or bodies of
shrubs and bushes. water.

Rain Shadows: These regions are created along the basin in Grove: A grove is a small woodland area with little or no
of mountains that stop the inward flow of moisture-bearing undergrowth which can exist in larger forests or stand by itself
clouds. The windward side of the mountains receives plenty of in the open country. Groves usually exist near water or in areas
yearly precipitation, but the leeward side receives very little. receiving sufficient annual precipitation.

Salt Flats: Formed from an evaporated body of salt water, the Forest: An extensive area of land covered in trees. A forest
soil of a flat is very salty, with sparse flora and little fauna. usually consists of mixed tree species due to the proximity to
water and the overall agreeable climate. The trees usually grow
Semi-Arid: These deserts have long, dry summers, but with in dense patterns, choking out most undergrowth. A forest
short winters with more precipitation. This allows for a wider almost always consists of older-growth tree stands.
variety of underbrush to grow which in turn supports a great
variety of fauna. Jungle: A forest growing in the tropics, which consists of flora
that thrives in hot and humid climates.
Forests Orchard: An artificially planted grove of trees, usually
There are many types of forested areas, from small hardwood containing fruit- or nut-bearing trees.
copses to continent-wide boreal forests and vast tropical
rainforests, such as the Amazon. Each type of forest has its own Stand: A small group of similar trees; a stand is almost always
environmental conditions allowing it to grow, as well as its own in a larger growth of trees like a forest or grove.
particular history. A broad-stroke description of several forest
Timberland: An area marked or purposely grown for the
types is provided below. From this, Castle Keepers should be
cultivation of timber.
able to place appropriate tree types in their regions and more
uniformly construct their world. A forest glossary also follows. Wood: A moderately large area of trees with moderate to
dense undergrowth. Like the grove, the wood can exist in larger
Northern Coniferous Forests (Boreal): These forests are
forests, and usually borders some terrain feature allowing for
found in northern latitudes and in high upland mountainous
variations in the patterns of undergrowth.
regions. They are dominated by firs and spruces in their northern
regions, while pines and larches dominate their southern
fringes. They are often associated with once-glaciated regions, Depressions
and they receive a lot of yearly snowfall and have low winter A depression, or sinkhole, is a low point in the ground surrounded
temperatures. The upland or mountainous forest of this nature on all sides by the land around it. These sinkholes occur in every

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PART 2: WORLDS OF ADVENTURE
clime and biome and within any terrain. Depressions can occur Lowlands
in ice sheets, prairies, mountainsides, underwater, etc.
Lowlands exist at many different elevations. Some run the length
Arroyo: A large gully created by coursing water, usually caused of coasts, or stand in stark contrast to hills and mountains. Some
by flash flooding in deserts or environments experiencing lie nestled between two mountain ranges, or may even exist on
sudden downpours. An arroyo is usually a fairly shallow gully. the slopes of ridges. Lowlands range from very small to large.

Canyon: A cleft in the ground with very steep sides. Canyons Downs: This is a grassy, treeless upland that usually experiences
are the result of tectonic shifts or water runoff in soft-rock areas. heavier rainfall than normal.
They can exist in almost any terrain, though are predominantly
Grassland: An area in which various grasses predominate,
restricted to mountains and hills.
such as a prairie.
Basin: A concave area in the earth caused by weak or shallow
March: A march is an area of indistinct landform usually
ground surface usually as the result of water runoff. The area
bordering two distinct landforms, such as the area between a
around the basin is higher than the basin’s lowest point.
marsh and savannah. The terrain here is mixed.
Chasm: A deep cut in the ground caused by water erosion or
Bottomland: These low-lying regions are always located near
tectonic activity. The chasm is different from other depressions
riverways, and are often wet areas with a high water table.
by the steep nature of its sides. Chasms can exist in most terrain.
Bush: An area of densely packed young trees and underbrush
Dale: A dale is another word for valley. It is usually associated
found in savannahs, usually bordering or near forests.
with low valley sides, lush growth, and plenty of water.
Pampas: These vast grassy plains are often arid with few trees
Dry Wash: Any water course that is dry. It may be dry due to
and low growth plant life.
seasonal climate changes, or permanently dry due to changes in
the landscape or precipitation. Dry washes often exist in arroyos, Prairie: This generally refers to lush grasslands with deep-
and if seasonal, they can suffer from sudden flash floods. rooted grass, which sometimes extends several feet into the soil.
A prairie can be very large or small depending on its location.
Gap: A low area in a hill, ridge, or mountain. A gap often serves
as a pass for travelers. Savannah: A vast, tropical or subtropical, treeless grassland.
Glen: These secluded valleys lie in the deep mountains, and are Scrub: Stunted vegetation and thickets characterize this area.
usually difficult to access. They are often associated with arid savannahs.
Gorge: A narrow passage cut into a mountain or cliff Steppe: A vast region of low grasses broken up by occasional
characterized by very steep cliff sides. A swift-running stream thickets of brush or trees.
that may or may not run year round cuts the gorge as it travels
across the terrain’s surface, eroding it away. Tundra: An area of permanently frozen subsoils that allow little
vegetation to grow. Tundras are usually harsh climates. Grasses
Hollow: These small valleys lie in between large mountains, that find habitation in a tundra are thick-bladed, stout grasses.
and they are dominated by ready water and one more stands of
trees, either groves or small wooded areas. Veldt: An elevated and often arid upland grass area.

Ravine: a long, deep hollow in the earth’s surface similar to a


gorge, and it is likewise usually cut by a stream. Mountains & Hills
Mountains range from young, active volcanic ranges and those
Rift: An area of rocky surface that splits, causing a fissure. This being pushed by the movement of tectonic plates to the very old,
rift reveals a natural break in the stone, a weak spot that usually slowly eroding mountains whose peaks are only a few thousand
grows larger with time and erosion. feet above sea level. But whatever the age of the mountain or
Vale: A wooded valley crossed by some course of running water mountain ranges, they share many common features.
where soil erosion is slow due to the land’s contours. A vale Crag: Rugged cliff or rock face projected out from surroundings.
attracts a large variety of fauna and flora, the latter of which Crags are often easy areas to climb, as they generally have many
grows vigorously in the area’s rich soil. useable footholds.
Valley: A large area of lowland lying between larger more
Cliff: A long, steep shelf of rock. Cliffs range from very smooth
prominent land features, such as hills, mountains, ridges,
with almost no handholds to the very rugged and easily climbed.
plateaus, etc. The valley, like the vale, is home to a wide variety
of fauna and flora; the flora tends to thrive as the area’s water Dome Mountain: A rounded mountainous extrusion of igneous
runoff is not too severe, allowing for soil growth. rock. The dome is very noticeable, as much of the terrain around
it suffers from erosion, standing at a lower elevation.

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Escarpment: A length of steep, rocky cliff or slope. Tectonic Delta: Land, usually shaped like a traingle, that lies at the
shifts in the crust cause escarpments. These areas often denote mouth of a river, where it spills into a larger body of water.
borders between two types of areas in so far as flora and fauna
are concerned. Estuary: An estuary is either the mouth of a river, or it is an
arm of the sea/ocean meeting it and the surrounding area; it is
Foothill: A foothill represents small, low hills that lie at the an area where the sea’s tide meets the river.
base of large hills or sometimes mountains. Rounder tops and
less difficult terrain characterize foothills. Falls: A waterfall.

Knob: A conspicuously rounded hill, usually protruding from Firth: A long, narrow inlet of the sea or ocean.
the surrounding area with little tree growth on it. Fjords: This narrow inlet lies on an ocean or sea and is
Knoll: A small knob. surrounded by steep cliffs.

Hill: A natural elevation in the earth, usually smaller than a Rapids: A portion of a river where the current is swift, usually
mountain. narrowed by land, and filled wih obstructions, creating a choppy,
broken surface.
Mesa: A formation in mountainous regions dominated by a
Rill: A very tiny water course feeding into a stream, brook,
broad, flat plane, usually smaller than a plateau. It has steep
or creek. Rills often bubble up in and around small rocks. The
cliffs on at least one side.
water is very fresh and cool.
Mount: A single mountain or hill distinct from its surrounding
River: A large body of flowing freshwater following natural
hills or mountains.
channels and feeding into larger rivers or the sea.
Mountain: An elevated region caused by natural forces, usually
Run: A section of a creek, brook, or stream that flows very fast,
tectonic or volcanic activity. A mountain is characterized by a
almost always down steep channels in mountains or hills or into
narrow summit.
depressions.
Ridge: A long, narrow elevated area in mountains or hills that Stream: A small body of flowing freshwater following natural
dominates regions between other terrains. channels and feeding into larger streams, creeks, rivers, or the
Plateau: A large area of land resting on the slopes of a mountain. sea.
A plateau is broad and flat, affording plenty of purchase for a Torrent: Very similar to a run, but a larger, violent, fast-
wide variety of flora and attracting all manner of fauna. flowing stream; a torrent almost always flows down steep slopes
and hills. A torrent is more often a section of a creek, stream,
Outcrop: A rocky feature thrusting out or visible within
or river.
surrounding non-rocky areas.
Undercurent: Where water flows beneath the surface of
Peak: The pinnacle of a mountain.
another body of water, such as a river, bay or ocean. It usually
Tor: An uplift of land in the mountains or hills that stands out flows in the opposite direction of the top current.
from the surrounding area.
Wash: A streambed created by rainfall or sudden snowmelt.
The wash is the actual bed carved out of the ground and serves
Rivers and Their Courses as a channel for the water.
Rivers, streams, canals, and other waterways offer the Castle
Keeper a host of adventuring opportunities. These obstacles Large Bodies of Water
challeng the players to pit ingenuity and skills against something
Water dominates most worlds. As the cornerstone of life and
other than a monster.
the major source of erosion, water plays a huge role in any
Brook: A slow-moving creek or stream with trees, rocks, and world with a vibrant life cycle. As such, the world’s languages
undergrowth dominating its course. include many words describing types of water encountered.
Building upon the above section on flowing water, the section
Cataract: A large water fall that creates steep rapids. below provides a small sampling of terms and definitions about
standing bodies of water and the land surrounding them.
Canal: A waterway constructed to facilitate travel and trade.
Canals extend from any body of water to another, allowing Atoll: A ring of coral reefs or small islands that enclose a
water to move between them. Canals range from small to large. lagoon. Atolls are rich in flora and fauna.

Creek: A small, free-flowing body of water that usually feeds Bay: Partly surrounded by land, a body of water smaller than a
larger rivers or into estuaries. Creeks usually originate in high gulf, but larger than an inlet.
mountains from snowmelt or from underground aquifers.

CASTLE KEEPERS GUIDE 107


PART 2: WORLDS OF ADVENTURE
Cape: An area of land pushing into a large body of water or the Moor: A large area of land with poor drainage, where heath
sea. and peat moss grows in abundance. Moors are usually damp,
swampy, and foggy.
Coast: An edge of land nearest an ocean or sea.
Peatlands: Peat consists of highly organic material, such as
Cove: A recess in the sea, shoreline, river, or lake
swamp grass, that is partially decayed. Peat forms in damp,
Gulf: A very large section of a sea or ocean partly surrounded marshy areas and is very useful as a fuel. Peatlands are marshy
by land. areas where a great deal of peat has formed.
Island: Land that is entirely surrounded by water. It is smaller Swamp: Similar to a marsh except enough soil has accumulated
than a continent. to allow trees adapted to perennial flooding and water logged
Harbor: An area having many port facilities or docks for ships soils to grow. Swamps can occur on coasts or inland.
to anchor, load, and unload.
WEATHER
Isthmus: A slim strip of land with water on both sides that
connects two bigger pieces of land. Weather plays an important role in any role-playing game. It is
a perfect tool for the Castle Keeper to capture a mood and set a
Key: A small island. game’s tone. Heavy snowfall, torrential rains, the sun scorching
Lake: A body of saltwater or freshwater of any size with land all down on the prairie, or any similar effect immediately casts the
around it, usually fed by rivers, streams, creeks, or underground players in an environment they can relate to because, chances
aquifers. are they have experienced such weather in real life. Weather
also affects game play, as the weather, much like terrain, directly
Ocean: A massive expanse of water whose currents and impacts movement, and it can, under severe circumstances,
movements are predominately free of influence by a land mass. interfere with combat. Weather is a tool that is easy to role-
Peninsula: A land mass surrounded on three sides by water. play, though it is difficult to role-play consistently. In an orderly
This land mass projects out from a larger land mass. world, weather follows semi-predictable patterns. It rains
certain times each year, and trade winds blow roughly in the
Sea: A large body of water partially surrounded by land. A sea same path with consistent regularity. How to track this and deal
often abuts an ocean, connecting to it through various tidal with weather can be very easy or difficult, depending on your
currents. own gaming style.
Shore: Land bordering any body of water: lake, pond, ocean,
river, stream, river, etc. Role-Playing Weather
Sound: A long, narrow, often deep inlet lying just offshore. It is unlikely players will detect weather patterns or variances
in the game world unless the CK has developed some detailed
Strait: A narrow waterway connecting two larger bodies of weather system which the characters pass through enough to
water, such as two oceans or a bay and the sea. allow them to begin detecting the pattern. Couple that with
the complexity of creating a real-world model of weather and its
Wetlands internal consistency (based on celestial bodies) and the Castle
Wetlands maintain high levels of water all year long, or at the Keeper often finds it easiest to simply just role-play the weather
very least, become inundated with seasonal rain or snow. These conditions for any given game as they occur. This is easily done
areas are not restricted to lowlands, as mountainous lowland and does not require much effort or tracking on the CK’s part.
regions can experience intense levels of precipitation, as well.
Wetlands suffer from thick, soup-like soil that retains moisture. Temperatures and precipitation vary greatly from one region
Many wetlands include small pools, ponds, and interconnected to the next, even in zones located at the same longitude on
water canals separated by areas of thicker, rocky soil, or the globe: elevation, trade winds, stellar activity, cloud cover,
vegetation. humidity, bodies of water, and many other factors all affect a
region’s average temperature. Unless the CK desires to create
Bayou: A marshy area around a lake, sea, or other body of the world’s entire weather system, laying out how it interacts
water, usually stagnant or, at the very least, sluggish. with the cosmos, it is easiest to reference the daily temperature
Bog: An area of wet, spongy ground with deep mosses and poor on Table 5.3 Average Monthly Temperature. Determine
deterioration. Thick, sodden vegetation covers the surface of the equivalent month in your game with the listed real-world
the bog. month and its included average temperature. These assume a
temperate climate, much as you would find throughout North
Fens: These flat, marshy lands have high water tables and sedge America and Europe. The Castle Keeper must determine which
grasses. zone the game takes place in; reference Climatic Zones above.
Marsh: These treeless areas of water-logged soils and shallow This information is the foundation of the temperature in the
water allow bushes and low plants to grow in profusion. Marshes game. Once the climate zone is known, the average monthly
reside near lakes, slow-moving rivers, and low-lying regions. temperature is listed on Table 5.3.

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TABLE 5.3 AVERAGE MONTHLY TEMPERATURE Design Your Weather
Month TM1 TW2 Dt3 DS4 M5 DG6 MC7 BF8 TC9 HL10 Castle Keepers should not use the above charts
January 78 73 55 25 51 15 16 -10 -15 0 as dogma in designing their own worlds. Often
February 78 72 59 33 54 23 20 -15 -15 1 a CK’s vision is particularly focused on his own
March 78 73 65 42 58 31 34 5 -9 5
imaginative creations, and his creations may
be colder, warmer, drier, wetter, or just generally
April 78 74 68 53 59 42 54 28 0 19
different. Change the above information to fit
May 78 75 75 62 65 53 69 41 20 24
your game if you want to convey a particular
June 78 77 79 74 72 65 77 50 25 35 climate and terrain but find that your world’s
July 78 77 95 84 77 76 84 55 40 40 average temperature range is outside of that listed
August 78 78 100 77 77 67 83 59 35 42 on the chart above. Simply adjust the numbers to
September 78 78 80 68 73 57 72 45 30 36 fit your own mold.
October 78 77 75 55 68 44 59 19 15 35
November 78 76 65 40 59 28 37 10 0 17 Example: Below we use the 12-month Airhdian
calendar to demonstrate the average seasonal
December 78 75 57 31 53 19 23 0 -5 5
temperature. Although using the following table
is not required in C&C, it can serve as a baseline
1
Tropical Moist Climates (Rainforest) for your own seasons and temperature. The chart assumes
2
Wet-Dry Tropical Climates (Savanna) a temperate zone for temperature. Aihrde is a warm world
3
Dry Tropical Climate (Desert) with an abundance of annual precipitation. The chart below
4
Dry Mid-Latitude Climate (Steppe) indicates the averages for the Lands of Ursal in the Cradle of the
5
Mediterranean Climate (Chaparral)
World, which lies in a moist continental climate. The real-world
equivalent for each month is in parenthesis. We have adjusted
6
Dry Mid-Latitude Climate (Grassland)
the average temperature and precipitation by a few degrees to
7
Moist Continental Climate (Deciduous Forest)
impart that this region is slightly colder than and enjoys more
8
Boreal Forest Climate (Taiga) rainfall or snowfall than other similar climates. Adjust your own
9
Tundra Climate (Tundra) average temperatures as you see fit.
10
Highland Climate (Alpine)
TABLE 5.4 AVERAGE MONTHLY TEMPERATURES
To use the table, determine the correct month and check the IN AIHRDE
base temperature for the appropriate climate or biome. Decide
Avg.
whether to have the temperature be warmer or colder than the Avg. Temp.
Month Season Precipitation
base, then roll 1d20. For warmer temperatures, add the roll (°F/°C)
(in/cm)
result to the base temperature. Subtract the roll result from the
Winterdark (January) Winter 12/-11 7/18
base temperature if colder weather is desired. Subject to the
notes given for a particular biome, the final sum is the daily Arist (February) Winter 15/-9 6/15
temperature, in Fahrenheit. If the CK wishes to use Celsius, Erstdain (March) Spring 28/-2 7/18
subtract 32 from the final sum, then divide that result by 2. Regeerishc (April) Spring 41/5 7/18
Follow the same, whether subtracting or adding, over extended
Lothian (May) Spring 51/11 7/18
periods of time in order to maintain consistency.
Uthdain (June) Spring 67/19 6/15
Example: The adventurers are setting off on their next Falkhyhn (July) Summer 74/23 5/12
adventure in August and ask the CK for the temperature Trocken (August) Summer 73/22 5/12
before they hit the road. The CK knows the climate where the
Frostig (September) Autumn 61/16 5/12
adventurers are is a moist continental climate. Cross-referencing
the month of August with the MC column of the table points Erstfhroe (October) Autumn 48/9 6/15
to a base temperature of 83. The CK decides this is going to be Lexlicht (November) Autumn 36/2 6/15
a warmer day than average and rolls 1d20, with a result of 15. Nochturn (December) Winter 22/-5 6/15
Adding the 1d20 result to the base temperature of 83 makes the
final temperature 98 degrees. If the CK wanted the temperature The temperatures do not hold if you leave the Lands of Ursal.
in Celsius, he would then subtract 32 and divide by 2, with a Moving just a little north of the mapped areas of the World of
result of 33. Aihrde (see the Codex of Aihrde) places the adventuring party
in the broad steppes of the north, where temperatures mimic
The above table assumes a broad range, allowing for various those of a dry mid-latitude climate.
conditions. CKs should adjust the final number by whatever
atmospheric conditions or elevation they deem necessary.

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PART 2: WORLDS OF ADVENTURE
SEASONS Note: The skies are clear except for a few roaming clouds.
The second step in dealing with weather is to determine the Gentle winds keep the air moving, and the temperature variance
season. There are four basic seasons that range in length is normal. Travel and visibility is unimpeded.
depending on various circumstances, such as solar activity. Moderate: Moderate weather sees winds picking up to
Basic adventures generally take place in late spring, summer, or 5-10mph (10-16kmh) and an increased chance of precipitation.
early fall, as the weather in these seasons is generally very mild, Sudden downpours are not uncommon, but they are short, and
excepting for the occasional thunderstorm. For a more random the system moves out of the area quickly. These downpours
approach, roll a d20 on the following chart. occasionally bring rare bursts of lightning and thunder with
TABLE 5.5 SEASONS them. Travel is unimpeded, but visibility is obstructed for short
periods of time.
Roll (1d20) Season
1-5 Fall Bad: Bad weather manifests in large, continuous storms,
6-10 Winter whether snow, hail, rain, sand, or even lightning storms. The
storms last several days and usually produce copious amounts
11-15 Spring
of precipitation, averaging 6 inches (15 centimeters) or
16-20 Summer more. Travel is difficult. Visibility is reduced by half due to
precipitation; this affects twilight and duskvision.
WEATHER PATTERNS IN DETAIL
Severe: Severe weather conditions are driving rainstorms,
For CKs desiring a more detailed weather structure, it is snowstorms, windstorms, sandstorms, and the like. Storms
necessary to determine many more factors: elevation from sea produce up to 10 inches (25 centimeters) or more of precipitation.
level, longitude (distance from equator), average precipitation, High wind velocities and precipitation, such as snow or rain
and average cloud cover, just to name a few. Solar activity or ice, reduce visibility and makes movement difficult as the
impacts average temperatures, as do cosmic winds, nearby ground and everything becomes slick and dangerous to walk on.
moons, and so on. Many more factors play into weather, but
there are entirely too many to cover here, and thus are beyond Special: Tornados, monsoons, white-outs, blizzards, and
the scope of the Castle Keeper’s Guide. For instance, the hurricanes are special weather conditions which make
average regional cloud cover for one region is dramatically movement next to impossible. The high wind velocities, blowing
different from that of another. The impact of cloud cover on material, and amount of precipitation can reduce one’s vision to
ground temperatures is very measurable, and the variances from few feet or obscure it completely. For example, in a white-out,
one region to the next are far too great to track. vision can be reduced to several feet or yards, and discerning
landforms distinctly becomes impossible. In open terrain, losing
Weather Conditions one’s way is easy, even if only moving a hundred feet or more, as
there are no reference points to use for guidance. Stepping off a
Weather goes beyond simple temperature variances. Storms, cliff or into a ravine is easy, as movement is almost completely
blizzards, tornadoes, droughts, and long sunny days all random. Furious blasts of wind from hurricanes and tornados
contribute to weather conditions. Knowing whether or not it is are strong enough to rip trees from the ground and blow a man
going to storm can affect game play, and storms can help create hundreds of yards through the air. Monsoonal rains can be so
all manner of moods, depending on what the CK wishes to thick that vision is reduced as if in a white-out.
convey, while also offering very challenging conditions for the
players and their characters. Determining the actual weather
conditions requires a little legwork. Many CKs enjoy making WEATHER CHARTS
up the weather, and this is encouraged. If they want it to storm, Weather patterns differ from place to place and from season
then it storms, rains, or snows. There is no particular need for to season. In general, there are wet seasons, dry seasons, cold
any rhyme or reason to this. Keeping the temperature averages seasons, and warm seasons. In some ecological zones, there is
the same over seasons helps, but there is nothing stopping the year-round rain and high temperature, and in other seasons,
CK from announcing a dark cloud bank moving fast from the there is year-round cold weather and snows. Depending on
southwest is bringing loads of rain. Before the characters know the prevailing wind pattern, areas near large bodies of water
it, it is raining. experience greater amounts of rain fall than those further away.
Table 5.6 Weather Patterns does not pretend to be an exact
But for those wanting chance to play a role a little more detail replica of rain patterns, but rather serves as a useable reference
is required. Five categories of weather are described below. resource. CKs should reference this chart to determine the
Each category also affects movement, as described in the chart weather patterns of a desired area. If there is a chance of
following the description (see Land Movement below). precipitation, roll on the Table 5.7 Weather to see if there is a
storm and to determine its severity.

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TABLE 5.6 WEATHER PATTERNS
Month TM1 TW2 DT3 DS4 M5 DG6 MC7 BF8 TC9 HL10
January Rain Dry Dry Snow Dry Snow Snow Snow Snow Snow
February Dry Dry Dry Dry Dry Snow Sn/Ice Snow Snow Snow
March Dry Rain Dry Rain Rain Rain Rain Snow Dry Dry
April Dry Rain Rain Rain Rain Rain Rain Rain Rain Dry
May Dry Rain Dry Dry Rain Rain Rain Rain Dry Dry
June Rain Rain Dry Dry Dry Dry Rain Dry Dry Dry
July Rain Dry Dry Dry Dry Dry Dry Dry Dry Dry
August Rain Dry Dry Dry Dry Dry Dry Dry Dry Dry
September Rain Dry Dry Dry Dry Dry Dry Snow Dry Dry
October Rain Dry Dry Dry Dry Rain Rain Snow Snow Snow
November Rain Rain Dry Dry Dry Rain Rain Snow Snow Snow
December Rain Rain Dry Snow Snow Snow Snow Snow Snow Snow
1
Tropical Moist Climates (Rainforest)
2
Wet-Dry Tropical Climates (Savanna) LAND MOVEMENT
3
Dry Tropical Climate (Desert)
Landforms vary greatly in small areas. Some areas are easy to
4
Dry Mid-Latitude Climate (Steppe) move through, while others are exceedingly difficult or time
5
Mediterranean Climate (Chaparral) consuming to navigate. One can encounter all manner of
6
Dry Mid-Latitude Climate (Grassland) obstacles, from briar-infested lowland swamps to vast expanses
7
Moist Continental Climate (Deciduous Forest) of open, hard-packed savannah and icy cobblestone roads. In
8
Boreal Forest Climate (Taiga) one, movement can be as slow as ¼ mile per hour or less, while
9
Tundra Climate (Tundra) in the other, one can move as much as 3 or 4 miles per hour.
Considering that within a one-mile stretch a person might
10
Highland Climate (Alpine)
encounter a lowland swamp; a raging, flooded river; a thickly
wooded stretch of forest; and an open savannah, determining
TABLE 5.7 WEATHER movement rates becomes an arduous task.
Chance (D20) Conditions Visibility Castles & Crusades addresses movement in fairly general terms,
1-10 None Good and the Castle Keeper must bear in mind that any movement
11-15 Moderate 2-3 miles rate is subject to change in short areas. The movement
rules below are based upon certain accepted averages and
16-18 Bad .5-2 miles
generalities in landform. The weather’s effects on movement
19-20 Severe* .1 to .5 miles are addressed below; weather can greatly affect the time it takes
If there is severe weather, roll a d4. If a 4 is rolled, then CKs should to travel between two points. Furthermore, movement in this
choose between flash flood, blizzard, monsoon rain, tornado, section concerns itself with macro-movement and not micro-
hurricane, typhoon, or similar storm of their choosing. movement. Movement on the battlefield or in small spaces is
addressed separately.
WEATHER AND VISIBILITY
Very rarely is movement through an area impossible. Consider
Weather can affect how far someone can see, or if he can see
the vast expanses of the earth men traveled prior to the coming
at all. Rain, snow, or sand can completely obscure one’s vision.
of roads or horses. Mankind had traveled over the Alps and
SLIGHT: This is a small amount of intermittent or consistent Himalayas, crossed the Sahara desert and the Bearing Straights,
light rain. This includes flurries and slight snow falls. entered the deepest African jungles, and moved to Patagonia
and into the interior of the Amazon Jungle. The only limits to
RAIN SHOWER: This is a significant accumulation of their travels, it seems, were the world’s highest peaks and the
rainwater that accumulates in a short period of time or over depths of the blue oceans. And in both cases, oxygen seems
days; this includes sleets and snowstorms to have been the major impediment. With that said, there is,
within any given area, terrain which is impassable. Sheer cliffs;
DOWNPOUR: Thick sheets of rain with large amounts of deep, fast-flowing rivers; and other specific conditions can
water collection over a short period of time. Downpours are prevent movement. However, within any given region, it is
often associated with flooding, tornadoes, and hurricanes. nearly inconceivable that a geologic feature cannot be passed
Downpours may also include blizzards and whiteouts. or bypassed, especially with magic - unless, of course, there is
no oxygen.

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PART 2: WORLDS OF ADVENTURE
Humans, demi-humans, and humanoids can move fast. The consuming and arduous. Moving over flat, level ground free
average person, someone in reasonably good health, can move of roots and stones makes travel much faster and easier. The
over fairly level road at a rate of 2 or more miles per hour for Romans learned this early on, so they focused their efforts
up to 8 or more hours a day without exhausting himself. This on building roads, and with them, became the most powerful
person can do this while carrying a moderate load of up to 30 state of the ancient world. Moving over a well-managed road
pounds. A reasonably healthy person can jog, unencumbered, in a desert is just as easy and efficient as moving over a well-
1 mile in 10 minutes. While great lengths, adding weight slows maintained road in a boreal forest or in the tundra.
one down, and the terrain over which someone travels can
impede this movement. Bad weather can also slow a person’s Weather comes into play when anyone attempts to move over
progress. Furthermore, the more people travelling together, the paved ground or open country. Heavy rain can impede vision,
slower their movement rate seems to become. Organization make cobblestones slick, turn dirt into mud, soak people and
and training, such as the training given to military units, can their gear, and so on. Snow can be much worse, making surfaces
mitigate this. At the high end, in forced or speed marches, a simply impassable. The open sky and beating sun bring heat
healthy person can move as many as 20 miles in 3-4 hours. that drains the traveler of precious water reserves, forcing them
to carry more than they normally would, or they burn or blister
Example: Davis used to hike extensively in the Rocky travelers, bringing them to a painful rest. Weather stops armies
Mountains. On one day, while carrying a 65-pound pack, he in their tracks, and it does the same to wandering adventurers.
hiked 26 miles of trails in the Rockies. With about 60% of his
The movement rate of animals adds an additional level of
travel being downhill, he made the hike in just over 10 hours.
complexity to the issue, as animals can vary greatly in their
He was not terribly exhausted by the hike, and he had ample
travelling distances, as well. Many animals do not walk much
time to set up camp, cook a big meal, eat, relax under the stars,
faster than humans do. Horses, for example, only move at an
and gaze upon a herd of elk in a pasture below. On another
average walking speed of 2.5 miles per hour. This is not much
hike, it took him 8 hours to move a little more than a mile, with
faster than a human’s walking speed. This is why horses make
no trail, through swampy lowland replete with vines and briars.
such great traveling companions: Humans can keep up with
He carried only a devil’s walking-stick, a few power bars, and
them if walking. A horse’s advantage is that it saunters and
several gallons of water. Afterwards, he was exhausted, bleeding
runs so much faster than a human runs, and its burst speed is
from various scratches, irritable, angry, and dehydrated. It took
exceedingly greater than a man’s; furthermore, it can carry large
him two days to recover from that foray.
loads without adversely affecting its walking speed. Over the
When dealing with movement rates over land, the Castle Keeper course of 10 hours, of course, the small differences can become
should take into consideration the following three factors: apparent. On an average 10-hour walk, the horse can move 25
terrain, the presence or absence of roads or trails, and the miles and the human 20. That’s five miles difference or a quarter
weather. Additionally, CKs might want to factor in the nature day’s travel for a human. Short canters interspersed throughout
of the travelers (civilians or trained military, for instance) and the day can increase the horse’s travel distance greatly.
whether or not they have any transport animals and/or vehicles
As you can see, movement is difficult to manage because it
with them.
varies so greatly and so many factors impact it. Considering this,
Terrain, obviously, plays the greatest role in travel. As noted the movement rates discussed below are averages derived from
above, the nature of the surface being crossed governs the the average human stride. Castle Keepers are certainly within
movement rate. The land is rarely smooth for long: it may rise their limits to expand or contract these distances as necessary
or fall, or it may have rocks, root stubs, briars, or bodies of water or augment the movement rates as they deem fit. Local
to contend with. Forests offer undergrowth, tree limbs, roots, circumstances and variables have much to do with movement
mosses, and other flora to slow or impede travel. Desert sands rates. The movement rates only reflect movement outdoors;
slide under one’s feet and are surprisingly unyielding to the boot. they do not concern themselves with movement inside, where a
Mountains offer steep uphill treks, climbs, rocks, small winding host of other variables come into play.
paths (if any), loose gravel, undergrowth, snow pack and ice,
not to mention elevation issues and oxygen deprivation. The Determining Movement Rates
treacherous ground of swamps gives way to deep pools, mired
The Castles & Crusades Players Handbook and the Monsters
water, thick grasses, mud, and muck. The list goes on. Any
& Treasure books give movement rates for most creatures.
type of terrain crossed, except for perhaps open grasslands and
Table 5.8 Movement Rates shows the common movement
savanna, offers its own challenges to movement.
rates governing movement in C&C, translating them into an
Roads also play a large part in movement. Crossing paved, average outdoor walking speed. The assumption is that the
cobbled, or even simply cleared ground increases movement movement is occurring over level ground and along a well-worn
tremendously, and roads can even mitigate the effect of bad trail, a path free of obstruction, or on an easily traveled road.
weather. Crossing through a forest where tree limbs constantly
jam into one’s packs or pull at one’s helm and shield is time

112 CASTLES & CRUSADES


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TABLE 5.8 MOVEMENT RATES The effects listed in Table 5.9 Movement Rates Per Terrain
are the maximum movement rates as a percentage of normal
MV Rate MPH/KM-H Normal (mi/km)
speed. For example, a human moving in mountainous terrain
10 feet .5/.8 4/6.4 can only move 25% of his normal walking pace, so .5 miles (.8
20 feet 1/1.6 8/12.8 kilometers) per hour.
30 feet 2/3.2 16/25.7
The following chart assumes movement through a mountain
40 feet 4/6.4 32/51.5
range rather than climbing a summit. Climbing a summit
50 feet 6/9.6 48/77.2 changes the ascent rate to 5% and the descent rate to 75%.
60 feet 8/12.8 64/103
70 feet 10/16 80/128.7 TABLE 5.9 MVT. RATES PER TERRAIN TYPE
80 feet 12/19.3 96/154.5 Terrain Type Effect Ascent Descent
*This assumes an 8-hour walking day over gentle ground. None none none none
To supply the CK with a very simple and straightforward approach Rolling 75% — —
to governing movement rates through terrain and its many Hilly 50% 40% 80%
obstacles, including the weather, the CK should cross-reference Mountainous 25% 10% 50%
the three tables below (after finding the base movement rate in
Table 5.8 Movement Rates). Begin with Table 5.9 Movement Obstacles
Rates Per Terrain to determine terrain factors affecting the
Once one moves off the road or away from well-tended trails,
movement, and then move to Table 5.10 Movement Rates Per
obstacles greatly affect overland movement. Obstacles can
Obstacle Type for obstacle factors; finally, consult Table 5.11
include anything from swampy morasses, sandy dunes, piles of
Movement Rate in Weather. Together, these tables will yield
deadfall, rocky outcroppings, thick brush, rubble in a city, and
the final movement rate. This movement rate is based on an
even deep grasses. The range of material and debris that can
individual moving overland with weight, 30-40 lbs.
impede movement overland is vast and dealt with in the most
Elevation and terrain do not affect flying movement at all. cursory of manners. The CK must decide how difficult it is to
Weather can, however. move through certain terrain types based on the guidelines.

Overland movement can be slow. It can be very slow. Even short


Elevation stretches of land can present nearly impenetrable conditions,
The first terrain feature the CK must determine is the elevation. and to get through them, hacking and clearing is sometimes
Traveling high in the mountains means less oxygen, as well as necessary. In an old-growth forest with long-living trees, deadfall
more strain due to the up-and-down nature of the movement. and debris can staggeringly impede movement. On the other
For game purposes, the time gained in downhill travel is average hand, if the rate of decomposition is speedy, the same forest’s
with the time lost going uphill. Elevation changes are generally ground cover clears fairly quickly, making movement much
broken down into the following categories; none, rolling, hilly, easier. Deserts with deep sandy dunes present very difficult
and mountainous. traveling conditions, while regions with rocky escarpments and
a few dunes are almost like traveling on along a road.
Note: Here the ground is relatively flat. There are no appreciable
elevation changes which affect movement. The Castle Keeper must examine and determine the nature of
the environment the characters are traveling through to gauge
Rolling: Elevation changes are noticeable and travel rates the difficulty of travel. Determine the type of obstacle below,
uphill and downhill are affected. A slight weight gain is given the effect they have on movement rates is detailed in Table
to uphill travel or mitigating factors, such as switchback roads, 5.10 Movement Rate Per Obstacle Type.
affecting overall movement rates.
It is important to note that the obstacles have to be significant
Hilly: Elevation changes are noticeable. Movement uphill and consistent to grossly affect movement. All forests, deserts,
slows appreciably, and movement downhill does not replace the and even grasslands have their densely-packed areas, but often
lost time or distance of moving uphill. Downhill movements these can be bypassed or, even though costly in time, moved
are greatly affected by terrain, as roads or trails switchback and through. Traveling overland through the Ozarks would be
follow irregular courses over any given stretch of land. considered travelling through a hilly region (regardless of ascent
or descent, so slight are the elevation changes) and have low-
Mountainous: Elevation changes in mountainous regions are density obstacles, despite all the creeks, rivers, deadfall and
extreme, and movement uphill can be arduous and demanding, underbrush present.
slowing movement rates appreciably. Roads and trails follow
very irregular courses over any given mile, switchback a lot, On Table 5.10 Movement Rate Per Obstacle Type, the effects
dipping and rising with local terrain features. Movement rates of movement are assessed for each terrain obstacle type’s density.
downhill do not replace the time lost in moving uphill. Assess the effects of obstacles after the effects for Terrain.

CASTLE KEEPERS GUIDE 113


PART 2: WORLDS OF ADVENTURE
None: This region contains no appreciable obstacles. The and sandstorms can all hinder, slow, or even stop characters
ground cover is slight, and the earth is hard packed, lacks rocky from moving forward should the right condition exists. The
outcrops or other impediments to movement. weather can be an enemy as deadly as any fantastic creature
one can imagine. However, it probably shouldn’t be used as
Slight Density: This region has moderate movement such. Weather is most often a backdrop to the story, and it
impediments. The undergrowth is sparse, with small creeks, should only rarely be made dangerous. It should, however, be an
rocky outcrops, deadfall, and other debris occasionally impeding impediment and obstacle as with anything else in nature. After
movement and causing travelers to frequently move around it. accounting for the effects of terrain and obstacles, consult Table
These areas might include small bodies of water, boggy areas, 5.11 Movement Rate in Weather.
deadfall, exposed sandy soils, boulder-strewn ground, vines, and
similar natural growth or debris. None: No weather of appreciable note.

Overgrown Density: These areas challenge any creature Moderate: This weather type includes snow flurries, sprinkles,
travelling through them. Dense underbrush, vines, thorn showers, low winds, and warm or cold temperatures
thickets, creeks, large bodies of water, deep boggy soils, deadfall,
and other similarly difficult terrain make movement extremely Bad: These are rainstorms, snowfall, average winds, or
difficult. Often backtracking is necessary to move through temperatures ranging from just below freezing to high.
an area. Some regions require a wide berth, and sometimes
Severe: Severe weather conditions are driving rainstorms,
deep, exposed sandy soils slow movement. Snowdrifts, ice,
whiteouts, snowstorms, windstorms, sandstorms, and the like.
and exposed rock formations also can combine to make travel
difficult though these regions.
TABLE 5.11 MOVEMENT RATE IN WEATHER
Thick Density: Movement through areas with a high obstacle Weather Effect
rating can be exceedingly difficult. These obstacles include None 0%
swampy terrain with at least 6 inches of muck and dense Moderate 90%
undergrowth, sand-dune deserts, areas of deep snow drifts, or
Bad 50%
areas of densely packed, large deadfall, such as in many old-
growth or boreal forests or dense jungle growth like that in the Severe 10%
Amazon’s interior.
Example: A human is moving overland through a hilly region
and is off the beaten path. He is on the uphill side of the range,
TABLE 5.10 MVT. RATE PER OBSTACLE TYPE so more than 75% of his movement is uphill. The region is an
Obstacle Type Effect old-growth, temperate, hardwood forest in late winter, when
None none the undergrowth is minimal. His major movement impediments
are the terrain’s rocky outcrops and the many streams, creeks,
Slight Density 75%
and deadfall present. This is a low-density obstacle region. The
Overgrown Density 50% human’s normal movement rate is 2 miles per hour. This is
Thick Density 25% automatically reduced to 40% because he is moving primarily
in the uphill direction, as per Table 5.9. So his movement is .8
Weather miles per hour. Modify this further by his moving through a low-
Weather can greatly affect movement. Because it varies greatly density obstacle area, as per Table 5.10; then multiply .8 by
in effect, timing, and nature, weather is discussed separately. .75 to arrive at .6 miles per hour. The weather is the final factor
Weather can be so severe as to bring virtually all movement to a to consider. In this case, there are slight snow flurries, making
halt. Some weather conditions are deadly (white-outs, blizzards, the weather a moderate rating. Consulting Table 5.11, the CK
tornadoes and flooding, for example), while others are actually must multiply .6 by .90 to come with his final movement rate
invigorating (cool drizzles on hot summer’s day, for instance). of .54 miles per hour. Rounding down, our noble adventurer is
When considering the weather’s effects on movement, try to moving at one-half a mile per hour. Given 8 hours of travel, he
place yourself in that condition and see how you might react to can move 4 miles.
it. Also, bear in mind, people once spent a great deal more time
outside experiencing the weather; they were not relaxing in Flying Creatures
cooled/heated, dry houses. People were once more accustomed
For flight, consider movement rates as on level terrain and with
to managing in adverse weather conditions, and, considering
no obstacles. Weather offers the only impediment.
the nature of the milieu, the players’ characters would also
likely be more acclimated to what we might consider adverse High wind speeds can reduce the movement rates of flying
weather conditions. creatures. It can also be beneficial should the flying creature be
moving with the headwind. Some wind speeds are so harsh as to
Rainstorms, snowstorms, whiteouts, tornadoes, monsoons,
make movement too difficult. To gain the bonus for moving with
driving rains, snow flurries, heat waves, cloudy conditions, wind,
high winds, the creature must be moving in the predominate
114 CASTLES & CRUSADES
CHAPTER 5 — THE WORLD
direction of the winds and be in the headwind area, not the of vegetation (CL 2); the weather is bad (CL 3). There is a
tailwind area. 4th-level ranger guiding the party. The challenge base is 12. To
determine the challenge level, add the terrain, obstacles, and
TABLE 5.12 MVT. RATE FOR FLYING CREATURES weather to the CB. The terrain rates a 4 so CL 4, Obstacles
rates 2 so CL 2, and the weather rates a 3 so CL 3. The ranger
Winds Effect is not familiar with the terrain. The total CL is 12 + 9, for a
None No Effect challenge class of 21. The ranger has a wisdom of 12, so he
Moderate +/- 25% gains no attribute bonus, but his ranger skills gain him a +7, for
High +/- 50% a total bonus of +7. Any roll of 14 or higher means the party
does not become lost.
Very High +/- 90%
If the party’s ranger fails the check, they move off course by
Getting Lost Outdoors 5d4 degrees off target for that day (right or left, CK choice).
To determine a more random direction, roll on Table 5.14
For those not familiar with the woods, getting lost is not
Directions.
that difficult. Even in broad, open plains, a slow and gradual
declination change in direction of movement can cause one to
TABLE 5.14 DIRECTIONS
end up many miles from one’s destination. In woods and hilly
regions, this effect can be dramatic, as keeping one’s direction 1 North (N)
becomes increasingly difficult. Even a ranger can veer off course, 2 Northwest (NW)
though skilled woodsmen usually note when they are veering 3 West (W)
off course and correct it fairly quickly. Weather conditions also 4 Southwest (SW)
greatly affect one’s ability to stay on a targeted direction of
5 South (S)
movement. Familiarity with one’s landscape mitigates this to a
great degree, as one recognizes landmarks, landforms, and other 6 Southeast (SE)
familiar terrain. 7 East (E)
8 Northeast (NE)
Keeping track of direction requires a making a wisdom check
from time to time. The player characters must appoint a party
member as the designated guide; if they fail to do so, the CK Increasing Speed
should appoint one secretly behind the screen. At the beginning Increased movement speed over long distances by sprinting or
of each travel day, the party’s guide makes a wisdom check. jogging can only be sustained for a short time without frequent
The challenge base is always 12. Characters DO NOT add rest, which tends to offset the the effects of the increased
their level to the die roll, but they do add their attribute bonus. movement rate. With some stress, characters can increase their
Success indicates the person has chosen the correct path. movement rate in 10% increments to a maximum of 50%, but
Failure indicates he has veered them off course. with a corresponding increase in the amount of time needed to
rest as well as a temporary reduction of the character’s physical
To determine direction, consult Table 5.13 Getting Lost. attributes (strength, constitution, and dexterity) by 1 point per
Consult the rating of each feature below to determine the 10% due to exhaustion. Increasing movement by 10% requires 1
wisdom check’s final challenge level. additional hour of rest, which restores one point in the physical
attributes. 20% requires 2 hours and restores 2 points. 30%
TABLE 5.13 GETTING LOST requires 4 hours and restores 3 points. 40% requires 8 hours
Terrain Obstacles Weather and restores 4 points, while 50% requires 10 hours and restores
5 points.
None CL 0 None CL 0 None CL 0
Rolling CL 1 Slight CL 2 Bad CL 1
THE WORLD FANTASTIC
Hilly CL 2 Overgrown CL 3 Moderate CL 4
For the fantasty world, there are no barriers to the setting’s
Mountainous CL 4 Thick CL 6 Severe CL 8
nature. If the world does not follow the normal laws of physics,
Determine how familiar the terrain is. If the terrain is very then the Castle Keeper has absolute discretion to create it as he
familiar, the character gains a +9 to his check; if the terrain desires. Worlds of chaos and magic do not have the boundaries
is slightly familiar, he gains a +5, and if the terrain is a little of modern physics to determine their composition. CKs should
familiar, he gains a +2 to his wisdom check. If a ranger or attempt to create such worlds on the fly, as planning them out
barbarian is making the check, then add +5 for a barbarian or usually leads to order and structured change; making it up as
druid and +7 for a ranger. you go along is the ultimate test of a CK. The Siege Engine is
the perfect vehicle to run characters through such worlds.
Example: The party is traveling through a steep mountain
range (CL 4, as per above); the land is covered in slight amounts

CASTLE KEEPERS GUIDE 115


PART 2: WORLDS OF ADVENTURE
THE SETTING’S AGE of emotions and attitudes. Multiple forms of writing and art
exist. Architecture exists in multiple styles and forms. There are
Playing into the paradigm of using equipment to convey the
domesticated dogs, horses, and a full array of livestock.
tone of the game (see Chapter 3 Equipment), it is not very
difficult to understand how, even as the player uses equipment Spells: Any spells and magic systems are available
to establish who his character is, the Castle Keeper can use
equipment to detail the setting and establish the game’s broader Magic & Treasure: Gold is the standard currency, and is
tone. It begins with choosing a setting age for the campaign supported by silver, copper, and platinum. Magic is an integral
world. We’ve compiled an abbreviated list below to help part of the setting, so magical treasure is as common as the CK
establish guidelines on what a specific age may offer the players desires. All treasures in the Monsters & Treasure are available.
in the guise of equipment and weapons.
Villages: Villages only have country markets where food is
It is important to note that the generic fantasy setting easily sold. The armorers and blacksmiths generally have rudimentary
conveys all the ages presented below. It is not unreasonable skills and resources. Equipment here is rare, and is generally
to assume that in a world where elves exist that one society available from farmers or small shops.
can be lost in its own development and remain a Bronze-Age
civilization, where one not too far removed from it has evolved Towns: Numerous towns exist, and they have blacksmiths,
into an Iron-Age culture that utilizes heavy armor and the like. leather workers, and most other trades represented. Weapons
Even if the real nature of cultural transference dictates the and armor are not common, but they are available.
Iron-Age civilization changes and evolves into the Bronze-Age
civilization, echoes of the older or different culture can easily Cities: Numerous cities exist. All types of equipment produced
exist. Castle Keepers who are immersed in too much realism by multiple trades exist and are available within these cities.
run the risk of alienating one or more of their players. Being
too restrictive about the setting’s age can seriously retard the Stone Age (c.30000BCE - 3200BCE)
players’ ability to outfit their characters how they see fit, and it The Prehistoric period is one that has few options. There are
removes that vital area of control from them already discussed few, if any, urban centers, as the technology to move sewage
in Chapter 3. and store foodstuffs does not exist, or it does exist in limited
Note: CKs should be very cautious in driving home too many quantities. Use of any type of metal is impossible, as Stone-
limitations on equipment, and if they do, it is imperative they Age people do not possess the ability to smelt or mine any ore.
make these limitations crystal clear to their players before the Running such a setting would be a true challenge for the Castle
players begin making their characters. A player who creates Keeper, as the limited options tend to offset the excitement
a wizard and goes through the trouble of naming him, giving garnered from woolly mammoth battles.
him a description, and outfitting and equipping him is likely to Armor/Weapons: Weapons are stone and restricted to clubs,
react negatively when he finds out that he can only cast animal- daggers, spears, primitive axes, bows (with stone-tipped arrows),
oriented spells. and the atlatl. Armor is restricted to animal hide and leather.
The following should serve as good guidelines to what a
Equipment: Tools consist of diggers and cutters. Stone-Age
particular Age might entail and what type of equipment would
characters have access to some small clay pottery and bags
be available.
made out of woven grass and thick cloth. Items from the Players
Handbook are extremely limited; the CK should determine what
The Fantasy Setting might be available before starting the campaign.
This is the standard setting for any adventure or campaign.
Clothing: Weaving is in its infancy in the Stone Age and used
It offers the most choices for players and Castle Keepers. The
for many simple garments. Otherwise, skins and hides constitute
setting can be as simple or complex as the CK desires. The
the predominant clothing.
fantasy world, already filled with elves and dwarves, creates
very little imaginative dissonance. Such a world may allow one Culture: There is some pottery, and writing is restricted to wall
player to outfit his fighter in a full Greek ensemble of armor paintings, skin scrolls, tattoos, and similar items. They have
and equipment, while a second player may choose to outfit his some livestock and may use horses or domesticated dogs.
fighter in chain mail with a kite shield and great helm. Only the
participants’ imagination restricts this setting. Spells: Spell use is limited to very simple wizard and illusionist
spells of 1st and 2nd level; however, druids would have their
Armor/Weapons: All armor and weapons are available. full complement of spells. Shamans could have up to 4th-level
clerical spells.
Equipment: All items from the Players Handbook are available.
Magic & Treasure: There is little currency; barter is the
Clothing: All clothing in a variety of styles is available.
standard method of exchanges. Stone-Age settings have plenty
Culture: Language is complex and can convey a wide variety of magic, though few actual items from the magic item list in

116 CASTLES & CRUSADES


CHAPTER 5 — THE WORLD
the Monsters & Treasure or the M&T of Aihrde books are Towns: Towns are common. These areas will have a bronze
available. Magic items, charms, totems, and other similar items smith or two who make armor and weapons.
abound, and almost every participant has his share of them.
Cities: Everything from the equipment lists made in bronze is
Villages: Villages constitute the standard community. Locals available in the cities, but cities are rare and a separated by great
can trade or sell their own handmade equipment. It’s all made distances. Cities usually rest upon the banks of rivers.
of stone or boiled leather, and won’t be very good.

Towns: There are only a few towns, and they are separated by
Iron Age (c.1200BCE - 476CE)
many hundreds of miles. Flinters trade or sell the heads of spears Iron-Age games possess a wide variety of tools, weapons, and
and the flint blades for daggers. Characters can trade or buy implements. Ore is very common and easier to forge and allows
boiled leather armor from the merchants and some foodstuffs. retooling of items. This, in turn, leads to a society that has
sophisticated agricultural tools and practices extensive animal
Cities: There are no cities in this culture. husbandry. These two items lend themselves to large urban
complexes with mixed populations and active trade routes. The
Bronze Age (c.3200BCE - 1200BCE) growth of sophisticated tools allows complex clothing designs
from a wide variety of materials, such as linen or cotton. Political
The first metallurgy characterizes this age; the name Bronze Age
institutions generally remain simple monarchial or aristocratic.
originates from the alloy created by melting copper and tin. This
age offers more advanced societies with urban centers, more Armor/Weapons: All weapons are available in the Iron Age,
sophisticated art, dress, and economic systems. The age offers a but they are not as strong as steel and only slightly stronger than
vast array of weapons and the first transportation. Spellcrafting bronze.. The weapons are easy to sharpen and repair. Armor
in a Bronze Age includes all four main spellcaster classes. consists of banded and splint mail, as well as simple forms of
chain mail, leather, helmets, and similar items; complicated
Armor/Weapons: Armor is restricted to leather, padded,
pieces, such as plate mail, are not available to these societies.
simple banded mail, and bronze breastplates. A wide variety of
shields exist. There is a vast array of weapons to choose from, Equipment: As with weapons, most any equipment exists
for the Bronze-Age smith can make short swords, axes, daggers, in Iron-Age cultures; the use of iron as a tool allows for the
spears, metal-tipped arrows, and so forth. Helms, shields, and creation of many different items. All items from the Players
simple suits of armor, such as breast plates and leg greaves, are Handbook are available.
available. Bronze does not have the endurance of harder metals
and tends to break or shatter under repeated abuse, and because Clothing: Weaving remains advanced, but the available
of this, the javelin, spear, and bow-and-arrow battles typify this materials remain simple, such as wool, cotton, and linen. The
era more so than mass combat. variety of tools again allows for more variety in clothing design.
These range from tunics to dresses and from leggings to shirts,
Equipment: Leatherworking has advanced to the point that a and they include cloaks, hats, and other common articles.
wide variety of textiles and cloths are available; this, in turn,
allows for common items, such as backpacks, saddles, satchels, Culture: The plethora of tools allows for more leisure time,
etc. to be readily available. which leads to more advanced forms of writing, art, and
literature. Books and scrolls, though not common, do exist.
Clothing: Weaving becomes more advanced, but the Architecture is more complex.
introduction of wool allows for more variety in clothing design:
tunics, leggings, hats, and similar items are common. Spells: All spells are available for all spellcasters.

Culture: Sophisticated forms of writing, art, and language Magic & Treasure: Bartering remains a common means
exist. Architecture is simple and does not allow for arched of economic exchange; however, silver and gold replace
doorways or ceilings. They are largely agrarian societies. Use of bartering in many Iron-Age societies. A wide variety of magical
dogs, hoses, and livestock is common treasure exits. CKs should determine which magical items are
appropriate.
Spells: All spells are available for all spellcasters.
Villages: Villages are common and consist of an inn and some
Magic & Treasure: Bartering remains the standard means homes. Many amenities are available, and craftsmen can work
of economic exchange; however, copper and silver typify in iron and leather; other trades are common in the village.
some societies. A wide variety of magical treasure exists, but
magical weapons are limited to the age’s available weaponry. For Towns: Towns are plentiful and often walled; they house
instance, there are no magical longswords or longbows. craftsmen of many types, and most goods are available.

Villages: Villages abound. These areas will have a merchant or Cities: Cities are common. Various tradesmen produce all types
two selling a few weapons or some armor, but they will not have of equipment, so the availability of goods is high.
a lot. They won’t have an armorer or weaponsmith.

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PART 2: WORLDS OF ADVENTURE
Meso-American (c.2500BCE - 1500CE) and the societies are marked by a high level of agricultural
development, animal husbandry, and a manufacturing base.
This setting consists of very stratified cultures reflecting a
dominant religion-based aristocracy. They have mastered Armor/Weapons: Almost any weapons are available, other
complex forms of agriculture and irrigation, animal husbandry, than pole-arms. Tridents, short swords, bows, javelins, and slings
and even architecture. These advances allow for large urban are all in common use. Armor consists of leg and arm greaves,
centers, with stone buildings, roads, and complex trade patterns. breast plates, large helms, and a variety of shields. Chain mail is
They often coexist with or dominate Stone-Age societies. almost non-existent, and plate is not available.
Armor/Weapons: Only leather and hide armor are available Equipment: The advanced nature of Greco-Roman societies
in these settings. Generally, the warrior elite did not wear any allows for a wide variety of equipment. All items from the
form of armor. Small wicker or wooden shields are available. Players Handbook are available.
War clubs, axes, daggers, small swords, the spear, atlatl, sling,
and similar items dominate weapons. Clothing: The standard clothing consists of one or two pieces
of broad cloth called a peplos; these are pinned at the shoulders,
Equipment: These societies have a wide variety of equipment, and they hang to the knees or ankles. Some wear the more
but they do not work in iron, so their equipment is limited to formal toga, a broad oval cloth that drapes over and wraps
wood, leather, cloth, and similar items on the list. Some items, around the wearer in more complicated folds.
such as hooks, are made from bone, shell, soft metals, cold
forged. Culture: The learned nature of these cultures requires very
advanced forms of record keeping. Written language uses an
Clothing: Clothing consists of complex woven clothes for alphabet instead of logograms, and mathematical languages are
wealthy members of the society, but the lower classes wear more common. Papyrus scrolls are the normal mode of written record,
simple weaves augmented by animal skins and leather. but are rapidly being replaced by the codex - an early form of
Culture: Meso-American culture possessed a great deal of book - at the end of the period. Art is plentiful and includes
leisure time, which in turn, led to advanced forms of writing. paintings, embroidery, sculpture, pottery, and similar items.
They conveyed their language not just with printed materials, Spells: All spells are available for all spellcasters.
but via visual stone work, using logograms as opposed to
an alphabet. They have a high degree of astronomical and Magic & Treasure: Though barter exists, it is rare; gold, silver,
architectural skills. and precious stones dominate trade. Treasure is common, and
all items from the Monsters & Treasure are available — except
Spells: All spells are available for all spellcasters.
restricted arms and armor.
Magic & Treasure: These cultures possess advanced trade
Villages: Villages are common. Every one of these communities
patterns, dominated by the trade of precious stones, such as
has a craftsman or two specializing in one type of device. There
pearls, and commodities rare in their given environment. For
would be a blacksmith, as well, and a horse stable.
instance, certain rare sea shells are highly prized and used as
a means of exchange. With this and limited manufacturing Towns: Towns are common, especially at the point where two
abilities, many items from the Monsters & Treasure are not large rivers connect. Towns have merchants and smiths offering
available in these societies. all types of equipment made of iron.
Villages: These villages are bustling with merchants and Cities: Cites are also common. These communities reside in
craftsmen, but they are making lots of stone and obsidian tools large river valleys or at the end of rivers connecting to the sea.
and only a little bronze. They have large markets selling everything a character could
want.
Towns: There are not many towns, but within the existing ones
their craftsmen can work in bronze.
Early Medieval (c. 476CE - c. 900CE)
Cities: There are only a few of these, and all of them are religious This type of setting consists of simple agrarian societies
communities. The craftsmen here deal in all the things of the dominated by warrior elites, often styled as kings and barons,
Players Handbook, but these items would mostly be made from but little more than warlords controlling regions, whether
bronze, though a few iron items would be available. great or small, through force of arms. Animal husbandry and
agriculture are not advanced and are supplemented by hunting
Greco-Roman (c. 3200BCE - 476CE) and raiding. This only allows for smaller urban centers and
restricted technological development.
This setting spans many different eras, from bronze to iron.
Advanced intellectual cultures typify Greco-Roman worlds, Armor/Weapons: Single combat or small skirmishes dominate
ranging from geography, philosophy, mathematics, and science. warfare. Longswords, shields, and chain armor are the normal
Political institutions are complex and interactive, including weapons and armor. Any form of plate and advanced pole-arms,
tyrant kings and democracies. Tool use is extremely advanced, such as the guisarme, do not exist in such a society.
118 CASTLES & CRUSADES
CHAPTER 5 — THE WORLD
Equipment: All items from the Players Handbook are available. items from Monsters & Treasure and Monsters & Treasure of
Aihrde are available in this setting.
Clothing: The dress here is similar to Iron-Age dress. Tunics,
trousers, and hoods dominate the clothing style. The wealthy Villages: These communities are common and consist of an
augment their simple attire with cloaks or leather, and they use inn and a few houses, but few craftsmen.
more elaborate forms of embroidery.
Towns: Many towns exist along the rivers, and many different
Culture: Early medieval culture is highly labor-intensive, craftsmen inhabit them. All types of equipment are available.
allowing for little leisure time, and the arts, thereby, suffer.
Written language is simple, and art consists largely of calligraphy, Cities: All the large cities are located along the seacoasts or
statuary, and religious items. A government dominated by at the junction of large rivers. Merchant guilds ensure the
warrior hierarchies typifies the setting; a growing mercantile availability of all types of reasonably priced goods.
class and guilds dominate society.

Spells: All spells are available for all spellcasters.


Renaissance (c. 1300CE - 1600CE)
The Renaissance setting is perhaps the most advanced arena
Magic & Treasure: Barter is a major component of early in which to run a game. The society is highly advanced and
medieval trade, and this is augmented by the use of silver, and has intricate social bonds between merchants and warriors and
on rare occasions, gold. Despite these limitations, all the items between the clergy and the ruling elite. Agriculture and animal
from Monsters & Treasure are available. husbandry are sciences pursued in an almost industrial fashion.
Manufacturing is common, especially in textiles, which allow
Villages: These communities are common and consist of an
for very elaborate forms of dress made from a variety of material.
inn and a few houses, but have few craftsmen.
Weapons run the gauntlet, from the very simple to the very
Towns: Many towns exist along the rivers, and many different complex, even allowing for the introduction of early firearms.
craftsmen inhabit them. All types of equipment are available.
Armor/Weapons: All armor and weapons are available,
Cities: All the large cities are located along the seacoasts or including firearms and cannons.
at the junction of large rivers. Merchant guilds ensure the
Equipment: All items from the Players Handbook are available.
availability of all types of reasonably priced goods.
Clothing: Dress is more complicated in these societies. Hose
Late Medieval (c. 900CE - 1300CE) generally replaces pants, and shirts replace the more common
The feudal society typifies this setting. This is a form of tunic. Vests, hats, cloaks, and capes are common. Wealthy
government wherein the ruling classes use military protection men wear hose, tunics, and cloaks, which are often elaborately
as a medium of exchange. Lords and vassals exchange property embroidered. Wealthy women wear floor-length, cone-shaped
in the guise of fiefs for protection and service. The age is dresses. Common men wear pants and shirts, and common
highly advanced in animal husbandry, which further enhances women wear thick wool dresses.
the ruling warrior caste. Warfare and the pursuit of warfare Culture: The Renaissance society is very similar to the Greco-
dominate the society Roman one in that it emphasizes academic pursuits. This allows
Armor/Weapons: All items from the PH are available. for wide variety of written and spoken languages. The printing
press and movable type make books very common.
Equipment: All items from the Players Handbook are available.
Spells: All spells are available for all spellcasters.
Clothing: The increased manufacture of textiles allows for
a wider variety of clothing styles and cloth, most notably the Magic & Treasure: Gold and silver are the standard form
introduction of silk. Trousers are still common, but amongst of economic exchange; bartering still exists, but it is rare. All
aristocratic classes, the hose begins to replace them. The tight- items from Monsters & Treasure are available in a Renaissance
fitting doublet replaces the tunic of the early medieval period. society.
Women wear the bliaut, a wide garment with long sleeves, Villages: Villages have workers of metal and merchants with
folded or crimped to fit their form. goods. The best goods come from the travelling tinkers, who
Culture: An increase in leisure time allows the aristocratic often barter for goods.
class more time to indulge in the arts. Writing is common, but Towns: Many towns exist along the rivers, and many different
books are still transcribed by hand. Books replace the scroll. craftsmen inhabit them. All types of equipment are available.
Spells: All spells are available for all spellcasters. Cities: All the large cities are located along the seacoasts or
Magic & Treasure: Gold and silver are the standard form at the junction of large rivers. Merchant guilds ensure the
of economic exchange; bartering still exists, but it is rare. All availability of all types of reasonably priced goods.

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Population density: There are no reliable statistics on

T
he urban world is as varied in its structure as
is the natural world. In the panoply of human population density for most pre-industrial societies. It goes
history, the vast array of social structures is without saying that density varied greatly from region to
staggering. Humans are inventive and part of region depending on social and agricultural development,
the imaginative processes goes into ordering the world in which government, natural settlement patterns, arable land and
they live. Understanding these cultures and social structures other limiting factors. Cities would have the highest density of
can take a lifetime and even then, one can only partially population while rural regions dominated by nomadic peoples
come to understand them. Add fantasy races, magic, or the would have the lowest population densities. Within any given
supernatural creation of the world, and the possibilities boggle area, population densities could and did vary greatly as people
the imagination. tended to cluster the developments close to one another with
nodal densities being very far apart.
However, in considering that, there are constants that seem
to fit every society and culture, which once applied, can be Occupation: In pre-industrial societies, the vast majority
manipulated and bent to fit ones needs. If used as a baseline for of time was given over to agricultural pursuits. Only a small
development, one can add magical and supernatural elements percentage of the people, from 1-10% were involved in non-
or effects to a believable outcome. Our suggestion is to position agricultural pursuits. Furthermore, in many very early societies,
the setting someplace the players are familiar with, with everyone was involved in agricultural pursuits of one type or
cultures the players readily understand and can play in without another (fishing, hunting and gathering). Only when population
sundering the suspension of disbelief. densities increased and agricultural overload or surplus was
regularly available, did other occupations even become possible.
As such, a preponderance of attention is given over to varieties of However, even in societies in which agriculture takes up the
west European, Roman, Greek, and medieval social structures. vast majority of time and effort, there are those people with
And within this contained area and time, there are vast arrays specialized skills to produce and make objects of need or value
of cultures and structures. However, do not let this limit your (baskets, pots, weapons, rope, etc.).
imagination. Read about other cultures and their ordering and
draw upon them for inspiration as is your want. Settlement: As people moved from nomadic ways of life,
they tended to settle in small communities (both for safety
and to take advantage of common skills). These communities
THE URBAN LANDSCAPE
developed around certain places. Fertile areas along major
By urban landscape, we refer to that arena of activity water courses or in places where water was readily available is
encompassing the social environment created by humans, the most important factor in determining settlement placement.
demi-humans, etc. This includes the lifestyles and makeup of Settlements also tend to cluster close to one another, such that
single dwellings and thorps to large cities, the economy, culture populations aggregated in localized regions with large swathes
and religion, government and taxes, laws and ethics. All this of unoccupied land between villages or towns. Settlements also
makes up what we refer to as the urban landscape. tended to develop around trade routes or major transportation
arteries.
BASIC ELEMENTS
Economy: Barter, or trade in kind or service, was the primary
There are several basic elements that one must understand method of exchange in most pre-industrial societies. Even
before beginning, developing, and detailing one’s world. those with a well developed monetary system used barter
These range from population density, occupation, settlement, and exchange of service as the primary method of economic
economy, government, and law. exchange. However, money was developed and used once

120 CASTLES & CRUSADES


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economies of scale came into being and trade over large areas past, which ground the player in the game. There is level of
occurred. Accepted mediums of exchange developed. This believability in these stories’ settings that allow them to come
was usually in precious metals but not always. Pre-industrial alive, more so than in simple tales of adventure. By developing
societies used other items of accepted value such as shells, a culture, one can create a story and spin a yarn, through which
beans, ceramic plates, or even paper money. players can guide their character that is both believable and fun.

Government: With only a few exceptions, governments prior To manage this, it is first important to step back and look at one’s
to the industrial revolution were autocratic to some degree. game world and become critical of it and its elements. Then,
This does not refer to those societies, which were still primarily take a core concept, the one which defines your world, and
tribal, or band oriented in which they were more egalitarian. develop everything from that in as fluid and non-mechanical
Rigid structures of leadership far outnumbered those with more manner as possible. Elements of the ‘game’ should grow out
fluid and egalitarian governments. Leaders had varying degrees of the root story so that the characters are playing a part in a
of power as well. Sometimes power was nearly absolute and rule system of cultures and history.
by fiat occurred. In other cases, power spread out amongst or
between several classes or institutions but still rested in the Culture as a concept is very simple. A culture of a group of
upper tiers of the social ladder. Revolution, conquest, and war peoples is a set of socially learned patterns of behavior and
were the typical methods through which power changed hands. knowledge. The patterns of behavior include everything from
child rearing habits, marriage, historical reference, and religious
Law: As a general rule, laws to which a community is bound are practices; to settlement patterns, construction techniques, legal
unwritten. They are social and cultural rules and regulations structures and holiday celebrations. The knowledge includes
and norms of behavior expected of everyone. Only with highly values, modes of expression, language, social expectations,
concentrated populations and diverse populations and the need symbolic knowledge, and world views. Humans and others
for regular or routine punishments did written laws develop. can have vastly different cultures but each culture should be
Even so, these were not quite as extensive as those used in homogenous with the majority of its members acting within its
most societies today. They were sparse and general in nature. cultural constraints.
The application of law and punishment varied even when
written down. Local authorities and judicial systems differed The following is a list and description of basic cultural elements.
from community to community and person to person. The law Before embarking on world creation, become familiar with them
givers and judges almost always had ultimate fiat in how the so that you may incorporate all of them into a cultural whole as
authorities carried out legal actions. outlined in the section following.

THE RULE OF TEN HISTORICAL REFERENCE


As a basic guideline to development, it is safe to use the rule Most cultures have a common or root historical reference
of 10. You will see a constant reference to 1 in 10 for this or from which to draw. This is a history of the people of a region.
that and 1 in 100 for other things, 10% for this or that, etc. For Whether this history, as commonly known, is true or not, is
example, 1 in 10 people in a normal population are involved in not important. What is important is that the history offers a
non-agricultural occupations. Although the numbers do not reference point that most people in that culture can call upon
reflect any reality, they manage a reasonable facsimile thereof. with which to frame the world they live in. It offers a broad
The Castle Keeper is encouraged to amend these numbers as understanding of where they come from and even where they
they desire or do more detailed research to garner more accurate may be going.
numbers. When faced with any unique situation or one not
In developing a history for your world and its people, brevity
dealt within these pages and for consistency and ease, it would
and broad strokes are a necessity. Too detailed a history can be
be best to maintain the 1 in 10 ratio for development.
stupendously time consuming and offer little to game play other
than peripheral knowledge. Broad strokes and generalities are all
CULTURE that are really necessary to place the setting within a context. For
If one thinks of several of science fiction’s or fantasy’s greatest example, one could go so far as to list all the major battles which
works and their settings, e.g. Tolkien’s Middle Earth, Howards occurred during one campaign of conquest or simply generalize
Hyborian Kingdoms, Burroughs Barsoom, Dune, Pern and for the conquest. One method is time consuming and offers no
Ghormanghast, all these fantasy settings are famous and rightly particular advantage to the setting while the other gives the CK
so. The books and stories are highly regarded. It is not just the room to develop details as the campaign necessitates or as real
stories that make these books so phenomenal, but the setting, time passes and takes little more than a sentence. Furthermore,
being the backdrop against which the story unfolds. This broad strokes allow the players to actively participate in the
backdrop is complete with language, history, social structures world history by creating character histories, interacting with
built around believable governments, trade patterns, migrations the CK and discovering secret knowledge. This creates a setting
and more. In short, their creators introduced the reader to a in which the Players feel they have a vested interest and one in
believable culture for in it laid all those elements of our own which they will be more interested in playing.

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The CK should know, in general terms, the real history of or more. They are often nomadic or semi-nomadic. Their
their world and then overlay myth and misconception onto it, subsistence patterns vary greatly but are usually a combination
allowing for discovery of the real history by the players to be an of hunting and gathering and agricultural pursuits. They do
adventure in itself. A well developed history will give the CK build villages which are occupied for a year to a generation, but
valuable information on the nature of a people and their region, rarely longer than that. There are ‘political’ offices recognized
their religious constructs, their language and even political across bands, though they are fluid and command is often in
systems as well as deep rooted conflicts, cultural differences and question. People rise to positions of influence via personal
extents of cultural influences. accomplishments or inherited positions.

Historical references provide a unifying theme and identity for Chiefdoms: These are large tribal organizations that cover
a group of people. It makes one community unique as compared extensive areas and have a formalized political authority or
to others, as one group’s history values and accentuates certain authorities. These are often horticultural peoples with lesser
things over another (military conquests and battles in military reliance on hunting and gathering for food, though that may
societies or philosophical and literary achievements in those still make up a significant portion of their caloric intake.
societies that value such things). Use history to do the same for Specialization of economic activity exists within these groups
any campaign or campaign world. and redistribution of goods occurs via political authorities and
barter. These stratified societies invest political and religious
The history need not be a highly detailed canvas from the power in the hands of a family group, and frequently a chief from
beginning of time to the present, but can focus only on the that group. Sometimes the family group is extended to include
society where the adventure is taking place, or a cornerstone cousins and other relatives of the main family. Villages exist but
to the world beyond. Full development comes with time, and those living in them often, though not always, abandon them
should come to fruition in game play. for seasonal reasons, or due to animal migration. In some cases,
villages last many decades before abandonment.
STRUCTURE AND GOVERNANCE States: This level of organization possesses a high level of
There are four basic levels of political life to consider: bands, political organization with a bureaucracy to run the society. It
tribes, chiefdoms, and states. These apply to human, demi- can be very large, encompassing millions of people and hundreds
humans, and humanoids as it references organizational levels of thousands of square miles. Generally, a large bureaucracy
and not types. manages the political system of a state, the state relying upon
the bureaucracy for its day-to-day functioning even though the
The majority of the cultures with which the CK deals are at the legitimate rulers themselves may be from one family group or
state level. However, there should be nomadic peoples or semi- extended family. States are often horticultural and have static
sedentary peoples of the chiefdom level who border the state villages and cities with highly specialized economic activities.
regions or dwell between them unless the entirety of the world
is settled. Furthermore, states often incorporated nomadic Power is divested in state level societies, as the authorities depend
peoples who were essentially conquered chiefdoms. There upon enforcement via a bureaucracy or groups of individuals
should be a mixture of these political types in order to maintain not related to the king, monarch, or highest authorities. These
a variety of playing styles and adventure types. powers are often at cross purposes and always seem to be trying
to take power from one or another. So, for example, although
All types of creatures could exist within any of these levels an autocracy has power vested in an emperor, that emperor
though some may be, by their nature, limited to certain types may be beholden to a religious authority for his legitimization of
of organization. Ogres, for example, live in band or tribal level power and beholden to a military structure that carries out his
groupings, while elves may exist only in chiefdoms as they are will, while each is beholden to the emperor for their capacity to
very reluctant to come together under one large unifying source. govern legitimately.
There could also be band level elves as well as state level elvish
societies. It is up to the CK to decide. Following is a list of various political systems which one might
find in your world or available for use as an organizing principle.
Bands: These are small groups composed of either extended Each can intermix with the others to a lesser degree but each
families or family groups. They usually act cooperatively and has one dominant theme.
have a foraging subsistence pattern. They are often nomadic or
semi-nomadic. Although bands of peoples may share a cultural Anarchical: Anarchical governments reflect a social
identity, they do not often share political power and rarely come organization in which power is constantly in flux between groups
together for unified actions. Leadership is often a result of one’s and individuals. The only unifying structure is the process by
accomplishments and not an inherited or elected position. which members of the society select someone to rule.

Tribes: Tribal groups are essentially bands who have a unified Autocratic: An individual or group rule with absolute power.
political or economic structure which gives the differing bands Their power is usually derived from heredity tradition and
greater cohesive action. Although the individual tribal elements custom. In these societies, the autocrat is not limited in the
may be the size of bands, they can also extend into the hundreds nature of his decision making process.

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Democracy: Democratic governments are those where even if they do, their pre-eminence as decision makers could
select citizens of a society have a direct say in government. shift as others come to the fore.
Generally citizens gather in forums to determine the conduct of
government and vote on the issues concerning the governance Theocracy: These are societies whose leadership and decision
of the society; often citizens in democracies vote for a leader in making rest in the hands of an ecclesiastic class, organization or
whom they invest the power to conduct or carry out the will of group. The decision making process is severely limited by that
the people. of the divinities’ will and the power or capacity of those selected
to carry out the divinities’ will.
Dictatorship: All government rests in the hands of a single
individual. The dictator is the final arbiter of all issues of Plutocracy: Wealth is the basis of who governs in plutocratic
governance. A dictator’s mandate does not rest in hereditary societies. Those who have gained or inherited the societies’
or traditional customs but rather through powerful forces wealth control virtually all power nodes. These societies tend to
within the society such as a military force, an oligarchy, or a be very flexible as wealth determines the entrance and position
democratically minded citizenry. in the class.

Feudal: A series of inter-related political, economic, and Designing a Government


military obligations based upon land ownership. The central
figure of a feudal society was a landholder, usually a warrior, Designing a government or governments for a world or
who leased out his land in fiefs to other warriors. These warriors campaign can be fun and challenging. Castle Keepers only
swore homage to the central warrior, the lord, promising any need to put as much effort into the project as they desire the
number of obligations; usually these obligations were military characters to interact with the governing structures. It often
and involved providing troops to the Lord. This is not always suffices to simply know what type of government the society has
the case, however; sometimes the vassalage involves economic that the characters have entered. This way the CK understands
obligations as well. The warriors who swear homage become where the power lies and what types of NPCs the characters are
vassals to the Lord. These vassals can use the land and reap all likely to encounter; i.e. a baron, a sheriff, mayor, citizen’s patrol,
its economic benefits, build structures on it, improve it, tax it etc. Building a simple framework is enough; make notes on the
and usually hold complete control over the legal rights of the type of government, the leaders of that government, where the
inhabitants, barring only the laws of the Lord. Actual ownership power actually resides, in a castle or city, or a single roaming
of the fief was normally, but not always, retained by the Lord. person, and lastly how that power interacts with those whom
(For a more in depth look at feudalism, manorialism, vassalage, he rules. This allows the role playing to continue without much
etc. see Chapter 7.) interruption, facilitates the rapid exchange of information from
CK to player, allowing the adventure to propel forward.
Monarchical: This system of government consists of a single
ruler or ruling class who control all or some of the state’s If the adventure itself calls for more direct interaction with the
political power. This power does not have to be absolute; more government or the players insist that their characters actually
often than not the monarch shares power with several ruling interact with the governing powers then the CK can rapidly
families or a class and is somewhat limited. However, greater expand upon the above framework, fleshing out local figures
power lies in the monarch, as tradition and history reinforce his who run the local branches of the government, assign names to
power. Although power can be divested amongst several parties, those the characters are likely to interact with, and understand
for a true monarchy to exist, a relatively stable upper class of any taxes, tithes, laws, or rules that the characters must follow.
ruler must exist and willingly obey the monarch. These interactions can be extremely fun to develop and play.
Allowing characters to come before a local magnate or lord and
Oligarchy: Oligarchic societies are those in which several interact with them as would any feudal knight can bring amazing
competing groups control the power nodes of a society. These imagery to the game and campaign; often these moments are
groups can be landholders, merchants, guildsmen, hereditary some of the most memorable.
leaders, military leaders, or the like. The decision making process
is structured and resolution met in some generally accepted When the Castle Keeper sets himself the task of designing the
manner, usually through committee of the oligarchs. Oligarchs government, refer to the above structures and a government,
constantly vie for power within the existing framework, both choosing the one that most fits the imagery desired. Remember
against each other and against outside forms of governance. that often, governing structures possess several traits from
different types of government. It is not unheard of that a
Republican: A republic consists of divergent, often competing, monarchy, based upon the feudal system, has within it several
power nodes, within a society. They allow the inhabitants of cities that are run by plutocratic oligarchs. These systems can
a community to participate in the manner of their own rule be terribly complicated but can also offer a great deal of variety
by voting for members of their society to represent them in and fun to the game.
a governing body. Some primitive tribal society’s method of
governing reflects the republican approach whereby members The CK should take a cautionary note about interactions with
of the band or tribe select chiefs, even if not in a formal voting monarchs, feudal lords, emperors, autocrats, and the like.
process; they often do not hold lifelong positions of power or, The vast majority of players’ real world experience resides in

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the western philosophies of democracy and equality. Feudal in modern societies, redistributive economies exist. Market
societies, those based on inherited power, monarchs, and such do economies still exist within most of these societies to a greater
not normally possess such philosophy, nor are any real reference or lesser extent. Rome, for example had a thriving market
points for “all men are created equal.” Their whole structure is economy that coexisted alongside a redistributive economy.
built upon power, inheritance, and a belief that those in power Often, the goods gathered by the state were agricultural or raw
are there for a reason that is often beyond the comprehension of materials and not finished goods.
others. It is often very difficult for players to shed their inherent
distrust for such power and role playing things such as bowing, Market Economies: In a market economy, the vast majority of
kissing of the ring, showing respect, often go against deep seated exchange of goods and services occurs between merchants and
cultural norms. Caution the players before interacting with individuals or between individuals. Goods are purchased and
those in power that their characters would understand showing sold via credit (money), which is widely accepted as a mode of
signs of respect and obedience, and that they themselves would exchange for goods or by barter. Goods do not sell for equivalent
expect it were they in a similar position. Allow the characters value but at such a rate that the seller, ideally, makes more
and players some latitude in the unfolding drama that must money than the goods cost to make or buy. Market economies
undoubtedly take place when the philosophically minded also tend to have fluid prices for both goods and services based
republican meets the autocratic Baron. upon availability and/or desirability. These economies are always
highly specialized with production of goods and services divided
up amongst individuals, groups, or organizations.
ECONOMIC SYSTEMS
There are three basic systems of economic exchange: reciprocity, Early or nascent market economies are dominated by barter and
redistribution, and market economies. Each of these three can not transactions that use credit or monies. Peasants, farmers,
exist in the same cultural sphere but one usually dominates laborers and the like often traded raw materials, produce,
economic exchanges. finished products or even labor for the same. For example, a
farmer with a large tract of land may allow another farmer to
Reciprocity: In this system, goods or services exchange with an plant it with wheat in exchange for a portion of that wheat after
expectation of return in an indefinite future, if at all, and not harvest. Further, a common laborer might exchange his work
necessarily in kind. This type of system usually occurs with small for a place to stay and food to eat. Produce from farmers was
groups of socially committed and bonded individuals or groups. often traded at market for finished items (e.g., a pig for a bed)
For example, many parents rear their children supplying them or services (e.g., a chicken to have a physician examine an ill
with food and shelter for much of their lives and even fund, child).
materially or otherwise, their child’s economic activities until
they are stable. Nothing is necessarily expected in return except Coming to understand elements of a market economy, including
their success and perhaps, care when the parents are elderly. In but not limited to economic activity and the vast array of
another example, a herdsmen would give meat or animals over institutions, social attitudes, methods of production, modes
to a local farmer in dire need with little or no expectation of of exchange and valuation of items that make up economic
return, other than that farmer should recieve help in their time activity can consume an entire lifetime and still leave one bereft
of need. Rules of hospitality involve simple reciprocity. One of a storehouse of knowledge concerning economies and how
gives food and shelter to visitors with the expectation that they they behave. Designing an economy from the ground up might
will do the same should they be visited, even if the service is seem a daunting task. It shouldn’t be, primarily because the CK
not of the same value or degree. This type of exchange depends doesn’t have to design an entire economy.
upon normative social behaviors accepted by all participants in
In general, for gaming purposes, only a few aspects of an
the society. Should one individual neglect to act in an expected
economy and how it affects player characters needs addressing.
manner they might find themselves ostracized and fall outside
The details and nitty-gritty of commerce are not the concern of
the acts of reciprocity.
this game nor should they, in most cases, be the concern of those
Redistribution: This system of exchange dominates chiefdom playing it. By relying on a few basic principles, the Castle Keeper
level societies and plays an important part in many, if not all, state should be able to create a reasonable facsimile of an economy
level societies. In this case, goods are not primarily exchanged for the world they create and how it affects the characters.
between individuals but through a third party who redistributes
All economies vary in their nature and involve many mediums
goods gathered for the collective good. For instance, in many
and modes of exchange and expectations derived from the
early societies and autocracies, the ruling elite gathers most of
exchange process. Any culture will have a complex mixture
the agricultural produce and redistributes it as necessary. This
of these. In designing a society’s basic economy, select a basic
type of exchange involves high management and authorities
structure and add the necessary detail into it. Also, decide
vested with the power to redistribute. In early Egypt, the ruling
upon the varying degrees of barter, moneyed exchanges, and
elite gathered much of the grain produced along the Nile into
reciprocity or redistribution before play begins. This goes a
great storehouses and redistributed it throughout the year to
long way as to informing how a community develops and often
those who needed it, or to whom the state allotted it. Even
reflects the power structure as well.

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CHAPTER 6 — THE CITY
Example: In the realm of Kayomar, the Paladins rule many Using Table 6.1 Social Class and Purchasing
quarters of the bureaucracy. Their ecclesiastical representatives Power
are in charge of redistributing grain to city dwellers from
farming communities. Though the realm itself is a monarchy, Table 6.1 lists the social standing of people in an average
the arrangement and monarchial dependence upon the society as well as the yearly purchasing power of a family in that
ecclesiastical order reflects a theocratic society or one in which class in gold, the de facto currency in Castles & Crusades, the
the ecclesiastics possess a great deal of power. East, in the purchasing power that individual has beyond necessity items
lands of Aachan, another monarchy, a highly skilled military (such as food and household upkeep) and finally the number of
organization, the Order of the Unicorn, are largely in charge of people per 10,000 that might be found in each class.
this same distribution, reflecting an oligarchic relationship in
economic distribution. TABLE 6.1 SOCIAL CLASS AND PURCHASING POWER
Value in % of #per10k
For game purposes, it is generally best to base the economy Social Status
Gold† income pop.
of the vast majority of the world upon the trade and sale of
agricultural goods and finished products. Most economies of Low lower class 100 gp — 1000
the world are likely to be based upon barter or a redistribution Middle lower class 200 gp — 3000
system, something the characters may have never experienced. Upper lower class 300 gp 1% 3000
Lower middle class 400 gp 2% 2000
Only in more ordered civilizations do vast amounts of moneyed
exchanges take over as the normative trade item. For example, Middle middle class 800 gp 4% 800
a goat herdsman would trade 1 goat for a month’s supply of Upper Middle class 1,600 gp 8% 100
corn. A farmer may give a pig over to a craftsman to help pay Lower upper class 3,000 gp 10% 50
for fixing his barn, or chickens given to a priest for blessing a Middle upper class 15,000 gp 15% 25
farm, etc. Almost all exchanges on the low end occur like this. Upper upper class 30,000+ gp 20% 1+
The accumulation of wealth in moneyed or valuable items is
Special* unlimited 1% 1+
scant in agricultural communities.
*The special case is for those whose wealth is essentially
Assuming this, the average value of trade goods between people immeasurable: god emperors, deific figures, monarchs of absolute
varies for many reasons. In Castles & Crusades it is almost power etc., can call upon the wealth of their entire society to build,
impossible to establish a bartering system without first designing create or spend. They can do so to the point of bankrupting a
community if they so desire. These figures should be far and few
huge economies of scale that transcends the imaginary political
between but perhaps exist.
landscape. Therefore, money exchanges occur as a means of
transacting trades for various things and labors which barter no † Do not interpret our use of gold to mean that gold is the only
longer serves as a practical means of distributing goods or services. standard medium of exchange, as one could just as easily use silver.
Cities and towns, merchants and consumers, governments and It is also important to determine the amount of monies on
polities all exchange money for goods and services as a means average being exchanged within a community. Do so by
of barter. The characters most often purchase finished goods or averaging the income for a community and multiply that by its
food with money or gold or some medium of exchange. This is size; the result is the average community yearly intake. Multiply
not to say the characters can not partake in the barter system. A this by 1% and then you have the fluid moneyed income for
character could offer services to others in exchange for lodging, the community. These are average community incomes and can
food or other goods and services. vary greatly seasonally and depending upon the actual wealth of
All this serves as a guideline for a functioning medieval that community.
European level of social development set in a fantasy setting.
This presents a functioning social group where starvation does Economics in the Game World
not reign and power and wealth accumulates in a small landed Inevitably, there will come a time in developing the world or
group. This can range widely depending upon the society one setting, or even in developing the states, urban centers, and
designs. One in which slave holdings are extensive the lower locales of the adventure, that some type of usable economic
low class may make up 90% of the population. Vast disparities system is necessary. Whether you build one yourself or use the
in wealth and power like this, however, tend to produce social one supplied here is utterly dependent upon your time and
instability so take care in the arrangement of power and money desires. Making an economic system that is both useful and
and how you manage them. fun can be challenging. However, for those who desire a quick
Another society, perhaps in a city state controlled by a and dirty economic system, the world of Aihrde offers one
mercantile oligarchy, may have a higher percentage of middle that is easy to use and fits most any game styles. As with many
class people for example. All types may realistically coexist in a things concerning Aihrde, the system is basic, and attempts to
fantasy setting. incorporate different times and historical epochs in order to
allow players and CKs the greatest arena of play possible.

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This system is very easy to port into any homebrew or other metals (iron, copper, tin), oils, coal, salt, and barley, wheat, corn,
game setting. Simply replace the introductory material and the and similar foodstuffs. It also includes slaves in those regions
rest ports over fairly quickly. where it is not outlawed. The trade routes for these items are
usually short, with several rare exceptions, due to the high cost
The economy of Airhde is well developed. The thousand year of transportation and its necessary substructure of armies for
reign of the horned god, Unklar, established an orderly world protection, buildings for storage, and general infrastructure.
with both land and sea trade routes that were monitored and Industrial goods are subject to moderate taxation, with traders
managed by the efficient imperial bureaucracy. When Unklar’s typically paying in coin or barter.
reign ended much of the efficiency was lost, but nevertheless,
the Young Kingdoms adopted some of the commercial In Tier Two areas, simple weapons, light to medium armors,
sophistication that developed in the Age of the Winter Dark. wood helms and shields, adventuring gear costing 10gp or less,
and mounts costing 75gp or less are available.
Free men do most of the work in Airhde, however, slavery is
common in the east and along the southern coasts of both the
Ethrumanian and Aenochian landmasses. Airhde is in a pre-
Tier Three: Processed goods and luxury items;

industrial stage with craftsman producing the goods. Trade is long distance trade.
generally shifting from the southern climes to the more northerly Tier Three areas are able to utilize industrial goods and raw
ones. The countries in the north such as the Hanse City States, material to manufacture luxury items and their trade generates
Avignon, and Aachen, are changing the nature of commerce the greatest wealth for the coffers of the importing and exporting
by producing large quantities of manufactured or luxury items. countries. Luxury items include spices and fine cloths such as
silk, wool, cotton, and linen, rare foods such as fruits, wines,
Airhde possesses basic market economies based upon barter beers, and finished goods such as weapons, armor, tack and
and monetary exchange. The monetary exchange can be very harness, furniture, rope, and fittings for ships. Because these
chaotic as there are multiple countries making coins. In this items are relatively easy to transport compared to raw industrial
regard, merchants govern a coin’s value by its weight and “cut” goods, the return on investment is potentially high. Hence,
them in order to achieve proper weight when traded on the these items are traded across the known world and merchants
open market. Each country in Airhde is assigned a tier of trade brave dangerous lands to gather them. The high profit margins
or commercial development indicating the state of its economy induce high taxation. The taxing authorities, however, will
and industry, whether it engages in long distance trade, and typically accept payment by barter as they are always in need of
average taxation. The tiers range from one to five, with each many of the tier three processed goods.
tier being cumulative. Thus, the descriptions of tiers one to four
would be applicable to a tier four country. These tiers operate In Tier Three areas, exotic materials, and renaissance weapons
on a state as well as village level. For example, a tier four country costing 100gp or less, medium to heavy armors, steel helms and
may very well have many tier two villages. shields, adventuring gear costing 100gp or less, mounts costing
200gp or less, and special and superior items costing 150gp or
Tier One: Foodstuffs, clothing, and essentials; less are available.
local trade.
For the most part, trade within these countries consists of local
Tier Four: Specialty & rare items; long distance
trade in the bare essentials such as foodstuffs, clothing, simple trade.
furnishings, and tools. Much of the trade occurs as barter, Tier four encompasses speciality and rare items such as artwork,
confined to a local level. Virtually every Tier One country is gold, finely smithed goods, tapestries, rare animals, books and
capable of feeding and clothing itself. Inhabitants pay taxes in paper, and large items such as ships, wagons, or elaborate
commodities or service rather than coin. Most peasants thus stonework. These valuable items fetch large sums, usually made
pay their taxes in livestock, bales of hay, or sacks of oodstuffs. to order. Tradesmen, merchants, and aristocrats trade vast sums
They may also pay taxes by serving as farmers, wood-cutters, of wealth for these items, which in turn begat high taxation.
labor, etc. Taxes on these items are almost exclusively paid in coin.
In Tier One areas, simple weapons, light armors, leather helms, In Tier Four areas, all weapons, armors, gear, mounts, special
wood shields, adventuring gear costing 5 gp or less, and mounts items, and siege weapons are available.
costing 30gp or less are available.
Tier Five: Magic items and services.
Tier Two: Luxury items and raw industrial
The final tier includes those countries where the traffic of magic
material; there is a short-medium distance trade. items and specialty services occurs. Specialty services include
Merchants and middlemen become involved in the long distance divinations, healing, resurrections, and other magical spells,
trade of industrial goods or raw materials. The industrial goods or the practice of sages. Although the sale of magic items or
making up the bulk of the second tier of trade include timber, specialty services might occur on an infrequent basis in tier

126 CASTLES & CRUSADES


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two to tier four economies, only in tier five economies does an normal metal-based coin the characters may have in abundance
active marketplace dedicated to such trade exist. Magic item is valueless. Suddenly the party confronts a situation where they
sales attract high taxation. Governing authorities tax specialty are penniless, despite their wealth, and unable to purchase or
services moderately, but religious specialty services, such as buy any supplies, food, lodging, or what have you. This offers
healing, are not taxed at all. the CK a perfect backdrop for a ready made adventure.

In Tier Five areas, all weapons, armors, gear, mounts, special


items, and siege weapons are available.
Coins
Generally coinage consists of valuable metals such as gold or
Impact of Adventure silver. This is especially true when exchanges between states or
other political entities occur where the inhabitants place a value
Bringing vast amounts of wealth into a normal community can on the coins. Within a state other items of shared cultural value
upset, quite dramatically and quickly, the economic balance of might be recognized but there were usually some type of control
things. Should one go to a small village and give every inhabitant placed upon their production or distribution to keep everyone
100gp, where 1gp a month is a normal income, it can cause from making their own money. This is usually the central
massive social unrest. Some people might quit their normal authority, whether the government or the religious networks;
work, others would hoard the money, and others might spend at times, merchants band together in order to create a stable
it, flooding the local economy with even more wealth. This coinage. But usually the King or central authority retains the
latter event may cause a commercial boom that either creates authority to manufacture coins, as this manufacturing process
a false economy, that is unsustainable over the long haul, or itself offers a source of revenue for the central authority even
conversely allow for the creation of a more solid economy that as much as taxing income or items that have sold. Often the
drives the forces of urbanization, growing the community. This authority debases its own currency, mixing it with foreign metals
in turn might leave the local land fallow and unused and cause in order to create more coinage than the amount of actual metal
a localized shortage of food. allows. This short-term gain is offset as the debased coinage
actually has less value than it shows so that eventually people
Remember that the wealth characters bring into a community,
reject the coinage, seeking other means of trade. In the long
though not necessarily commensurate with it, can overburden
run debasing fails to serve the needs of the producing authority.
the community as to cause inflation or deflation and all its
attendant problems. One time arrivals have a momentary impact In a world where there is no central bank, and no governing
depending on its size but consistent arrivals of large amounts authority possessed of a standard system of weights and
of wealth can have long term impacts. Playing this inside the measurements, the manufacture of coins becomes problematical.
game context opens up hosts of doors for more adventure, plot Without precision based industrial machines coins are left to
lines that involve local power structures, government, even the skilled work of craftsmen who must use hand made stamps,
bandits and monsters drawn to the wealth that a community that often create inaccurate or lop-weighted coins. For this
suddenly displays; a wealth derived from the treasure troves of reason merchants, tax collectors, and even careful buyers in
lost dungeons, ruins, and a host of slain monsters. such societies, the standard fantasy campaign, often weighed
the transacted coins when purchases were made. As coins were
MONEY often of variable values and degrees of purity, the weight was the
important denominator of value and not the coins themselves.
Of special note, money can take on many different forms. Coin
They clipped excess weight off or added more to come up with
made from rare metals (gold, silver, copper, platinum etc.) is
the proper weight in precious metal of an items value. As the
common in many societies but it can also take on the form of
state develops and expands, coins become more accepted and
paper monies (as in many modern economies) or other forms
the weighing and cutting played a lesser and lesser role in the
of accepted exchange such as beads, shells, jade, salt, or even
exchange. But for the vast majority of campaigns any coin that
seeds. The key is that everyone within that economy accepts
circulates for awhile is often possessed of clip marks on its edges.
that mode of exchange as usable. Value is ascribed to material
because of its rarity and beauty, but also because of well-
established socio-cultural norms. The feather of an exotic bird Exchange
that is both rare, difficult to hunt, and possessed of religious The economy of the vast majority of the world would be based
significance may easily hold greater value than pretty stones dug upon the trade and sale of agricultural goods. Most of this would
from the earth. occur as a barter system. Only in more ordered civilizations do
vast amounts of moneyed exchanges take over as the normative
Role playing opportunities abound when the CK removes
trade item. For example, a goat’s herdsman might trade 1 goat
coinage based on metals from the game, replacing it with
for a month’s supply of corn. A farmer may give a pig over
something different. A society where beads are more valuable,
to a craftsman to help pay for fixing his barn etc. Almost all
especially colored beads, will dramatically shift the focus of the
exchanges on the low end occur like this. The accumulation
game’s role playing; where the populace believes that these
of wealth in gold, cash, or otherwise is scant in lower income
beads possess magic qualities (and in magic-bearing world they
families and agricultural communities.
very well may) then the value of the beads is immense and the
CASTLE KEEPERS GUIDE 127
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For the rest, money becomes a primary artifact of exchange. trends downwards. In those areas where there are few craftsmen
Money exchanges occur as a means of transacting trades and little money, prices tend to creep down, unless manufactured
for various things and labors where barter fails to serve the goods directly impact the living wages of those in the locale, in
complexity of the exchange. In cities and towns and between which case the prices creep upwards. Availability also plays a
merchants money is exchanged for goods and services, as barter significant role in cost. Should items be widely available, then
would not suffice to provide the goods or services one needs. the cost tends to creep down whereas if a good or service is not
readily available, prices tend to creep up.
In market driven economies, the value of items varies from
region to region, town to town and season to season. Rarely For game purposes, the CK should consider the price of things
are items set at a fixed price and remain that way for long. The listed in the Players Handbook as a pricing scale achieved
exchange process is supposed to produce a profit for the seller. through a balanced market economy of supply and demand.
This is not always the case but it is the idea. However, market situations can create some major role-playing
fun through the inability of the characters to purchase certain
Towns and cities are the major nodes of exchange as thorps items at reasonable prices.
and smaller villages would not produce enough surpluse or be
too far off major arteries of travel to support normal craftsmen Added to all this is inflation and deflation. When a market
and the like. The cities and towns supply the outlying farming becomes suddenly flooded with a certain good, the prices tend
communities with their goods and services and act as nodes of to creep down. On the other hand, in general when a region or
exchange between them. Likewise, regionally speaking, certain area is flooded with new money (i.e. a treasure hoard gathered
areas of your world (e.g., those lying upon major travel routes from a party), prices tend to creep up.
or highly productive regions) would act as supply region for
By referring to the chart below, one can get a general idea of
disparate areas.
how to price goods or services based upon availability. To use
For this reason, some regional communities are not able to Table 6.2 Cost vs. Demand, determine the commonality of
provide even the basic services that the kingdom’s economic an item by rolling a d6, or more likely, decide on your own
system normally offers. Finding a skilled blacksmith, able and adjust the price listed in the Players Handbook or other
to repair damaged chain mail in a small village, is unlikely. resource accordingly.
That same blacksmith is probably more than able to create a
horseshoe, mend tools, and even make simple weapons such TABLE 6.2 COST VS. DEMAND
as arrows and spears. But complex armor is beyond his ability. Commonality Price Affect
Likewise with the local shops; the merchandise they normally 1 Very Rare +50%
offer for sale is more in tune with the local economy than with
2 Rare +20%
what a wandering band of adventurers might need. If you need
your goat cheese, then the mill store is the place to be, but if you 3 Average normal
need a bandolier able to hold potion bottles, it’s just not likely 4 Average normal
to be available. 5 Common -10%
As with large economies, the Tier system (outlined previously) 6 Very Common -20%
can govern regional or local economies.
Inflation is a very complex matter but generally results from an
increase in the supply of money or whatever a society deems
Cost Disparity worthy of a unit of trade. Inflationary increases are difficult
In the cases of larger towns, cities, and regions, there can be to measure or tabulate. However, by referring to Table 6.3
vast disparities in costs and pricing. Supply and demand govern Inflationary Rate, the Castle Keeper can quickly regulate its
the relative price. Supply is affected by availability, cost of effects on the game. The Castle Keeper should fix the average
transport, storage, and the rarity of the resources needed to yearly income for the community in question and if that average
manufacture the item in question. Demand is driven by need, yearly income has an increase of 10% then inflation begins to
location, and price. For the purposes of most fantasy economies, take place and prices rise 20%.
the CK should discount the idea of trends driving the demand.
In agrarian based economies, which most fantasy games are, TABLE 6.3 INFLATIONARY RATE
manufactured goods are almost wholly goods used in the work
place. There is very little disposable income for use on trinkets Money increase Price Effect
or gadgets. Only the very wealthy would participate in such 10% 20%
activities. 20% 40%
30% 90%
For those places on major trade arteries a wider variety of
merchants are available to purchase items and the price of 40% 200%
items creeps up, unless the amount of goods overtakes demand, 50% 200%
creating a surplus. In these circumstances the price of items

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Goods Ore: They include iron, copper, tin, gold, and other mined
items. These items are very expensive to transport and can
The first basic concept to work with is production. In pre-
travel long or short distances.
industrial societies, 90-95% of all production revolved around
agriculture. The raising of crops and animals for food consumed Finished goods: These items make up the vast majority of all
most of the populace’s economic activity. It would not be trade routes but dominate medium and long trade routes and
unreasonable to assume that the primary economic activity include ropes, chairs, candles, tack and harness, weapons,
of 9 out of every 10 adult people, ages 9 and up, in any given armor and any item one could think of.
society, is agricultural. This includes the farmer, the herdsman,
the butcher, the miller, etc. Exotic goods: These are specialized items that are usually
expensive to transport, generating large expenses to ensure
Outside of agricultural pursuits, a developed economy would safe delivery to their destination. They are also costly and rare
include the gathering of raw materials for production. The and include finished goods such as jeweled scepters, silk goods,
activities include mining for many types of rock and ore for use clocks, etc. and unfinished raw materials such as gems, silk
in building (marble for construction), material production (iron bolts, etc.
for weapons) and for wealth (gold), forestry (wood for building),
etc. Safely assume that 9 out of 10 people not involved in Considering all this, one should be able to come up with basic
agriculture are involved in these types of activities. economies. Just pick regions and decide what they produce in
excess of need and can sell. Although this is fairly unimportant
So, for example, in a community of 100 adult people, 90 to the specific campaign, it adds texture and depth to the game.
would be involved in agricultural pursuits, 9 specialized raw To know that a certain region is famed for its grape production
material gathering, and 1 left for other specialized pursuits. In and wines while another is noted for its coal production allows
a community of 1,000 it would be a 900, 90, and 10. The CK for the creation of setting specific material to areas and texture
should alter these numbers slightly for highly productive lands in which to adventure. This background texture increases the
and low production lands as well. Also, some communities impact the overall setting has on the game and the fun for those
tend to specialize, especially mining communities. Dwarven involved.
communities, for instance, are highly specialized where 9 out
of 10 adult individuals work in mining, smithing, construction,
etc. Such communities can not generally meet their own food Trade Routes
needs and require outside support. The next step is to produce trade routes. In general, trade
routes are local, regional, and national, with some international
In small communities, people often have multiple roles as routes as well. Trade routes have a tendency to follow major
well. Many farmers undertake forestry, animal husbandry, or rivers where possible, and follow the easiest path between two
gathering wood. The same principle applies to other skill sets points. Also, trade routes move from village to village and town
as well. Stone masons for instance, had multiple roles to fill to town. Major trade routes go from large city to large city and
with skills such that they could meet their basic needs in tool follow the easiest path. Those communities located along major
repair and construction. Single task-management is a concept trade routes tend to be wealthier than those off the trade routes.
that industrial societies rely upon, inhabitants of pre-industrial They also have a tendency to tax a lot more as well.
societies must by their very nature require multi-talents and
tasking. These routes are not necessarily maintained roads, but may be
trails created over time through long years of usage. Countless
In developing a world, or setting, or even a region, the Castle wagons, stock animals, horses, mules, donkeys, and feet leave an
Keeper should decide upon the basic makeup of the region they indelible impression on the land. The trails become recognizable
are developing and have at least an idea of where raw materials due the imprint left on the ground with crushed or non-existent
and goods come from and what those raw materials are. Locate vegetation. For a full description of movement, please refer to
sources for wood, wheat and major sources of food, animals, Chapter 5.
stones, ores etc.

Foodstuffs: Wheat, barley, potatoes, corn, rye, cattle, sheep, Taxes, Duties, and Fees
pigs, fowl, etc. These make up the majority of local production Ruling bodies, individual rulers, and states themselves derive
and selling, but in some cases the producers or those who own some of their income from taxes, duties, fees, and tariffs. The
the produced foodstuff ship the material over vast distances to collection of fees and taxes vary greatly over time and space
support urban areas and as part of complex trade relations with and depending upon need and desire of the ruling elite. Only
both undeveloped and developed economies. in recent memory has income based taxes become the normal
Raw materials: They include wood, stone, clay, coal, wool, approach to taxation. Income for pre-industrial societies, many
cotton, linens, animal hides, etc. These items are heavy and of whom do not possess a common monetary policy, cannot base
expensive to transport but make up the majority of intermediate revenue collection on tender alone, relying as much on goods
trade route exchanges. and services to pay taxes and fees.

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The CK should be wary in introducing any form of taxation surely realize when characters bring enormous sums of money
into the game, as this can needlessly bog down a game, almost into their realm. They do not hesitate, of course, to send the
immediately removes any fun the game has, and generally serves taxman to take what they believe to be his right.
to irritate players whose characters almost always begin some
palace revolution in an attempt to not pay the taxes. These SOCIAL STRATIFICATION
games, though fun, can wreak havoc with a world setting and
the adventure the CK has planned. All cultures have some social stratification scheme. There are
essentially three degrees of stratification: egalitarian, ranked,
If, on the other hand, the CK wishes to achieve a level of realism and stratified. As cultures develop and the cultural groupings
to the game and introduce taxes into the mix, then the following become larger, they tend more to the highly stratified arena.
rules should apply. In general one can say that taxes collected Each of these schemes varies in its degree and kind so the Castle
amount to 10-20% of the value of a property. On average, to Keeper will have some decisions to make, but the basic scheme
determine the value of a property, multiply the yearly income of should be easy to establish.
its inhabitants by ten.
Egalitarian Societies
In most cases, taxes collected are not in money but in service
In these societies there is little notable difference between
and goods or a combination thereof. So, for a peasant family, the
members. Although some members may have more prestige and
taxes they pay may be 20% of their food production every year
influence than others, due to perhaps their accomplishments,
or 3 months service to the king’s land or a combination thereof.
their material well-being is not significantly different than that
For wealthier people, the lord of the land may require money as
of others.
taxes or those people may be able to pay money in taxes.

Another manner of collecting taxes was through duties and Ranked Societies
fees. Nobles, whether King, Duke, Baron, or Knight, often own
In ranked societies, honorary titles and rights reside with
bridges, mills, water rights, patrol bridges, etc. They charge
individuals, kin groups, or families. These titles of authority
people for their use. The dues collected for their use varied
set those members aside from the others in that society, but
greatly. Small amounts of money were required in some cases and
they do not always confer greater wealth or power upon those
from some people (and not for others) whereas in some, goods
were required. Also, markets were a major source of income for individuals. However, practically speaking, these honorary titles
lords. People paid for attending a market and selling material. do confer upon its holders a level of distinction and power
They would pay for a booth or area as well as paying surtax which prevents the societies from being egalitarian. Chiefdoms,
for the items sold and even pay a percentage of profits. Nobles, small states, or dispersed states often have the characteristics of
and governments in general, might tax the type of clothing one ranked societies.
wears, the armor they have, weapons, their profession, or any
other number of particulars that allow them to eke a living off Stratified Societies
the sweat of others. Stratified societies exhibit high degrees of social, economic, and
Taxes were often onerous and, because of the amount taken, political disparity. Power often resides in a few individuals or
often kept people from accumulating any wealth over time. families who hold these positions as hereditary posts or have
Only the most successful and wisest of farmers and merchants them conferred upon them. In other cases, the individuals or
would make much wealth over time. family groups earn positions through deeds, marital or otherwise.
In all respects, stratification produces notable differences from
Taxes were not always annual affairs but levied when and where one class to the next.
the lord so desired. In times of war, taxes were often exceedingly
high and levied several times a year. In times of relative peace Social stratification extends both laterally and horizontally.
and high prosperity, taxes are often low. However, the ruling There are those who are considered the lowest ranked members
elite always had access to the monies and wealth of its people of society, such as dung collectors in medieval cities, or those
and though it is infrequent for them to tax their people into who stand outside normal social arenas, such as the cow-eating
poverty, nobles do on occasion bankrupt their realms with Hindus. For the CK, deciding upon the basic structure of a
onerous taxes levied for projects designed by the ruling elite. society should be easy. Basing the stratification on any ancient
or medieval system is easy enough to do; establishing nuances
Failure to pay taxes or duties could result in various punishments within that system, say women with property rights is solely in
as well as confiscation of goods and removal from property, etc. the field of the CK. Slaves are at the bottom (almost always,
There is no limit to the punishment in an autocratic society. though they may have significant monetary value and thus have
‘value’ outside their social status) with those working the most
Adventurers may, at the behest of the CK, suffer the same fate
mundane tasks generally toward the bottom and those near the
as any commoner or merchant. Any Lord worth his salt must
top in rarer occupations.

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CHAPTER 6 — THE CITY
TABLE 6.4 SOCIAL RANKS Example: The adventuring party arrives in the township
1 Slave, Beggar of Beluthune in the Rhuneland. Here the orcs rule and have
had done so for many centuries. However, humans and other
2 Commoner, Peasant, Laborer
races have long been welcome as the orcs ruled them in the
3 Mill Worker days of the Winter Dark, enjoying the taxation of their industry.
4 Skilled Craftsmen But Angrod the dwarf is not welcome for his kind rarely gave
5 Hunter up the fight during the long dark. They do not immediately
6 Warrior, Merchant attack or slay the dwarf, for they desire to do business with his
7 Sage, Wizard comrades and enjoy the wealth of their adventure. But within
the Rhuneland he is viewed as little better than a slave. He
8 Cleric
is followed, harassed, overcharged for the simplest items, and
9 Noble his every action is viewed with suspicion. In short, their society
10 Noble by Blood does not accept him on any level and they treat him accordingly.
11 Hero Angrod, being a dwarf, does not take it so well, and the mayhem
12 Apostle that follows is for the CK to run and the players to enjoy.

The social stratification is important for the character vis-à- When designing a social stratification scheme be sure to
vis how they relate to its membership. Are the characters, as consider the various aspects of the society vis-à-vis its culture
adventurers, regarded as ‘outside’ the social system? In order and history and how they relate to the character. In general,
to determine their social ranking, it requires the CK to have those on the lower end of the stratification tend to suffer
at least a rudimentary understanding of how that society views material and physical abuse more so than those on the upper
holy men, wizards, women, racial variants such as half-orcs, end. Further, stratification can be lateral as well as horizontal
commoners, etc. such that some members of society may be able to garner wealth,
and accumulate land. However the rank disallows them to hold
Racial variants, such as half-orcs, are also an important factor in office or really exert any influence over their political system via
creating social stratification schemes should one care to go that their political structure.
far. Not only must the CK consider the variations of races and
their relative view of one another but the CK must also consider GENDER AND RACIAL INEQUALITY
the various humanoid and demi-human races and how they are
viewed (for more information refer to Chapter 1, Table 1.32 In designing a culture, it is important to remember that inequality
Standard Racial Interactions). exists in many societies, particularly highly stratified, pre-
industrial inequality. Inequality exists for a variety of reasons,
It is often the case that social stratification places differing many of which may not seem logical but are, nevertheless, the
laws, punishments, and expectations upon members of differing case. Playing them in any role playing game can be tricky and it
social statuses. For instance, the punishment for adultery by a is not recommended that CK pursue these beyond the obvious
noble may be execution, whereas that for a peasant may be a dislike that orcs may have for elves or dwarves for goblins and
public beating. On the other hand, the punishment for stealing so on. Creating real world scenarios where modern earth racial
by a noble may require compensation, whereas the punishment inequality does exist, does little to enhance the game and
meted out to a peasant is the removal of the offending hand. generally only aggravates play.

Stratification schemes can be fairly broad as the characters will The CK must also keep in mind that in fantasy role playing
likely only be involved with it in a cursory manner but they games, where race literally does mean another species, such as
should exist and reflect the other cultural restraints in the social orc or dwarf, then racial antipathies take on another meaning
makeup of the community. Social stratification can occur as a entirely. Furthermore, in societies where women can be wizards
result of any of the following: religion, income, land ownership, and can hold terrible power at their fingertips it might reduce
occupation, blood line, deity affiliation, culture, color, language, some of the misogynistic behavior the CK may wish to place in
gender, age, race, and education to name just a few. the game.

The vast array of stratification schemes evident in human


Gender
societies is nearly unimaginable so virtually any scheme
developed by the CK for their societies is likely acceptable. And, Gender inequality is notable in most every culture where men
considering the nature of demi-human and humanoid cultures, dominate public power. Only recently and with few exceptions
the variations on social stratification could be staggering. These in history has it otherwise been the case. Additionally, there
schemes also help to bring meaning to your world and the are no known matriarchical societies even though there are
interrelations of its various parts. They also serve as perfect foils matriarchs within certain societies. This does not mean that
for adventure or conflict. the campaign setting within which play takes place cannot
have such societies, but rather that there are no clear historical
metaphors for the CK to rely upon.

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PART 2: WORLDS OF ADVENTURE
Women do not necessarily have to hold positions of lower social What is important here is that once that cosmology is designed,
status and in any case, women have almost always ruled the it has meaning - real meaning in the everyday life of a character.
private sphere of life (i.e. the home and hearth). In designing
your setting, the CK must decide which position women hold. Traditionally, and from an anthropological view, religions are
There are special cases as well. Within societies which are just cultural identifiers which serve the purpose to unify a
patriarchal, women do hold positions of distinction outside of society and endorse and enforce, to some extent, its rules and
the norm. There are queens and shamans and religious figures regulations, as well as offer didactic systems through which
that do hold political power and even in the middle ages there members of that culture convey knowledge between individuals
were rare cases where women were merchants of significant and generations. In fantasy settings, this anthropological
power and wealth. Even in a patriarchal society, women often definition takes on a much deeper meaning; the religious beliefs,
had power within certain spheres of life and influence over sons mythologies, deities, and the powers they are able to command
and husband who perhaps held entrenched social positions. serve the actual setting, both for story and mood, but also in
practical game mechanics. The deities have a real impact on
the world and the characters and NPCs that inhabit that world,
Race and Racism through spells or often direct interaction, so the structures of
Technically speaking races do not exist within the human religious belief that the CK constructs should reflect the reality
genetic sphere. In C&C, the term “race” refers to those species of that situation.
that cannot interbreed. Not withstanding that, there can be
racism in your world. Racism can be defined by many factors With a religion there are various aspects to consider; creation,
including skin color but traditionally this has had little to do pantheons, history, interrelation, impact, locality to name a few.
with racism. Rather, culture, religion, linguistic stock and other And this only addresses the religion one creates, not its impact.
things have been the delimiters of racism and prejudice. This
Religions take on many different forms. One need but glance
can exist within a society or culture and used to keep inequality
through a comparative religions book to understand that the
in check. Occasionally various physical attributes separate
plethora of religious beliefs known to man belie the imagination
people, but this rare.
and infinite possibility in the creation of one is obvious. In
Also, because there are demi-human races which are in fact designing your own religion, the sky, or your imagination,
differing races with differing abilities, racism can and likely is truthfully the only limit. Refer to the following guidelines,
should exist between the various races. The CK can use racism keeping these thoughts and points in mind as your mythology
to augment role play, and establish setting conflicts and other unfolds on paper with pen.
event or plot elements. Creating a world where dwarves and
Creation: The CK must decide if the world’s creation originated
elves do not get along is simple, making a setting where this
through the action of a deity or deities or always was and will be.
antipathy actually comes into play is wholly another and it adds
The decision about creation has a great impact on the nature of
a level of realism many are unused to.
the world created. Do the world’s origins lie in a great pool of
Racism can begin, or nearly so, to be aggravated and brutal. nothing, or was their matter in the beginning, a something? Or
Some people or races could be held in such low regard that they is it in an ever-repeating cycle. These systems have an impact
are killed while others could be held with slight distrust that on how the spiritual world works in the real world or should at
only limits interrelations or breeds conflicts. For the break down least relate to it. Also, a destruction event, usually in the far
of racial antipathy in Castles & Crusades, refer to Table 1.31 future, should mirror the creation event.
Standard Racial Interactions in Chapter 1.
Destruction events like Ragnorak, the Norse belief of the
A final cautionary note: do not abuse or overuse either of these world’s ending and beginning, or the end of a great turn, have a
concepts. What may seem like a pretty cool, real world concept massive impact on one’s culture and how one interacts with the
injected into the game, may turn out to be an onerous task that world. In this case, begin at the beginning and have an ending; a
only serves to aggravate and frustrate players. people walking toward the light as opposed to those acting only
against a backdrop of eternity.
RELIGION Pantheons: The CK will have to decide whether the setting is
Building religion for a fantasy setting is one of the most important animistic, monotheistic, or pantheistic. A pantheon serves as
facets the Castle Keeper can tackle. One must imagine that the the vehicle of delivery for the world’s mythology and a bridge for
mythologies and the deities that occupy them actually exist the characters, particularly the cleric and druid, to interact with
for those within the fantasy world; and that they interact with the powers that actually grant the characters spells and abilities.
it and them or have interacted with it or them. Creation and
Animistic Religions: These religious cultural markers reside
cosmologies must be designed by the Castle Keeper in a manner
in plants, animals, places, and geologic formations. Deities in
that allows them to pass the mythologies along to the players, the traditional sense do not populate these religions, but rather
quickly and understandably, as these always have an important
reside in highly localized areas.
role to play in the real world and should in a fantasy world.

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Monotheistic Religions: In a monotheistic setting, there is Where the gods reside is also an interesting question and one
one deity who the culture nominally recognizes as the only deity which the CK should at least create some idea. If the gods
involved in the act of creation, destruction, etc. This does not actually reside in the world, they probably interact with it on
preclude the ‘belief’ in other deities but simply means they do a regular basis but if they don’t they may have a very different
not exist in the setting and as such should not be able to deliver manner of interacting with the world.
on clerical spells.
However, all things considered, the religions still serve the simple
Pantheistic Religions: In a pantheistic religion, there is no purposes of conveying the god’s desires onto man and methods
end to the possibilities. The CK can create as many deities of living within that society or culture and the expectations of
as desired - of whatever power and caliber - to cover as many its individuals.
aspects of the world and the manner it works as desired. The
Castle Keeper should relate the inhabitants of the world to its Rituals
deities however, at least nominally.
Rituals are an important part of any society. These include
History: Most religions have a history, a time before and celebrations, sacrifices, donations, houses of worship, methods,
the current time in which the game takes place. Almost all and means of worship, etc. Simple rituals go a long way to defining
creation events occur in the historical era. It is also the time a culture. They might include the sacrifice of animals, humans,
in which the gods interrelated with one another and vied for gems, plants, or any number of articles as mandatory donations
power or dominance or set the world and its aspects in motion. to churches, organizations, or houses of worship. In part, the
The history should encompass as many significant aspects of a rituals should reflect the deities concerns and the other part
religion as possible but also relate to the world the CK designed. the capacity of the members to fulfill their desires. Rituals exist
For example, should a deity have heaved up mountains at to influence the powers of the supernatural. Whether simple
one time that changed the course of a river and the nature of planting rituals or large sale sacrificial rituals used to prevent
kingdoms, the history of the world should reflect that event. the coming of the next apocalypse, they serve to influence the
deities. Rituals, properly observed, should influence the deities.
Interrelation: The CK should decide how the deities relate to
one another and to the mundane world. Do the gods war with
one another or are they all equal and sit about paying attention THE PHYSICAL WORLD AND ART
to their own needs? Do they fight proxy wars through humans, Often cultures have homogenous architecture and modes of
or do they bet on the destruction of particular races or places? artistic expression. When one see a piece of Maya calligraphy,
How do the deities treat humans (if at all) or the various races one knows it is Mayan, so unique is it in the world. The pyramids
found in the world? Are their souls, and if so how, do the deities in Egypt, Central America, and Southeast Asia garner the same
treat them and where do they go after the death of a person? response, instant identification, and reference to the creating
These are all questions the CK should address. culture. Each type possesses unique architectural qualities.
During the middle age, the ubiquitous cathedral with soaring
Locality: Are deities local in nature? Do deities have specific
buttresses distinguishes a time and lace of construction.
areas they move and within which they act? Local deities
can be very powerful or almost benign. There can be deities Cultures should be unique in the respect of expressing themselves
with a worldwide reach, while others may exist in only a city. artistically, poetically, in music and architecture. This can be
Addressing locality gives the CK a great breadth of latitude in in the most benign of buildings, such as farmsteads or barns,
creating pantheons and allowing those pantheons to impact if they even have barns, to the most grandiose of structures
various cultures and peoples. If a dwarven deity actually resided such as temples and government edifices. Even those structures
or acted in a particular chain of mountains then the likelihood which cross cultural boundaries have unique flares and style
that dwarves would actually dwell in the mountain is rather such as castle walls. Those built by the Romans are significantly
high. Different peoples can worship different deities, and these different from those built by the English of the high middle age
people and deities, can interact with each other in differing as to garner them instantly recognizable. When creating various
manners. The CK must consider all these particulars when they cultural regions, be sure to incorporate these elements into the
create the religion and the deities that occupy it. scheme of that culture. Do not hesitate to borrow from our own
Impact: The impact of a religion refers to the actual interaction history and mishmash the expressive qualities of any and all
of a deity or deities with the world. Do the gods involve cultures if the setting calls for it.
themselves in the day to day affairs of man or not? Do they use It is important to note that architecture often reflects both the
men as proxies in their interrelations with one another or the religious culture of the society and the climate within which
world and its heroes? The real world impact is very important that society exists. One is not likely to find open villas, with
for the Castle Keeper in establishing the tenor of his campaign baths and pools in a semi-arctic region. Nor is one likely to find
setting. The impact can be great or small, as the gods may not thickly walled, wooden structures in tropical environments.
even care about the world in which they reside or rule over.

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TABLE 6.5 BIOMES AND ARCHITECTURE caste which values a fair fight with opponents of equal capacity.
These warriors would not attack unarmed peasants and if they
Biome Typical Architecture
did many would consider them chaotic or evil.
Timber, Matting, Open, Conical
Tropical Moist Climates (Rainforest)
Roofs, High Ceiling Value systems are wide ranging in their nature and the Castle
Wattle & Daub*, Matting, Keeper should give a little thought to these systems in order to
Wet-Dry Tropical Climates (Savanna)
Enclosed, Low Ceiling
create a coherent and workable culture.
Stone, Adobe, Brick, Enclosed,
Dry Tropical Climate (Desert)
Low Ceiling
Dry Mid-latitude Climate (Steppe) Wood, Sod, Earth, Open, Low Ceiling HOW TO BUILD A CULTURE
Mediterranean Climate (Chaparral) Stone, Adobe, Open, Long, High Ceiling This is a little simpler than one might think, at least the
Sod, Wattle, Wattle & Daub, generalities which suffice for most role playing games. Most
Dry Mid-latitude Climate (Grassland)
Enclosed, Low Ceiling gaming environments occur in a pseudo-medieval world based
Moist Continental Climate Timber, Stone, Wattle, Enclosed, upon Europe in the Middle ages. One need simply look no
(Deciduous Forest) Long, Low Ceiling further than texts about the middle ages to find almost all the
Boreal Forest Climate (Taiga)
Wattle & Daub, Matting, Open, information necessary to build a culture. Simply pick a region
High Ceiling of Europe and use that region as the palinpsest for your culture.
Tundra Climate (Tundra)
Stone, Brick, Timber, Matting, For each region of your world, do the same.
High Ceiling
Stone, Timber, Enclosed, Long, This method has the bonus of being both easy and offering an
Highland Climate (Alpine)
High Ceiling anchor point for players. It is easier for them to act in expected
* Wattle & Daub is a type of clay and mud. manners and understand what is expected from them as the
The same goes of the artistic elements of a culture. Do they paint on canvas, middle ages still linger in our collective memory. In essence, it is
create statues, are they blocky as in Egypt, fluid as in Romanesque Europe, not completely foreign to the Castle Keeper and players.
amorphic as in many African cultures? The possibilities are endless.
This also provides a certain level of cohesiveness to the gaming
VALUE SYSTEMS environment that may not otherwise exist. Typically one would
All cultures have value systems. These value systems include choose a geographic region and work from that. The regions
ideas of right and wrong, proper etiquette and behavior and could be small, such as that of the mercantile city-states of
expectations of how social interaction should take place. The northern Italy, to as broad as Charlemagne’s Carolingian Empire.
systems are tied into religious systems, legal systems, political The only significant point to be addressed in these instances
institutions, and artistic expression. The Castle Keeper should would be the impact of any mythology upon the setting itself,
have a basic idea of what the value system of their culture is. It but as the whole of medieval Europe interacted with hosts of
should be made pointedly clear that for a value system to work, methodological constructs, from the Vikings in the North, to
the majority of people must follow it the majority of the time Celts, Romans, Islam, Cathars, and beyond, it is not a far leap of
and people should minimally benefit from the value system in faith to create a setting based on northern French Feudal states
some small way. This does not mean that everyone benefits but where the religion rests upon the worship of the All Father.
that some do and that the majority do not suffer under it. If the
Historical epochs are not incompatible. The Greek Hoplite
latter were the case, the system would not work.
might seem an odd fit with the English Longbowmen or the
In Castles & Crusades, a basic value system exists via alignment. Egyptian Charioteer with the French Knight, but in a world
However, alignment can only confer so much information where fantasy elements such as magic dominate, it is no large
and fails to fully address society’s potential values because of leap of faith for different peoples locked in different epochs
the spectrum of issues that need addressing. Also, alignment to dwell together. The Greek Hoplite Phalanx and bronze
functions more to address the manner in which people address armor became a thing of the past because the Romans ability
their value system rather than to set a value system. to fight in echelons and their use of light cavalry proved more
maneuverable, not because it was a wholly untenable armor and
For example, consider a nomadic society with a warrior caste tactic. The Roman’s developed double cuirassed armor on their
who garners the vast majority of their goods through plunder. shoulders in order to better protect the clavicle from damage
For them, the attacking and slaughter of villagers, monks or from downward slashing barbarian swords. This did not make the
knights, is of little moral concern, as they do not differentiate slashing sword a useless weapon. However, the whole question
between them as worthy opponents or acceptable opponents. becomes moot once magic is considered; magic changes the
The attacks by these people may seem to others as wanton and dynamic of historical and technological development, in effect
senseless slaughter yet its members may be lawful within their replacing innovation with a wholly different construct.
own value system. To others, this may seem chaotic. To them, it
is the person who does not follow with the warrior/raider ethic Example: The Tageans of Aihrde migrated with the great mass
and bypasses potential loot because the defenders are villagers people from the ruins of the Solariam Empire. They broke from
that seem chaotic. Compare that to a society with a warrior their cousins, the Brindisi, and traveled to the northern islands

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that lie in the Sea of Shenal. They built open cities there and such efforts is predictable. The town of Sihwcidh is filled with
called to their gods. They fashioned armor of bronze, donned orcs and led by the warlord Kidpa’a. Though that might sound
great round shields for battle, and carried short, curved blades believable, it rapidly breaks down after several more place names
as their main armament. Large helms, plumed with horse- are used and the utter randomness of the setting comes to light.
hair, dyed red, gave their battle phalanx a horrid appearance.
Clerics traveled with them in battle, securing their open flanks There are several methods of creating a language, creating a
with god-borne sorcery in case of flanking attacks. Mostly they new one, pillaging an existing one, morphing existing languages.
warred with the pirates of Onwaltig, wild orcs astride huge ships A language allows for a more immediate immersive experience
of wood and iron. These orcs used bows, scimitars, and often in a world. Languages, properly used, can help to bridge that
rode large wolves in battle. But to the north lay the Kingdom divide from disbelief to belief.
of Aachen with whom the Tageans had an uneasy peace; those
The easiest method and the preferred method is pillaging
knights, borne to war in chainmail, with shields and lances,
an existing language. Should one choose this route, for each
were terrible to behold on the field of battle.
cultural region your world has, choose a language from the real
Here we have Greek type Hoplites, French Knights, and world, e.g. Russian, English, German, or Chinese, and transport
Caribbean Pirates all in the same playing arena with no problems it into your setting. Use the names (or slight derivations of
of integration. them) for place names, NPC names and character names (at
least for those who come from that region). This gives the Castle
Once this method has been tried, the process of culture ‘cherry Keeper a sense of completeness for the setting. When the names
picking’ become easy and one need but pick up any anthropology and terms sound familiar, they come to appear as though they
text and read about some cultures and transport its elements to belong and do not cause serious disjoints in the story telling.
the world being designed. Expanding to other cultures such as
the Feudal Japanese or the Mayan Empire becomes easy. Current languages on Earth are derived from a root language,
and thus many languages have similarities. For example,
Another thing to consider when designing your culture and Spanish, English, Russian, German, and French, all have similar
urban landscapes is that it must work, by this it is meant to constructs. All of them are derived from the Indo-European
physically work. A functioning society must depend upon the root tongue. When deciding upon languages, one must build
essential productivity of its inhabitants. To grow and prosper, in a slight history of the region of the area to decide which
a culture, city or people must be able to meet or exceed their languages go where and why. Significant language junctures
caloric needs. For this to happen, farmers and herdsmen must such as between Russian and Chinese, who border one another,
be more safe than not. More food must reach a city than not, have much to do with historical reasons that usually involve
reliable governments capable of more organizing principles terrain.
than not must exist. Imagine a world with bandits everywhere
who stole more than half the goods produced by farmers or Another method is to bring two or more languages together. In
tradesmen. That society would simply cease to function. More this case, it is best to bring similar languages together such as
people must be honest than dishonest. More people must be Polish, Czech and Russian, or Italian and Spanish, or German
good than bad. More people should at least remain at a stable and Swedish. Combining disparate languages like Arabic and
level of social structure than be shifted down. Societies that English would prove problematic and disjunctive. Bring words
cannot manage this collapse, and once collapse begins, it is and elements from the various languages together and form a
difficult to stop. Choose your setting wisely. Choose a culture to new language. By combining the basic elements of a language
meet your campaign desires or needs. group or languages, one can create an entire lexicon and even
begin speaking in that language.
LANGUAGE As with the previous example, be sure to use the words and
One of the most important foundations for culture creation is elements consistently for place names and character names.
the development of a language and bringing that into the game.
For example, in my home world, I have two basic language
Mood and tone is easy to capture when it comes to language,
groups for humans. One is a Germanic tongue and the other is
harsh languages such as German can conjure in the minds of
an Italian/Spanish mix. In one language, berg is used for town/
most people a dark and brooding world. Soft spoken, pitched
city and the in the other town/city is translated as via.
high, such as Chinese, conjure images of civilization, pomp, and
circumstance. To help capture the mood of a setting, and better Creating your own language is difficult and time consuming but
bring in the characters into the setting itself, and the game, the can be very fun. Keep careful notes as the language develops,
CK should pay careful attention to the language of the area and building simple grammatical constructs for things such as plural
as it manifests in the place and NPC names. or past tense. Be sure to make notes and build a dictionary.
Though not easy by any stretch of the imagination, it can be fun
Too often fantasy settings, worlds, and campaigns fall apart on
and in the end give your setting a wholly unique atmosphere.
place names and words that are obviously a simple refutation
of letters randomly gathered from some text. The result of

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URBAN COMMUNITIES Obviously in fantasy campaigns where magic dominates, it is
not beyond the realm of the possible that magic enables people
In pre-industrial societies, the vast majority of the population
to dwell off these courses, but such communities would be
was given over to agricultural pursuits. Scholars estimate that
dependent on the magic and the power that it brings in order to
for every one person engaged in a non-agricultural pursuit, nine
maintain their city. This constant magic must have a source, in
farmers worked in food acquisition to support him. That is, either the local temple, or a powerful magic user.
90-95% of all peoples in pre-industrial societies were involved
in agricultural pursuits of one type or another. In primitive
societies, everyone was involved in some type of agricultural
Population density
pursuit. Even chiefs would hunt and gather food for their family In pre-industrial societies, the vast majority of the population
or for feasts. is involved in agricultural pursuits of one sort or another. They
live in small communities, depending upon their local political
When designing any setting with humans, keep these numbers situation of between 40 and 500 people. The thorps, hamlets,
in mind. A hamlet that houses one tavern with 5 people and villages were almost always ruled over by a local baron, lord,
who run it would have at least 50 people who work in the oligarch, theocrat, or from some power center in a town or city.
agricultural producing sector. Often, small villages and hamlets
would consist wholly of farmers. Inhabitants could and would The dispersion of people over the landscape varies from place to
take on different roles within the community, but their primary place and often reflects the terrain they dwell in, as reflected in
occupation was farming. For example a thorp with a population the biome, climate, and physical geography as well as the nature
of 30 adults chooses a leader to speak for them with the local of the states and how they conduct warfare. In highly militaristic
power structures and warrior elite, but that leader would also be societies with endemic warfare, people tend to drift into large
a herdsman, hunter, or farmer. His official duties might interfere communities for safety’s sake, whereas during periods of calm
with his farming job, but would only supplant farming if there or relative peace, people tend to drift into smaller communities
were enough people to support him in that position. Few pre- and spread out over the landscape.
industrial societies could afford to have many people in non- Another factor concerning population density is the fertility
farming roles. For societies to expand, for cities to grow in size, of the soil or forest as considered by huntsmen and fishermen
and specialists such as mill workers and goldsmiths to prosper, involved in those agricultural pursuits. In highly fertile regions,
some type of precursor had to happen. Farming became more people pack in more densely and the ratio of farmers to trades
productive and transportation eased and increased. Farming people shifts somewhat from 9:1 to 8:1. Beyond the 8:1 stage,
communities sprouted up and grew, morphing into larger towns massive and revolutionary farming techniques that produce
able to produce excess food, which in turn could flood local vast quantities of food are necessary.
markets with food. Those local markets became attractants for
power; usually the warrior elite. Successful markets were those In a medieval fantasy setting, the only mitigating factor for
built in areas that allowed easy transportation to and from humans is magic, as industrial farming and chemical farming do
great distances, along river routes or well worn trails. Around not yet exist. A cleric can create food and water. Imagine if he
these markets, urban centers began growing, for here the locals were to do this once a day. Imagine if anyone could become a
conducted an ever-greater volume of trade, and labor became cleric or even nearly anyone. One cleric can create and sustain
more specialized generating yet more attractants to the market enough food for 3 people for a day. At the second level, this
and wealth for the community that in turn spurred more growth. increases to six people and at 3rd level this increases to nine
But always around these large urban cities, any available land people. That is, one 3rd level cleric can sustain, with food and
was put to the plow to feed the growing populations. water, nine people a year.

Design your urban landscape accordingly, for large metropolises, Consider, in a population of 500, if one has 10 clerics that is at
cities, and towns were often surrounded by dozens if not least 30 people freed up by the clerics from agricultural use. If
hundreds of thorps and villages, and yeoman farmers all working the clerics actually focused on food production with an average
to supply the needs of those in the city who were not involved of 3 spells per cleric and few upper level spell casters, they could
in agricultural pursuits. feed well over 100 people, bringing the average of agricultural
worker to craftsmen way down. Five clerics would only be 1% of
Location the total population. Two or three clerics would be less than 1%
of the population. In any respect the impact on the balance of
In pre-industrial cultures, large cities and towns usually grow up
population and production is great. This is not necessarily a bad
along waterways. Not only was this to meet the water needs of
thing and may not have much impact on the way you envision
the city or town but also because movement of goods over rivers
your world, but by managing this somehow the Castle Keeper
and along the coastline was easier, more efficient, cheaper, and
may find ways of keeping magic under control or limiting its use
more reliable. Furthermore, the waterway made shipping in
thus keeping the fantastic, fantastic and heroes, heroes.
greater volumes possible and at a lower cost than over land.
Only much later, as the nature of transportation changed did Note: In C&C this use of the cleric does not reflect the
urban cities of any significant size develop off the waterways. classes’ actual makeup nor its deity’s designs upon the character
as discussed in Chapter 2 above.
136 CASTLES & CRUSADES
CHAPTER 6 — THE CITY
Example: For a large metropolis to exist, a massive city of The CK should take care when designing the world so that
500,000 people - very rare in ancient or medieval times - needs its population is not so great that it becomes overwhelmingly
4,500,000 people to support it. crowded. Farmlands, beasts, and other manifestations of
agriculture moving 1 mile down a road is utterly irksome in that
For density of classes in various populations, see Chapter 4. the only encounters or adventures that the characters are likely
to run across are farmers missing their cows, dogs barking, and
Community Size the proverbial chicken trying to figure out whether it should
cross the road.
These are roughly the sizes of various communities.
Within the confines of a civilized community, the characters
TABLE 6.6 URBAN CENTER STATISTICS will be traveling through a lot of well-tended organized towns
Habitation Size Militia
Men-at- Residential and villages. While this setup is perfectly acceptable, it should
Arms Houses not be the dominant aspect of the landscape. Cities are rare
Thorp @40 4 0 5-10 and the metropolis very rare. Towns and villages are common
Hamlet @200 20 2 25-30 and dot the landscape, clinging to rivers and streams and thorps
here and there in the wilderness, or more likely clustered toward
Village @500 50 5 60-70
the larger urban centers.
Town @2,000 200 20 300-400
City @10,000 1,000 100 1,600-1,700 The Militia
Metropolis @20,000+ 2,000 200 3,300-3,400
A militia is an informal military unit usually composed of local
Within these populations, family sizes are very important for citizens with little or no military training. The city government,
determining the number of houses within any given community. whatever that may be, either presses citizens into service or
The average medieval family size was eight people spread out requires them to serve for certain periods of time, or serve at a
over three generations. This means in a thorp of 40 people leader’s whim. A militia is a unit of last resort for most leaders as
and an average family size of eight there would be five houses they are very unreliable and poorly trained and organized. The
with attendant barns or structures. This is not many people or militia’s size is dependent upon the size of the community. In
buildings. It is a bare blip on the map. Rural communities tend general, 1 in 10 people serve in the militia. In times of extreme
to have larger families than do urban communities. In an urban duress, all adult males can be called up, but this could have
community, one should reduce family or structure occupation disastrous effects on a community if they serve for more than a
density by 20% or in this case to around six in towns, cities, and month or two or suffer heavy losses.
metropolises. For example, in a city of 10,000, there would be The average militiaman has 1d6 hit points, an armor class of
1,600-1,700 residential type buildings ranging from the poorest 10, and attacks with a -4 penalty on to hit rolls. If the militia is
houses to the palaces. trained to use their weapons, the -4 penalty no longer applies.
Trained militia also may have better weapons and armor.
Outside of cities, the density of people per square mile is usually
dependent upon soil fertility, proximity to water, and current
TABLE 6.7 MILITIA SIZE PER COMMUNITY
political situation. So one might find an average of 5 people per
square mile in a low density area or as many as 100 per square Habitation Size Militia Men-at-Arms
mile in a high density area. 10,000 Thorp @40 4 0
10,000 Hamlet @200 20 2
Highly productive land will support a lot of people, perhaps one
1,000 Village @600 50 5
person per acre. Because most land area is a mixed jumble of
productive and non-productive land, from river flood plains to 100 Town @2,000 200 20
heat scorched steppe, lets assume the middle ground where we 10 City @10,000 1,000 100
have 3 people per acre. 1 Metropolis @20,000+ 2,000 200

Example: Returning to our metropolis, for a population of a city Communities


of 500,000, that’s 1.5 million acres of land for them and another
In almost every case, when dealing with smaller communities,
7 million acres to support those supporting them, making 10
people undertake multiple tasks such as collecting wood,
million acres of land turned over to the plow to support that
farming, fishing, and hunting as well as their primary undertaking
city. That’s for highly productive areas. In low productive areas,
(fishing, mining, etc.). Most people would have their own
this can be as little as 20 acres per person. Needless to say, that’s
garden, even if primarily herdsmen, such that almost all families
a lot of land under the plow. The characters will be traveling
could supply themselves with food.
through vast swathes of agricultural communities.
Communities need water, so there is usually a water source,
For these communities to actually function as supply nodes for whether a well or a river, nearby or within the community. They
that city, they have to be safe and productive. also tend to develop more quickly if on a trade route. Except
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in highly civilized areas, communities tend to cluster together suffering endemic warfare or brigandry. They tend to cluster in
so that within a few dozen miles of one village there will be lands undergoing settlement and along major and minor trade
several hamlets and thorps. In highly civilized areas, this trend routes. They are very dispersed along border regions. They tend
reverses and communities tend to disperse. When designing a to cluster near villages, towns, and cities for safety. Thorps are
region, place a moderately sized village near the central water almost always farming communities, raw material gathering
source, surround it with 1d10 hamlets, all placed within a day communities, or serve one function, such as the houses, homes,
or two travel from the village. Next, place 1d10 thorps in the and farms of people assigned to guard a bridge. There are rarely
area as well. The number of thorps need not be greater than any government representatives in a thorp. Only on very rare
the number of hamlets; the sizes of these towns are as often occasions would a thorp have a specialist in any occupation.
accidental as planned and they ebb and flow with the current
state of events.
TABLE 6.8C THORP
Villages should be spaced 1 to 6 days travel apart from one D10 Inhabitants
another. Densely settled areas should be more closely spaced, 1 Single person
with villages a day or two apartr. Large stretches of land, 2-9 Family
unoccupied, exist between the clusters of villages and towns.
10 Group
The easiest method of settling this begins with city/town or
village placement and general idea of density for a community.
TABLE 6.8D OCCUPATION OF INHABITANTS
The following set of tables explores the size of various urban D10 Occupation
centers and their occupations, from the single family dwelling 1-4 Agriculture/fishing
to the metropolis. For random determination, roll on the 5-7 Herdsmen
appropriate die listed in column 1 to determine who lives in
8 Wood gatherer
any given house or building. For the number of buildings in any
9 Mining or raw material gathering
given community, refer to Table 6.6 Urban Center Statistics
above. These tables are for random generation and encounters 10 Common Occupation*
but also represent the percentage of occupants in any given *See below Common Occupations & Businesses.
domicile in each urban center.
Hamlet
Single Dwellings Inhabitants: 100-400 (1d4)x10; per Household: 1d10
Inhabitants: 1-10 The hamlet is the predominant settlement size for nearly all
regions of any civilization. These are communities of several
This refers to those lone farms and settlements where one dozen families, groups, or individuals living in one community.
person, a small group, or family resides. They exist outside any They gather in these communities for safety and mutual
thorp, hamlet, or village and at least 1 mile from them. These support. Hamlets have a variety of individuals or groups skilled
types of dwellings are primarily within the confines of civilized enough to support themselves, although it is rare that they have
regions without endemic warfare, brigandry, or raiding. They craftsman whose sole support base is their craft. Occasionally,
exist along frontier regions but are rare in such areas. these communities are walled or have hedge-walls. This is more
prevalent in turbulent areas and less so in more settled regions.
TABLE 6.8A SINGLE FAMILY DWELLING The inhabitants are primarily involved in agricultural pursuits,
D10 Inhabitants though some hamlets have a more focused mining or raw
1-3 Single person material gathering focus. Hamlets on major trade routes often
have inns or taverns. These communities often have community
4-6 Family (1d8 members)
buildings as well such as a mill, storehouse, or trade-house, a
7-10 Group (1d10 members) religious structure or even a government official living in them.
TABLE 6.8B OCCUPATIONS OF INHABITANTS
TABLE 6.8E HAMLET
D10 Occupation
D20 Inhabitants
1-9 Agriculture, raw material gathering, miners, woodsmen, etc.
1-4 Single Person
10 Others, such as brigands, rebels, outcast, etc.
5-15 Family
16-19 Group
Thorp
20 Representative*
Inhabitants: 20-80 (2d4x10); per household: 1d10
* This refers to a religious authority, government authority, guild
This refers to small communities, families, or individuals who live authority or other official.
very close to one another. A thorp can be found in nearly every
civilized community but they are rarely found in those regions

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TABLE 6.8F OCCUPATIONS OF INHABITANTS Town
D12 Occupation of Inhabitants Inhabitants: 2,000-8,000 (2d4 x1,000, 10% chance for
1-4 Agriculture/fishing 1d4x1,000 more); per Household: 1d8
5-8 Herdsman The town is essentially a very large village that has a support
9 Wood gatherer base of numerous other villages, hamlets, and thorps, such that
10 Mining or raw material gathering it allows for the presence of a higher percentage of specialized
11 Common Occupation*
occupations and even production centers. The town is, by
and large, the dominant type of community through which
12 Official
authorities exert influence over their populace. They always
*See below Common Occupations & Businesses. have an official presence, with representatives from the
leadership, courts (if any), markets, and fairs, militia, standing
Village soldiery, etc. Most towns possess some type of fortifications or
have the presence of fortifications, towers, or castles within
Inhabitants: 1000- 4000 (1d4x1000, 10% chance for
the town or very nearby. Those towns on the periphery of
+1d10x100 people); Household: 1d8
civilized lands tend to be more highly militarized than those
This is the predominate urban feature for most pre-industrial in the interior regions. The community is also well supported
societies. The village is of such size that it contains those whose by outlying thorps and villages, such that a higher percentage
primary function is not agricultural, though in total the vast of its inhabitants are engaged in specialized occupations and
majority of the occupants are still agriculturally based. The common occupations.
village supports dozens of hamlets, thorps, and individual
settlements and can often supply most of their needs. The village
TABLE 6.8I TOWN
is the place where markets are organized. Official institutions
are almost always located in villages, as opposed to hamlets or D20 Inhabitants*
thorps. Villages often possess walls with those in the interior of 1-2 Single Person
settled regions less often, while those on the fringes of a settled 3-12 Family
region more so. They are nominally well defended by the local
13-17 Group
power structures should the village be in an important location.
They are capable of raising militias, have small standing forces 18-20 Representative**
of men-at-arms, and serve as the social, political and economic *Every town has at least one government authority or representative
center for much of their surrounding area. per 1,000 inhabitants.
** This refers to a religious authority, government authority, guild
TABLE 6.8G VILLAGE authority or other official.

D20 Inhabitants * TABLE 6.8J OCCUPATION OF INHABITANTS


1-4 Single Person D12 Occupation d12
5-14 Family 1-4 Agriculture/fishing
15-18 Group 5-6 Herdsman
19-20 Representative** 7 Wood gatherer
*Every village has at least one government authority or representative. 8 Mining or raw material gathering
** This refers to a religious authority, government authority, guild 9-10 Common Occupation*
authority or other official. 11 Specialized Occupation*
12 Official**
*See below Common Occupations & Businesses.
TABLE 6.8H OCCUPATION OF INHABITANTS
** This refers to special buildings such as a religious shrine, mill
D12 Occupation house or other. See official buildings below.
1-4 Agriculture/fishing
City
5-7 Herdsmen
Inhabitants: 9,000-16,000 (1d8+8x1,000, 10% chance for
8 Wood gatherer
1d4 x1,000 more); Household: 1d8
9 Mining or raw material gathering
The city is rare in the pre-industrial world. A large number of
10-11 Common Occupation* villages and thorps are needed to support a city. These massive
12 Official** communities are very important cultural and political nodes for
*See below Common Occupations & Businesses. any society and are often the largest population aggregates one
finds in many thousands of miles. There simply is not enough
** This refers to special buildings such as a religious shrine, mill
house or other. See official buildings below.
agricultural output to sustain many of these localities. They

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are important political centers with local and regional nobility, A metropolis should have a population support in the millions.
standing militias, city guards, professional soldiery, merchant In a highly efficient society, 20 million people could possibly
and other guilds and religious authorities are located in them. support a 1 million-person metropolis should all other factors
Cities usually exert regional authority (though this is not always for support be present as well. In an average productive society,
the case) and almost always have many satellite communities it may take up to 60 million people to support a metropolis of
under their control. The size of a city should not be considered 1 million or more. In low efficiency societies it is unlikely there
a detriment to the power of those who rule from within. Small would be any metropolis.
cities may house powerful monarchs who can call up troops
from a vast region. Cities also are large enough to support a TABLE 6.8M METROPOLIS
large variety of common and specialist occupations while relying D20 Inhabitants*
on its food from outside sources. They often lie on major trade 1-4 Single Person
routes, river courses, or are located amidst very fertile regions.
5-11 Family
TABLE 6.8K CITY 12-17 Group
D20 Inhabitants* 18-20 Representative**
1-4 Single Person *Every village has at least one government authority or representative.
5-13 Family ** This refers to a religious authority, government authority, guild
authority or other official.
14-17 Group
18-20 Representative** TABLE 6.8N OCCUPATION OF INHABITANTS
*Every city has at least one government authority or representative D12 Occupation
per 1000 inhabitants.
1 Agriculture/fishing
** This refers to a religious authority, government authority, guild
authority or other official. 2 Herdsman
3 Raw material gatherer
TABLE 6.8L OCCUPATION OF INHABITANTS
4-8 Common occupation
D12 Occupation
9-11 Special occupation*
1-3 Agriculture/fishing
12 Official**
4 Herdsman
*See Occupation list below for common or specialized occupations
5 Mining or raw material gathering
as appropriate.
6-8 Common occupation
** This refers to special buildings such as a religious shrine, mill
9-11 Specialized occupation* house, or other. See official buildings below.
12 Official**
*See Occupation list below for common or specialized occupations
as appropriate.
FORTRESSES
** This refers to special buildings such as a religious shrine, mill This refers to those fortifications not directly associated or a
house or other. See official buildings below. part of the above described communities. Fortresses are rather
common in a highly militarized or conflict ridden society or
Metropolis region. Fortresses are of varying sizes and even functions. Some
simply house the local nobility, unable to withstand major
Inhabitants: 20,000 – 1,000,000 (total regional pop x. 05
assaults, while the purposes of others are to withstand massive
excluding population of the metropolis); per Household: 1d8
sieges for extended periods of time. They always house soldiery.
Communities this size are rare in pre-industrial societies. It It does not, however, take very many soldiers to defend most
takes a staggering population size to support a metropolis of fortifications, often very low numbers of defenders are present
over 20,000 people and fulfill all its various needs. However, at any given time. Only on rare occasions or in the case of
they do occur. These are the seats of major powers whose massive city-wide fortifications did the fortress defenses house
influence can spread many thousands of miles. It rules over large troop concentrations. Fortresses are often located near
many hundreds of towns and thousands of villages. They will, town, villages, or hamlets as they not only need their support
with rare exceptions, house significant military forces, but will but those villages and hamlets depend on the fort for help in
always have city guard, to include police and a highly organized time of conflict.
city structure and management. They must be placed along
major water ways (often the sea, with large ports) and amidst a The CK should give some thought to the placement of
large trade route. They have to have access to highly developed fortresses, keeping in mind their specific purposes. Consider the
agricultural communities and organizations for distributing locale and the nature of the society one is placing the fortresses
food (the market rarely served this in pre-industrial societies). in to determine what type and size of fortification. For example,
The majority of the city’s occupants are poor with a significant fortresses are common in fractured societies suffering endemic
amount of special and common craftsmen found therein. warfare, while in more settled lands they may primarily be
140 CASTLES & CRUSADES
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located along the frontiers. Smaller fortresses often line trade converted to stone over time. These served as military posts as
or pilgrimage routes, while larger ones overlook major arties of much as castles.
communication and frontier regions. The fortress should have a
local supply base, or if built in a wilderness area, possessed of a Keep or Tower: A small defensive building, made of stone,
method of resupply. The size and type of the garrison would also that was usually 40 feet tall with thick walls. The Keep was
be dependent upon the purpose of the fortress as well. often surrounded by a moat or wall of some type or placed in
a highly defensible area such as the middle of a lake, either on
an island or built from the water, or on a section of high ground
Fortress Purpose only accessible by a single path. Keeps possessed walls up to 8
Before placing your fortress, first determine its purpose. There feet thick, built of two concentric walls, an inner and outer.
are four basic categories listed below. Each category is given a Between the walls sand or dirt was packed; this compacted
number, allowing the CK to randomly determine the type of earth absorbed many blows from stones or battering rams.
fortification encountered. The definition follows.
Castle: A fortification that serves as both a defense post and
houses a noble or lord. The castle is different from the fortified
TABLE 6.9 FORTRESS PURPOSE military camp in that its scope was limited to regional protection
D4 Purpose Explanation Garrison and was designed as a permanent residence for the family. The
Guard static local castle usually evolved from a motte and bailey or keep-type
1 Local protection Footmen, archers fortification. The timber walls of the bailey were replaced by
populations
stone curtain-type walls. Battlements with wall walks were
Trade route Guard bridges, Footmen, archers,
2 added. The ditch, if present, was expanded and walled. Finally,
protection roads horse
a gate house was constructed over all the entry points.Castles
Frontier Guard terrain, Footmen, archers, added cellars that housed the castle’s food, wine, armaments,
3
protection* rivers, borders horse tools, and other paraphernalia required by the local lord. Castles
4
Home for Noble Safety for noble and Footmen, archers, ranged from very small, to very large.
or Lord family horse
*The frontier does not only equate to the “unsettled” or “wilderness” Greater Castle: These castles incorporate all the elements
lands, but also to border regions between states, countries, etc. of a normal castle, though their purpose was primarily military
control of a whole region. Greater castles overlook river
intersections, trade routes, and lie on frontiers. They incorporate
Fortress Types vast sprawling fortifications that house large garrisons of men,
There are many type of fortifications and as many variances. A with all the supplies, food, and water needed to maintain a
wooden palisade could surround a keep or tower. Houses built certain level of security.
abutting a castle wall extend, and weaken the castle’s defensive
abilities. Almost all have an internal source for water through a City Fortification: Cities within turbulent areas almost
stream or well. They tend to occupy the high ground in the area always fortify themselves with long curtain walls that surround
and often use the terrain in their construction. Unless built for the entire city. These walls offer crenellated battlements with
the specific purpose of pacifying a wilderness area, their location towers interspersed regularly along the entire length of wall.
is generally on a trade route, river, etc. Access to the walls lies through the towers or multiple steps
and ladders built or set along the wall’s course. They range in
Fortified Military Camp: Most commonly used by the Romans. height and width by the wealth of the community. A fortified
These rectangular camps possessed a wooden palisade or earth city may have a wooden palisade around it, or a double set of
rampart, usually with a ditch surrounding the whole enclosure. crenellated walls.
They almost always have four gates, one facing on each end of
the wall. More permanent fortified camps have towers on each Garrison Size
corner of the camp, able to bear the weight of small catapults The garrison comprises the soldiers, mercenaries, wizards, clerics,
or ballista. Further improvements replace the wooden palisade rangers, etc. who occupy and defend the fortress. The garrison
with stone walls; these range up to 12 feet high and several feet does not include any civilians who may find themselves in the
thick. They have multiple sources of ladders allowing entry to fortress or be attached to it in a non-military function, such
the wall walk. Fortified military camps do not have parapets, or as a cook or leather worker. Generally, most garrison soldiers
crenellated battlements. multi-task in the work of outfitting the fortress, themselves, and
the mundane daily tasks. The garrison numbers below do not
Motte and Bailey: These fortifications consisted of a central
include any nobles or their families that may occupy the fortress.
keep or donjon placed on top of a raised mound or small hill.
A ditch dug around the mound or hill served as a defensive Small: Small garrisons comprise 8 men-at-arms and one
bastion; it was filled with water or bramble as available. The garrison commander of 2nd or 3rd level. They are skilled in the
Bailey consists of a set of walls, usually made of timber, built use of their main weapon, usually a sword or axe. They generally
around the ditch, providing another layer of security. Motte wear scale or chainmail, helms, and carry shields. One, or two of
and Bailey fornications were primarily made of wood, but many them are trained crossbowmen, carrying a heavy crossbow and

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wearing studded leather with steal pots. They occupy Keeps, Corbel: The supporting masonry or wood built beneath a bastion,
Towers, Motte and Bailey Castles, and small Castles. parapet, or similar fortification. The corbel supports the weight of the
fortification.
Medium: Medium garrisons comprise 20-60 men-at-arms,
Crenel: A section of the battlement that is extended out into an
with 2 unit commanders of 2nd or 3rd level, and one garrison embrasure, surrounded by walls, but possessed of an arrow slit or similar
commander of 5th to 6th level. In these garrisons there are more opening, allowing the defender to shoot out.
specialists. A quarter of these men are lightly armed with both
axe and sword, and leather armor. Their primary task is to Curtain: A portion of the wall of any fortification; it may or may not
have battlements upon it.
dispatch wounded enemies, cut grapple ropes, tip ladders, man
catapults, pour burning liquids, etc. Another quarter of these Machicolation: A section of the floor between the battlement
men are crossbowmen carrying a heavy crossbow and wearing and corbel that opens up, allowing the defenders to attack anyone
studded leather with steel pots. The remainder are the garrison assaulting the walls; the defenders often poured burning oil or boiling
soldiers with swords, axes, halberds or bardiches, and wearing. water through the machicolation.
scale or chain, helm and shield. They occupy large Keeps, Motte Merlon: Extended sections of the parapet that offer protection from
and Bailey Castles, and small Greater Castles. missiles and other attacks.

Large: Large garrisons comprise 40-200 men-at-arms with up Murder Hole: A hole in the ceiling in which defenders can attack
those assaulting the fortification. They were usually placed above a
to 6 unit commanders of 2nd or 3rd level, a captain of soldiers
gate.
at the 5th or 6th level and a garrison commander of 8th level. A
quarter of these men are lightly armed with both axe and sword, Parapet: A wall built upon another wall; the parapet allows protected
and leather armor. Their primary task is to dispatch wounded access to the top of the wall.
enemies, cut grapple ropes, tip ladders, main catapults, pour Postern: A small gate located in the rear of a castle or keep.
burning liquids, etc. Another quarter of these men are
crossbowmen carrying a heavy crossbow and wearing studded Wall Walk: That section of the wall that allows passage from one
leather with steel pots. The remainder are the regular garrison section of the wall to another, through towers and into the crenels,
soldiers with swords, axes, halberds or bardiches, and wearing usually protected by merlons.
scale or chain, helm and shield. They occupy large Keeps, Motte
and Bailey Castles, and small Greater Castles. OCCUPATIONS
Very Large: Large garrisons comprise 200-1,000 men, The following lists contain commercial occupations found
commanded by scores of unit commanders of 2nd or 3rd level in villages, towns, cities, and metropolises. There is a list for
as well as 5-10 captains of 5th or 6th level and a garrison common occupations (those most often found) and special
commander of 10th or 12th level. One quarter of these troops occupations. The Castle Keeper is encouraged to develop
are specialized combat units of halbardiers for the defense of occupations peculiar to their own setting such as those which
gates and streets, swordsmen for the defense of walls, archers might be involved in selling or making magic items, etc.
and crossbowmen, and engineers to operate heavy siege engines
and repair walls. One quarter are lightly armed with both axe Common Occupations & Businesses
and sword, and leather armor. Their primary task is to dispatch
wounded enemies, cut grapple ropes, tip ladders, main catapults, The following is a list of common occupations or businesses one
pour burning liquids etc. Another quarter of these men are might find in villages, towns, and occasionally hamlets. The list
crossbowmen carrying a heavy crossbow and wearing studded is by no means exclusive and the CK is encouraged to delve
leather with steel pots. The remainder are the garrison soldiers further into it. Also, on occasion, many businesses can be found
with swords, axes, halberds or bardiches and wearing scale or in one locality or are combined into one such as an Inn that also
chain, helm and shield. They occupy Greater Castles, Fortified serves as a butcher and farrier.
towns and cities, and Fortified Military Camps. Ale House – a place where alcohol is served or sold
See Chapter 4 NPCs for a full description of garrison troops. Bakery – a place where breads and pastries are sold
Boatwright – small watercraft are made (location specific)
Butcher – animals are prepared and sold as meats
Terminology for Fortifications Carpenter – rough articles of wood are made and sold for construction
Allure: Term used to describe the walkway behind the battlements. and the like
Arrowslit: A narrow opening in a wall, tower, or crenel that allows Farrier – a place where horses are cared for, horse shoes made, etc.
defenders to shoot out with the maximum amount of protection. Fish Monger – a seller of fish (location specific)
Grocer – a place where staple foodstuffs are sold
Bastion: That section of the wall that juts out from the wall, but is
similarly fortified with crenels, parapets, and wall walks. Sometimes Hostel – a public house for entertainment and lodging of travelers,
often no food or drink is supplied
referred to as the bulwark.
Inn – a place for lodging travelers, where drink and meals are often
Battlements: Those sections of a defensive wall that allow for served, etc.
defenders to shoot out. The usually have wall walks, crenels and Potter – pottery is made and sold here
merlons.

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Poulterer – poultry is sold here (dead and alive) Fletcher – a maker and seller of bows and arrows, often specialized
Sawyer – a place that saws logs or timber Fortuneteller – a place where fortunes are read via card, palm, etc
Fruitier – a place where fruits are sold
Special occupations & Businesses Fuller – a clothier who fulls clothing
Furrier – a place where firs and pelts are bought and sold
These are occupations which are rare and are usually only found
Gambling house – a place where gambling is allowed
in larger cities. The list should provide a general framework
Gaming house – a place where gaming takes place
from which a CK can establish a reasonable assortment of
Gemner – a place where gems and such are cut and sold
businesses for a city. The list is by no means exclusive and the
General store – a place where a wide variety of goods are sold
CK is encouraged to add more as necessary or desired.
Glass blower – a place where items of glass are made and sold
Abattoir – slaughter house Glover – a place where gloves are made and sold
Accountant – accounting for other commercial endeavors Goldsmith – a place where gold is smelted and sold or made into
Apothecary – medicinal drugs are sold finer objects
Armorer – a place where armors are made and sold Haberdashery – a place where hats, ties, buttons and other finery
Baiting pit – animal-fighting arena are made and sold
Bank – a lending and saving institution Hair dresser – a place where one has one’s hair arranged
Barber – place for bathing and grooming, dental Harness maker – a place where draft animal harnesses are sold
Bath House – a place for baths Hatter – a maker and seller of hats
Blacksmith – a smithy for making metal goods Herbalist – a place where rare herbs are sold
Bookshop – books are sold Horse trader – a place to buy and sell horses
Bowyer – bows and crossbows are made Hosier – a place where hosiery is sold (stockings and the like)
Brass smith – a place where brass items are made and sold Importer – one who arranges for and sell imported items
Bronze foundry – bronze is cast and made into items or sale Iron foundry – a place where iron is finished and sold in bulk weights
Button maker – buttons, clasps and the like are made and sold Iron monger – a place where iron goods are sold
Carpenter (specialist) – carpenters who specialize in making Kennel – a place for keeping dogs or where dogs are sold, often
particular objects of wood such as doors, frames, windows, plow, etc. specialized
Carriage maker – a place where wagons and carriages are made, Laundry – a place for washing one’s clothing
often specialized Lawyer – a person who is appointed as an official and can represent
Carter – a transportation shop where wagons are rented out, drivers people in legal cases
are usually if not always supplied Leather shop – a place where leather goods are made and
Cartographer – a mapmaker occasionally sold
Cartwright – a place where simple carts are made and sold Limner – a sign maker
Chandler – one who makes candles and the like Locksmith – one who specializes in the making and repairing of locks
Cobbler – one who makes and repairs shoes Mason – a place where masons can be hired for use in building things
Coffee house – an establishment where rare drink items are sold. If Money changer – denominations and monies are exchanged here
one has coffee, then it is called a coffee house but can includes teas or Notary – a place officially appointed where transactions are notarized
other exotic drinks and accounted for
Cook House – a place where meals are cooked, occasionally served, Occultist – a place that sells goods for occult purposes
but often delivered Painter – a place where painters are hired and paints sold
Cooper – a shop in which barrels are made Pawn broker – a place where items are lent for a period of time and
Copper smith – a place where copper is fashioned and sold bought back perhaps
Cutler – a place for making, selling and repairing sharp edged Perfumery – a place where perfumes are sold
instruments, usually knives Pewter smith – a place where pewter is made and goods sold
Dairy – a place where cheeses and the like are sold Playhouse – a usually a public place where plays are held
Dance Hall – a public dancing area Plumber – pipes and the likes are installed for hire
Dentist – a place where teeth are cared for Public house – a saloon
Distillery – a place where liquors are made Rat killing arena – a place where dogs kill rats for sport
Doctor – someone who specializes in the health care of others Rope maker – a place where rope is made
Draper – a seller of cloth of all types, often this is specialized Saddler – a place where saddles and harnesses are made
Dress maker – a place where women’s clothing is made and sold Scrivener – a copyist or professional public writer
Dry Goods – a place where textiles and other finished products are Seamstress – a place where household items of cloth are made and
sold, often specialized sold
Exporter – a place where goods are sold for transport elsewhere Shoe maker – shoes are made and sold here
Falconer – hunting hawks and hunting birds are sold here and Silversmith – silver is smelted and made into items of fine make
trained here Slater – a place where a specialist works in slate
Fishmonger – one who buys and sells fish Stable – a place where animals are lodged and fed

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Stable and livery – a place where horses and animals are for rent Monastery – a place for religious peoples to retire or move away
Surgeon – medical specialist from the outside influences of the world
Swordsmith – a place where weapons are made or repaired Nunnery – a place for training female clerics
Tailor – outer garments are made and sold and altered here Oratorian – a place where clerics live together
Tanner – hides and skins are turned into leather here Outpost – a rough fort often temporally occupied
Tavern – a place where food drink and lodging are to be had Pagoda – a grand shrine or temple of many levels
Teahouse – a place where teas are sold Parthenon – many deities are worshipped within this space
Thatcher – a place where thatch roof makers can be hired Parsonage – the area associated with a religious structure
Tiler – a place where tiles for roofing are made Priory – a place for clerics and others to teach or preach to the
Tinker – a unspecialized fixer or maker of small common items populace at large
Tin Smith – tin items are made, repaired and sold here Pyramid – a religious structure often containing a burial
Trader – a place where items of various nature are traded and sold Rectory – an area given over to a church for life
Wagoner – a place where wagons are rented out with drivers and Refuge – usually a small secluded place of refuge
items transported Sacellum – a small unroofed religious space
Wainwright – wagons are made and repaired here Safehold – a place that is usually safe from attack, secluded
Weapons smith – common weapons are made and repaired here and kept secret
Weaver – cloth is made here Sanctum – a religious place free of intrusion
Wheelwright – wheels for wagons and other purposes are made and Stronghold – a place of refuge during an attack
sold here Stupa – a place where relics are housed
Wine merchant – wine is made and sold here Temple – a place of worship
Wire drawer – metal wire is made and sold here Tope – a small shrine

Buildings MATERIAL OF CONSTRUCTION


The following list is a sampling of types of buildings found in Constructing a simple house is a fairly easy task, and local
towns, villages, or cities. It is unlikely to find these dwellings in communities excel at such construction because the expertise
thorps or hamlets. Beyond the tavern and or small temple, such is there. Woodsmen are able to extract trees from a forest, limb
urban areas are too small to house and support large specialized and notch them, and use them to construct simple houses.
buildings and occupations. They generally have the tools as these are relatively simple, and
they also have the manpower, as one person can do the job.
Abbey – a place that houses a monastery and abbot However, when one tries to build larger houses with stone, or
Acropolis – fortified part of a city even worse with marble, decorate them with arches, facades,
Alcazar – a fortress or palace window ledges, and similar architectural feats, then specialists
Basilica – a place for carrying out legal issues must be on hand in order to complete and perfect the job. The
Bishop’s palace – palace where the high priests resides specialists available for the job depend upon the location.
Cathedral – a place of worship
Casbah – a fortress within a city For example, if one were to build a small sod house with a
Castle – a walled or fortified building thatched roof in a small town of roughly 500 people, one would
Chapel – a small religious structure for worship probably be able to find all the skills and materials locally
Church – a large religious structure for public worship - within that town. But, assuming the town has no readily
available quarry and therefore no stone masons, then in order
Citadel – a fortress within a city
to build a stone house the house builder would need to bring in
Convent – a place for female clerics
a specialist and import the material, the stone, as well as supply
Dogoba – a place where religious items are kept
the necessary tools. The construction process can be expensive
Dewel – a place for rest, religious in nature and time consuming.
Donjon – the inner tower of a fortress
Fane – a small temple area for individual worship usually In general, the Castle Keeper is going to have to determine
Fort – a small fortified place the local conditions for available expertise and material.
Fortress – a large permanently occupied and walled area enclosing Availability depends upon the environment and local needs.
a city In an area where the inhabitants regularly construct castles,
Friary – a place where clerics are trained and instructed the material and skills necessary are probably available. On the
Hold – an area fortified for temporary safety other hand, should someone decide to build a stone tower in
Hostel – part of a religious structure where travelers are maintained the savannah where the nearest thorp is 100 miles away, the
Joss house – a small place of worship for clerics usually expertise and materials all have to be imported. In short, the
Keep – the strongest and most secure part of a fortress CK must determine what would and would not be available for
Manor – a house of a lord or lady construction. In general, the larger and more complex structures
Manse – a place or residence housing ecclesiastics incur a greater cost, more time, more importation of goods, and
require more experts.

144 CASTLES & CRUSADES


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The following sections provide the CK and player with This includes building even small structures. Grand structures
information about construction material so you can better certainly require experts to make.
determine the cost and time of construction.
Timber: These structures include anything from simple and
inexpert log cabin construction to highly detailed framed slat-
Materials
board houses. Generally, the more complex the structure, the
Adobe: Adobe is brick manufactured from clay and dried by greater the chance the builder will require experts to ensure the
the sun. Local expertise is usually available for manufacture and job is being done properly.
construction of small buildings of one story. Larger buildings
and elaborate structures require engineering expertise and more Wattle and Daub: This method involves the use of woven
refined bricks. material overlain and interwoven with daub (mud and manure).
The greater the expertise, the longer lasting this structure will
Brick: Bricks consist of clay or mud and are sun dried or dried be and the more durable.
in a kiln. This material comes in many degrees of manufacture,
from locally made mud bricks to more complex limestone, and
grit bricks. Local manufacture of mud brick is possible and
Cost of construction
requires little expertise. For use of large or refined brick and the The following is a general outline of construction cost by square
use of brick in complex structures, the builder must employ an foot for buildings. The low range involves use of cheap materials
expert stonemason to ensure the brick is of the proper quality with the high range involving use of expensive materials. After
and able to take the stress it must endure. Local manufacture the base cost has been determined consult Tables 6.10a and
usually only supports one story buildings of simple make. 6.10b in order to determine the cost of design complexity
and location on the overall cost. Further consult the need for
Cloth and Pole: This construction material and its use are labor costs with Table 6.10c. The result total is the cost of the
common amongst nomadic groups. With available materials, construction.
locals can construct any small tent, yurt, or similar structure.
More elaborate tents, with canvas for instance, require the Use Table 6.10 Unit Cost of Construction in order to
builder to purchase the materials in larger communities. Their determine the cost of building a dwelling. These base costs must
construction ranges from the very simple to the very complex. be determined. These include the material, and tools needed. If
Creating large structures with rooms, may require an expert. the character is able to do all the labor and gather the material
themselves, then cost should not be a factor. Determine the cost
Rammed Earth: This is a rare though durable method to build using Table 6.10, based upon the distance the material needs
dwellings. Rammed earth serves as a framework for the dwelling. to be imported. Use the first column if the material is available
Once wetted, the builders compact the earth by ramming it. locally. Otherwise, determine how far away the material is in
Once dry the rammed earth is very stout and durable. Timber miles and use the appropriate column.
frames cover the dwelling, but these the builder covers with
more rammed earth and allows it to dry. These structures last Note: The square footage must include the width of castle or
for centuries. They do not support large multistory complexes tower walls.
unless framed in a solid and more durable material such as
limestone and other rocks. Only those with experience in their
construction can build rammed earth dwellings. TABLE 6.10 BASE UNIT COST OF CONSTRUCTION
IN GOLD
Grass and Thatch: Made from long grasses, these structures Construct At Hand 1-100 miles 101+miles
are simple and usually last a season or two depending upon Basement 5 10 20
the expertise of the builder, local weather conditions, etc. The
Ground floor 20 100 200
materials and expertise for structures made of this type are
usually locally available. Upper floor 10 50 100
Attic 10 25 50
Plaster board and Timber: This is not a highly complex
Roof 10 50 100
method of construction but requires some expertise if it is to
be done correctly. The builder creates the plaster from mud
or clays and smears it over the wood walls. Materials are often Design complexity
locally available but experts may have to be brought in to ensure As noted above, there are several degrees of design complexity,
a high quality construction. from simple houses to complex castles. Determine the complexity
of the design and adjust the numbers from Table 6.10 Unit Cost
Sod: Sod is a locally available material and easily worked. Use of of Construction accordingly. For fortifications, manor houses,
this does not require much expertise, though experience helps churches, or similar buildings, the design type may change per
with long-term durability issues. wing or addition. Any common fortification can be dealt with
as a difficult design; however, more complex additions may be
Stone: Stone of almost any sort requires experts to work with
and oversee construction processes to ensure its proper use. extraordinary in nature. The CK must determine the design
complexity but common sense should prevail.

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TABLE 6.10A DESIGN COMPLEXITY COST TABLE 6.10B LOCATION COST OF CONSTRUCTION
Complexity Cost Increase Complexity Cost Increase
Simple x1 Simple x1
Hard x2 Hard x2
Difficult x4 Difficult x4
Extraordinary x5 –­ x10 or even more Extraordinary x5-x10 or even more

Simple: These designs are usually square or rectangular one-


Tradesmen
story houses.
Most work on structures requires a nominal amount of expertise.
Hard: These designs are usually multi-floored affairs that Even simple structures require some degree of knowledge for
involve the use of complex design features such as spiral proper building. In many instances, the skills and expertise are
staircases. local. But in all instances of hard and above, tradesmen who
have an expertise with the material and designs are necessary to
Difficult: All fortifications are at least difficult in nature to ensure proper construction.
build because they require certain degrees of expertise to ensure
durability and the capacity to withstand extraordinary pressure Simple: These structures require a person of at least foreman
in battle. They also include mansions, temples, churches, or expertise to build properly per 1,000 square feet constructed.
any large building with multiple wings and great load bearing
responsibilities. Hard: Structure requires a master to build. He in turn requires
at least one foreman per 2,000 square feet constructed
Extraordinary: Extraordinary buildings range in style and
design and the cost is unlimited. They include structures such Difficult: Structures require an engineer to build and design.
as the great cathedrals of Europe and the fortress cities of the He in turn requires one foreman per 4,000 square feet and 1
Middle East, to the pyramids of Egypt. Large fortifications expert craftsman (woodworker, stonemason etc) per 2,000 sq.
are included in this. The cost can be extraordinary and even feet constructed.
bankrupt an entire kingdom. Consider all large or elaborate
building extraordinary. Extraordinary: Building requires an architect to build. He
requires one engineer per 5,000 sq. feet constructed, and as
difficult above.
Location
The location of the structure can also affect the cost. In areas The number of workers used in a project is variable. However,
that are easy to build and require little movement of land and each foreman should have at least 3-12 people working under
rock to construct, the cost can stay low. However, once building him. The larger projects may require greater numbers of workers,
begins in difficult areas such as in riverbeds, along rocky greater than the ratio above. So in an extraordinary project
precipices, atop buttes, etc., the costs go up fairly quickly as the like the Great Wall of China, the. workers may outnumber the
builders must transform the land to meet construction needs. foremen 100 to 1; the CK should adjust as needed or the player
desires.
Normal: Building in these areas is common or easy and requires
little if any landform alteration to allow the building processes. A difficult 10,000 square foot building would require an
architect, 2 engineers, and five foreman to construct. A 100
Hard: Building on these landforms is not common. However, square foot cabin would require one foreman or person of
it occurs often enough that the experts required to manage the equivalent knowledge to build properly.
affairs are readily available. These include remote area hilltops,
near water ways, etc. TABLE 6.10C TRADESMEN

Difficult: The construction location is difficult to reach Complexity Cost Increase


and may require some effort in land fixing to manage the Architect 50gp per month
construction process but are not unusual. Hillside fortresses, in Engineer 25gp per month
swampy areas, sea coast and other landforms of this nature are Foreman 3gp per month
difficult to build on but easily accessible. Craftsmen 3gp per month
Extraordinary: The structure’s construction occurs on a Worker 1gp a month
particularly unusual land feature such as atop as cliff, on top
of a tall mountain, in the sea bed, on an island in the lake, etc. Food and Shelter
These areas are difficult to reach and work around, requiring
Generally, the cost of construction includes an importation
massive effort and extensive engineering knowledge to manage.
modifier; 1gp is considered enough to purchase food for one
person for one week. This is subsistence level.
146 CASTLES & CRUSADES
CHAPTER 6 — THE CITY
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 quicker it goes. However,
the more complex the structure the more time consuming.

TABLE 6.10D TRADESMEN


Complexity Time Increase
Simple x1
Hard x2
Difficult x4
Extraordinary x5-x10 or even more

Hiring thousands of workers has attendant problems as well,


as each worker rrequires food, shelter, and provisions supplied
for or at least made available for purchase. This means, in the
case of some structures, building temporary cities to support
the construction if necessary. These can be located next to
the structure, which is how many walled towns came into
existence, or even several miles away in the case of a manse or
mansion. Building closer to a city or large town offers benefits
such that the problem of labor and supplying them is mitigated.
The typical town can not support more than 10% of its adult
population as workers though so limitations arise there as well.
punishment for criminal activity in this vein is often greater
when the victim is of the noble or vested classes. Local courts
CRIME AND PUNISHMENT try these crimes. Local sheriffs, the military, or others given such
Criminal activity occurs in every society and it is unlikely, power round up the usual suspects and jail them. The courts
though conceivable, that any fantasy setting would be without generally consist of a noble or nobles, oligarchs, merchants, and
its criminals and ne’er-do-wells. Punishments for crimes vary perhaps representatives of the religious authorities. Punishments
greatly from place to place and time to time. As well, the are meted out by law, but these punishments are almost always
process of capturing and trying criminals differs dramatically at the whim of the those judging the case.
from culture to culture and state to state. Table 6.11 Crime
and Punishment, based loosely on a Medieval European model, High crimes: These are crimes that involve grave bodily harm
serves as a solid basis for any fantasy setting. or murder, treason, bribery of officials, highway robbery, piracy,
or any other activity considered destructive of or to the state’s
There are generally three types of crimes: misdemeanors, authority and power. The punishments for these crimes vary
felonies, and high crimes. greatly but are always harsh, ranging from massive fines and
forfeiture of privilege to execution. High courts, nobles and
Misdemeanors: Misdemeanors, or low crimes, for the most part even the king try these crimes. The courts tend to favor those
consist of petty acts of social disturbance such as drunkenness, bringing the charges and are far from fair.
brawling, petty theft, or even the selling of shoddy goods. Fines,
public humiliation, and perhaps some time in the jail usually Note that criminal activity against the noble or ruling classes
serve as punishment for these crimes. Though, in some cases, often carries greater punishments than similar crimes perpetrated
the punishments could be far worse (for example, even petty against one of the lower classes. Also, crimes committed by
theft may garner amputation). Punishments and prosecution those of the upper class often carry less severe punishments
for these crimes are often handled at a very local level and than a similar crime enacted by one of the lower classes. The
rarely, though not unknown, make it to a noble’s court. The latter, however, is not the case should the crime occur against
sheriff or other notable vested with authority can judge and pass a noble or nobles. For example, a peasant assaulting a noble
punishment upon the offender. may result in the whipping of the peasant, a fine, jail time, the
peasant placed in the pillory, or otherwise punished. A noble
Felonies: Felonious criminal activity involves major acts of assaulting a peasant may result in little more than censure by
thievery, robbery, rioting, extortion, etc. These crimes are a local authority. Consider punishments for crimes within the
often viewed as acts counter to or destructive of the state, context of an unequal society with those in the upper tiers
its representatives, the vested classes, systems or likewise. having more rights and protections than those in the lower
Punishments are often harsh and even deadly. Furthermore,

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tiers. On the other hand, some crimes nobles commit are more The tables assume the acts are illegal.
harshly punished than those committed by the peasants, as a
noble committing acts against the state are far more dangerous In all cases, a repeat offense ups the ante on the punishments,
to the state than those committed by peasants (though specifics usually doubling the fines and jail time with more harsh
of couse, may vary). punishments following suit.

TABLE 6.11A CRIMINAL MISDEMEANORS


Crime Social Standing: Low Social Standing: High
Assault 1 week in jail or 1gp 1gp
Disturbing the peace 1 week or 1gp 1gp
Drunkenness 1 day and 1sp 1gp
Lewdness 1-4 weeks or 4gp or public humiliation 5gp
Prostitution 1-4 weeks, 4gp, or public humiliation public humiliation and forfeiture of privilege
Solicitation public humiliation generally none
Petty theft restitution and 6 months in jail restitution and public rebuke if applicable
Shoddy goods 10gp fine, public humiliation and 1 month in jail 10gp fine and public rebuke
Trespass 1gp fine and 1-7 days jail 1gp fine
Gambling 1gp fine, public humiliation public rebuke, though generally none
Breaking and entering 10gp fine, 6 months jail 10gp fine, public humiliation if warranted
Adulterated goods As shoddy goods
Coercion 15gp fine, 6 months to a year in jail 15gp fine, 1 month in jail

TABLE 6.11B CRIMINAL FELONIES


Crime Social Standing: Low Social Standing: High
Riot 6 months and 10gp fine 100gp fine loss of rank and 1-2 years jail

Inciting to riot, Arson 3 months and 10gp 50gp and 6 months jail

Destruction of property 5-10 years jail or servitude Restitution and public humiliation

Thievery 1-5 years 1 year jail and loss of rank

Tax cheat 1 year and forfeiture of property restitution and 10%-20% fine

Swindling 1-6 years restitution and 1 year or 20% fine

Sale of stolen property 3-10 years loss of rank and property

Coin shaving 5-10 year 1 year loss of rank

Harboring criminal 1-10 years Fine equal to 20% property or 1-10 years jail

Highway robbery 5-20 years, servitude or execution same with loss of rank and property

Piracy same as highway robbery same as highway robbery

TABLE 6.11C HIGH CRIMES


Crime Social Standing: Low Social Standing: High
Murder execution or life of servitude 100gp fine, loss of rank, and 1-100 years jail
Treason, Heresy execution execution or loss of all rank and property and 10-20 jail
Rape 5-20 years 50gp fine, loss of rank or public humiliation
Bribery 1-10 years fine, loss of rank and 6 months to 1 year in prison
Counterfeiting 10-20 years 5-10 years, loss of rank

148 CASTLES & CRUSADES


CHAPTER 7 — DUNGEONS

D
ungeons and caverns are nexus points for many THE UNDERGROUND
adventures. Into the deeps, under the earth and far
Conditions underneath the earth are fairly harsh, at least to
from the light of day, many an adventurer travels
to gain their glory, defeat evil, gather treasures those creatures that live above ground. It is absolutely dark
and, well, to adventure. Players spend most games and much beneath the earth. No sunlight to illuminate one’s movements,
game time adventuring in this underworld. Yet, it seems CKs no sunlight to allow the growth of normal plants, and, long
pay far less attention to creating an underworld which has the term stays underneath the earth without exposure to the sun
same logic or order to it than has been given to that of the world can have devastating effects on those who spend the majority of
above ground. For instance, one might encounter a manticore their life above ground. It is generally quite humid underground,
deep underground in a small room guarding a pile of treasure. approaching 80%-90% with moisture clinging to almost every
Exactly how is that manticore feeding itself year after year after surface. Although the temperature will vary, caves are generally
year underneath the cold pale earth? Might its muscles atrophy? cool environments with temperatures ranging between 50 and
And where did that treasure come from? Although not initially 60°F (10 and 16°C). Additionally, caves form naturally and over
important, the backdrop for this encounter becomes one of great expanses of time and have a logic all their own. Caves and
technical gaming challenges and rewards rather than reaching caverns can be small or super massive and often have circuitous
its potential as an encounter vibrant with life. If designed formations with no seeming logic to them. They are difficult
properly, players explore such encounters with zeal, and whole to traverse with debris and obstacles cluttering nearly every
vistas of gaming fun unfold at the table. passage and cranny. There is much variation in caves. Following
the guidelines below, one should be able to come up with a
This section of the Castle Keepers Guide offers a brief overview reasonable facsimile of a natural cavern.
of natural caverns and dungeons, how they form or are built,
their make-up and real world ecology and some fantasy ecology
LIGHT
ideas. Additionally, we offer advice on how one might go about
creating an underworld ecology by which its denizens could There is no light underground. The sun does not penetrate into
actually feed themselves and even survive underneath the the earth. Normal plants do not grow in these environments.
earth. Beyond that is the dungeon itself, its walls, thickness, With little to no plant life, very few animals can live in caves.
traps, and other ins and outs of the underworld environment. Those few that do are sparse and often small. With no need of

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PART 2: WORLDS OF ADVENTURE
their eyes, those animals which do live underground are often mingle with the light itself. This light allows for partial visibility,
blind and depend upon hearing, smell or feel to navigate and as reflected in the Actual Distance column in Table 7.1 Light
find food. It is absolutely dark and the darkness affects the life Underground. In these shadows all spot checks are made at a
of everything. CL 6, and hide checks benefit from a +6 to the check.

There are exceptions. Luminescent plants and minerals that TABLE 7.1 LIGHT UNDERGROUND
can be found in caves and do offer some degree of light when
Light Source Viewable Distance Actual Distance
located. These are rare occurrences though, very localized and
the light offered does not allow for photosynthesis and only Lichen 1-5 feet 2-8 feet
offers minimal vision. Lava (should one be able to get close Lave Source 500 feet 1000 feet
enough to it) emits light and ice caverns can illuminate to Ice Caverns* 100 feet 200 feet
significant depths. With the previous exceptions, all light must Burning Hands 10 feet 20 feet
be imported.
Candle 5 feet 15 feet
This makes seeing underground a difficult task. In the Lantern 30-60 feet 60-120 feet
underground, there are no ambient light sources, unless placed Torch 40 feet 60 feet
there by the CK, and it is dark. A character’s eyes do not ever Magical Dagger 10 feet 10 feet
adjust to the “light”, it is simply dark; without a light source the
Magical Weapon 20 feet 20 feet
underground is impenetrable blackness. Traveling underground
without a light is extremely hazardous. All spot checks are Magical Sword 20 feet 20 feet
automatic fails. Travelers run into walls, doors, and overhangs. * This assumes that it is daylight or there is another source of light behind
They trip over ledges, rocks and turns in the path, and they fall the ice. During the night, the ice caverns act as any other light source.
not knowing how to break their fall.
Temperature
Traveling in the dark without a light source or darkvision
requires a dexterity check every 10 feet of movement, CL 15; The temperature of a cave remains fairly constant throughout
failure results in 1d4 points of damage. the year. The temperature roughly equates to the mean annual
surface temperature of the region where the cave lies. Hence,
Using light sources is the only way to travel in the underground. caves in northern latitudes or high altitudes tend to be much
Light sources mingle with shadows and geological forms to cooler than caves found in equatorial regions and low altitudes.
create a constantly moving, almost vibrant landscape. Shapes In temperate regions, the temperature ranges between 50 and
materialize and fade with movement; what looms one moment 60°F (10 and 16°C). The farther one descends into a cave
fades into little more than a small ledge the next. Light plays the warmer the cave becomes, as the cave is affected more by
tricks on the viewer, so much so that peripheral vision is geothermal activity. One can roughly say for each 500 feet of
greatly reduced. Those that live underground, such as dwarves, descent there is a temperature increase of 1°F (0.5°C). Proximity
gnomes, goblins, and the like have long accustomed their other to the ocean, waterways, lava flows or volcanoes greatly affect
senses to make up for failings in sight. They use their nose to the temperature of caverns as well.
smell and their feet to unravel the contours of the cavern, but
more importantly they use their hearing, listening for the echoes
of their movements, the reflection of what light they have, and
Humidity
other small nuances to unravel the underground. Caves are almost always extremely humid. Even in very dry
climates, once one has descended within a few hundred yards or
As a result, all spot checks underground, unless the spotter has meters of the entry, a cavern’s humidity level tends to stabilize.
deepvision, are made at a CL 2. This does not affect any natural The variation can be from 60% in dry climes to 100% in moist
underground traveler. All dexterity checks suffer a similar CL climes. The airflow in and out of the cavern affects humidity
2 penalty. levels. These airflows generally lower the humidity. Proximity
to underground waterways or aquifers will usually increase the
Light offers an immediate, visible area around the light source.
humidity. Proximity to lava or volcanoes will either increase or
But, except for magical light, the light does not suddenly end,
decrease the humidity, depending upon the circumstances.
rather it fades into the distance, creating a host of shadows that

Movement
In the event of natural caverns, few floors are flat and even,
and these many twists, turns, up and downs affect movement
through the terrain. The following table addresses this effect
on movement rate as it concerns normal bipedal creatures. It
does not effect quadrupeds, or creatures with multiple limbs
(such as spiders), flying creatures, or oozes which have no legs.
It likewise has no effect on elementals or non-corporeal undead.

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TABLE 7.2 UNDERGROUND MOVEMENT RATE secondary stage of development where dripstone features such
as stalactites and flowstone occur.
Surface Movement Rate
Sandy -5 ft. The lower portions of these caves are often beneath the water
Slime* -10 ft. table and immersed in water. Like the upper portion, they have
a sponge-like pattern but generally lack the dripstone features.
Wet* -5 ft.
Water flows fairly constantly in the lower zones and can be quite
Ice* -10 ft. powerful. There is a zone where the water table rises and falls
Jagged -10 ft. periodically which can immerse dripstone features or uncover
Warped/Uneven -10 ft. portions of the cave without dripstone features.
*Traveling over wet, slimy, or icy ground forces a dexterity check for
every 30 ft. moved. The CL is dependent on the situation (such as Lava Caves
moving quickly, combat,) or other modifiers which the Castle Keeper
Lava caves are almost exclusively caves formed by lava. When
determines require such a check.
magma flows through the earth or even above ground it both
CAVES strips away rock and melts it, leaving tubes and hardened shells
or casing where the lava once flowed. The caves are typically
Caves are circuitous, massive, twisting affairs that follow the tube and funnel shaped caverns stretching in a branch-like
logic of the earth. There are several types of caves, each with fashion sometimes several miles in length. Once magma retreats
their own distinctive formation patterns and developmental from areas it can leave large open chambers or numerous open
histories, making them unique and easily recognizable. Although chambers connected by lava tubes and funnels. These caves tend
each type of cavern listed below has many subtypes and unique to have few erosion features initially and the rock generally does
features depending upon locality, acidity of the soil, chemical not support the formation of extensive flowstone features. In
make-up of the rock and the water which dissolves them, the general, these caves have a nearly dendritic pattern (much like
broad categories should suffice to create cavern systems that are rivers) near the surface with long tubes and tunnels beneath the
logical and easy to recognize. surface connecting large empty magma chambers. Rift caverns
also form in volcanic regions. These caverns are typified by long
Waterways and deep splits in volcanic material caused during cooling.
Many caves form or are widened by the flow of water through These caves can be located near active volcanic regions. In this
them.Some underground rivers are extremely large while others case, the area of the caves is under constant flux, have a much
are very small. Underground lakes also can be found filling a higher temperature and are far more deadly an environment
cavern. Water exists almost everywhere under the earth. These (earthquakes would be prevalent in these areas). In inactive
waterways deform the caves much as rivers deform the surface volcanic regions, the cave complexes would be more stable and
world, creating crevices, trenches, or watercourses. This water have a more constant humidity and temperature but would
accounts for the constant humidity in caves, the clay, damp air, be subject to collapses and cave-ins. In both cases, the rock
and it also helps regulate the temperature. formation in these areas can be quite deadly as they form sharp
angles and ridges making movement over them very difficult.
Solution Caves
These are the most common caves and the most commonly Coastal Caves or Sea Caves
thought of when one imagines a cave. They are formed in rock These caves lie along most coastlines with rocky bluffs or cliffs
which is soluble by the chemicals in the rainwater or river water which extend to the ocean’s edge. Generally, the action of the
which percolates into the ground. The process of the water ocean’s waves and tides effect erosion of the cliff faces in fault
and chemical erosion of the rock underground creates vast and lines. The rock wears away and deep caverns form in the cliffs.
sprawling caverns stretching for miles in many directions. The caves can extend several hundred yards or more into the
cliff faces but are rarely much deeper. These caves form in
Commonly, these caves form in limestone and dolomites and
almost any type of rock.
even salt deposits. The erosion zones follow natural faults in
the rock and expand over time becoming very large, reaching These caves are usually narrow and tall though they can be
hundreds of yards or meters across. The passages connecting fairly broad. Typically they have a series of a few connected
rooms and chambers can be both small and large, rise and chambers or one large chamber that varies in size and width
fall suddenly or even slope gently over long distances. These along its length. High tide tends to inundate them with water
are fairly random in appearance creating an almost sponge- and low tide leaves them empty. Some sea caves lie a little
like formation of chambers and passages. Generally, these inland or above the sea level should the sea level have changed.
caves initially form below the water table. As the water table The caves which are active and located by the ocean can be
drops, the chambers and passages open up which results in a dangerous in high tide as the power of ocean waves increases in
the narrow confines.

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Erosional Caves extensive. Another type of cave found in glaciers resemble
crevice caves where large blocks of ice have cracked and split
These caves form by water flowing over, around, and eventually
apart leaving gaping crevices between them.
through rock. The water carries heavy sediments with it that
help to grind out these caverns. They can be found in any type Glacial caves are quite active caves and are constantly shifting
of rock with the most spectacular being located in granite. They from season to season as the glacier moves, weather changes,
occasionally intersect with solution caves deep underground. and snowfall accumulates and melts. Because they are made
These caves can be extensive with large columns, deep of ice and snow, travel in glacial caves can be exceedingly
channels, potholes, and flutes. The patterns of the caves follow hazardous.
the fractures or faults in the rock and therefore can be fairly
chaotic.
TERMINOLOGY
Erosional caves and canyons can be exceedingly dangerous Cave: Underground cavity formed by erosion or tectonic forces.
areas to explore. Because they can extend for many miles with
Cave Popcorn: Small popcorn like features found on cave
their water source being dozens of miles away, the risk of flash
walls. They are almost exclusively found in solution caves.
flooding is really high. Water flows very fast through these
narrow passages and carries a lot of force. The rock face in the Cavern: A large cavity found in a cave.
caves is often very smooth though, making movement easier. Chamber: Largest of cavities found in caves, perhaps 100 or
more yards in any direction.
Crevice Caves Columns: Stalactites joining with stalagmites to form a single
These caves form in many types of rocks and they are typified by column. These are typically found in well formed solution caves.
interconnected rectilinear crevices or slits in rock. These caves Dark Zone: Area of a cave that never gets light.
are likely as common as solution caves just much less explored
as they are singularly difficult to navigate, map, and lack the Drapery: Mineral deposit formed by calcite that looks like thin
‘fascinating’ features and natural beauty of other types of caves. sheets hanging in folds. They are typically found in solution
They form by tectonic upheaval, whereby rocks fracture or caves.
split and are thrust apart leaving small spaces between them. Dripstone: Puddles of mineral deposits formed where water
Erosion of mineral veins with rocks, slope movement, or even drips from the ceiling to floor and leaves a mineral in place.
frost heaves cause large rocks to split from one another. They are typically found in solution caves.
These caves appear as a series of interconnected narrow Flowstone: Deposit of calcium formed by slow moving water
crevices. The crevices may vary from the very deep and narrow which deposits mineral in a manner such that it looks like
to the shallow and wide. Most crevices are not very wide, but frosting or icicles.
an occasional example does exceed a few feet in width. Crevice Fissure: An opening or crack in a rock.
caves can be extensive and are often located in areas where
Grotto: Refers to a chamber or cavern that has many unusual
other unconnected crevice caves exist.
or rare features in it making them quite beautiful. Helictites
have knotted or twisted shapes due to slowly seeping water that
Talus Caves causes a thin film of calcium carbonate to stick to the side of a
These caves form by large accumulations of boulders piled cave formation in a random manner.
atop one another. Glacial retreat creates many of these caves Passages: Cavities in caves that are longer than they are wide
as the boulders the glaciers carried with them tend to drop or high and they may join larger cavities.
off in massive talus piles. Theses caves also lie at the base of
Pits: Vertical holes found in the floor of a cave. They can be
cliffs in active or extinct earthquake zones. There is very little
quite deep and follow fractures or imperfections in the rock.
patterning to these caves as they resemble a large pile of massive
rocks. Rimstone Dams: Terraces or steps found along underground
streams and on floors that contain water.
Many talus caves are small and may even consist of nothing
Rooms: Wide areas in passages but not quite chambers.
more than a space between a few large boulders. However,
they can be very extensive consisting of thousands of yards of Sinkholes: Round and “bowl-shaped” holes created when a
interconnected spaces, because they lie in nearly every clime cave collapses.
with steep rocky faces. Soda Straws: Hollow stalactites that look like straws.
Stalactite: Cave formation refers to many types of features
Glacial Caves that hang from the ceiling of a cave. They are typically columnar
These caves form in glaciers, typically where the glacier meets with a pointed end.
the earth and the water of the glacier melts. These melt-water Stalagmite: A formation that develops from the ground up.
tunnels are long, resemble erosional caves, and can be quite They can be of many shapes.
152 CASTLES & CRUSADES
CHAPTER 7 — DUNGEONS
DUNGEONS Loophole: A small hole that allows a viewer to see from one
room to the next, often disguised.
Dungeons are underground complexes constructed by some
creature. They serve a variety of purposes from defensive Flagstone: Refers to a stone floor set in the earth or some type
installations to storage rooms. They sometimes join or have of concrete.
been built into natural caverns. Dungeons followed patterns Hallway: A long way connecting two sections of a dungeon.
often similar to other residences, with rooms for a variety of
purposes. Some dungeons stand abandoned, while others play Hatch: A door in the floor or ceiling that leads to rooms above
an active roll in the life of a town, castle, or other populated or below.
region. Ledge: A walkway overlooking a deeper section of the dungeon.

Defensive: Defensive dungeons are built primarily as defensive Level: Each dungeon floor is referred to as a level.
strongholds. They have few entries, thicker walls, barracks areas, Murder-hole: A hole in the ceiling which allows access to the
redundant defensive features, many gates or doors and obstacles room below. Defenders use murder-holes to poor burning oil,
for movement, and narrow spaces which create fire zones and boiling water, or other materials on attackers.
defensive positions, such as bridges and long hallways.
Ramp: A sloped section of a hallway that usually leads to a level
Residential: Residential dungeons are built primarily as above or below.
residences for denizens underground. They could have many Sconce: A notch or abutment used to hold a torch.
entries, many chambers and larger chambers, cooking rooms,
Secret Door: A hidden door, hatch, or trapdoor that leads to
storerooms, etc. They are generally more open.
another portion of the dungeon.
Storerooms: Storeroom dungeons are built for storage and the Stairs: Similar to a ramp, as they lead to another level of the
safekeeping of material or treasures. They could be of various dungeon. They come in many types, with straight, curved, or
types, but generally would have large access points with some spiral staircases being the most common.
defensive posts or some manner of closing off an area. Well-
Trap: A section of the dungeon designed to kill or maim
organized and generally simple in scope, if large in size. They
possess many passages and normally can accommodate carts or interlopers.
wagons and have many large rooms placed near one another. Trap, Cage: A trap where the characters fall into the cage, or
the cage falls upon them.
Temple: Temple complexes are devoted to a deity or pantheon.
They can be of any shape and size but are often complex with Trap, Gas: A trap that releases poison gas into the area.
many secret passages and hidden rooms. Trap, Magic: A trap that sets off a magical spell.
Trap, Pit: A trap where the victims fall into a pit.
Common Room Types
Trapdoor: A door that leads to another section of the dungeon,
Alcove Latrine up or down.
Armory Library
Barracks Menagerie Doors and Walls
Cell Sleeping Quarters Probably the least dangerous and most common challenge to
player characters are simple obstacles such as locked doors, or
Entry Store Room
walls of earth, metal, or stone. Growing up with a video game
Feast Hall Temple mentality where the edges of the earth are closed off from
Foyer Throne Room exploration, walls can have a significant psychological impact
Guard Room Torture Chamber on gamers. Here one assumes that the wall is impenetrable, and
the door, which cannot be opened with magic or muscle, is in
Kitchen Treasury fact impassable.
Laboratory Well Room
This does not need to be the case however, unless - for
TERMINOLOGY adventure or campaign purposes - the Castle Keeper needs it
Door: Doors are generally made of wood, though stone is also to be so. Instead, one should think of walls, doors, grates, and
possible.They are bound and able to close off a hallway or room. other obstacles as challenges found in an organic free form
environment where the characters always have a chance to
Doorway: An opening in a hall or into a room that does not overcome, reroute, or otherwise use their creativity to explore
possess a door. The roof may be supported by an arch. this shared world with one another.
Column: A beam of stone, marble, wood or other material
supporting a ceiling. Many of these obstacles may be broken down, mined away, or
tunneled around, given the proper amount of time.

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Walls an underground ecology which can support a wide variety of
creatures living underground.
Walls come in a variety of shapes and sizes and made from
different materials. Wall hit points are measured by the number
of feet of thickness per 10-foot section of wall.Walls and doors CAVE ECOLOGY
have an armor class value which reflects the hardness of the The first is that there are species like the salamander that live
material and the difficulty damaging it. Stone has an AC of 16, entirely in caves, species like bats that live partially in caves,
while wood has an AC of 14. and then there are the accidental inhabitants like bears and
wolves. There are also three basic zones: the entry zone, the
These figures serve as a “necessity of haste”. In other words,
transition zone, and the dark zone.
carving out a hole in a wall or breaking down a door in this
matter should be used only when time is of the essence, or to
determine how many HP a given structure has in the event an Entry Zone
evil priest casts an earthquake spell on the party while they are The entry zone is that area where the cave meets the world
underground. above. This area can have normal plants growing about it and
some can even flourish in the humid and warm airs coming
In instances where there is no immediate threat of attack, from the entry. Animals are attracted to this zone for shelter
constant die rolling is mind numbingly boring. In these and warmth in winter and cool air in summer. Bears, wolves,
situations, merely use the “time” scale listed next to the hit rats, mice, raccoons and other animals inhabit this zone, but the
points on on Table 7.3: Wall Hit Points to see how long it zone is, for the most part, empty.
would take to smash through an area of wall or break down a
door. The time calculation is based on an average amount of
damage vs. a hit every round by one character with no threat Transition Zone
of missing due to outside stresses. An example of these outside The transition zone is that area where the cave goes from light
stresses would include enemy attacks. to darkness. Only a few ferns, grasses, fungi, molds and other
similar vegetation grow in this zone. There are also a plethora
Multiple characters under no duress cut the time by half for of crickets, spiders, salamanders, worms, bats and similar small
each additional character. A maximum of four medium-sized creatures which inhabit these zones. These are ecosystems
characters per ten feet of wall may attempt to bring down a unto themselves as the plant life and debris being washed in or
wall. A maximum of two medium-sized characters may attempt out of the cave can support the basis of a food chain for larger
to bring down a door. creatures, such as crickets and bats. Occasionally, wild creatures
such as wolves, badgers, bears and other similar animals use this
TABLE 7.3 WALL HIT POINTS zone for habitation.
Material Hit Points Per ft. Thickness Time
Masonry 100 per ft. 17 rounds Dark Zone
Reinforced The dark zone is that area of the cave which receives no
200 per ft. 34 rounds
Masonry sunlight at all. The bottom of the food chain in this zone comes
Hewn Stone 1000 per ft. 167 rounds from the detritus of material flowing into the lower portion of
Iron 100 per inch 17 rounds per inch the cave such as dirt and other decayed or decaying debris. Bats
Wood/ Door 50 per ft.; 5 per inch 1 round per inch and similar animals may also bring in large amounts of material
Reinforced which fungi, molds, and bacteria use as food. The bacteria,
75 per ft.; 7 per inch 2 rounds per inch fungi, and molds supply worms, salamanders, and similar
Wood/ Door
animals with nourishment. These in turn supply spiders, insects,
and larger salamanders with food. In general, the bat is the top
UNDERWORLD ECOLOGY
of the food chain here, though it acquires the vast majority of its
The ecology of caves and underground environments is fairly sustenance from outside. There are also crayfish and small fish
simple. The lack of light disallows the growth of plant life and found in the waterways of caves.
without that, there is little to support any animal life. It is a
barren and dark world. Those few animals that live underground, In all, the creatures living down here are small and have sparse
such as bats, usually forage outside. Other animals, such as populations. There may be a wide variety, but few in number.
bears or wolves, hole up near entries in order to be able to get The animals are also lacking in pigment, for the most part, and
outside quickly to eat. There are small fish, fungi, and small tend to be pale in color. They have little use for sight so often
organisms living underground, but little to hold an adventurer’s have vestigial eyes that are extremely sensitive to light.
interests. Yet, the adventures of our heroes take place in a
fantasy environment. And in a fantasy environment, anything The ecosystem of real underground caverns may be delicate and
is possible. The outline outline presents avenues for developing have a wide variety of interactions, but is nonetheless small and
has little interest to explorers.

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Ecology of the Underworld The kobold would likely seek out particular types of caves.
Those places with many entries and exits, burrows, holes and
Troglobites: Animals that live their entire life cycle in a cave.
passages that are small and rarely used by other creatures would
Troglodytae: A human cave dweller. likely be the cave kobolds prefer. A talus cave fits the kobold
Troglophiles: Animals that like living in caves but do not well. They are found along cliffs and at the base of mountains
depend on the cave’s environment as part of their survival. or even in areas where glaciers once stood. These caves are not
deep, are easy to enter and exit from innumerable points, have
Trogloxens: Animals that visit caves occasionally but live tight passages and a random layout. These would be perfect for
above ground. the kobold.

Fantasy Underground Ecosystem Very little in the way of ecological development needs be
examined with this example as the kobolds gain their sustenance
There is virtually an unlimited amount of imaginative
from the outside world and only inhabit caves as a convenience.
material to draw upon when creating a fantasy underground
However, note that they have preferences for cave types and
environment. One must, when creating the environment,
even, perhaps, locations or climes. With a simple twist one has
maintain consistency and use real world analogies to make
created an ‘ecological niche’ for the kobold.
the ecosystem logical and workable. For instance, large herds
of underground herbivores would require massive amounts of A more interesting example would be underground lizard
nutrients. Something the scope of most caves could not create folk. Lets assume for the sake of argument that these lizard
even were the whole thing covered in some grasses. However, folk virtually never leave the caverns they inhabit, except to
by creating large fungi which gathers nutrients from calcium find other caves, and live out their entire life inside a cavern
deposits, these could supply food for a great many creatures. So complex. The first thing to consider would be the lizard folk
let us examine a few creatures and possible ecologies. themselves. At what level of technology would they exist?
Does light play a role in their life? The latter issue is not of
Consider the kobold. Let’s assume for the sake of argument that
little concern. Should the lizard folk use light often, they must
the kobold is not a deep dwelling species but prefers to inhabit
acquire the materials for burning (gas, wood, or coal). Even
transition zones in caves. Primarily they do so because it allows
if they did use fire a significant amount, it should go without
access to dark places where they can hide, camp, store treasures
saying they would still spend much of their life in total darkness.
and have shelter from the elements and predators, as well as
As such, they would have to have a manner of moving about
egress to the world above, where food is plentiful. They do not,
that did not require light. Perhaps they developed a sonar ability
as a rule, venture deep into the earth, do not mine and care not
activated with clicks of the tongue or hissing sounds such that
for the dangers below.
whenever they moved about, they telegraphed themselves by
their sounds - unless of course they were at such a pitch that

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no man could hear it. They would also most likely, though not others. With these basics of a food chain, one can create a living
necessarily, be paler in color than one finds above ground. dungeon full of unusual features and interesting encounters.

Furthermore, let’s assume the lizard folk ate only meat: fish, Now, take that one step further. Assume that some orcs have
crawfish, bats and the like. To support even a small band of figured out how to grow and harvest the molds and fungi to
lizard folk, a large expanse of cave would have to be available to support large populations underground. And perhaps some of
them for hunting or their nutritional needs are greatly different the mold are luminescent and supply minimal light. With these
than a man of similar size. To enable this, the cave would have few basic elements of an ecology, the CK can create a world of
to have flowing water to support the fish and some areas where wonder beneath the earth that would interest players and the
bats might prefer to live. Even so, only a very small band could adventuring avatars alike.
be supported this way. Should one prefer a larger band to inhabit
a cave, a more complex and rich ecology would be necessary. With the above in mind, in creating an underground ecology,
Consider the possibility that the water flowing through the cave only the logic of its processes need be considered. Its resemblance
connects to a major river and that river pumps a good portion of to reality need not be addressed, keeping in mind that there
its water - and the fish in it - through the cave. In this instance, are worlds where fire magically appears in one’s hand and elves
the lizard folk could likely survive for many long decades in a frolic for eternity beneath the leaves of sentient tress. For the
cavern just eating the constantly replenished fish supply. It whole to work though, certain logic must apply. The following is
might also be possible for the lizard folk to have bred a pig-like offered as advice when creating an underworld ecology.
creature which could eat bat dung, pull nutrients from detritus
Decide upon the basic blocks of the tree of life. Where do the
washed into caves (worms, salamander, and such). The pigs
basic nutrients and energy come from to allow for life to exist?
thereby turn inedible products (bat dung) into edible products
How much can be found in a particular area? What can it
(pig meat) and can supply a large population of lizard folk.
support and how much of that can it support? From there, build
The lizard folk would prefer caves that could support this type of the tree of life. At that point, intersect the tree with the cave’s
ecology so they might be attracted to solution caves. These can inhabitants or have them be an integral part of the tree. Orcs,
be very extensive and have ample supplies of water. They are for example, may throw their dead and all debris into the great
often located in limestone shelves intersected by many rivers, waters in the lower halls, thus supplying the fish with nutrients
both aboveground and below ground. which in turn supply the orcs with nutrients.

In this example, the Castle Keeper creates a reasonable facsimile ADVENTURES UNDERGROUND
of an underground ecology. The river supplies fish and nutrients
to the underground world. The bats supply food for the pigs. Caves and dungeons lie at the heart of many role playing
And the fish and pigs supply food for a large population of lizard adventures. Bound in the deeps of the earth, buried deep
folk, all in a totally dark world of deep solution caves. beneath the slag of an ancient mountain, tunneled into the
cavernous rock beneath granite, or into the mire filled filth of
Another good example to work with, and simple, is the the under city, the dungeon conjures images of dark hallways
salamander. The salamander comes from the elemental plane where shadows flee the flickering light of torches and the
of fire. One could reasonably assume this magical creature hollow sound of metal shod boots carries into the darkness, as
requires nothing in the way of sustenance that those of the if summoning the ancient evil that settles beneath the earth.
mortal realms need. The salamander needs heat and fire or even Playing dungeon adventures can be very fun but also tedious, it
magma to draw energy. As such, the salamander lives in or near is a tricky job for the Castle Keeper to keep the players focused
active volcanic caverns. and having fun all the while presenting the dangers offered up
by these twisted underground castles.
Let’s consider a vast solution cave with many hundreds of miles
of passages and caverns and chambers. Its lower portion is Dungeons serve as the perfect focus for the game, driving the
underwater and heated in several places by geothermal vents. characters on a singular purpose, whether to find a lost treasure,
The upper portion has a river or two running through it and the slay a monster, or simply clean out a dungeon of its foul and evil
ground above receives a lot of rain allowing for the percolation inhabitants. Characters enter the underdark with single minded
of nutrients into the cave. purpose and tend to only argue about mundane subjects such
as who should listen at the door, who is carrying the torch, etc.
At the bottom of the food chain imagine bacteria living around
the geothermal vents. The bacteria supply food to small fish
TYPICAL ADVENTURES UNDERGROUND
and in turn they supply food to larger and even giant, though
rare, fish. Also, the chamber in the upper sections may contain There are several types of adventures that call for the characters
enough debris to support unusual fungi and molds that grow to to go underground. The CK can carefully script these or they
large, even gigantic sizes. These supply food to various larger can run them on the fly using Engineering Dungeons, a book
creatures living in the deeps and those in turn supply food to that lays out a guideline for rapid dungeon creation.

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Ancient Ruins: These dungeons lie in the middle of wastelands Listening Underground
or in some long forgotten region of the world, whether civilized
The most common action characters take while adventuring
or not. The characters stumble upon them suddenly. Perhaps
underground is to listen. They do this constantly in the dark, at
they fall through a dense patch of vegetation to discover the
doors to hear what is beyond, and in halls in hopes of discovering
vine-covered doorway that leads underground; or in attempting
what lies at the far end. The listen check is a generally a wisdom
to escape through the sewers of old Avignon, they find a
check rolled on the table below; if successful, the character
hatch that leads down a dark tunnel. Whatever the case, the
hears some type of sound. He may or may not know what it
characters must explore a dungeon they have no information
is, but the sound is audible. The CK must then describe the
on, going blind into the dark. These adventures supply the CK
nature of the sound to the character. This need not be a perfect
with hosts of material in magical monsters, ancient treasures,
description of what lies beyond. Sound carries strangely in the
and traps.
underground world. It bounces from wall to wall, is muffled by
Treasury: These dungeons, designed to protect some type doors and stone, and echoes in some chambers while it falls flat
of treasure, whether magical or mundane, pit the characters in others. It is extremely difficult to interpret what the sound
against a dungeon designed for the sole purpose of keeping actually is. The player need only be given the information
them out. Chances are they have learned about this dungeon that they have heard the sound, and what it sounded like, not
and are able to glean at least a little information before they necessarily what it is.
enter the fray. A map leading to the dungeon is usually in order
There are two basic sounds they can hear: constant and
with some information scribbled on it.
singular. If the sound is constant, recurring over and again, the
Lair: These adventures tend to be dungeons that some creature characters are better able to interpret what it might be, with
has dug out of a cave or where a beast has taken over some continued listen checks. Allow them multiple checks to do so.
other dungeon to make its home. The characters, usually hired If the sound is singular then only one check counts. They may
or made aware of the dungeon, set off, as with the Treasury, make more actual listen checks, in hopes of hearing it again
with some modicum of information about the monster and the but if it does not repeat then they know only what the CK tells
dungeon it inhabits. them: “You do not hear anything.”

Because sounds carry, the sound they hear may or may not be in
ACTION the direction they were listening. An ear pressed against a door
Running dungeons can at times seem very tedious as characters to listen for any movement beyond may actually pick up a sound
move through a monotonous motion of listening at doors, in the rafters above, or in an alcove not far away.
checking traps, cautiously opening the door and entering the
To determine if a character successfully listens, and actually
room; all this in order to avoid being surprised or to surprise the
hears something, the character makes a wisdom check with
inhabitants. The CK must learn to move through these motions
the CL of the check being based upon the following table. The
quickly and not allow the game to bog down because of them.
check assumes that there is a noise to be heard, and the CLs
That said, the action cannot be so fast that characters become
of the check are cumulative. The character does not add their
immune to the dangers of the dark underground. Usually CKs
level bonus to the check unless they possess a class skill that
must mix the mundane with the extraordinary in order to both
allows them to listen or hear noise, such as the rogue.
keep the game moving and to keep the interest levels high.

This is far easier said than done as even experienced CKs tend TABLE 7.4 LISTENING UNDERGROUND
to become bogged down in the routine character motions, Conditions CL
disallowing descriptive text or the role-playing subtext that
Noise: Constant -2
allows characters to keep on their toes.
Noise: Intermittent -1
The answer is not to people the dungeon with some danger Noise: Singular 0
every 10 feet. Such an action tends to cause massive hit point
Noise: Loud -2
wastage and lead characters to their deaths. Adventure time
tends to be compacted in dungeon adventures, as the characters Noise: Soft -1
move through room by room, not passing over a great ridge or Through 1” door 1
across a river where one danger in a day is the usual. Rather, Through 1”+ door 2
multiple dangers in the space of a few hours dominate the
Through Stone Wall 4
norm. This puts tremendous pressure on the characters as hit
points only heal after a day’s rest and spells only return after Through Trapdoor 2
hours of study or a day’s rest. A large battle that occurs in the Through Hatch 1
mid-morning is followed by one that occurs in the afternoon. Down Hallway 1 (for every 10 feet)
Nightfall brings a third, but by such time the party is probably,
wounded, completely out of spells and extra equipment.

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Monsters Hear Too with many ducks, dodges, parries, slices, and swings. Use of two
handed weapons is difficult: when someone uses a two-handed
The denizens of a dungeon have every bit as much an
weapon, any friendly person within 10 feet of the wielder can
opportunity to hear the characters coming as the characters
become an unintended target. With each miss of the intended
do if the creature moves. If it fits the realistic approach of the
target, the wielder must roll a second to-hit roll against the
game, be certain to allow monsters listen checks if and when
person or persons in the area. If more than one, the CK must
the characters approach. Of course, some monsters may not be
randomly determine whom the blow falls upon. If a successful
actually listening. They may be asleep, or just with a relaxed
hit is scored that person takes half normal damage.
guard, but for any creature that might be on the prowl, they
should make listen checks against their mental attributes. As Pole Arms: Many pole arms are useless underground. Use of
a general rule monsters gain bonuses by their natural abilities. the pike for instance is impossible. Other pole arms require a
Refer to the following table for monster bonuses. great deal of space to wield. Any two handed pole arm such as a
bardiche suffers a -4 from all swings.
TABLE 7.5 MONSTER LISTEN BONUSES
Monster Bonus TIME
Aberration Hit Dice Encouraging and allowing characters to rest underground is
Animal +10 always a good idea. When they become wasted from too much
Beast +10 battle or encountering too many traps, it is best to make sure
Construct 0 the players are aware that their characters have used up much
Dragon Hit Dice of their strength and might want to look for a quiet place to
hole up. Use that time to bring the horrors of the underdark
Elemental -5
back to them, through harassing sounds, movements, etc. It is
Fey +5 ill advised to randomly roll and destroy characters on random
Giant +5 encounters, unless it fits the purpose and tone of the adventure.
Humanoid Hit Dice Doing so creates an impossible encounter mentality amongst
Magical Beast Hit Dice players and tends to put them off from the game and leaves
Monstrous Humanoid +5
them with an impression of dungeons being deadly.
Ooze N/A This is not to say that characters should never die in the
Exraplanar Hit Dice underdark, but the CK must take more caution than normal in
Plant N/A managing encounters in the dungeon and the passage of time.
Shapechanger Hit Dice Allowing characters time and space to heal is always a good
thing.
Vermin +10
Undead, Common 0 Another way to handle the problem of non-stop combat is to
Undead, Extraordinary +5 encourage the players to know that the dungeon does not have
Undead, Unique Hit Dice to be cleared out in one session. Entering the dungeon and
leaving multiple times allows characters to regroup and heal. Of
COMBAT course, this allows the denizens of the dungeon to do so as well,
but that is part of the challenge of underground adventures.
The combat rounds underground unfold exactly as they do above
ground as initiative, order of play, damage and to hit rolls are
concerned. However, certain weapons and spells act differently BUILDING DUNGEONS
when used. For a more realistic approach to underground battle, Several factors are vital to the development of a thriving — and
use the following rules. realistic — dungeon, whether it be nothing more than a long
lost collapsed mine, or the bustling underbelly of a metropolis.
Missile Weapons: The range of these weapons is reduced to the Each will share elements that define what it is, and each will
length of the hall or room. Any miss almost always results in a have things that are unique. The former greatly assists a Castle
spear, arrow, bolt, or javelin striking a hard surface and breaking. Keeper in dungeon building, providing basic guidelines and
Every spent missile weapon must save vs. crushing blow or be quick-and-gritty playing, while the latter strikes a chord of
broken (refer to the equipment wastage charts in Chapter 9). creativity, letting the mind wander and develop as the game
Two-handed Weapons: Many halls and passageways are and setting needs. None of the following should be classified as
narrow, often not more than 10 feet across. In battle, such canon and should be changed to suit the development schemes
confined spaces impact everyone. Combat does not occur in created by the Castle Keeper. However, they are provided as a
a static field where two people stand and hit each other over groundwork fundamentalism, and to provoke ideas.
the head in turns. Rather it is fluid and moves back and forth

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PURPOSE
Of fundamental importance is the reason a dungeon exists.
Some are natural, carved by water and beast, and others are
constructed, cut by brute force and levied with magic. Should
a dungeon be a prison, or a home? Perhaps it is a temple or a
tomb. Knowing the answer to this question will help a Castle
Keeper define features encountered, as well as adding depth to
the campaign.

Shelter: A dungeon built for shelter is a protective place,


whether designed to keep the weather out, or to house entire
nations. They are built to be secure and safe. Often, there is a
centralized structure within the dungeon where those it guards
can collect and gather, usually stockpiled with wealth and
equipment, as well as food and water. Such places are always
well guarded. If a sheltering dungeon is large and occupied by
intelligent beings, it will ordinarily function as a city of sorts, and
be very active; such places fall outside the scope of this work,
however. Rarely rushed, the interiors are crafted with intense
care, and will often bear marks reminiscent of those that use,
or once used, the dungeon. Litter will not normally occur in an
active dungeon, though monstrous occupants might not care. If
rushed, the interiors will have a ramshackle and rustic feel, and
this is especially true for shelters found in caverns. Litter, such
as broken lanterns, might be found throughout the dungeon. equal to a maximum security environment. Prison dungeons are
A dungeon of this sort will always have sections which serve very effective, laced and riddled with traps and false passages.
specific uses such as latrines, food storage, and others, in a Every door will be barred, locked, and reinforced, and keys are
logical and easy-access manner. difficult to obtain. There is normally a single, or a series in larger
dungeons, of exact pathways that connect to every section of
Economic: A dungeon can be crafted to provide monetary the dungeon, but can only be accessed with special techniques.
assistance, commonly in the form of a mine. A dungeon of An active prison will always have guards and look-outs, but
this sort will typically have reminders of its purpose scattered they are not necessarily well-trained. If the dungeon also has a
around, from wall-mounted torches to coins and picks lying military purpose, the guards will be highly trained, elite forces.
on the ground. Depending on the nature of the structure and Also, the active dungeon will contain a number of items held
activity, there might even be workable lodes remaining. An within, befitting the specific purpose of the dungeon itself. The
economic dungeon does not need to be a mine, as it could nature of the imprisonment helps determine some basic features
function as a secretive location for the trafficking of illicit goods of the dungeon. For example, a prison constructed to house
and services, or even a means to hide such things. In the latter lawbreaking spellcasters must have means to prevent or limit
case, all manner of lethal traps are prone to exist, though in the magic use within its walls.
former cases, typically only natural traps such as explosive or
corrosive gasses will be present. Cave-ins are a potential and Religious: Tombs, temples, and sanctuaries are the typical
deadly risk. dungeon type, though large cemeteries and mausoleums are
not uncommon. As a religious structure, icons and relics of
Military: Used to house forces, weapons, and to function as the faith and culture of those building the dungeon will be
a defensive structure, a dungeon of this sort is a well-guarded very commonplace. Murals and depictions of stories from the
and vicious place. However, if inactive, age will deteriorate religion’s canon will adorn the walls. The nature of the faith
and weaken the structure, though remains, especially those of determines if there are traps, their severity, and many other
corpses and their arms and armor, will be left behind. Walls are aspects. For example, a temple to a God of Thieves would be
usually thick, and numerous secret passages will be present, as expected to contain many traps, both of the annoying and lethal
will stockpiles of gear, food, and water. Murder holes and other variety, often intermixed or overlapping. Several alcoves and
defensive constructs are likely to exist in this sort of dungeon bedchambers, as well as centers of worship will exist within the
as well. An active military installation always has guards and structure. Faiths of an evil nature, or those that are typically
sentries that are well prepared and trained for defense. outlawed, will often create emergency exits for the high
priests. Of utmost value in this sort of dungeon are the holy
Prison: Dungeons of this kind are built to keep things in, whether relics and writings, varied in number by the needs and means
they are people, items, or monsters. This type of dungeon was the of those residing within, and these will always be well guarded
maximum security prison of its day, and should be assumed to be and protected with powerful divine magic. Active religious

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

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LOCATION it is to be occupied by foul creatures, and the less standardized it
becomes. Sometimes, the civilization springs into being because
Location plays a key role in the development and construction
of the dungeon beneath it, and at other times, they co-exist
of a dungeon. Not only does it often directly relate to cost,
without either being the wiser.
but also transportation of goods, availability, and ease of
construction are key ingredients to its successful completion. Ruins: Lost and buried under the fallen remains of a settlement,
In addition, where the dungeon sits determines many things a dungeon found in ruins is often forgotten and riddled with
about the dungeon. For example, a dungeon created within dangers, occupied with a variety of creatures possessing it as
an underground coral reef is not going to be built by dwarves, their home. These dungeons were once used for a particular
though it would probably function as a very effective prison. purpose, and they may still function as such, but they never
Some dungeons sit under cities, and some are enlarged portions have their original occupants, save them being undead in form.
of fallen castles. Others are caverns crisscrossing a mountain It is likely that any known location of a ruined dungeon will
passage, and still others are bi-planar gateways between worlds. have been explored and pillaged for its loot. Traps and doors are
generally in poor shape and may not function properly.
TABLE 7.7 LOCATIONS
d20 Roll Dungeon Location Underwater: Sunken beneath the waves and tides, an
1-10 Terrain [See Table 3.1]
underwater dungeon is usually crafted from some sort of rock or
coral, typically serving as a home or lair for an aquatic creature
11-13 Civilization
though sentient races can, and will, construct such dungeons
14-16 Ruins for any reason. These dungeons are normally difficult, if not
17 Underwater impossible, for land-based creatures to discover and explore,
18 Aerial and are limited in size by the availability of their material.
19 Planar
Doors do not normally exist within the structure, though traps,
especially those of a poisonous nature, are often used. Castle
20 Combination [Roll Twice]
Keepers are encouraged to develop these dungeons only when
Terrain: The dungeon lies in a natural environment, carved means to explore them are readily available to the characters in
into the ground from above. Some terrains are easier to build the campaign.
into than others; it is much easier to carve a dungeon into the Aerial: Almost always crafted from magic, an aerial dungeon is
granite of a mountainside than to create one in a swamp. A a lethal venture for any character lacking the means to fly, as a
dungeon of this sort will typically be composed of materials solid floor is not likely to exist. These dungeons are very different
readily available to its terrain, though imported goods are than most others, as they are capable, usually, of moving, albeit,
possible. Such things, however, should be reserved for special at a very slow speed. Some aerial castles, however, are stationary
rooms and areas. Natural dangers, too, are governed by the sort and exist within clouds, formed as a sort of treasury for powerful
of environment in which a dungeon resides, so that there is little giants or dragons. Disorienting, the walls of an aerial castle are
chance of stepping in quicksand while exploring a granite floor, usually transparent, with doors and non-magical traps being
but the likelihood of such an incident increases dramatically generally nonexistent.
in a swampy location. Accessibility is a major factor when
dealing with a location, making some environments more likely Planar: Crossing barriers of existence itself, a planar dungeon
to be selected than others, depending on the needs of the one is either wholly composed of some otherworldly material, or is
constructing the dungeon. a bridge between two or more realities. Such dungeons are very
dangerous, and often are the lairs of very powerful creatures.
TABLE 7.8 TERRAIN These dungeons cannot exist without being constructed by
d20 Roll Terrain Location magic, and when found, are usually part of a prison complex
1-8 Plains or the laboratory of a potent spellcaster. The treasure one can
obtain within a planar dungeon is generally unmatched, though
9-11 Desert
the risk in getting it is very high. Unless a planar dungeon
12-14 Hills
contains elements of the normal world, anything non-magical
15-16 Forest is unlikely to be present.
17-19 Mountains
For more information on building dungeons consult Robert
20 Swamp or Jungle
Doyel’s Engineering Dungeons.
Civilization: Resting beneath the surface of a settlement,
whether a city, a castle, or even a single family dwelling, this TUNNELING AND MINING
sort of dungeon is located as close to sentient beings as possible. Table 7.9 Tunnel Rate per Minute lists sample rates at which
They are normally well known and active, but that is not always a group of five miners working on a 10 square foot area of the
the case, such as the hidden subways used by a thieves’ guild, for listed material may dig in a single minute. In the case of large
example. The deeper a dungeon of this sort goes, the more likely creatures such as giants and elementals, it is the distance that

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a single member of these species may dig in a single round. GASSES
The listed creatures are given due to their commonality in a
Caverns may frequently become filled with noxious gasses that
subterranean environment, though it is not an exclusive list and
build up over time. The gasses may be the byproduct of rotting
could contain other creatures based on the campaign setting.
fungi or corpses, or of sulfurous and methane emissions escaping
Mining may be done for no longer than 8 hours per day, from fissures in the earth that have built up over time in a sealed
including breaks. Working miners longer than this duration chamber.
reduces the depth to which they may cut the material by 50%
for every hour after 8 hours. Poisonous gasses force a constitution save to any living beings
within their area. Table 7.9 Tunnel Rate per Minute lists the
In the case of a mixed group of diggers, such as a PC party with effects and CL of some gasses.
a mixture of humans, gnomes, and dwarves, use the average
distance that all races can cut by all of the races.
TRAPS
If fewer miners can be found, their rate is reduced by 20% for Traps can cause damage and can stun, disable, trip or otherwise
every missing miner of the given type. If more are to be had cause the person entering them to be incapacitated for one
their rate is increased by 50% for each additional increment of or more rounds. Determine the CL of a trap by determining
five. Again in the case of giants, earth elementals and so on, this its complexity. For each die of damage and extra effect, the
addition is added by a single additional miner. challenge level is increased by one. Elaborate traps range from
Note that mining and digging in this manner makes a CL 1-10.
considerable amount of noise and may only be done using the Example: A simple trap such as a pit trap with wood or leaf
proper tunneling and digging tools. Metal tools striking against covering or even wooden planks appearing as a floor, and
stone let out an audible clang which carries up to 100 feet in which depend solely on weight to spring, has a CL 1 and has
any direction and felt by creatures that are sensitive to seismic a complexity level one. If one were to add a spring to that and
vibrations. The Castle Keeper should roll for random encounters have it act as a resetting trap door, it’s a complexity level 5. If
where appropriate to reflect the noises made by such clanging one were to make it such that the trap were spring loaded to rest,
and excavating. constructed of stone and which depended on a combination of
weight or location to set it off, that would be a complexity level
TABLE 7.9 TUNNELING RATE PER MINUTE 8. Traps using magic are often a complexity level 10.
Race of Miner Earth Soft Stone Hard Stone
This section describes some examples of commonly encountered
Halfling or Human 1 ft. .5 ft. .25 ft.
traps, and gives a loose framework to help the CK develop more
Gnome or Kobold 1.5 ft. 1ft. .5 ft. insidious traps of their own design. The traps listed here have
Orc or Hobgoblin 1.75 ft. 1.5 ft. .75 ft. been encountered often enough by adventurers to be listed as
“basic” traps. They are by no means all-inclusive, and creativity
Goblin 2 ft. 1.75ft. 1 ft.
on the part of the CK is required to keep the players on their
Dwarf 2.5 ft. 2 ft. 1.5 ft. toes.
Stone Giant 10 ft. 5ft. 2.5 ft.
All traps have a basic framework; they are mechanical or
Earth Elemental 15ft. 10 ft. 5 ft. magical deterrents to some action from the characters. Most
Xorn 20 ft. 20 ft. 20 ft. traps are designed to harm the PCs, while others simply seek to
slow their progress, imprison them, or thoroughly annoy them!
TABLE 7.10 EFFECTS OF GAS
Gas Effect Secondary Effect Save Special
Flammable: Open flame ignites gas
Challenge Level 5+1 per round of
Methane Nausea, Vomiting Euphoria Confusion, Death
contact. Save checked every round.
for 6d6 damage to all within gas, save
for ½.
Carbon Lethargy, Dizziness: -2 to Challenge Level 4+1 per round of Nonflammable: Squelches candles,
Sleep, eventual death.
Dioxide Siege Checks. contact. Save checked every round. torches/non-magical fires.

Blisters skin, air passages


dealing 1d6 points Asphyxiation:1d2 Con/Round Challenge Level 4+1 per round of Fog Cloud: -4 to Wisdom checks to
Sulfurous Gas damage/round. Con Until Dead. contact. Save checked every round. observe locations, directions, foes.
Save/Half.
Slowed to ½ normal Flammable: Open flame ignites gas
Asphyxiation/Death:1d2 Con/ Challenge Level 3+1 per round of
Butane speed unless immune to
Round Until Dead. contact. Save checked every round.
for 3d6 points of fire damage to all
cold. within the gas effects.

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Effects for traps follow the same basic rule of thumb as spell
damages. A Challenge Level 1 trap may hinder or incapacitate
a PC, or inflict 1d4 or 1d6 damage. It should challenge but not
necessarily kill a 1st level PC that falls victim to it. A CL 6 trap
can (and should) kill or maim a 1st level PC. It should challenge
an entire party of 3rd level PCs, and be a match for any single 6th
level character. A good rule to follow is traps of CL 1-3 inflict
approximately 1d6 damage per level, have a poor to medium
chance to hit a PC, paralyze, poison or incapacitate. CL 4-6
traps do 2d6 damage per level, they have a good chance to hit,
use more toxic poison, drain energy levels, and try to kill at
least one PC. Traps in the CL 7-9 continue to do 2d6 damage
per level, almost always hit, use poison gases that affect an area,
spells with no saves, and have special effects designed to disable
the entire party. The CL 10 trap is the ultimate in trapmaking.
They are designed to challenge the highest-level PCs and the
best players. CL 10 traps have multiple spell effects, do high
levels of damage even if the saving throw is made, are very hard
to disable or avoid, and are near the goal of the adventure. A
CL 10 trap is not to be used lightly; PC death is certain unless
they are very, very careful.

Another component of most traps is a bypass mode. Some


traps cannot have a bypass for logistical reasons, so if there is a
method to avoid the trap, it’s a good idea to put that somewhere
in the description as well, i.e. “The well-concealed pit trap in
the floor looms immediately beyond the door. However, with
Whatever the end result of a trap, they all start out the same,
a CL 3 check, a qualified PC notices a shifting plate on the
with a trigger. The trigger of a trap is nearly anything the Castle
floor outside the door that may have something to do with the
Keeper can imagine, such as opening a chest or door, stepping
trap”. Bypasses are something the PCs can do to avoid the trap,
on a pressure plate, reaching in the dragon-head statue for the
if they are clever enough to think to look for them. After all, the
hidden lever, etc. The key is to make the trigger something
person who set the trap needed to get past it as well! Bypasses
interesting, either that the PCs want to touch when it’s bad for
can be something as simple as the correct key to a door or a
them or something they don’t want to touch when it’s beneficial.
chest, or as intricate as a console full of dials that have to be
The key to a good trigger is to make the method of setting off
aligned perfectly to allow passage. Having a bypass method is
the trap obvious to the players, but tempting enough that they
completely at the Castle Keeper’s discretion. And there is no
just have to try it anyway!
reason a bypass method for one trap couldn’t have a minor trap
After deciding on a trigger, the CK needs to determine the of its own!
general effect of the trap. Many Keepers already have the effect
Finding and disabling a trap is fairly well described in the abilities
of the trap in their minds. There is something really exciting
section for each character class that can perform the task
about finding a new way to blow up your players’ favorite
(rangers, rogues, assassins, etc.). Unless specifically described in
characters. That being said, some balancing factors should
the details of an individual trap, finding or spotting a trap is as
be considered. Traps can injure, incapacitate, slow, confuse,
difficult as the traps Challenge Level, i.e. a CL 5 traps can be
and sometimes even help a party. Any of the effects of a trap
detected with a CL 5 Find Traps check. If there is no PC with
should be used to advance the adventure. Think of traps as the
the Find Traps ability, the CK may allow other party members a
ultimate NPCs; they sit and wait until needed, can be eternally
chance to locate a trap, if they have some reason to know one
static, and don’t need any reason to exist, other than to thwart
is about (such as a wizard looking for a trapped bookshelf in
the PCs. Effects of traps should usually be in the same general
a rival wizard’s library) but the CL check is doubled in such a
threat range as a “common” encounter. If the PCs are exploring
case, and no magical trap may be found in this manner. Some
a wilderness tracking a group of orc raiders, then encountering
traps can be hidden better, and the CK should feel free to add
a few snares, a tripwire or possibly a spiked pit would not be
to the CL if there is a story reason for it. The CL shouldn’t be
out of the question. Following a path to the orc encampment
bumped up too high compared to the level of the trap, however,
and being targeted by a multiple spring-loaded poisoned spear
so that the party does have some chance to discover their doom
trap is excessive. Unless there is a good plot reason, excessively
before its too late. The same logic goes for disabling a trap, but
damaging traps are just no fun for players, and in turn no fun
a little more leeway is acceptable in the CL rating for a disabling
for the CK. Now, if the PCs are higher level, and are invading a
action. Most traps can be disabled with a similar Disable Traps
famous lich’s tomb, all bets are off.

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check as the traps Challenge Level. It would not be uncommon take 10d6 crushing damage. Find traps CL 5, disable traps CL
for some traps to be impossible to disable or the check is twice 6. A good bypass for this trap is a hidden lever counterbalance.
that of a “normal” version of the trap. If the Disable Check is
considerably higher than the traps Challenge Level, the CK Collapsing Wall Trap CL 3: This trap can be triggered
should award greater Experience Points if the trap is defeated. anytime, anywhere. A pressure-plate, tripwire, ray of light, etc.
causes one 10 ft. by 10 ft. section of wall to collapse on up to 2
A list of “common” trap descriptions is below. This list is by no PCs. Damage is 3d6 crushing damage. Find traps CL 3, disable
means exhaustive! Creativity is very important in trapmaking. traps CL 3. Bypassing this trap usually means finding it and
Make the PC tremble in fear as they round a corner and gaze staying out of the trigger area!
upon a great chamber, empty save for the lone chest sitting in
the center, with a golden key suspended above it. Volatile Gas Trap CL 7: Whether a natural gas formation
underground, or a special concoction designed to ignite under
certain conditions (e.g. an open flame, adding oxygen to a closed
Room/Hallway Traps room, etc) the volatile gas trap is very hard to detect until its
Falling Block Trap CL 2: The falling block can either be a too late. Many of these traps involved explosive gases, but some
set trap or a natural occurrence from an unstable area. The PC corrosive (i.e. acid damage) gases are also included. Damage is
enters the 5 ft. area directly below the block, and one or several 12d6 for explosive gases, and 2d6 per round for corrosive gases.
stones fall to strike the PC. The stone strikes with an attack Find traps CL 6, disable trap CL 7, or Find traps CL 7, disable
bonus of +3 and it inflicts 2d6 damage. Find traps CL 2, disable trap CL 8 if a natural occurrence. A bypass for a non-natural
traps CL 2. A bypass for the trap is a hidden lever on the wall trap is a locking plate in the floor just before the trapped area.
just before entering the traps square.
Flaming Webs Trap CL 2: A long corridor full of thick,
Giant Boulder Trap Cl5: The PCs notice a 10 ft. diameter hanging webs. While there is no spider to deal with, the webs
hole in the wall. To their surprise, a great rumbling is hear as a are coated in a very flammable substance. If fire of any type is
gigantic round boulder comes out of the hole directly towards brought into the area, the webs immediately ignite, doing 2d4
them! The boulder can strike all PCs in a 10 ft. wide path. The fire damage for 1d4 rounds to all in the area. Find traps CL 1,
PCs can attempt a dexterity check CL 5 to throw themselves disable trap CL 2. The simple bypass to this trap is to extinguish
out of the path of the onrushing bolder. Failing the save the PC all flames while passing through the area.
takes 6d6 crushing damage, half with a save. Find traps CL 3,
disable traps CL 4. A bypass might be a pressure plate in the Falling Marbles Trap CL 1: As a PC gets to a certain point
floor that locks the boulder in place. in the corridor, a waterfall of marbles comes crashing out of the
ceiling, making further progress treacherous. No damage, but
Chain Lightning Trap CL 10: This trap is triggered once a movement slowed to half normal in a 10 ft by 20 ft area. Find
character crosses the center of the chamber dealing 10d6 points traps CL 2, disable traps CL 2. A bypass for the marbles is a
of damage to the character triggering it, and 5d6 points of damage simple hidden lever on the wall.
to up to 10 additional targets. A successful dexterity save CL 7
reduces this damage by half. The trap may be discovered by use Spring-Loaded Arrow Trap CL 2: The arrow trap is a classic.
of a find traps ability CL 12. It must be disabled via means of a As a PC steps on a pressure plate in an area, a volley of arrows
dispel magic spell. fills the room. Many variations of this trap are possible, so the
CK must specifically design this one for a specific encounter. An
Flooding Room Trap CL 5: The PCs fail to notice a wave- example is every PC in the room is attacked by 1d4 arrows, each
engraved pressure plate on the floor. The plate triggers the arrow striking for 1d6 points of damage. Other traps of this type
entry door to seal shut, and water begins flooding into the room may be more accurate, or do more damage. Find traps CL 2,
through the grates! The water fills the room in 5 rounds, and disable traps CL 2. A good bypass for the trap might be a hidden
the PCs must escape in that time or begin to drown. See the latch on the pressure plate that discharges the arrows.
rules on drowning later in this book. PCs with light or moderate
encumbrance may attempt to swim to the surface with a CL 5 Spring-Loaded Spear Trap CL 3: Very similar to the arrow
strength check, but those with heavy or worse encumbrance trap, the spear trap is another classic, and just as variable. A
cannot get off the ground. Swimming to the surface gains the common version is the “spears behind the false door” trap. The
PCs 2 rounds before they begin to drown. Find traps CL 6, target opening the door is attacked by 3 spears, each doing
disable traps CL 5. A bypass for this room is a shifting stone on 1d8 damage. Find traps CL 3, disable traps CL 3. A bypass is
the floor that drains out the water. a twisting stone outside the door that locks the spears in place.

Crushing Ceiling Trap CL 10: Once the PCs enter the Pit Trap CL 1: One of the most common traps in adventuring,
trapped square, a grinding noise can be heard by all in the the pit trap is an “old favorite” for many CKs. Some pit traps are
room. The doors slam shut and latch, and the ceiling begins to covered with a spring-loaded lid that closes after one or more
lower. The PCs have 3 rounds before the ceiling turns them into PCs fall in, and others are simply open all the time. Creatures
adventurer paste. PCs in the room when the ceiling lowers fully get a (Challenge Level 4) dexterity Save to avoid falling in the

164 CASTLES & CRUSADES


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pit. Damage is a cumulative 1d6 per 10 feet fallen, as given a cavern, hallway, or room, with the intent to trip the unwary.
in the Falling Damage section of the Players Handbook.Find The wire “attacks” and if it hits, the target must make dexterity
traps CL 1+, disable traps CL 1+. There is no bypass for an check at CL 1 or fall prone. Find traps CL 1, disable traps CL
open pit trap, but a twisting stone on the near side of the pit 1. A good bypass for the tripwire trap is finding it and stepping
could lock the lidded pit in place. over…hopefully not into a pit trap!

Pit Trap CL 3: The pit trap is 30 ft deep. It requires a Challenge


Level 3 find traps check to locate. It is a Challenge Level 6 to
Door Traps
disable due to the strength of the lid and complexity of its latch. Scything Blade CL 5: Also known as “doorknocker bane”,
Creatures stepping on the trap lid may make a CL 4 dexterity the scything blade trap releases a blade from the jamb of the
save to avoid falling into the pit. Creatures falling in the pit door to slash down on unsuspecting hands and arms. The blade
suffer 6d6 points of damage. attacks and does 4d6 points of damage, and has a 1 in 6 chance
of impairing the affected limb. An impaired limb is useless for
Wall Scythe CL 1: When triggered, a pair of scything blades 2d12 rounds. Find traps CL 5, disable traps CL 5. A bypass for
slice out dealing 4d6 points of damage plus Type IV poison this trap is a sliding stone near the doorjamb to lock the blade
(Dealing 1d8 points of damage and -1 to all attribute checks on in place.
a successful save, or 2d8 points damage and striking the victim
comatose for 2-8 days). Poison Gas Trap CL 7: This seemingly locked door is actually
a clever container of toxic CL 7 type IV gas. Any pressure
Spiked Pit Trap CL 3+: A wicked variation of the pit trap, placed on the door, like the pressure used to open a stuck door,
the spiked pit is loaded with sharpened stakes or metal spikes will crack the thin material and release the gas. All targets in a
driven into the bottom of the pit. Particularly vile traps are 10 ft. radius must make CL 7 saves vs. poison to resist the effects
also coated with poison, with a Challenge Level accordingly of the gas. Find traps CL 6, disable traps CL 7. The only bypass
higher. Creatures get a (Challenge Level 4) dexterity Save to to this trap is opening the door without placing pressure on a
avoid falling in the pit. In addition to the falling damage, the single point.
spikes have 1d4 attacks at and each spike does 1d6 damage, plus
possibly type I or type III poison, disease, etc. Find traps CL 3, Poison Handle Trap CL 3: A very popular trick with orcs,
disable traps CL 3. Same type of bypass as for a standard pit trap. the poison handle trap incapacitates anyone who uses a door
in the normal way. Touching the elaborate handle of the door
Camouflaged Pit Trap: This pit trap is covered with a thin brings the target into contact with the nauseating, poisonous
lacquered canvas coating painted to look like stone, now coated concoction. The target will need to make a saving throw vs. CL
with a fine layer of dust. Beneath the canvas is a lattice of 3 type III poison. The simple bypass for this trap is to push the
boards, sawed to within 1/100th of an inch set to fall once 250 door open without using the handle.
lbs. of weight is applied. Once this amount of weight gives way,
the boards collapse hauling any who stand upon the canvas mat Collapsing Doorframe Trap CL 2: Very similar to the
along with them. The trap is 10 ft. x 10 ft. across. Anyone falling collapsing wall trap, the collapsing doorframe trap causes the
down the pit pit takes a cumulative 1d6 per 10 feet fallen. Find doorframe and door to fall out onto the target in a loud and
traps CL 4, disable traps CL 6. distracting fashion. The door “attacks” and does 2d6 damage, as
well as alerting any creatures in a 60 ft. radius to the incident.
Razorwire Trap CL 4: This trap consists of a rope or cable with What any creatures do about the incident is up to the CK. Find
many barbs and pieces of razor bound in it. Usually stretched traps CL 2, disable traps CL 2. Due to the nature of the trap,
across a hallway to impede progress, bundles of razorwire make doors set to collapse are usually false doors with no room behind
very dangerous projectiles as well. A razorwire blockade can be them, and thus have no bypass.
traveled through at one-quarter speed, or at half-speed with a
successful dexterity check at CL 3. If the check is failed, the
PC takes 3d6 points of damage and is considered entangled as
Container Traps
the spell. Razorwire as a projectile is even worse. It attacks with Contact Poison Trap CL 4: Very similar to the poison handle
a +8 to hit, does 4d6 points of damage, and unless the target trap, the container is coated in a nearly invisible CL 3 type III
makes dexterity check at CL 5, they are considered entangled contact poison. Anyone handling the container needs to make
as the spell. Find traps (blockade CL 1, projectile CL 4), a CL 3 save vs. poison to resist the effects. Find traps CL 4,
disable traps (blockade N/A, projectile CL 4). A bypass for the disable traps CL 4. Bypassing this trap requires the use of long
projectile might be a sliding plate on the floor before the trigger tools to open the container.
plate. There is no bypass for a blockade other than trying to go
through it! Poison Needle Trap CL 3: Common in most treasure chests,
the poison needle trap is an “old favorite” for many CKs. The
Tripwire Trap CL 1: This is one of the simplest traps, needle attacks and inflicts a single point of damage. In addition
sometimes referred to as “kobold ropes” due to the heavy usage to the point of damage, the needle injects a CL 3 type III or
from those humanoids. A simple rope or wire is strung across type IV poison to the target, who needs to make a CL 3 save vs.

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poison. Find traps CL 3, disable traps CL 3. A hidden button on check at CL 7 to catch the edge of the pit before falling to their
the container could bypass this trap. doom. Now, the PC is dangling above a 60 ft. (or deeper!) pit,
and needs to make a Strength check each round to maintain
Spring-Loaded Dart Trap CL 2: Similar to the arrow and their hold on the edge. The check begins at CL 5, and goes up
spear traps, the springs at the bottom of this container hurl by one every round the PC hangs on. Should the strength check
2d4 darts at all targets in a 10 ft. radius. The darts attack for fail, the PC falls into the pit, hopefully to their death. Find traps
1d4 damage per dart. Often these traps are poisoned, which CL 7, disarm traps CL 8. A possible bypass is a hidden rune on
raises the CL accordingly. Find traps CL 2, disable traps CL 2. the near side of the pit, just over the edge that dispels the wall
Bypassing this trap requires moving a secret sliding panel on the of force.
side of the container.
Teleportation Ring Trap CL 9: This trap is as simple as it
SPELLS is wicked. At a point in the room, the PCs stumble upon the
trigger point. The beginning of this trap is a teleportation ring
A few words on spell traps. The Challenge Level for avoiding that sends the target to another room, arriving at the apex of
or discovering a spell trap is the same as the level of the spell a 30 ft. ceiling. The target immediately begins to fall toward
being cast, no matter what the level of the wizard casting the the ground, but instead of striking the ground, the target hits
spell. This may seem to contradict the guidelines given above, another teleportation ring that sends the target back up to
as spell damage is greater than mechanical trap damage, but the apex of the room. While not damaging at all, this trap is
that is the nature of magic in the game. Spells do more damage quite deadly, as the cycle will continue as long as some object
than any mechanical device can, and traps may have multiple continues to touch the teleportation rings. A target with no
spells acting together or in series. means of flying or stopping their progress will eventually die
of thirst or starvation as they cannot get out of the cycle of
The difference between a fireball trap cast by a 10th level wizard
teleportation rings. The first ring is linked to 6 other chambers,
and a 20th level wizard is not how hard it is to find or disable
so a total of 6 PCs could be caught in the trap (remember, the
the trap, rather it’s how bad the consequences are if it goes off!
rest of the party has NO IDEA where the first PC went!). If more
So, all spell traps are based on level of spell, not caster level, for
than 6 PCs touch the first ring, the CK is encouraged to come
determining the trap CL. A list of the common spells used as
up with a more dastardly end for the foolhardy adventurers (the
traps is provided below. This list is not complete, and spells may
ring turns into a disintegration field, a gate to another plane,
be linked together, or be cast simultaneously, as the CK desires.
etc.). Find traps CL 8, disable traps CL9. There is no bypass for
this trap other than avoiding it.
COMMON SPELL TRAPS
Featheredge Blade Trap CL 8: A bigger, badder version of
Acid Arrow Fire Trap the scything blade trap, this one likes to take a little something
Alarm Glyph of Warding from the PCs. Usually used on a door, this trap attacks for
Burning Hands Lightning Bolt 1d10 damage, and if the attack roll is an unmodified 18-20,
Cloudkill Magic Aura in addition to the damage, the target hand is cut clean off! If
this trap is used in a room setting, use the following table to
Color Spray Magic Missile
determine the body part struck:
Cone of Cold Magic Mouth
Confusion Prismatic Spray d% Area
Disintegrate Scare
01-11 Left hand
Energy Drain Shocking Grasp
12-22 Right hand
Explosive Runes Sound Burst
23-33 Left arm
False Trap Stinking Cloud
34-44 Right arm
Fear Symbol
45-55 Left foot
Fireball Transmute Flesh and Stone
56-66 Right foot
67-77 Left leg
ADVANCED TRAPS 78-88 Right leg
Wall of Force and the Pit CL 7: This trap plays on the ego 89-00 Head
of physical PCs. A simple 10 ft. by 15 ft. trap is in a corridor. The
PCs look into the trap, only to discover the bottom is a loooong Find traps CL8, disable traps CL8. A common bypass is a hidden
way down (60 ft. minimum). But, it’s only 15 ft. wide, and an switch/button.
easy jump, right? Wrong. One inch beyond the farthest edge of
Roguekiller CL 10: One of the legendary traps designed by the
the pit is a permanent wall of force that the jumping PC will slam
great kobold trapmaster, Sourfang the Gnomeslayer. Building
into and begin falling into the pit. The PC can make a dexterity
on the ego and bravado of rogues, the kobold genius created
166 CASTLES & CRUSADES
CHAPTER 7 — DUNGEONS
one of his greatest works of art. The trap begins with a single as if the PC had grasped the key. As the section of floor rises,
ironbound wooden chest placed in the center of a barren 30 ft. 2 things become apparent; the rising section is some kind of
square room with a 50 ft. ceiling. A golden key is suspended 5 vault, with bizarre magic runes and words of power covering a
ft. above the chest on a silver wire. Surrounding the chest is a gold and adamantine chamber with a single platinum door, and
20 ft diameter circle of runes. The chest itself is mahogany, with any character trapped on the roof of the vault will come into
brass-studded iron bands, and does not appear to have a lock contact with the sphere very soon!
of any kind.
The runes, the gold and adamantine plating, and the platinum
The chest is a type of puzzle-box, and does not require a key to door are all permanent image spells designed to hide yet another
open. A successful Intelligence check at CL 10 is required to trap. If the PC looking at the vault disbelieves or dispels the
determine that the chest requires the brass studs to be pressed images (CL 18 to dispel), then the real trap on the walls is
in a certain order. The PC must make 3 additional Intelligence sprung. In each 5 ft. section of the vault (except where the door
checks at CL 15 to press the studs in the correct order to open is) a small alcove contains a severed medusa’s head that is fully
the chest. Once the studs are correctly pressed, there is a loud animated and deadly. Anyone looking at the vault must make
click in the room as something is unlocked. Unfortunately for a CL 5 save vs. petrifaction or be turned to stone. Note, if a PC
the group, the studs on the chest activate 4 sliding panels in the is within 3 ft. of the vault (studying the runes closely, etc.) they
floor outside the circle of runes. Each of the panels is 1 ft by 1 may be attacked by the medusa’s vipers as well.
ft, and slides back to reveal a 1 ft deep depression. Appearing in
each of the depressions is a symbol of death, a symbol of discord, a If the PCs manage to bypass all these obstacles, then the true
symbol of insanity, and a symbol of pain, all cast at 18th level. Each object of their efforts is upon them. Looming before the party is
of the symbols can affect the entire room except the area inside the vault door with a single keyhole in the center of the door.
the circle, and each is triggered by looking into the depressions. The vault itself is lined with lead and gorgon’s blood, and resists
all attempts to teleport or plane shift into it. It is not connected
Touching the suspended key has 3 effects. First, a prismatic to the astral or ethereal planes, so those methods of entry will
sphere is created along the circle of runes, effectively blocking always fail. The only way into the vault is to pick the lock. The
any sight in or out of the circle. Second, the key discharges a door has an expert level lock, and any PC with a qualifying
shocking grasp on the target grabbing the key, cast at 18th level. ability to open locks must beat a CL 10 lock to gain entry.
Third, CL 10 type VI poison gas fills the inside of the circle in
one round. The gas lasts for 3 rounds, and a save is needed each The interior of the vault is roughly 5 ft. wide by 10 ft. long,
round. Note that the gas does not escape to the rest of the room covered in scenes and pictures of wicked monsters and devilish
due to the prismatic sphere. After 3 rounds, the gas is no longer images. As soon as the door is opened, a magic mouth spell
harmful, but it is quite hazy in the confines of the sphere, and is activated, and the party hears the following “You have
any searching or Find Traps checks have a -2 penalty. succeeded where all others have failed. Congratulations, you
have impressed Sourfang the Gnomeslayer. Your deeds shall be
The chest may be moved by sliding it directly backwards. known.” After the mouth finishes speaking, one of the devilish
Moving the chest reveals a 1 ft. diameter circular hole directly images pulls itself loose from the ceiling! The image is a stone
underneath the space the chest occupied. There is a gold and golem, and it drops to the ground and attacks the PCs as one
diamond encrusted bracelet hidden in the hole. If anyone last layer of defense to the vault. After the PCs defeat the
reaches into the hole to retrieve the bracelet, the upper edge of golem, they are free to investigate the vault without further
the hole snaps closed around the arm/item inserted, and holds molestation.
fast. No damage is inflicted, however, the target cannot remove
whatever was placed in the hole! One round after the hole It is up to the CK what is inside the vault at this point. If there
grasps the PC, the center 10 ft. by 15 ft. section of the circle is a story arc that requires the PCs to find a lost object, then
begins to rise up slowly. Begin a slow 20 count to determine this trap would be a good place to house it. A lot of work should
how much time the PCs have. If the PC used a tool to grasp go into getting the vault door open. This trap is not for merely
the bracelet, they can let go and jump off the rising platform in hiding gold and gems. Books of tremendous power, lost artifacts,
time, but if they used a hand, they are held for the entire ride. and soul gems are the kinds of things to be hidden here. But, as
The section rises up to 20 ft tall, and brushes the PC against always, the CK is encouraged to use this trap and modify it as
the suspended key as it raises, setting off the prismatic sphere he/she deems fit. Enjoy!

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CHAPTER 8 — AIR AND WATER ADVENTURE
forest. But when the adventure unfolds upon an endless rolling

M
ost games take place on land. Whether in a
forest, mountain chain, or in a deep dungeon, body of water ending only where the sky’s horizon begins, it is
the adventure plays out upon terra firma. It is the much harder for the players to relate to the experience. For such
setting that we are all familiar with, for we live adventures, the descriptions must be on target to convey the
our daily lives on the good old Earth. Very few of us have had numbing reality of the incessant, tumbling waves.
broader experiences, having entered the wholly alien world of
water and air. These worlds present different challenges for the Much like waterborne adventures, aerial adventures also lack
CK to adjudicate and for the player to navigate, for these worlds familiar terrain reference points for players, so the CK needs
lack the solid base we are accustomed to; they present a multi- to describe the experience, while keeping the descriptions of
dimensional world where up and down are the same as left and the endless expanse of sky interesting enough to keep players
right. Perception within these realms is different, and the actions engaged. Aerial adventures offer some limited challenges for
our characters take, from moving, to seeing, to spellcasting, and the adventurer to overcome, but these are nothing near the
to swinging a sword, all take on different characteristics. The scope of the challenges inherent to certain types of terrestrial
following material establishes a common ground for adventures terrain. Tracking weather, managing encounters, and tracking
unfolding on the water, under the water, and in the air. time are the best weapons in the CK’s arsenal in making the
aerial adventure more enjoyable for players.
KEEP IT FUN With this in mind, use a setting like the ocean as a backdrop; do
Running an adventure off land can be very challenging, but it not expend a great deal of time describing it at length. Rather, as
can be rewarding if pulled off correctly. Foremost, the CK must the game unfolds, mention the lapping water or atmosphere in
understand that many players do not have any reference points short, gripping sentences, and then return to the adventure at
for adventuring on the deep water. When the adventure plunges hand. Note that land encounters occur frequently, with the CK
the characters into a deep forest, it is not a hard for the players usually rolling for wandering monsters at least six times a day
to imagine the dark, twisting trees, as many of us have been in a and several times at night (see Chapter 12). This should not be

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CHAPTER 8 — AIR AND WATER ADVENTURE
the case with waterborne or airborne adventures. Additionally, TABLE 8.1 WEATHER AT SEA/AIR
sea monsters tend to be either easy to kill or very deadly, with
Chance Conditions
very few being in between, and ship-bound characters have no
place to run to avoid them. If the ship goes down, all hands go 1-10 None
with it. Many of the same principles apply for aerial combat. 11-15 Moderate
Time should pass faster than normal allowing several days to 16-18 Bad
pass with minimal descriptions is easy to do and does not detract 19-20 Severe
from the adventure itself.
None: No weather of appreciable note. The water is calm, the
CKs should allow NPCs a greater role in sea adventures. winds have died, and the boat can only move under minimum
The mates of the ship, or even the captain, become more sail. All dexterity checks are made at a minimum of Challenge
important to survival in the adventure and they interact with Level 1.
the characters more, if for no other reason than their constant
proximity. CKs should develop these characters fully, as giving Moderate: Attaining full sail is possible, but only by skilled
them personalities and quirks may lead the adventure in seamen. Unskilled seamen must make the necessary attribute
unexpected directions. check (wisdom or intelligence) at CL 5. The water current is
strong and/or the winds strong enough to power the sail under
During water-based or aerial adventures, CKs should keep normal speed. Movement is rapid, but it is safe for experienced
careful track of the weather, as it takes on a more significant hands. All dexterity checks are made at a minimum of Challenge
role in the game than when dealing with land adventures. Level 2.
Massive cloud banks moving across the horizon offer a host
of adventuring opportunities, from braving the wrath of Bad: Storms, whether ice or rain, include wind and very choppy
unrestricted winds to pelting rain and ice. water, usually accompanied by the occasional large trough. Full
sail is possible and attained by skilled seamen. All dexterity
Also, some nautical knowledge on the CK’s part can also be checks are made at a minimum of Challenge Level 5.
very important to making sea-based adventures more realistic.
CKs may want to have players make multiple checks during the Severe: Severe weather conditions are driving rainstorms,
adventure to steer the ship, locate obstacles on the horizon, to white-outs, snowstorms, wind storms, and any conditions
keep from being swept overboard, or to avoid any of the other associated with a hurricane or typhoon. All dexterity checks
multiple hazards inherent to living aboard a ship. These checks are made at a minimum of Challenge Level 10.
will make the water-based adventuring experience seem more
real to the players. ADVENTURES ON THE WATER
Do not shy away from the danger of the setting. The dangers As humans, the deep blue calls to us. The constant, tumbling
proffered, though deadly, often offer the players some of the most water, crashing waves, and the deep blue gulf all hold a place
exciting combats they could ever encounter. A ship of raving in our subconscious that stirs a primeval longing. This longing,
corsairs attacking the boat offers death, slavery, or heroism in a feeling of distant desire colored by the promise of danger, is
the extreme. Pushed to the brink, the characters must perforce incomprehensible but powerful. Out there, beyond the land, lies
fight courageously or fall into the deep blue, the deep quiet, as a world beyond our control; it taunts us with dreams of power
they say on Aihrde, or if in the air, fall thousands of feet to a or nightmares of impotence. The ocean offers itself up as the
certain, very messy death. ultimate challenge, for to steel our resolve and venture forth
upon that frothy spray is to succeed or die. The ocean and the
Magic, too, should be more common. Allowing the gods an deeps seas promise wonderful adventure. What they deliver is
active role on the sea and in the heavens brings them ever entirely up to the Castle Keeper’s imagination.
closer to the characters and offers the CK and the players
an out if their characters stand upon the threshold of life or When charting an adventure on the water, the Castle Keeper
death. These settings offer the perfect opportunity to explore must take into account the constantly changing terrain, the
and expand the world’s mythology, bringing the characters into nature of encounters, and the finality of defeat. Furthermore,
contact with worlds lost at sea and the ghostly powers that may the CK must understand the setting and its limitations. There
remain within them. are, after all, only so many types of water as compared to
mountains, hills, forests, swamps, plains, etc. on the land. These
limitations often lead to boring settings and adventures in which
WEATHER the players find themselves powerless against a setting that is far
CKs should track weather conditions at sea and air just as they more dangerous than anything they have encountered before.
track the conditions for land. The conditions range from none Falling off the side of a fast-moving ship in chain armor sends
to severe. To check the weather, roll a d20 once, referring to one to the briny deep extremely quickly, and usually with only a
Table 8.1 Weather at Sea/Air. Make checks once a week or single dice check. Because of the danger to the characters and
once a day, depending on the Castle Keeper’s preference. the risks of boring the players, CK should come to grips with the
setting before embarking upon it.
CASTLE KEEPERS GUIDE 169
PART 2: WORLDS OF ADVENTURE
THE SETTING Lake: Lake adventures remain the forgotten stepchild of C&C
adventures. Preconceived notions place the lake in a very
Several types of water adventures exist. These always take you off
contained environment, and though this may be the case, the
land, whether on broad lakes, seas, or upon the ocean. Swamps
lake offers a wide scope of adventuring opportunities. Some
and river adventures tend to be similar to land adventures,
lakes are extremely large, more akin to small seas than actual
so they are not considered water adventures for this section’s
inner lakes, requiring broad-beamed sailing vessels to cross
purposes. However, for the movement of boats on these bodies
them. Small lakes often lie nestled in wilderness areas, attracting
of water, refer to Table 8.2 Movement of Vessels. Adventures
all manner of man and monster, and these may require only 15
in the water usually land the characters on a boat of some type,
minutes to cross by canoe. Lake adventures offer the best of
or at the very most, on a small deserted island. But the setting
both worlds: ship travel and safety from certain death.
itself is the deep water, where entry means death unless some
major precautions are taken, whether magical or otherwise.
WATER MOVEMENT
Deep Water: Perhaps the most common water adventures are
Moving across water poses a different set of challenges for
those in the deep oceans or seas. Characters embark upon a
the Castle Keeper and the players. As noted above, there
ship, whether oar or sail, and begin crossing the water. These
are many different types of water adventures. Consult Table
adventures can be very long and perilous journeys. In such
8.2 Movement of Vessels for the standard speeds of various
adventures, the characters might be pirates or pirate hunters,
crafts and the effects of conditions on their movement rates.
or they could be explorers who hop from island to island. The
Swimming movement, above and below water, represents its
important thing for the CK to remember in such adventures
own challenges.
is that the ship is the only thing between the characters and
certain death. If the ship goes down, the characters generally TABLE 8.2 MOVEMENT OF SHIPS
die, or at the very least, they find themselves lost in small boats
at the mercy of the ocean, the winds, weather, and the currents. Min. Sail/ Normal Full Sail/
Vessel Type
Oar* Sail/Oar * Oar*
The ocean is always moving and storms are deadly, as the
seascape offers no protection from the winds that blow water Barge, Small, Under Sail 5 10 20
and spray across the surface. Like few other terrains, the ocean Barge, Small, Under Oar 1 2 2
is a perilous place to venture. The monsters, too, are generally Barge, Large, Under Sail 2 5 10
perilous. Deep-water creatures are often huge and deadly in the Barge, Large, Under Oar .5 1 1
extreme. Other monsters live in the water and come out only
Blockade Runner 15 25 35
through magic, and interacting with them becomes difficult and
Brigantine 5 15 25
restrictive as most characters cannot breathe underwater.
Dugout / Rowboat 5 10 15
Shallow Water: These adventures take place in the shallow Carrack 20 30 40
areas around land masses, along reefs, near beaches, and the like. Cog 15 25 35
They involve all the story arcs from deep-water adventures, but
Cruiser 20 25 30
they offer the characters a glimmer of hope if their ship sinks, as
swimming a few miles is at least possible. The opportunities for Cutter 35 42 50
adventure in shallow water dwarf those in the deep sea; monsters Dhow 15 25 35
from the land may haunt the ship’s path, as well as monsters Fishing Smack 10 20 25
from the deep; shipwrecks loom on every horizon; characters Floating Palace 5 7 10
interact with encountered natives, whether savage or civilized; Frigate 20 30 50
and a far greater variety of not-so-deadly monsters lie in the
Galleon 30 40 50
waters off the coast. Shallow-water adventures are easier to
manage and the characters do not always face imminent death. Galley 25 35 50
Hulk Current Current Current
Ship: Almost any adventure the characters embark upon lands Longship 20 35 45
them in a ship. But the ship doesn’t have to be only a means of
Schooner 40 50 60
transportation. It can be a place of adventure itself, with the
ocean or coastal waters being only a backdrop or setting, so to Sloop 15 25 45
speak. Many players enjoy such adventures, especially if the CK Treasure Ship 25 30 40
has done his homework and can use enough technical terms to Warship 20 30 40
make the whole experience believable. These adventures are, * Indicates the number of miles traveled in 8 hours.
per their nature, restricted, as the boat is a closed environment.
However, the magic ripe in any C&C game lends itself to When using Table 8.2 Movement of Vessels, cross-reference
pushing the boundaries of adventure, so a ship could be a gate to the ship’s condition to determine the maximum speed it can
multiple extra-dimensions and itself serve as a setting backdrop. attain. Minimum sail means the ship is understaffed and cannot
attain maximum sail. Normal sail means the crew may be

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understaffed but can at least attain minimal use of its resources. Swimming Movement
Full sail requires the ship have a full crew onboard and able to
Swimming requires knowledge of how to move in the water.
deploy the ship’s full resources, achieving a maximum sail/oar.
For example, desert dwellers may not have encountered vast
If a ship has damaged sails and cannot move without oar power,
bodies of water. It also requires a successful strength check.
its speed is reduced by 80%. Speed is measured in nautical
Aquatic creatures treat all strength checks for swimming as a
miles, and it represents how fast the vessel can travel over the
primary ability score, receive a +10 bonus to all checks, and
course of 8 hours under its normal travel method (sail or row,
need only make checks in strong or rushing currents (at the
for example), assuming wind and conditions do not hinder it.
CK’s discretion, aquatic creatures may do away with all strength
Note: For a complete description of ships, cost, and other checks for swimming). The following challenge levels are meant
details refer to Chapter 3 Equipment. to serve as examples, but they may be adjusted to reflect the
unique difficulties of the Castle Keeper’s adventure. Swimming
is impossible in armor heavier than leather.
Canoe Travel
The birchbark canoe is an efficient means of transportation up TABLE 8.3 SWIMMING
and down rivers. Light and flexible, the canoe carries up to six
Calm Moderate Strong Rushing
man-sized passengers and 2000 lbs. of materials. At a rate of 40 Swimming
Water Current Current Current
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 Challenge Level (CL 2) (CL 6) (CL 8) (CL 10)
day or 60 miles in a 12-hour day. The canoe moves roughly 10
A successful strength check is required to move at half speed
ft. per round plus 1 ft. per point of strength bonus per rower.
through the water, whether on the surface or beneath it. At the
Rowers cannot physically row beyond 12 hours without being
CK’s discretion, a bonus to movement might be provided for a
sapped of energy, suffering -2 to strength and constitution until
particularly high success or when a character is swimming with,
they have had 12 straight hours of uninterrupted rest.
rather than against, the current. Failure by 4 or less indicates the
Fighting From a Canoe: Shooting or hurling missile weapons character flounders and cannot move that round. Characters
from a canoe forces an automatic -2 penalty to the attack roll, failing by 5 or more are pulled beneath the surface, or, if already
in addition to any other applicable penalties, due to the boat’s swimming underwater, are dragged in a different direction by
rocking upon the water. the current.

Melee combat requires the fighter first make a successful Characters failing their strength check when attempting to
dexterity check or fall in the water. The dexterity check is at CL swim in strong or rushing water are tossed by the current at a
2, modified by strong or rough currents. Strong currents add an rate of 40 ft. per round and must make a successful dexterity
additional +2, and rough currents, such as white water, add an check (CL 8) to grab hold of anything available. If there is no
additional +4 to the challenge level. If the combatant makes a object to grab hold of, they may attempt to make another swim
successful dexterity attribute check, he may attack normally but check with +2 added to the challenge level in order to correct
suffers a -2 to his attack roll. If he fails, he drops anything held themselves and begin swimming with the current.
and falls into the water; swimming rules then apply. An attacker
Without taking steps to create or maintain buoyancy, characters
failing his dexterity check with a roll of natural 1 tips the canoe,
with moderate or greater encumbrance sink to the bottom and
its contents, and any additional occupants!
may choose to walk along the bottom at half speed. This forces
A canoe’s riders suffer a -2 to dexterity-based magical saves, them to travel around any hazards existing along the bottom,
as they have nowhere else to move to except out of the canoe. such as hills, ravines, coral reefs, holes, or other hazards.
If the rider decides to leave the canoe, he may instead make Moving water can throw characters off balance, and a successful
an unpenalized dexterity-based save, but he will then be in the strength check is required to walk across the bottom when there
water and under the effects of the swimming rules. is a strong (CL 4) or rushing (CL 6) current. A failure of this
check causes the character to be swept away as above.
Sitting in the canoe provides a +2 cover bonus to Armor Class.

Portaging: When rivers become exceptionally rough or when


Drowning
travelling past waterfalls and the like, the canoe must be Characters can hold their breath for a number of rounds
dismounted and carried. The canoe can be portaged by four equal to their total constitution score. Each additional round
man-sized humanoids. A portage typically takes an hour due to requires a successful constitution check that begins at CL 0
unpacking and repacking the canoe plus travelling the distance and increases by +1 each additional round. If a character fails
the canoe must be carried. The time of a portage could be longer a constitution check before finding breathable air, he begins
or shorter, depending on the distance the canoe must be carried to drown, and is reduced to –7 hit points, losing one hit point
in order to move it to safer waters. per round thereafter until he dies. Taking several rounds to
finally drown provides nearby allies the opportunity to save a
drowning character and, ideally, provides a great deal of tension

CASTLE KEEPERS GUIDE 171


PART 2: WORLDS OF ADVENTURE
and excitement as they attempt to do so. The CK should note If the ship becomes lost, it moves 5d4 degrees off course for that
that while these drowning rules are designed to be applied to day. To determine the direction in which it veers, roll a d8 and
air-breathing creatures underwater, they can also be used as consult Table 8.6 Directions.
“suffocating” rules for aquatic, non-air-breathing creatures that
venture out of the water. TABLE 8.6 DIRECTIONS
1 North
Generally, characters who know they will be underwater for a
fair amount of time will prepare with magic or magical effects 2 North West
allowing them to breathe underwater. The Castle Keeper should 3 West
keep track of the duration of these magical effects and apply the 4 South West
above rules when that magic ceases to function. 5 South
6 South East
Ship Damage
7 East
Bad or severe storms or combat can cause extreme damage 8 North East
to ships. Severely damaged ships must be brought inland for
repairs, unless all supplies for repairing them and experienced
hands are onboard. Cross-reference the conditions to determine ADVENTURES UNDERWATER
the possible damage. All checks are made with a challenge base Whether it is searching for sunken treasure, exploring underwater
of 18, unless there is an experienced deckhand or captain able ruins, or delving beneath the waters inside a dungeon or cave,
to take charge of the ship; under those circumstances, the CB underwater adventures pose unique challenges to both the PCs
is 12. If there is an experienced captain or deckhand in charge, and the CK. This section looks at visibility, ranged and melee
he adds his highest primary attribute bonus to the check. Every combat, and spellcasting; Underwater movement and drowning
hour a storm rages, the Castle Keeper should check for damage rules are covered earlier in the.chapter. As with all options
effects; on a failed check, roll a d6 and consult Table 8.4 presented in the Castle Keeper’s Guide, these rules are subject
Damage to Ships. to your own interpretations and adjustments to help maintain
the smooth flow of your campaign.
TABLE 8.4 DAMAGE TO SHIPS
Damages (D6) Bad Severe Hurricane Visibility
1 Mangled Rigging/Sail CL 6 CL 8 CL 14 While movement and the demand for air are challenges
2 Mast Breaks CL 2 CL 6 CL 12 beneath the waves, a further challenge is the limited ability to
see surrounding dangers. Modeling true visibility in deep water
3 Hull Damaged CL 2 CL 4 CL 8
would be difficult and require numerous variables and tables.
4 Capsized CL 3 CL 5 CL 7 Add in seaweed or schools of moving fish, and it could be
5 Ship Sinks CL 1 CL 3 CL 5 made even more complicated. C&C is designed to be a swift
6 Lost Crewman CL 2 CL 5 CL 10 game with most variables left to the CK to boil down to simple
bonuses or penalties. Weeds, coral reefs, and even schools of
fish can provide potential cover bonuses at the CK’s discretion.
Becoming Lost
It is far easier to become lost at sea than on land, especially if Non-magical fire obviously doesn’t burn underwater, so any
there is no experienced navigator onboard the ship. Weather light sources the characters might use will be magical in nature.
conditions play havoc with direction and location. If there is Although magical light might provide the same illumination
no navigator, roll once a day on Table 8.5 Getting Lost to underwater, the moving nature of the water and its ability to
determine the required CL for the ship to stay on course based bend light rays reduce range of sight to half of normal. Murky,
on the weather conditions. If there is an experienced navigator, muddy water limits range of sight to 10 ft., even with a magical
checks only need to be made in severe or moderate weather; the light source. The Castle Keeper can determine if the water is
navigator adds his level and wisdom bonus to the check. particularly clear and allows a greater range of sight.

During daylight hours, sunshine can reach down as far as 100


TABLE 8.5 GETTING LOST ft. in clear water and provide an accurate range of sight out
Weather to 50 ft. Beyond 50 ft., moving shapes can be seen, but exact
None CL 4 features are indistinct. Aquatic creatures can see much farther
than surface dwellers. The lens in the eye does not dilate, but
Bad CL 8
rather adjusts by going in and out, allowing them to see in dim
Moderate CL 12 light. Generally aquatic creatures have poor distance vision but
Severe CL 20 excellent up close vision, able to see 200 yards at minimum,
with some species able to see up to a thousand yards.

172 CASTLES & CRUSADES


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Ranged Combat Water Breathing: this spell and similar spell effects allow
characters to breathe underwater for a limited duration. The
Ranged weapons fired underwater are completely ineffective
CK should consider allowing the opposite spell, air breathing,
unless specially designed as underwater weapons, such as those
to purely aquatic creatures that cannot otherwise survive out
wielded by aquatic beings. Thrown weapons are completely
of the water.
ineffective underwater, whether they are made by creatures
living beneath the waves or above them. Firing missiles into Air/Water Walk: subjects of this spell automatically float straight
the water from above is also very difficult. First, missiles fired up to the surface at an uncontrolled 60 ft. per round.
from above are significantly slowed by the water and can’t harm
anything more than 10 feet beneath the surface. Second, such Animal Shapes: only an animal shape capable of surviving
missiles only do half damage when they do strike. Finally, the underwater can be used.
water bends light, making it difficult to truly determine where
the target is, providing a significant –6 penalty to all ranged Cone of Cold:the area for this spell is reduced to 5 ft by 25 ft.
attacks fired from above into the water. long, as it turns a large area of water into ice. The spell deals
only 1d4 points of damage per caster level (no save for the
damage), but it forces a dexterity save to avoid being encased
Melee Combat in ice. Medium targets or smaller that are encased in ice float
In an effort to keep things simple, all melee attack rolls by non- immediately to the surface and are frozen as in a hold person
aquatic/amphibious beings made underwater simply suffer a -2 spell. They remain there until the ice melts or they are freed.
penalty and deal only half damage due to water resistance. This The ice is magical and does not suffocate them in any way.
can be eliminated by the use of some magical effects (see below).
Aquatic creatures suffer no penalties underwater. Characters Create Water, Create Food and Water: these spells can be reversed
with freedom of movement or similar magic or magical effects act and used to destroy water around an underwater creature. The
normally underwater and suffer no penalties to their attack or water rushing to take the place of the destroyed water buffets
damage rolls. the creature, dealing 1d4 points of damage.

Earthquake, Move Earth: these spells function on the ground


Magic and Spellcasting beneath the water and can create powerful, damaging waves at
Any spells requiring a verbal component are impossible to cast the Castle Keeper’s option.
while underwater unless the caster is under the effects of a
water breathing spell or some form of air bubble surrounds the Flame Strike: half this spell’s damage is considered holy damage
caster’s head, allowing him to speak and pronounce the words and is not subject to save. For the other half, instead of a
normally. Likewise, magical items requiring a verbal spell trigger column of fire, it creates a column of super-heated steam that
are similarly impossible to activate while underwater unless the deals normal damage, half if there is a successful save.
caster meets the above conditions.
Fly: the fly spell allows the target to move through the water as
While it is clear that normal fires do not function underwater, if he were flying through the air, but he can only move at half
magical fire effects are also ineffective beneath the waves unless the normal movement rate provided by the spell.
the description of the spell, creature, or magic item creating
Heat/Chill Metal: the heat metal version of this spell does not
them specifically states otherwise. Fire-based spells cast by
work underwater, but chill metal does.
clerics or other divine spellcasters succeed if the fire is described
as “divine.” Rather than a column or blast of fire, though, the Ice Storm: the hail version of this spell can do half damage to
spell creates super-heated steam with the same damage effect. creatures within 5 ft. of the surface, or normal damage to those
A number of other magic spells simply fail underwater, while swimming on the surface.
others have profoundly different effects as described below.
Spells that never work are presented in a Castle Keeper’s Quick Invisibility (all types): Invisible, air-breathing creatures leave
Guide at the end of this section. As always, these changes to a detectable bubble trail. Invisible amphibians and aquatic
spells are merely suggestions; the Castle Keeper should feel free creatures still displace water, thus allowing opponents actively
to modify or eliminate any of these suggestions. looking for them to gain a wisdom check with a CL equal to the
spellcaster’s level. If the invisibility is granted by a magical item,
Freedom of Movement: this spell is listed first, as it allows all
the CL is equal to the lowest caster level required to cast the
creatures to attack and move normally through the water.
invisibility spell (CL 4).
Characters under a freedom of movement spell, or using a magical
item or potion that provides a similar effect, suffer no penalties Levitate: a character levitating underwater can control his
to attack or damage rolls when making melee attacks. Ranged ascent and decent through the water, but currents still move
attacks are not affected because the water still affects the fired him about.
missiles. It should also be noted that this spell does not provide
the ability to breathe underwater.

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PART 2: WORLDS OF ADVENTURE
Lightning Bolt, Chain Lightning: these spells send out a 25ft.- in the aerial environs must possess some method of flying, or
radius burst of electrical energy centered on the caster and deal else the character cannot venture into the sky.
damage to the caster as well as all those around him.
In the air, the area of effect of a spell is not restricted by ground
Shocking Grasp: this spell deals 1d8+1 points of damage to both or terrain. Line of sight extends as far as the eye can see,
the target and the caster. limited only by the eye itself and the amount of light present.
Movement is restricted to the manner of propulsion. Even
Sound Burst: the water makes the sound more damaging, with these limitations, aerial adventures open up a wide vista
inflicting 3d6 points of damage to those in its area of effect. of possibilities for the Castle Keeper to explore, and they allow
Unfortunately, the caster takes 3 points of damage himself when for the creation of a whole new set of adventuring parameters,
casting it. finally taking full advantage of flying monsters and magic that
suffer few advantages for their evolutionary adaptations when
Summoning Spells (all): only creatures able to survive underwater
stuck in the terrestrial world.
can be summoned underwater.

Summoning Spells (elementals): fire and air elementals cannot be SETTING


summoned underwater. Earth elementals can be summoned,
Several types of aerial adventures exist, but atmospheric and the
but they must remain in touch with the ground at the bottom of
extra-planar adventures prove the most common. These types
the body of water they are summoned in.
of adventures act in similar ways: creatures move up and down,
Wall of Ice: the created wall of ice instantly begins to float to the left and right, and they dwell in regions where sight is possible
surface as a plane of ice. in all directions. The only particular differences between the
two are the comforts necessary for survival: breathing, eating,
drinking, etc. For instance, on some planes, the PCs may not
Castle Keeper’s Quick Guide be able to breathe the air or find edible food. Adventuring here
SPELLS THAT NEVER WORK UNDERWATER is not restricted to some craft, but is restricted to those who
Acid Arrow Incendiary Cloud
have the ability to move through the environment. This almost
always means by some magical means or upon the backs of some
Cloudkill Insect Plague
type of flying steed.
Continual Flame Meteor Swarm
Control Winds Pyrotechnics Atmospheric: These adventures take place in the air above
some world, which need not be a terrestrial planet; it can be a
Creeping Doom Rope Trick
gas giant, for instance. In any case, those occupying the space
Dancing Lights Secure Shelter must eat, sleep, drink, etc. Adventurers propel themselves,
Delayed Blast Fireball Sleet Storm or find themselves propelled, into the air where they fly and
Faithful Hound Solid Fog encounter flying creatures. Flight is the common denominator
Feather Fall Stinking Cloud in all encounters and adventures. Those who can’t fly can’t
exist in the environment. These adventures tend to be short,
Fireball Storm of Vengeance
fun escapes into the air, where the characters overcome certain
Fire Seeds Sunburst objectives, much as a dungeon, or treasure hunt.
Fireshield Tiny Hut
Fire Storm Wall of Fire Extra-Planar: Beyond the scope of the physical lie the
magical planes: the elemental plane of air, the ethereal plane,
Fire Trap Wall of Thorns
and the astral plane, to name but a few. These planes require
Floating Disk Wall of Wind their own parameters for survival, and differences of perception
Fog Cloud Web exist from plane to plane. These adventures act in the same
Gaseous Form Whirlwind manner as atmospheric, but usually involve other mitigating
Gust of Wind Wind Walk circumstances, such as extreme heat, extreme cold, etc. These
conditions should be applied by the CK in whatever degree is
deemed necessary.
ADVENTURES IN THE AIR
Much as with waterborne adventures, aerial adventures add a
Visibility
new dimension of play to role-playing games. The adventure
takes place in a multi-dimensional environment where there Little restricts visibility in the air. Technically, the human eye
is an “above” and a “beneath.” Aerial adventures have limited can see light millions of light years away, so long as that line of
scope, as there are few treasures hidden in the air where they sight remains free from objects or obstructions. However, the
aren’t easily detected, and the monsters here are limited to those light one sees does not necessarily allow the brain to deduce the
with natural or magical flying abilities. Characters who venture object’s actual shape. The eye focuses the light, and through
rods and cones, signals the brain through nerve endings,

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allowing the brain to deduce the object. The eye itself can only To determine a creature’s ACR, consult Table 8.7 Speed Rating
interpret so much, and distance does play a part. On Earth, the and Table 8.8. Maneuver Rating. The creature’s fly movement
curvature of the visual sphere restricts our practical vision in is fixed, giving the creature a movement score. Add this number
daylight, limiting it to about 16 miles, allowing us to interpret to the Maneuver Score. The Maneuver Score is cumulative. For
what we see. The nature of the eye does not change in role- instance, a creature can be slow but agile, giving it a score of 5
playing games; for all practical purposes, visibility is restricted (+5 for being an aerial creature, -1 for being slow, and +1 for
to about 16 miles. being agile=6).
Cloud formations restrict this visibility considerably, especially TABLE 8.7 SPEED RATING
if the adventurer is passing through a bank of cloud, storm or
Fly Movement Rate Score
otherwise. If the clouds are heavy storm clouds, visibility is at
nighttime levels, meaning only those creatures with Darkvision 10-50 +1
can see normally. If the party encounters normal clouds treat 51-100 +2
the visibility as the same conditions that exist at Dusk and only 101-150 +3
Dark and Duskvision works. 151+200 +4
201+ +5
Ranged Combat
Ranged combat works exactly as it does in terrestrial TABLE 8.8 MANEUVER RATING
environments. Use the Aerial Combat Rating (ACR) rules
Maneuverability Score
below, if desired.
Non-Aerial -2
Melee Combat Encumbered -2
Cumbersome -1
Air battles are like no other. In normal terrain, combatants
fly over two-dimensional spaces. The plane is flat, even if Slow -1
interrupted by topographical features, meaning the combatants Average 0
look upon their plane and above them only. But in the air, Agile +1
combatants must worry about what is above them, what is Magic Flight +1
on the aerial plane before them, and what lies beneath them.
360° Vision/Senses +2
Movement is extremely fast and unimpeded by anything other
than the opponent and any air resistance. Storms may loom, Wings +2
but their interruption is temporary, at best, and the flyers Very Agile +3
break free from their grasp as quickly as they enter them. This Aerial* +5
freedom laces airborne battle with tremendous potential. The *Air elementals, genies, etc.
physical terrain does not dominate the area of operations, but
rather frees the combatants from worries over anything other Aerial Combat Rating Made Easy
than their opponent. A character’s ability to move and react is
paramount, making dexterity the all-important attribute. The combat round proceeds as normal. Each combatant rolls
initiative, with the highest roll reacting first; creatures whose
Aerial Combat Made Easy movement rate is double their opponents’ gain a +2 on initiative
rolls. The combatants battle, adding their ACR to their armor
In an effort to keep the rules simple, a creature whose movement class, to-hit rolls, and to any attribute checks they make. This
rate is twice as fast as its opponent’s movement rate gains a +2
counts for both defender and attacker. The faster the creature
bonus to the initiative roll. All melee attack rolls by non-aerial
and the more maneuverable, the better chance it has to score
beings suffer a -4 penalty. A terrestrial creature assuming the
a successful strike or to avoid a blow. The ACR stacks with
form of an aerial creature only suffers a -2 penalty instead of
abilities, such as air mastery.
-4. This is because while they have gained the ability to fly they
do not have the experience. Damage remains the same. Aerial The combat, however, should not be a simple recitation of ‘“he
creatures suffer no penalties in aerial combat. hits” or “she misses.” Aerial combat is exciting, as it is battle in
a pure form, with no impediments. The skill of the combatants,
AERIAL COMBAT WITH MANEUVERS their dexterity and experience, combine to make this combat
For the venturesome, Castles & Crusades assigns monsters a testament to their abilities, whether monster or character.
an Aerial Combat Rating (ACR). The ACR is a combination Actively incorporating the maneuvers listed below, or any
of the creature’s speed and maneuverability. The ACR serves number of aerial maneuvers not listed, enhances the experience.
as a bonus to the creature’s dexterity when conducting aerial
combat maneuvers. All airborne maneuvers and most actions Aerial Combat with Maneuvers
the creature takes require a dexterity check. The faster and
more maneuverable the creature, the higher the ACR and the If the combatants are attacking each other head on, with no
better at aerial combat and maneuvers the creature is. aerial maneuvers, they add their ACR to their attack rolls, armor

CASTLE KEEPERS GUIDE 175


PART 2: WORLDS OF ADVENTURE
class, and ability checks, with combat proceeding normally. and make a successful dexterity check to successfully pull off
However, intelligent, or even experienced, natural flyers almost the maneuver.
always use combat maneuvers to gain attacks free from harm.
In order for the defender/attacker to successfully make a combat
Aerial combat maneuvers in C&C are very similar to the aerial maneuver they must make a successful dexterity save against
battles conducted by airplanes in the Great Wars of the modern the CL listed below. Failure means the attack proceeds; success
era. Pilots learned to maneuver their aircraft in various tactical means the defender can attack first or attempt to flee using the
maneuvers, allowing them to gain advantages upon their less- chosen maneuver.
skilled opponents, or conversely to escape them. Through
a series of turns, loops, dives, and climbs, they wove their TABLE 8.9 COMBAT MANEUVERS
machines through a network of aircraft, bullets, and missiles.
Action CL Result Description
The best survived their first contests through their speed and
instincts, and experience soon made them almost unbeatable. Complete roll, slows combatant,
Barrel Roll 4 A
placing him behind/above opponent.
They used speed, maneuverability, and their ability to climb and
to orchestrate combat maneuvers, outwitting or destroying their Pass on attack, climb, roll and pass
Immelman 10 A
again for second attack that round.
enemy. Any dragon with a lifetime’s worth of flying under wing
would obviously possess similar skills. The dragon would know Hover 2 A Allows controlled attack, gain +2.
its abilities in the air, just as the World War I fighter ace did. Cobra Turn 8 D/A
If pursued on plane, slow up to vertical,
drop behind/above and attack.
As before, creatures whose movement rate is double their Roll on access, confuses enemy and
opponents’ gain a +2 on initiative rolls. In the case of aerial Aileron Roll 2 D
gains (doubles) speed after 2 rnds.
maneuvers, the creature’s AC remains the same. Its ACR Climb 2 D Vertical Climb to escape opponent.
serves as a combat bonus: it adds that bonus to its attack, AC,
Flyer ascends vertical, stops, drops,
and any ability checks. Furthermore, a creature’s ACR adds Tailslide 6 D
until level and moves again.
to the creature’s hit dice to serve as the challenge level that
Allows flyer to maintain speed and
any attacking creature must overcome to successfully conduct Scissor 6 D
plane with enemy.
a combat maneuver. The combatant with initiative announces
his attack, with his opponent able to attempt a defensive Inverted roll, completely changing
Split S 8 D
direction, on lower plane.
combat maneuver. He must announce the defensive maneuver

176 CASTLES & CRUSADES


CHAPTER 8 — AIR AND WATER ADVENTURE
Example: A gargoyle and a cockatrice battle in the air. The Dragon*
gargoyle’s ACR is 4 (from Creature ACR below), giving Black 8
him an AC of 20 and a +9 to the attack (5HD + 4 ACR); Blue 8
dexterity is a prime for the gargoyle, giving him a CB of 12+9 Green 9
for HD and ACR; its Challenge Level is 9 (5HD + 4 ACR). Red 9
The cockatrice’s is 7, giving him an AC of 21 and a +12 to the
White 10
attack (5HD + 7 ACR); dexterity is a prime for the cockatrice,
Brass 10
giving him a CB of 12+12 for HD and ACR; its challenge level
Bronze 8
is 12 (5HD +4 ACR). Both creatures are aerial creatures and
Copper 8
gain no bonus to initiative.
Gold 7
First Round: The gargoyle wins initiative on the first round, Silver 9
and attacks the cockatrice head on. The cockatrice desires to Dragonne 1
avoid the head-on attack, but it does not want the gargoyle Eagle 8
attacking from behind it, so it attempts a split S. He rolls a Elemental, Air 13
dexterity check, achieving a natural 20. The move allows Gargoyle 4
him to avoid the attack, change direction, drop down below Genie, Djinn, Efreet 11
the gargoyle, and then flee. The gargoyle cannot attack that Griffon 7
round, but he continues the pursuit, swooping down behind the Harpy 2
cockatrice. Hippogriff 7
Second Round: On the following round, the cockatrice wins Homunculus 2
initiative. He announces a barrel roll attack. The gargoyle’s Imp 5
ACR/CL is 9, so the cockatrice must beat 21 (CB 12 + CL Invisible Stalker 5
9 =21). He rolls a 19+7 ACR, giving him a 26. He succeeds, Jaculus 6
launching an attack on the gargoyle. The gargoyle takes a Lammasu 3
defensive maneuver and attempts a vertical climb to escape Manticore 2
the cockatrice. The cockatrice’s ACR/CL is 12, so the gargoyle Nightmare 5
must beat a 24 (CB 12 + CL 12 = 24). He rolls a 5+12 ACR, Pegasus 9
giving him a 17. He fails to take the defensive maneuver, and Prysmal Eye 4
the cockatrice attacks. The cockatrice rolls a 13 and adds + 12, Pseudodragon 7
for a total of 25, which strikes at the gargoyle’s AC of 20. The Quasit 5
gargoyle must save against petrifaction; he rolls a 4 + 5 (for its Raven 8
HD) results in a 9. The target number being 23, the gargoyle is Roc 6
transformed to stone and plummets to the earth to crash in a Shadow 5
heap of rubble. Sphinx
Below is a list of creatures that appear in the Monsters & Andro 4
Treasure book. They have been rated with their ACR. These Crio 5
numbers are based upon our interpretations of the creatures; Gynos 5
individual CKs should adjust them as they see fit for their games. Hieraco 4
Furthermore, they should serve as a basis for determining the Sprite, Pixie 6
ACRs of creatures not listed. Stirge 7
Vampire 8
TABLE 8.10 CREATURE ACR Will-o’-Wisp 4
Creature ACR Wraith 3
Wyvern 4
Arrowhawk 8
Yeth Hound 2
Banshee 2
Yrthak 6
Barghest 1
* Dragons in the young (1-3) category get a -1 to their ACR and
Belker 3
dragons in old (10-12) category gain a +1.
Bird of Prey 8
Chimera 4
Cloaker -1
MAGIC AND SPELLCASTING
Cockatrice 8 Magic is unaffected by the aerial environment. Aerial magical
Couatl 7 attacks are handled normally. Magic does work differently on
Darkmantle -1 certain planes, as each has its own parameters.

CASTLE KEEPERS GUIDE 177


CHAPTER 9 — EQUIPMENT WASTAGE

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

Because players often associate their character’s equipment


with their character’s identity and the way they perceive
that identity and project it, the equipment itself can assume
an exaggerated role in the game. Characters rarely discard
anything, but constantly accumulate treasures. It mimics the
hoarding instinct; gather as much as you can in times of plenty
to safeguard for times of scarcity. Of course, this can reach
ridiculous proportions as far as player characters are concerned.
Much of the gear they accumulate is heavy and bulky and
would wear anyone down after even a few short marches. Magic
items compound this, and as these virtually indestructible items
accumulate, players are very reluctant to let them go under any
circumstances, contrived or otherwise. setting; it is just rare, and items made of iron may be subject to
a cost increase.
Unless the characters have a lair, a home base, castle, dungeon,
tower, or other domicile within which to store their gear, the CK Also, the CK may find it convenient to use the adventure
should keep some note of the amount accumulated. Reducing to relieve the party of its treasure. He may need to do this to
these lists of items is up to the CK. Using the below wastage encourage the party members to seek further adventure, or
and weathering rules offer a perfect approach to this problem, because the characters’ wealth has gotten a little out of control.
as does increasing the cost of items characters attempt to buy. Commonly, the CK employs an encounter with a rogue to
perform this relief, but a far more insidious and less reactive
Take note to not overdo it. The tyranny of rules surfaces here
approach is through the characters’ needs. The characters have
like in all other RPG realms. It becomes very easy for CKs to fall
to buy equipment, food, and the like. Jacking up prices by a few
into the habit of forcing saving throws on every item at every
gold saps their belt pouches of its excess coin quite quickly.
possible junction, or worse, constantly reshaping a character’s
image through habitually destroying his items and gear. Use Example: Koetel, the cleric, is looking for a silver holy symbol.
the wastage and weathering rules sparingly, as with all things, The town is too small to have a temple to his deity, so he sets
moderation usually suffices. off to a smithy to have one made under his direction. The smith
is more than willing to undertake the charge, but he tells the
COST OF GOODS character that raw silver is scarce in town, as the trade roads
The Castle Keeper may find it necessary or convenient to adjust have been hounded by orc bandits these past two years. He can
the cost of certain items by their availability. In general, all get some, but Koetel should expect a slightly inflated price for
items are relatively common, and they are not subject to price his item. Koetel agrees to pay the extra amount. The normal
differences: a hammer is a hammer, after all. However, there are cost for a silver holy symbol is 25gp, so the base cost for Koetel
several reasons why the cost of items may need adjusting. is 27gp and 5sp, a 10% jump in price. This, of course, doesn’t
include any other fees the smith may charge for constructing
The foremost reason is that the setting itself, or the region the item (see Chapter 4 NPCs and Hirelings).
where the adventure is taking place, actually calls for it. For
instance, as noted above, iron is available in a Bronze-Age It is entirely up to the CK if he wishes to make items abundant,
common, or rare. Following a simple 10% rule is the best; the
178 CASTLES & CRUSADES
CHAPTER 9 — EQUIPMENT WASTAGE
addition/subtraction is easy to do and easy to control. Anything THE AREA IS IN THE MIDDLE OF A WAR: The city
beyond that simply complicates the approach and makes more has been battling a huge orc fort located on a cliff face a dozen
work and less fun for everyone. miles away. The city is bristling with military types, and there
isn’t an unowned suit of armor or military weapon available.
Use the following table to determine cost adjustments. There is a brisk trade in orc weapons and armor for human-sized
weapons and armor, however, should anyone be brave enough
TABLE 9.1 COST VS. AVAILABILITY to scavenge the battle site.
Availability Cost Adjustment
HE’S WORKING FOR THE BARON RIGHT NOW: The
Abundant -10% local baron rules the land in a wide area around the town. He
Common N/A lives in a castle high on a hill above the town. Currently, he’s
Rare +10% preparing for a war with the baron in the 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
ROLE-PLAYING EQUIPMENT up for the war. They stand a good chance of getting equipment
There is no fun in allowing the player characters to go into a city for free as long as they fight for the baron.
and buy equipment at the prices listed in the Castles & Crusades
Player’s Handbook. Make them work for their goods. There are A SISTER’S RESCUE: Everyone in the city of Petersboro
lots of factors determining the cost of equipment. Remember, agrees the armorer Ganson is the best in the entire region. The
in C&C, it’s all about the role-playing, and everything in the player characters want to upgrade their equipment, as they have
game has the potential for a great deal of fun. Use some of these just scored a rich haul of gems and gold. They meet Ganson and
scenarios to increase the pleasure of your game. ask how much a steel breastplate would cost, knowing it should
be about 300 gold. Ganson asks for 900. A give and take about
The trick is to use the need or desire for equipment as the the price reveals that Ganson has a missing sister. If the group
source of action and fun. Below are some sample encounters for agrees to find her, Ganson will give all the fighters a full chain
new adventures involving the characters’ need for equipment. suit with a breastplate of steel. The characters agree to the new
quest and the adventure is afoot!
THE ONLY GAME IN TOWN: Arnold the armorer is the
only metal smith within a hundred miles. Normally, he shoes
horses, but in his spare time, he likes to make pieces of armor EQUIPMENT WASTAGE
and well-crafted shields. Currently, he has several full suits of Adventuring is hard work. It involves travel on long, ill-repaired
chain mail, and he has several large steel shields of which he’s roads, deep forest trails, and almost invisible tracks through
extremely proud. He’s asking triple the book value for these the open wilderness. It involves clambering over mountains,
things, and if the characters don’t like the price, they can look running down dark alleys, and crawling through dungeons. The
elsewhere. adventurers must brave a variety of weather from the extreme
scorching heat of the desert to the frozen tundra. Wind, rain,
HE DOESN’T LIKE YOUR LOOKS: Dirk Bardon is a retired snow, and sleet all batter and pummel the wandering adventurer
army weapon smith and is the only weapon smith in the town in his quest for gold and glory. But more, adventuring involves
and the surrounding area. He likes working on all sorts of hard battles with often large and nasty creatures that pick up
weapons, but specializes in war hammers and has many of them the adventurers and toss them about, or at the very least, hack
in his weapon shop. When the player characters come in, he and chop at them with cleavers, swords, axes, halberds, and all
sees them as trouble. He whistles up his four apprentices, and manner of weaponry, including their claws. The physical part
they come running in with throwing hammers in their hands. of running, jumping, falling down, being pummeled with huge
No matter how nice the characters treat him, he’s going to iron-studded maces and the like causes extraordinary damage
charge them double the normal rate for his unusually well-made to equipment. Wastage is that slow grinding down of something,
equipment. which, in this case, is the adventurers’ equipment.
HE HAS A PROBLEM ONLY YOU CAN SOLVE: Danwise For CKs seeking this level of detail in their game, equipment
Bowson is an expert bowyer who is an elf living at the edge of wastage, how fast it wears down and needs replacing, begets a
a small village. Due to their exquisite craftsmanship, his bows whole new level of fun. Furthermore, wastage offers the Castle
and crossbows have a +1 bonus on to hit rolls, while his arrows Keeper an invaluable resource. Wastage, if used properly, offers
and bolts have a +1 bonus to damage. His prices are double the CK a plethora of opportunities to advance the game, to
normal prices, but he asks a favor and will give bows in return. create plot points and turns, to establish a mood, to capture
Human slavers took his niece last week. Danwise would have players’ emotions, and to bring the entire game to a head
gone after them, but elves aren’t appreciated in human lands. without disrupting the flow of play.
If the group finds his niece and brings her back, they can keep
the bows and arrows and he’ll resupply their arrows at least once Games often stymie as players become dismayed or unsure of
more thereafter. which direction to take, or what they are supposed to be doing.

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PART 2: WORLDS OF ADVENTURE
When this happens, it is incumbent upon the CK to propel the whether or not to take such a job is going to be an impediment.
game forward by shifting the players’ focus away from the task at Angrod’s player has the least motivation to go on the adventure,
hand. This forces them into new circumstances, which the CK as he has hoarded his coin and has good equipment. The CK
can use to bring more information to bare, revealing plot points draws up a quick encounter with orcs. In the ensuing battle, he
and the like. There are several approaches to this problem. takes the reigns of the game firmly in hand.

The heavy-handed approach is to force them through simple Armed with a chain hauberk, breast plate, great helm, and
explanations, pointing them in the correct direction. But this shield, Angrod attacks the encountered orcs. He wields a battle
often shatters the suspension of disbelief the CK may have axe. He fearlessly lays into the assailing orcs, hacking one down
established, and also frustrates players that may not want to be and driving the other off with his shield. But as he does so, the
handheld in any direction. A more generalized approach is to CK allows for a third orc to leap past his guard and drive a spear
force them into battle with a wandering monster. Though this between the front and back of the dwarf’s breast plate. Though
certainly has its value, bringing a party to its senses through a the blow misses any flesh, it cuts through the hauberk and
melee, it can lead to unwanted circumstances, such as causing drives into the inside of the breast plate. The force of the blow
a character’s death, or even knocking one character into the breaks the straps of leather holding the two halves of the breast
negative hit points, which can cause major problems with a plate together. This forces the dwarf to shed his breastplate, as
game’s flow. This pause forces the characters’ attention on the it is now useless. A few rounds later, his helmet is crushed down
unsolved problem without offering any avenues of approach, and over his eyes, and he is forced to toss the misshapen helm aside,
killing a character causes all manner of unforeseen problems. as well. Another blow bends his shield, so that it, too, is useless.
Although Angrod has taken little damage by the battle’s end,
This is where equipment plays a vital role for the CK. Normal his equipment is horribly damaged and in need of replacement,
wastage on equipment constitutes the act of normal wear and or at the very least, repair.
tear on a character’s gear. Weather wastage is the damage
extreme conditions may cause the gear. Combat wastage is In this example, the CK caused enough damage to Angrod’s
the damage inflicted upon gear by the tremendous number gear to force him to spend money, one way or another. It will
of cleaving, crushing, chopping weapons used in the various probably be enough to tap out the dwarf, putting the need for
battles the adventuring character is involved in. By utilizing a job to earn more coin firmly in his mind. The CK has quietly
the wastage rules below, the CK uses the character’s equipment used the character’s own equipment to further both the story
as a CK tool, and he forces the game onward without undue and the adventure. The character is really no worse for the
problems for the party—other than the simple need to find a wear, having just earned one more battle scar to add as proof of
store to replace broken-down equipment. his heroic deeds.

Example 1: The party arrived at Green Lonesome, a ROLE PLAYING WASTAGE


community of Halflings in the southern Darkenfold, over a
week ago. Their intent to hire an NPC cleric failed, as problems Normal Wastage
developed with the local halfling temple. The characters cannot
decide which direction to go or whether or not to push on with Equipment simply wears out over time. Whether it’s backpack
the adventure in the forest. The Castle Keeper needs them to straps, shoe soles, or the too-often-used rope, equipment suffers
move further west toward to the town of End’s Meet, where the from normal wear and tear. It’s not easy to track this, and the CK
Wizard’s Tower lies. This lull serves a good time for the CK to should not make any attempt to seriously do so over extended
do an equipment check to determine what kind of wastage the periods of time. Such an endeavor would require too much
party has suffered; the CK is then able to take control of the effort and yield very little fun for the CK or player. Checking
situation. “You find that the constant rain and watery conditions of once every few games or when the campaign stalls and needs a
this part of the forest have taken a terrible toll on your equipment. simple push to get it started again works very well.
Much of it is worn down and in need of replacing, particularly the
The easiest way to show usage is to put the responsibility on the
edges on swords, arrows, axes, and your other weapons. There is no
player. You can do this through imaginative role-playing. The
iron smith worth a salt in Green Lonesome, so you are informed that
Castle Keeper needs only to take any mundane action and use it
to properly equip and repair your characters, you must go to the town
to put the idea of usage in the player’s head.
of End’s Meet.” The CK has effectively created an excuse for the
party to move forward and has forced them to do so without EXAMPLE: “Angrod, you move up through the small crevice,
seeming to railroad them to the adventure. pulling yourself up through the opening. The rocks are jagged,
notched over the centuries from the moisture found in the
Example 2: The CK has come to the realization that the cave. As you pull yourself through the aperture, the iron ring
characters are well equipped and have plenty of coin. The of your axe scabbard catches on a rock, and before you know it,
evening’s play calls for a local sheriff to hire the party to do a you’ve torn the belt holding it. Though the belt is intact, it has
certain job. The job leads to the wizard’s tower, and the tower developed quite a tear in the leather. How long the belt will last
is where the adventure lies. But the usual player bickering over is anybody’s guess.”

180 CASTLES & CRUSADES


CHAPTER 9 — EQUIPMENT WASTAGE
The player will remember this tidbit, as the torn, droopy belt their bow. Encouraging this brings much more realism to the
probably does not fit his image of the character, and so he will game, and it brings the characters into that all-important mood
endeavor to replace the belt at the nearest opportunity. Role- by further establishing the tone.
playing usage is easy to do as it comes in the normal course of
play, with any and all equipment being subject to it. Furthermore, It isn’t necessary to infuse a detailed meteorological weather
it enhances the descriptions of the adventure, giving it more pattern into the campaign or game, but the CK may want to
texture for the players to grasp. Over time, most characters keep notes on the time of year, season, and conditions to avoid
react by replacing their bedraggled equipment: stained cloaks, altogether strange weather patterns that might misdirect players
torn clothes, threadbare rope, backpacks with latches broken into thinking a wizard, illusionist, cleric, or druid is out mucking
off, and so on. with the weather. Following simple seasonal weather patterns
existing in reality is the easiest way, but keeping notes helps keep
Of course, some players never react to described usage, so it is track and to not loose focus. Chapter 5 World provides some
necessary to have more equipment tear through the course of detailed information on weather patterns for the CK’s world.
the adventure. The sole of their character’s boot might crack,
letting in water and perpetually soaking his foot. An entangling Once a general pattern is set up, simply keep mental notes on
tree branch knocks a brooch off the cloak it is pinned to, the wear and tear of the equipment, much like usage above,
making wearing the cloak a pain at the very least. These are but augment it with descriptions of the conditions the weather
simple role-playing approaches that encourage the player to caused.
eventually purchase new gear, usually with an announcement
Example: This is your fourth day on the open road, and the
that he spends his hard-earned gold to replace his threadbare
rains continue unabated. Your equipment, even that covered by
equipment.
your cloaks, is soaking wet and beginning to show signs of wear.
To drive home the point, keep mental notes of these minor The water has seeped into the ration packages as well, and all
occurrences and describe the characters to the players at the your food is damp, sprouting mold. The seams on your boots
next waypoint. and clothes are beginning to weaken, as the constantly wet
conditions loosen the fabric. The dyes of your shirts, pants, and
Example: Angrod opens the door to the tavern. He stands cloaks have long since run out, vanishing into the mud of the
there, peering into the dim, smoke-lit room. His cloak is tied in road, so that only drab colors remain, and your once-colorful
a haphazard knot about his throat, making it bunch up around outfits are now brown and gray with mottled splotches of color
his shoulders. His belt hangs off at an angle so much so that it on them. You are going to need several days to dry out, and
appears as if he has lost a great deal of weight; worse, his axe much of your belongings, especially your food, needs replaced.
haft drags the ground with a strange scraping sound. His shoe
has no sole on it, and he’s standing a bit lopsided. His torn, For more detail or a concrete method for tracking weather,
stain-covered shirt hangs about him like a sack. He hobbles consult the Table 9.3 Weathering and Combat Wastage.
across the room looking like a bedraggled hunchback and hobo.
Combat Wastage
A description like that is usually enough to chase anyone to
the local equipment shop. The CK achieves usage through play, Wastage through wear and tear generally takes time. Though
without any dice rolling or equipment saving throws. wandering through the thick forest may cause the branch to
slide up into the backpack strap, catch it, and break it in just
a few seconds, the norm is a slower degradation of equipment.
Weathering Weather may be dramatic, but isn’t too common, and usually
Weather impacts the condition of equipment as much, if not comes with a plot device that is cumbersome for the CK to track
more, than normal usage. Extreme temperature variances, and follow over time. However, when dealing with equipment,
moisture, and dry conditions can cause any number of problems the ultimate tool, where role-playing truly meets mechanics,
in equipment, especially if not properly maintained. These is in the combat round. Combat wastage is immediate and
conditions are easy enough to role-play, much as with the over- effective.
used boot with its broken sole mentioned above. In order to
effectively role-play the weather’s impact on equipment, it is It does not take a great leap of imagination to envision the
necessary to make weather a factor in the game. It does not have destruction of weapons and armor in the midst of combat. Many
to be something huge or time consuming. Simple descriptions weapons are specifically designed to destroy armor through
of what the weather is doing, whether it is sunny, rainy, cold, crushing or penetrating blows. The mace, for example, is a
or warm, serve to make the weather a part of the role-playing bludgeoning weapon whose purpose is to so dent plate that the
experience. Keeping mental track is easy enough to do, or you mail becomes useless, almost becoming an impediment to the
can consult the weather determination charts. user. The CK should take the opportunity during the course of
combat to describe the horrid effects this rough treatment has
Once weather is a factor in the game, allow the characters to on the characters’ weapons and armor. Repeated blows can dull
interact with it. If it is raining, nine times out of ten, players are sharp edges, reducing their effectiveness. Cutting blades score
going to want to put on a cloak, cover their sword, or unstring divots in wood and light iron. Chipped or heavily used wood
CASTLE KEEPERS GUIDE 181
PART 2: WORLDS OF ADVENTURE
may break; hafts can break with ease. Shield straps may break, Tracking Equipment Usage
the shield’s facing may become too dented to allow use, or the
If role-playing usage does not adequately address the need of
shield may shatter or break altogether. Bow strings may break,
the player to reequip, the Castle Keeper may want to require
as might the bow itself. The list goes on and on, and it should
characters to make periodic equipment checks. This approach
be easy to apply.
works well if it is used in moderation. Constantly checking the
Role-playing combat wastage is easy to do. During the course condition of the players’ equipment is not particularly fun, and
of combat, use the various weapons to their designed purpose. it should never consume anymore than a few seconds of game
Describe the whirling maelstrom of blades and axes as they cut time. At the end of an adventure, or after several adventures,
and hack through armor and other weapons and items. It is not require each player to roll on Table 9.2 Equipment Usage.
necessary to use any challenge rolls to deal with wastage. Simple They should make two rolls: one for clothes and other worn
descriptions are enough, and the player must generally accept items (excluding armor, but including cloaks, hats, gloves, and
whatever fate serves up. boots, for example), and the other for general equipment such
as rope, hammers, sleeping gear etc. The Castle Keeper must
Example: Angrod wades into combat with his heavy-bladed axe keep track of the checks made; the CK usually tracks this in the
and large iron shield. He falls upon the hapless orcs with a battle same manner in which he tracks food usage.
frenzy born of his raging hatred of their ilk. He cleaves to the left
and right, wounding or slaying his opponents. But his triumph Each category represents a check. The first time a check is
is short-lived, as a mighty orc, upon rolling a natural 20 (see made, reference the New category. The second time a check
Note below and Simple Rules for Combat Wastage), smashes is made, reference the Used category. The third time a check
Angrod’s shield from above, the force of the blow tearing both is made, reference the Worn category, and so on. If the item in
arm straps from their holdings and knocking the shield to the question fails the check, then it needs repairing or replacing.
ground. Not only has Angrod lost the shield, but it is useless as The CK may opt to check each item individually, or he may do
armor until a blacksmith repairs it. a general check of all items.

Note: It is very easy to over do combat wastage. The constant The number listed below each category is the item’s challenge
and complete destruction of weapons and armor is not only class (CC), the target number required to pass the equipment
unrealistic but promises to become frustrating and irritating check. This check has no bonuses or penalties to it, nor does
to the players who eventually rebel against the heavy-handed it have a challenge level modifier. Roll a d20; any roll equal to
treatment. It is best to preserve the actual destruction of gear or greater than the listed challenge class means the item is still
to momentous events occurring in the combat round: a death serviceable. Any roll below the listed number means the item is
blow or the roll of a natural 20 or a natural 1 for overwhelming no longer useful and must be replaced. One roll should be made
effect, etc. for clothing and another for gear, with each roll being for the
group as a whole. Thus, if a clothing check fails, then all the
A more controlled manner of role-playing wastage involves character’s clothing needs to be replaced.
these simple rules:
TABLE 9.2 EQUIPMENT USAGE
Simple Rules for Combat Wastage Equipment New Used Worn Threadbare
When role playing combat wastage it is always good to include Clothing CC 6 CC 10 CC 14 CC 18
a little dice rolling as well. All normal wastage should be Gear CC 3 CC 5 CC 7 CC 9
tracked by the CK/players when role playing the wastage
with the exceptions of critical hits and misses. Use these rare Example: After completing a rigorous adventure into the
opportunities to allow the dice to propel the wastage forward. mountains and through a dungeon, the party’s clothing and
gear is showing some signs of usage. Rather than track each
When a character or foe rolls a natural 20 against an opponent, piece of gear or clothing, the CK requires everyone to make one
roll a saving throw for the opponent’s stricken armor or shield, roll for each of these items. Angrod rolls an 11 for his clothing
on a roll of 1 or 2 the equipment has suffered damage requiring and a 14 for his gear; checking against the New category (CC
a blacksmith’s attention, and the character’s AC drops one or 6 for clothing and CC 3 for gear), all his equipment survives.
two points. These rolls are cumulative. Several sessions later, a second check is made for the items
When a character or foe rolls a natural 1 for his attack, roll a against the Used category. Angrod rolls a 9 for his clothing and
saving throw for his weapon. On a roll of 1 or 2 the weapon an 11 for gear. The gear survives the journey, but his clothing,
has suffered damage requiring a blacksmith’s attention, and the which need a 10 to save, has failed, so he needs to replace his
weapon’s damage drops by -2. These rolls are cumulative. attire, such as pants, boots, cloaks, etc. After the character
purchases new garments, the clothing is later checked against
These rules only extend to any armor, weapons, or pieces of the New category, but his gear will be checked under the Worn
equipment struck by a natural 20 or involved in a natural 1. category (for its third check).

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CHAPTER 9 — EQUIPMENT WASTAGE
Tracking Weathering & Combat Wastage made for clothing and another for gear, with each roll being for
the group as a whole; thus, if a clothing check fails, then all the
Role-playing equipment wastage and usage is sometimes not the
character’s clothing needs to be replaced.
easiest direction for CKs or players to take. They either desire
a more detailed approach, or need more information to impress The damage and wastage a creature does is treated much the
a realistic fell upon the game. In that case follow the rules set same as a weapon. When a creature strikes with a natural 20,
down for Tables 9.4-9.7. For example, extreme circumstances the Castle Keeper rolls 1d6, and on a six, there is damage to
beyond the critical hit call for immediate resolutions. Castles the armor and/or equipment of the defender. When the player
& Crusades is replete with extreme circumstances: magical character strikes at a creature and rolls 1 on a d20, there is
fire, crushing blows, hurled boulders, lightning strikes, etc. damage to the attacker’s weapon.
Like weathering and combat wastage, these events are not
constant conditions. Characters enter extreme environments The enchanted breath of a dragon or the dangerous spit of a
or find themselves caught up in extreme situations in which monster is a highly magical effect that does a great deal more
the equipment at hand might suffer extraordinary damage. than a normal substance of the same type.
This affects all equipment, including normal gear and arms and
armor. Example: The alchemist Donal tested out hundreds of
materials trying to make a fireproof suit. He figures he could sell
Use Tables 9.2-9.5 any time the situation calls for them; these it to towns for their fire fighters to use. After much research, he
tables can be used in conjunction with role-playing equipment found a type of silk that wouldn’t burn. His first huge sale was
loss, combat wastage, weathering, usages, etc. They are designed to the king of a large empire. The king made the alchemist walk
for immediate adjudication of equipment loss. through a large fire in one of the silk uniforms and it worked
perfectly. In a month, the fire fighters of the city were able to put
These tables operate in the same manner as Table 9.2 does.
out huge fires and not get burnt. The alchemist thought his fame
The number listed below each category is the item’s challenge
was made and he would be a rich man soon. That same year
class (CC), the target number required to pass the equipment
an ancient red dragon came to the countryside of the kingdom
check. This check has no bonuses or penalties to it, nor does
and ate everything in sight. Ten of the most famous heroes of
it have a challenge level modifier, unless it is a blow, crushing,
the kingdom donned the silk fire suits and drew their magical
blow, piercing, blow, slashing. Roll a d20; any roll equal to or
swords to fight the dragon. In one huge dragon fire breath, the
greater than the listed challenge class means the item(s) is still
ten men were burnt just the way the dragon liked them and
serviceable. Any roll below the listed number means the item
quickly eaten. The king took the head of the alchemist as the
is no longer useful and must be replaced. One roll should be
price to pay for poor workmanship.

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PART 2: WORLDS OF ADVENTURE
TABLE 9.3 WEATHERING & COMBAT WASTAGE
Condition Bronze Ceramics Glass Gold Iron Silver Steel Stone
Abrasion CC5 CC8 CC6 CC6 CC8 CC6 CC3 CC6
Acid Attack CC10 N/A N/A CC8 CC11 CC11 CC12 CC13
Alkali CC8 N/A N/A CC9 CC10 CC10 CC9 CC10
Bending CC9 BREAK BREAK CC11 CC10 CC11 CC13 BREAK
Blow, Crushing* CC8 BREAK BREAK CC6 CC9 CC6 CC12 CC10
Blow, Piercing* CC10 BREAK BREAK CC8 CC11 CC8 CC14 CC12
Blow, Slashing* CC12 CC14 CC14 CC10 CC13 CC10 CC16 CC14
Cold N/A N/A N/A N/A N/A N/A N/A CC10
Cold, Magic CC8 CC6 CC6 CC8 CC8 CC8 CC10 CC10
Electricity CC7 N/A N/A CC10 CC8 CC10 CC12 N/A
Electricity, Magic CC14 N/A N/A CC17 CC15 CC17 CC19 N/A
Falling CC6 BREAK BREAK CC7 CC6 CC7 CC10 BREAK
Fire N/A N/A N/A N/A N/A N/A N/A N/A
Fire, Magic CC10 N/A CC12 CC12 CC11 CC12 CC14 CC10
Heat N/A N/A N/A N/A N/A N/A N/A N/A
Heat, Magic CC8 N/A CC16 CC10 CC8 CC10 CC12 CC10
Lightning CC15 CC10 CC11 CC13 CC16 CC14 CC15 CC10
Lightning, Magic CC16 CC12 CC13 CC15 CC18 CC16 CC17 CC12
Sound CC3 CC6 CC8 CC3 CC4 CC5 CC2 CC3
Sound, Magic CC10 BREAK BREAK N/A N/A N/A N/A CC8
Stretching CC11 BREAK BREAK CC13 CC12 CC13 CC15 BREAK
Water, Crushing CC9 BREAK BREAK CC11 CC10 CC11 CC13 BREAK
Water, Soaking CC3 N/A N/A N/A CC4 N/A CC4 CC5
Weight CC10 CC12 CC12 CC11 CC10 CC11 CC18 CC12
Weight, Crushing CC8 BREAK BREAK CC6 CC9 CC6 CC12 CC10
Wind CC6 CC4 CC4 CC5 CC5 CC5 CC4 CC4
Wind, Magic CC8 CC6 CC6 CC7 CC7 CC7 CC6 CC6
*Add attacker strength bonus modifications to the existing CC. A hill giant strikes an iron shield with a normal blow. The shield’s listed CC is
9, the giant’s strength bonus, +3, serves as the CL, so the final CC is 12.
Expert or Magical Weapons: If the item is of expert workmanship, it reduces the item’s challenge-class save by -2, if magical it is -2 or equal to
the bonus, whichever is greater, when rolling to see if it is damaged. In addition, if the item is magical or of expert workmanship and the category’s
result shows BREAK, instead give the item a challenge class (CC) of 20 to save because of its high quality.
N/A: The condition does not influence the material.
BREAK: The condition automatically breaks the material.

TABLE 9.4 MONSTER COMBAT WASTAGE


Monster Attack Form Bronze Ceramics Glass Gold Iron Silver Steel Stone
Aboleth Slime CC3 CC5 N/A CC4 CC9 N/A CC11 N/A
Ankheg Acid Spit CC15 CC6 CC8 CC16 CC19 CC17 CC20 CC18
Arrowhawk Electric Ray CC14 N/A N/A CC17 CC15 CC17 CC19 N/A
Behir Static Electricity Arc CC14 N/A N/A CC17 CC15 CC17 CC19 N/A
Black Pudding Acid CC15 CC6 CC8 CC16 CC19 CC17 CC20 CC18
Chimera Flame CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11

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Cloaker Sonic Moan N/A N/A N/A N/A N/A N/A N/A N/A
Cockatrice Petrification * * * * * * * *
Djinni Whirlwind CC6 CC8 CC8 CC5 CC4 CC5 CC3 CC6
Dragon, Black Acid CC16 N/A N/A CC19 CC17 CC19 CC21 CC10
Dragon, Blue Electrical Arc CC16 CC4 CC6 CC19 CC17 CC19 CC21 CC10
Dragon, Green Caustic Vapor CC13 CC4 CC6 CC14 CC17 CC15 CC18 CC16
Dragon, Red Fire CC12 CC4 CC14 CC14 CC13 CC14 CC16 CC12
Dragon, White Frost CC11 CC9 CC9 CC11 CC11 CC11 CC13 CC13
Dragon, Bronze Lightning CC17 CC4 CC5 CC20 CC18 CC20 CC21 CC10
Dragon, Bronze Repulsion CC9 BREAK BREAK CC11 CC10 CC11 CC13 BREAK
Dragon, Copper Caustic Acid CC16 N/A N/A CC19 CC17 CC19 CC21 CC10
Dragon, Copper Slow Gas N/A N/A N/A N/A N/A N/A N/A N/A
Dragon, Gold Toxic Gas CC16 N/A N/A CC19 CC17 CC19 CC21 CC10
Dragon, Gold Flame CC12 CC4 CC14 CC14 CC13 CC14 CC16 CC12
Dragon, Silver Frigid Air CC11 CC9 CC9 CC11 CC11 CC11 CC13 CC13
Dragon, Silver Paralysis Gas N/A N/A N/A N/A N/A N/A N/A N/A
Dragonne Sonic Roar CC11 CC9 CC9 CC11 CC11 CC11 CC13 CC13
Efreeti Heat CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Elemental, Air Whirlwind CC6 CC8 CC8 CC5 CC4 CC5 CC3 CC6
Elemental, Fire Burn CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Elemental, Water Drench CC9 BREAK BREAK CC11 CC10 CC11 CC13 BREAK
Frost Worm Ice Crystals CC9 CC7 CC7 CC9 CC9 CC9 CC11 CC11
Gelatinous Cube Acid N/A N/A N/A N/A N/A N/A N/A N/A
Gibbering Mouther Spit CC15 CC6 CC8 CC16 CC19 CC17 CC20 CC18
Gorgon Petrify Gas * * * * * * * *
Gray Ooze Acid CC15 CC6 CC8 CC16 CC19 CC17 CC20 CC18
Green Slime Devouring Acid CC16 N/A N/A CC19 CC17 CC19 CC21 CC10
Hell Hound Fire CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Iron Golem Poisonous Vapor N/A N/A N/A N/A N/A N/A N/A N/A
Jaculus Spit N/A N/A N/A N/A N/A N/A N/A N/A
Manticore Spike CC17 CC19 CC19 CC18 CC19 CC18 CC20 CC17
Nightmare Burning Hooves CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Ochre Jelly CC15 CC6 CC8 CC16 CC19 CC17 CC20 CC18
Pyrohydra Fire CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Remorhaz Heat CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Salamander Heat CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Travis Wyrm Heat CC11 N/A CC13 CC13 CC12 CC13 CC15 CC11
Will-o’-Wisp Shock Touch CC14 N/A N/A CC17 CC15 CC17 CC19 N/A
Winter Wolf Frigid Slush CC9 CC7 CC7 CC9 CC9 CC9 CC11 CC11
Yrthak Sonic Lance CC12 CC4 CC14 CC14 CC13 CC14 CC16 CC12
*The magical effect is dependant on the flesh to stone saving throw of the character holding the materials in the chart. The use of Gorgon gas
on a piece of bronze does not turn it to stone. However, when the piece of bronze is held by a character that is petrified by the gorgon, the bronze
turns to stone with the character.
The damage and wastage a creature does is much the same as a weapon. When a creature strikes with a natural 20 the Castle Keeper rolls 1d6
and on a six there is damage to the armor and/or equipment of the player character being attacked. When the player character strikes at a
creature and rolls 1 on a d20 there is damage to the weapon of the player character.

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TABLE 9.5 MONSTER PHYSICAL COMBAT WASTAGE
Condition Bronze Ceramics Glass Gold Iron Silver Steel Stone
Bite, Small Creature N/A CC15 CC16 N/A N/A N/A N/A N/A
Bite, Medium Creature CC15 CC17 CC17 CC16 CC17 CC16 CC18 CC15
Bite, Large Creature CC17 CC19 CC19 CC18 CC19 CC18 CC20 CC17
Claw, Small Creature N/A CC15 CC16 N/A N/A N/A N/A N/A
Claw, Medium Creature CC14 CC16 CC16 CC15 CC16 CC15 CC17 CC14
Claw, Large Creature CC16 CC18 CC18 CC17 CC18 CC17 CC19 CC16
Fist, Medium Creature CC8 CC10 CC13 CC6 CC6 CC6 CC4 CC8
Fist, Large Creature CC10 CC12 CC15 CC8 CC8 CC8 CC6 CC10
Horn, Small Creature CC6 CC8 CC8 CC5 CC4 CC5 CC3 CC6
Horn, Medium Creature CC8 CC10 CC10 CC7 CC6 CC7 CC5 CC8
Horn, Large Creature CC10 CC12 CC12 CC9 CC8 CC9 CC7 CC10
Hug, Medium Creature CC12 CC14 CC14 CC11 CC10 CC11 CC9 CC12
Hug, Large Creature CC14 CC16 CC16 CC13 CC12 CC13 CC11 CC13
Slam, Medium Creature CC6 CC10 CC12 CC8 CC5 CC8 CC4 CC9
Slam, Large Creature CC9 CC13 CC15 CC11 CC8 CC11 CC7 CC12
Stomp, Medium Creature CC10 CC12 CC12 CC9 CC8 CC9 CC7 CC10
Stomp, Large Creature CC12 CC14 CC14 CC11 CC10 CC11 CC9 CC12
Tail Whip, Medium Creature CC6 CC8 CC8 CC5 CC4 CC5 CC3 CC6
Tail Whip, Large Creature CC8 CC10 CC10 CC7 CC6 CC7 CC5 CC8
Talon, Small Creature N/A CC15 CC16 N/A N/A N/A N/A N/A
Talon, Medium Creature CC15 CC17 CC17 CC16 CC17 CC16 CC18 CC15
Talon, Large Creature CC17 CC19 CC19 CC18 CC19 CC18 CC20 CC17
Tentacle, Small Creature CC6 CC8 CC8 CC5 CC4 CC5 CC3 CC6
Tentacle, Medium Creature CC8 CC10 CC10 CC7 CC6 CC7 CC5 CC8
Tentacle, Large Creature CC10 CC12 CC12 CC9 CC8 CC9 CC7 CC10
Wing Beat, Large Creature CC6 CC8 CC8 CC5 CC4 CC5 CC3 CC6

TABLE 9.6 SOFT MATERIALS WEATHERING & COMBAT WASTAGE


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

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Lightning BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK
Lightning, Magic BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK BREAK
Sound N/A N/A N/A N/A N/A CC10 N/A N/A N/A
Sound, Magic CC10 CC12 CC10 CC8 CC6 BREAK CC10 CC8 CC10
Stretching BREAK CC15 CC13 CC11 CC9 BREAK CC11 BREAK BREAK
Water, Crushing BREAK CC18 CC16 CC14 CC12 BREAK CC14 BREAK BREAK
Water, Soaking N/A N/A N/A N/A N/A BREAK N/A N/A N/A
Weight BREAK CC10 CC8 CC6 CC4 BREAK CC6 CC10 BREAK
Weight,
BREAK BREAK BREAK CC10 CC8 BREAK CC10 BREAK BREAK
Crushing
Wind CC10 CC13 CC14 CC15 CC16 BREAK CC10 CC6 CC8
Wind, Magic CC12 CC15 CC16 CC17 CC18 BREAK CC12 CC8 CC10
*Add attacker strength bonus modifications to the existing CC. A hill giant strikes an wood shield with a normal blow. The shield’s listed CC is
10, the giant’s strength bonus, +3, serves as the CL, so the final CC is 13.

WEATHERING & COMBAT CONDITIONS assumes the attempt to strike the item was successful. In the
Abrasion: Items rub constantly against other things. Such normal give and take of combat, it is not the intention of this
rubbing doesn’t usually cause a problem, but rough surfaces can entry to force a combat wastage roll, but only after receiving
cut into and eventually tear items. When a climbing rope is massive blows from a very strong creature’s blade, being
used against a stone wall, the wall can abrade the rope. A sword damaged by called shots, or being hit by a natural 20 on an
used to continually bash against many types of shields causes a attack roll.
weakness in the sword’s metal, causing it to crack.
Cold: Cold and moisture can crack any material. This is biting
Acid Attack: Acid has a corrosive influence on most surfaces cold, such as an iced-over lake, and not the cold of outer space.
that pits and destroys those surfaces on contact with the acid.
Cold, Magical: Magical cold harms and destroys materials
Alkali: Prolonged exposure to salt, such as salt water, has a even faster than natural cold. The quick freezing of things does
severe drying effect, allowing the salt to dry on the surface. damage on a cellular level.
Dried seawater can do this. The salt on objects close to the sea
suffer erosion; any person living near the sea experiences this
constantly.

Bending: When items are continually bent, a weakness forms,


causing further bending to eventually break the item. Naturally,
when ceramics and glass and stone are bent, they break.

Blow, Crushing: The blow doesn’t just smash into the item,
but a great deal of weight is also applied behind the blow. This
assumes the attempt to strike the item was successful. In the
normal give and take of combat, it is not the intention of this
entry to force a combat wastage roll after every strike, but only
after receiving massive blows from a very strong creature (like a
giant), being damaged by called shots, or being hit by a natural
20 on an attack roll.

Blow, Piercing: The blow is designed to punch into and


through the material. This assumes the attempt to strike the
item was successful. In the normal give and take of combat, it
is not the intention of this entry to force a combat wastage roll
after every strike, but only after receiving massive blows from a
very strong creature (like a directed claw strike from a dragon),
being damaged by called shots, or being hit by a natural 20 on
an attack roll.

Blow, Slashing: The edge of a weapon is drawn across the


surface of the material, with the intent to cut the material. This

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Electricity: Electricity does come naturally in the form shocks Weight: This is a constant pressure placed on an object.
from some types of creatures like eels. This effect happens in a Weights that are so light they haven’t the chance to do damage
close area near a lightning strike, as the energy spreads from the are not considered in this definition.
impact point.
Weight, Crushing: This is a massive amount of weight placed
Electricity, Magical: This attack constitutes any electrical on an object. It has a good chance to do damage to whatever it
attack derived from a spell or magical beast. This energy is pressing upon. Something like a massive stone or a collapsed
damages objects or kills targets. It’s a stronger energy than most building would fit this definition.
lightning strikes.
Wind: This is a tornado-generated wind.
Falling: These falls are always more than 10 feet and onto
hard surfaces. Falling into water or into cushioning trees doesn’t Wind, Magical: Any wind-based attack derived from a spell or
count in this definition, as those falls are cushioned and not magical beast. Magical winds are created to destroy something
likely to harm objects on the body. and are much more powerful than even the winds from a
powerful tornado.
Fire: This is a standard fire like that of a woodpile. It does
damage, but it isn’t the damage from an smithy forge fire. CREATURE COMBAT CONDITIONS CHART
Fire, Magical: This intense magical blaze is hotter than all DEFINED
normal fires and is designed to do damage and to kill. The Bite, Small Creature: Examples of this bite include those by a
intense nature of this fire can easily melt most metals. goose’s bill, a small dog, or a barracuda.
Heat: Hotter than a wood fire, this is the heat caused by lava Bite, Medium Creature: Examples of this bite include those by
or by molten metal. Anything that can burn will ignite in the a large dog, a black bear, or a wolverine’s attack.
presence of this heat.
Bite, Large Creature: Examples of this bite include those by a
Heat, Magical: Any fire-based attack derived from a spell or cave bear, a great white shark, or a dragon.
magical beast. Magical heat can be as hot as dragon fire and is
designed to destroy. Anything that can burn will burn under the Claw, Small Creature: Examples of this include a crab’s
effects of this heat. pincer, a scorpion’s grab, or a lobster claw strike.

Lightning: Lightning coming from the skies is extremely Claw, Medium Creature: Examples of this include a mountain
powerful, with great damaging potential. However, the effect lion’s paw, a panther’s strike, or a lion’s strike.
can pass without damage through bodies, metals, and woods
under the right circumstances. Claw, Large Creature: Examples of this include an achaierai
strike, a dragon strike, or a dragonne strike.
Lightning, Magical: Any lightning-based attack derived
from a spell or magical beast. Whatever this form of lightning Fist, Medium Creature: Examples of this include a human’s
hits, it damages but cannot pass through an object under any strike, an orc’s strike, or a baboon’s punch.
conditions. Fist, Large Creature: Examples of this include an ogre’s
Sound: This is the loud roar of a large monster or the noise strike, a giant’s fists, or a titan’s punch.
made by large pieces of metal pounding on each other. While Horn, Small Creature: An example of this includes an imp’s
the noise is hard on the ears, it isn’t usually damaging unless strike.
constantly repeated, so that the vibrations caused by the sound
do damage to fragile materials. Horn, Medium Creature: Examples of this include horn
attacks from gargoyles, unicorns, or minotaurs.
Sound, Magical: The roar of an androsphinx is powerful
enough to cause damage to almost any material. The older Horn, Large Creature: Examples of this include horn attacks
dragons are also capable of bellowing out enough sound to from gorgons, bulls, and rhinoceroses.
cause damage.
Hug, Medium Creature: Examples of this include hug attacks
Stretching: Clothing, ropes, armor straps, and similar items from brown bears, human wrestlers, and orcs.
stretch from use. As these materials get used, they wear out.
Hug, Large Creature: Examples of this include hug attacks
Water, Crushing: When tons of water come down on an from cave bears, golden bears, or werebears.
object, the water strikes with great force, crushing items.
Stomp, Medium Creature: Examples of this include stomp
Water, Soaking: This is more than just an hour’s soaking in attacks from ogres, trampling bulls, or trolls.
water. It’s several days or more of complete immersion in water.

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Stomp, Large Creature: Examples of this include stomp accidentally crafted steel swords given names because they were
attacks from trampling elephants, dinosaurs, or giant lizards. so powerful versus iron weapons and armor.

Talon, Small Creature: Examples of this include talon Consider granting each piece of expert armor or weapons a
attacks from hawks, cranes, or birds of prey. name in your campaign. Doing so fleshes out the item, giving
it more value than a simple item, and often such items become
Talon, Medium Creature: Examples of this include talon objects for adventure. They often have unusual patterns to their
attacks from hippogriffs, griffons, or harpies. surface, and their prices should be so large that only adventuring
for them is worth the effort.
Talon, Large Creature: Examples of this include talon
attacks from devourers, white dragons, or rocs. Example: The party finds a great helm with dragonheads
embossed all over it. After talking to a sage, the party learns that
Tail Whip, Medium Creature: Examples of this include tail
this expertly made helm formerly belonged to Skellar the Bold.
attacks from basilisks, raptors, or dinosaurs.
In fact, history notes that Skellar also owned a suit of armor,
Tail Whip, Large Creature: Examples of this include tail a shield, and a maul all with the embossed dragon pattern.
attacks from brontosauri, belkers, or ancient white dragons. Suddenly, the PCs want to embark on a quest to recover all of
Skellar’s equipment. The sage presents clues about Skellar’s last
Tentacle, Small Creature: Examples of this include tentacle documented location: the Renee Mountains.
attacks from octopi, land krakens, or giant slugs.

Tentacle, Medium Creature: Examples of this include tentacle


EXISTING EXPERT WEAPONS & ARMOR
attacks from giant octopi, assassin vines, or violet fungi. Player characters should rarely be able to walk into a smithy and
buy expert equipment. These items should be used by powerful
Tentacle, Large Creature: Examples of this include tentacle foes in the dungeons and castles the characters explore. Along
attacks from giant squids, aboleths, or krakens. the same lines, while every merchant knows an expert piece of
armor goes for 10 times its normal cost, expert weapons go for
Wing Beat, Large Creature: Examples of this include wing
25 times the weapon’s normal cost; of course, merchants will
attacks from old dragons (winged), rocs, or giant eagles.
only buy expert weapons and armor for half of their true value
or less.
Example: The wizard tries to jump over a pit and fails his
check. The wizard falls into the pit and lands on his backpack.
Everything within suffers a crushing blow. The CK wishes the fall
to have some impact on the character so chooses to randomly
determine what might have been damaged. Consulting Table
9.4, he rolls a d8 (1 for each category) and rolls an 8; the result
is stone. He asks his player what, if any, stone the player has
on his character. If there is no stone, there isn’t a problem, and
nothing happens. Unfortunately for the player, he has a luck
stone. The CK consults Table 9.3 Weathering & Combat
Conditions Wastage, looking up crushing weight for the stone
category, and he notes its challenge class is 10; the CK adds +2
to the roll because the luck stone is a magical item. The CK
rolls a 15 in front of the player, adds +2, for a total of 17; the
stone is fine.

EXPERT EQUIPMENT
In the middle ages, the fabrication process used carbon and iron
and generally made iron weapons. Very much by accident, smiths
learned the perfect mixture of heated iron and carbon made
steel. Steel weapons, armor, and shields were vastly superior to
their iron counterparts. Steel weapons didn’t break as much as
iron. Iron weapons with edges needed sharpening after every
battle, but steel weapons held their edge much longer.

Historically, there are many examples of famous weapons being


given names by their equally famous owners. Tizona was El Cid’s
sword, Legbiter was the viking king Magnus Bareleg’s weapon,
and Joyeuse was the sword of Charlemagne. All of these were

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CHAPTER 10 — LAND AS TREASURE
necessary; the game’s setting need have no further depth than

A
s discussed in Monsters & Treasure, Land
and Title are perfect rewards for hard fought “the forest path looms.”
campaigns and serve to shake up the normal
gold and magical treasure that veteran players No matter the depth of the setting, this is where the action takes
are sometimes accustomed to earning. The enterprising Castle place and the players conduct the activities of their characters.
Keeper offers Land and Title in order to both reward the The setting is traditionally the CK’s realm. They design it,
character or characters and propel the game in new directions. creating its structure, the rules that guide it, and the monsters
Understanding when to offer land as treasure and how to that people it. Rarely are player opinions sought and even less
integrate it into the ongoing game are critical elements to rare are they acted upon and integrated into the game. In many
making land as treasure an enjoyable and workable aspect of respects, the setting is akin to the video game console. As any
the game. When used correctly, it can heighten the experiences table top gamer recognizes the video console is very limited. It
of any game and bring the players to the table with enthusiasm. creates boundaries that the gamer cannot pass over or through.
The CK’s setting is often too much akin to this, there are
Castles & Crusades is not particularly limited to any one type established boundaries that restrict the actual play and in some
or genre of game. But for the purposes of this chapter we are cases the imagination of the player.
using Medieval Europe as our baseline. Please note that the term
Land as treasure is used throughout this chapter but covers any Lands as treasure offer the CK the perfect tool to set aside
type of land, title, entitlement, or endowment treasure that the this gaming paradigm and allow the characters themselves to
CK might devise, from the guildhall orders to the landed estate. interact directly with the setting and the game. Furthermore,
the characters are able to change the course of its history and
become actual participants in the world’s creation. In many
NEW HORIZONS regards this makes them part of the setting itself.
The Castle Keeper’s main task is to engage the character in a
fun and exciting game of chance and adventure. The setting is Too often a CK shies away from this concept. At first mention of
the arena within which this fun takes place. Settings range from granting players a greater role in the setting, visions of madness
the very detailed to the simple (see Chapter 5 The World). and destruction emanating from every wild, hair-brained idea
Troll Lord Games’ Aihrde Setting is complete with history, that a player may put forward come to their minds. They see
racial groups and sub-groups, political institutions, cosmology, an endless debate over strange questions pertaining to bizarre
and affords the CK and players a virtual tapestry within which cultural, ecological, and social issues that have no grounding in
to weave their own stories. However, such detail is by no means the rich flavor and or history of their setting. “No the Kopesh

190 CASTLES & CRUSADES


CHAPTER 10 — LAND AS TREASURE
sword is a near-eastern weapon; this is a medieval European This involvement ranges from the simple to the very complex
environment. They have no knowledge of such a blade!” and depends completely upon the designs of the CK and the
interests of the players. Land ownership and entitlement in
This attitude is slightly misplaced. The setting should be fantasy games is every bit as complex as it is in the real world and
a vibrant and evolving environment. The CK must make as it certainly was in Feudal Europe. There are no real defining
adjustments to it from time to time, refining aspects, or reacting limitations other than those imposed by the CK and player.
to the very exploits that their players achieve. There is no
reason that allowing characters a freer hand, or any hand at It is perfectly natural for a player to enjoy receiving land but
all in the local setting, should have any more impact than do want no part in managing it. After all, the game is one of epic
the actions they routinely take. If the characters slay the local adventure, not epic book keeping, tax rolls, land development
giant that is terrorizing the lands of Krackenmore, they have and so on. Awarding land as treasure and removing it all to
in effect impacted the entire region of the world, realistically the background role is perfectly workable in any game. Often
changing the local political environment, and if one wanted lords and knights possessed land in provinces they never visited,
to be extremely technical, the ecological, social, and economic trusting their stewards to manage the affairs of their estates.
environment as well. Even plundering a dungeon liberates a Absentee landlords are normal and work perfectly for those
region of the terror of the undead that rose from its depths with players who like to take a light handed approach to such game
vast ramifications on the surrounding region. The argument concepts or even to those games that have a light approach to
states that these are actions within the CK’s control and as such the setting. A simple and quick calculation by the CK, designed
remain acceptable because they are controllable. off the needs of the game, or through the charts below generates
the necessary yield of any land or title.
In fact, the opposite is true. By allowing the players a greater
role in the setting, it adds to their own involvement, giving Example: Hale is a young Knight who recently rescued the
them a vested interest beyond the acquisition of gold and silver, village of Hawthorne from an ungern attack. Overjoyed, the
to work within the setting. To put it frankly, allowing players local lord, Baron Charles of Shipp, decides to award him for his
to assume greater roles in the setting is something akin to the efforts. The Baron Knights Hale and grants him the very village
political concept “keep your friends close and your enemies he saved as a fief. The newly knighted Sir Hale has entered the
closer.” The player whose knight earns the title of Duke and ranks of the nobility, though at its lowest rung. Hale accepts
stands as one of the King’s men is far less likely to do things the honor fully aware that he does not own the village, as
detrimental to the Court and country, such as mouthing off to ownership remains with the Baron, but that all the income from
their rightful lord, if he is a part of that Court. The setting itself crops and other yields are his so long as he swear fealty, with
must be a vibrant arena in order to keep the players captivated all its incumbent obligations, to the baron. The CK must now
and interested in playing in said setting. Creating a setting in determine what benefits if any the village reaps for the character.
which all the controls are there must by its very nature wear on Without consulting the charts below the CK determines that a
the players and bore them into wanting to do something else or constant source of money and a safe base of operations are more
play some other game. important for the game and arbitrarily tells the player that the
village yields about 15gp a month, with which the character can
The Setting should be the arena for the adventure, not the
do as he chooses. Wanting the party to have a place to fall back
restricted access club. Bringing the characters into the setting
and recuperate, the CK quickly comes up with a deal whereby
allows the CK to bring the players more into the game. This does
the profits of the village can go to building a castle on the land.
not mean that the CK must yield to the player’s opinions or his
It may take 2-6 months to build a small castle, and several years
desire. This in no way impairs the CK’s ability to run his own
to pay it off but it is very realistic. The player, not wishing to
game and maintain clearly defined setting rules. Maintaining
bury the game in a lot of money tracking agrees. The impact
control of the integrated setting is as important as maintaining
on the party, the character, and the game is huge but does not
control over any interactive aspects of Castles & Crusades.
in any way slow down the pace. Within a short period of game
time, the party has a safe base of operations where they can
INVOLVING THE CHARACTER store their treasure, heal up, or do whatever else they need to
As discussed in Chapter 3: Expanding Equipment above, do. In turn, the CK has created a whole wealth of adventure
equipment offers the player one of the few areas of control for material in the local surroundings, with the Baron and his court,
his character. This is relatively important as it allows the player and whatever else creeps behind the CK’s screens.
direct involvement in the role playing game, it is an area that
they control. They choose what they wear, what they fight with, A TIME OF REST
how they look and more. Bringing land as treasure to the table
Land as treasure is actually a natural outcome of playing the
offers a whole new venue of player control. Now, the player
game itself. As the characters gain in levels, it is natural to want
has the opportunity to take a small portion of the world and
to accumulate wealth; monies and magic come to mind first, but
make it theirs by creating structures, appointing people to posts,
eventually land and power enter the equation. The castle, tower,
interacting with the locals from a position of power; in general
hold, or home becomes a place to recuperate from wounds and
becoming involved in the ongoing events.

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PART 2: WORLDS OF ADVENTURE
adventures, to advance in level, to manufacture equipment and characters through an epic thread then the tables are going to
magic items, and to plan the next spate of adventures. Many be too superficial. More work is required, i.e. NPCs fleshed out,
characters love the concept but don’t actually voice the desire regional maps drawn up, political and religious power structures
themselves, more focused on the task at hand, adventuring! established, etc. This can take a great deal of work (reference
By awarding it as part of the adventure the CK fills both the Chapter 6 for some of this information). It’s more than likely
need the game may have and the desire of many players for that the game falls somewhere between these two extremes and
something to show for their wealth. With land for treasure the the land as treasure integration will as well.
player can express the success and status of their character with
the treasure awarded. The young warrior is now a knighted lord In short, determine the amount of involvement the land as
in the Baron’s Court, who owns both a village and soon a castle. treasure is going to have in the game, adjust it accordingly,
Land as treasure opens up new vistas for the player character as either through game play (as in the example above), role playing
the local setting can become a focal point of the game. and design, or through the charts below. Use a combination of
all of them when needed.
These new vistas open up a whole new set of role playing and
adventure opportunities. With land and title, assuming the CK It is also important to note that the land as treasure can and
and players want it, comes NPC interaction like never before. should evolve. What may have started as a simple, unusual way
The Lord who granted the title rises from obscurity to an active to reward the party for a job well done may easily evolve into a
role in the character’s fortunes. The locals who have become dynamic part of the game.
part of the new Knight’s domicile are now beholden to him or
her for protection. The neighboring lords, knights, villagers, etc. KNOW YOUR AUDIENCE
all have a role to play in fleshing out the local setting. Beyond
It is the job of the CK to understand their players and their
the borders are monsters, roaming bandits and other bad guys
normal mode of play. In many respects this is far more important
who now must interact with the new Knight and the new than understanding the game the CK is running. The game is
Knight must interact with them. adaptable, but players are often not. It is natural to become
The possibilities are almost limitless. The CK is able to work the entrenched in a certain style of play and any deviation from that
plots in any way they see fit. The young knight and his band as causes a great deal of heartache. Many players simply do not
protectors of the weak works as well as the Knight manipulated like political intrigue and most certainly detest any method of
economic play. Forcing players to participate in an extravagant,
by the Baron to offset the power of another Knight who struggles
multi-faceted game of political intrigue, double speak and
with the Baron over land rights. These two ideas are just the tip
personal innuendo often exhausts those not interested in such
of the iceberg of course. Intrigue ranges from the very low to the
themes. The end result is always bad, either the player becomes
very high and involving the characters at any level can be both
bored and destructive, or just stops showing up for the game.
fun and challenging.
As with most elements in role playing games, moderation is the
Depending on the scale of the land as treasure and the nature of
key. If land as treasure is awarded and one or two players begin
it, this type of reward opens up city adventures as well. Different
to really enjoy it and want to play up on these new elements,
classes have different types of treasure (see below) when it
but others are bored or listless, give them outs by softening the
comes to giving land as treasure; the rogue who becomes Master amount of actual involvement the bored players have in their
of a Guild; the wizard whose order grants him a tower in a town newly acquired land.
of enemies; the dwarf lord given a fortress upon the edges of
the wild; the possibilities are limitless. In short, the possibilities Example: Hale is now lord of his village and the castle walls
expand greatly when land and title enter the game. But all this fast rising on the hill of Torul. But Hale has learned that there
has little place unless the game calls for it, the players want it or is more to ownership than he suspected as his neighbors are
at least don’t fight it, and the CK has designs for its future. It’s attempting to drag him into their alliance against the Baron’s
important to know when to award land as treasure. policies, reducing the requirements of their vassalage. Here,
the CK has presented the potential of a complex adventure
KNOW YOUR GAME that may involve all manner of Court intrigue. Instantly he
recognizes that a few of the players are interested, but the player
The Castle Keeper must know what type of game they are responsible for the village, the Knight Hale, is not so inclined.
running before they award land as treasure. If the game is a fast Certainly he does not take the bait and enquire more about
paced series of one shot adventures that bring the character from the Court politics. This is a sure sign that though he may like
one dungeon to the next and allow them to amass wealth and the castle and village idea, he does not like role playing it out.
power, the land as treasure should definitely take a back seat. An adventure is called for; one that perhaps involves other
Consult the tables below, determine the benefits and problems members of the court, but moves the action away from the
with a few dice rolls, and move on. Let the characters pile up land and village in order to not saddle the characters with an
titles as if they were magic items. If the game is more involved, adventure they may not wish to embark upon.
with a great deal of role playing and campaign arcs that carry

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INTEGRATING LAND AS TREASURE This is not always the case as sometimes the vassalage involves
economic obligations as well. Those who swear homage become
No charts have been supplied that allow you to roll land as a
Masters of the Fief, but vassals to the Lord. These vassals can
portion of the treasure earned from an adventure. This was
use the fief and reap all its economic benefits, build structures
pointedly left out of the treasure tables in the Monsters &
on it, improve it, tax it and usually hold complete control over
Treasure because land as treasure is something that only the
the legal rights of the inhabitants, barring only the laws of the
CK should offer, and then only when they are certain that is
Lord. Actual ownership of the fief was normally, but not always,
what they want to do. As discussed above, it’s important to note
retained by the Lord (see fief below).
what the game’s needs are and the players’ desires as well.
Vassalage can become very complex. A single individual may
If the CK has determined to award land as treasure, consult the
swear fealty (not homage) to two different Lords or find that
tables throughout this chapter and the following definitions to
his obligations span over the land ownership of several different
better understand what it entails.
Lords. Sometimes this happens through inheritance, sometimes
through right of conquest. In these cases vassals could find
LAND OWNERSHIP DEFINED
themselves obligated to provide warriors to two different Lords,
Land ownership in a feudal society is a complicated network even if these Lords are fighting each other.
of ownership, homage, vassalage, and fealty that entails a
variety of obligations from one party to the next. It involves Example: Young Hale has sworn homage to the Baron Charles
transactions that are economic, political, and military. Though of Shipp. He is now the Baron’s vassal. His vassalage requires
it is not necessary to include all facets of the feudal system in that he send 2 mounted warriors to the Baron during each
any game, we have outlined them here for the CK to pick and campaign season. Hale brings a young Knight Errant, Basil,
choose which portions of the system work best for their games, into his employ, housing him in his castle, outfitting him and
leaving the whole complicated, intricate web of obligations to training him. He intends to meet his obligation with himself
the most venturesome of Castle Keepers. and Basil. However, during the course of the adventure, he finds
that he has inherited, from his fallen uncle, a tract of land with
Feudal land ownership involves interactions between Lords two villages on it. The obligations of these villages pass to Hale.
and Vassals from which come a hierarchy of nobles. These The villages, however, were originally held from the Count of
nobles form an aristocracy that governs the whole; however, Kleaves, the very powerful Lord of Olmutz. The obligations
the aristocracy is frequently divided into multiple political of the two villages come to supplying the Count with 5 men-
groups of varying sizes contending for power. Feudal nobility at-arms and one knight on foot each year. The young Knight
bases its power structure on two major things: land ownership finds himself forced to give up one of the fiefs or to meet his
from which the noble derives their wealth, and title, which obligations to two different Lords. Even if these Lords should go
commands influence, prerogatives and rights. Many portray to war with one another, Hale’s men and colors will be on both
feudal structures as centered on the King, but this is not always sides of the field.
the case. Feudal governments exist at multiple levels, with their
power structures determined by which noble owes vassalage to Manorialism: This consisted of a system of economic and
which lord. In fact, the nature of feudalism and the aristocracy property obligations that governed the jurisdictions commonly
it fosters and maintains is very complex. European titles derived referred to as manors. The obligations existed between the serfs,
their power from old Roman administrative districts as much as or peasants, and the Lord who owned or held the land as fief
they did from granted rights of land ownership. Furthermore, from another and the land that they lived on. In very basic
land ownership is not restricted to a knightly class; early land terms the Lord promised protection to the land’s inhabitants
ownership came from one’s abilities or family position. In a and in turn the inhabitants paid rent in the guise of foodstuffs,
fantasy role playing game such as Castles & Crusades, allowing money, work or other transactions such as supplying firewood
clerics, druids, wizards, rogues, bards and others to participate for the local manor house or castle. The inhabitants came under
in the feudal hierarchies of a society is more than realistic. The the legal jurisdiction of the Manor Lord. The manor’s property
scope of feudal structures and the title of nobility are far beyond was generally divided up into three separate classifications, the
the aims of this guide book, but for our purposes the general demesne, dependent and free. The demesne consisted of land
outline of both feudalism and its major parts and the titles of worked by the Lord, meaning the proceeds of that land went
nobility and their origins is more than sufficient. directly to the Lord. The dependent land is held in lease by a
peasant or serf who, in turn, pays for it in work and/or goods;
Feudalism: A series of inter-related political, economic, and some serfs paid for their land by working the demesne. The
military obligations based upon land ownership. The central peasant owns the free land outright, but is subject to the judicial
figure of a feudal society was a land holder, usually a warrior, authority of the Lord and he could be taxed on its proceeds.
who leased out his land in fiefs to other warriors. These warriors The serfs were sometimes bound to the land, and therefore the
swore homage to the central figure, the lord, promising any Lord, but not always.
number of obligations; usually these obligations were military
(see homage below) and involved providing troops to the Lord. Lord: A noble or aristocrat with social rank derived from
military power and/or land ownership. In general, a Lord owns

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land, the proceeds of that land, and those who work it or on it. or emperor, church prelate or similar figure vested with religious
A Lord is able to acquire vassals through leasing his land, as a power; but this is not always the case. The ability to earn such
fief, and/or accepting obligations from lesser lords and knights a rank depends on the society, culture, and particular needs
through acts of homage. It is not impossible to envision a Lord of a region or country. Early Europeans gained rank and title
who owns very little land but has many vassals. through force of arms, at times granting the rank to themselves,
combating any who might deny them.
Vassal: A knight or lesser lord who swears an oath of fealty
or homage, to a Lord. Generally the oath of fealty or homage
require the vassal to supply warriors to the Lord, however;
TITLES
vassalage can take on complicated obligations such as supplying Inherited Titles: These titles come from a variety of areas.
equipment, foods stuffs, horses, boats, etc. The vassal in his own A family connection can leave the title to its nearest chosen
right can lease land out to other knights or lesser lords. descendent or just as likely a region may appoint a person to
the rank and grant the title that accompanies the region. Many
Homage: A complex ceremony and oath taking, in which the medieval European dukes derive their title not from the King but
lesser lord or knight swears an oath of fealty to a Lord making from the Roman word Dux which loosely means commander, a
the lesser lord vassal; in turn, the Lord invests the vassal with title and post inherited from the office itself.
property. The act of homage is a binding act that creates a bond
between the Lord and vassal in which the vassal swears to being Earned Titles: Often, aspiring individuals who achieve
one of the Lord’s men. In effect, the Lord ‘owns’ the vassal. great status through their own actions, or do great deeds for
Swearing of homage can only be done to a single Lord (unlike an established Lord are granted a place in the rank of the
fealty) and bears with it significant religious, social, and cultural nobles. In early medieval Europe, men earned rank almost
bonds. The act of homage obligated the vassal and the Lord to exclusively through feats of arms. Later, as the society became
certain levels of protection and military commitment. more complex, awarding nobility for services rendered became
normal. This served to water down the older more militaristic
Fealty: An act of swearing allegiance to a Lord in return for nobles causing a great deal of tension. This can lead to societies
a fief. Far less complex than homage, fealty is an arrangement closing the ranks of nobility, requiring patents of nobility before
that can be repeated from one vassal to several Lords. The act one is allowed to enter the hallowed halls of the aristocracy.
of fealty obligated the vassal and the Lord to certain levels of
protection and military commitment. Patents of Nobility: A patent of nobility is given by a great
noble, usually a king or emperor, which allows one entrance to
Fief: A tract of land leased or yielded from a Lord to a vassal. the ranks of the nobles. It is generally a reaction forced upon
The vassal has the right to occupy the fief and derives all senior Lords in order to keep them from giving out titles too
proceeds from it. From these proceeds he feeds himself, family randomly, thereby weakening the value of the landed aristocracy.
and his own network of vassals as well as supplies the Lord with
the obligations promised during the homage or fealty ceremony. Confirmation: Often the new noble must be ‘confirmed’ in the
The legal definitions of a fief vary greatly. Some fiefs were held title. The confirmation ceremony is usually the oath of fealty
for limited times and confined to one owner, meaning a son or homage demanded by a Lord from a vassal. This helps to
could not inherit the fief from his father. Others were held in reaffirm the rights of the Lord and impress upon the new noble
perpetuity, meaning they were given the right of inheritance; his status as vassal in relation to his lord. It is also a time that a
the fief could be passed down from father to son. Lord or vassal may attempt to wring concessions out of one or
the other.
Allodial Fief: A fief owned outright by the vassal free of any
necessary obligations. The obligations of vassalage are removed
HE IS A KING IN NAME ONLY
or at the very least lessened. A Lord awards a vassal certain
portions of a fief from a Lord as allodial land for service and It is entirely within the realm of possibility for a noble to possess
good deed. So, a vassal may control 14 villages and the various a title but no land. Land ownership and the vassalage he
tracts of land that go with them. But he could own several as commands is the basis for the power of a feudal Lord, the noble.
allodial fiefs, and be responsible for the terms of vassalage for Land can be lost as easily as won and when that Lord loses land,
only the remainder. the vassals that are upon it are lost as well.

Any number of circumstances may exist that deprives a noble


NOBILITY DEFINED of land. Perhaps circumstances forced him to award his land as
The noble is a person with rank or title. The noble gains their allodial fiefs, a process that gradually eroded his power base,
rank or title through a variety of means. The most common while strengthening that of his vassals. Maybe indebtedness
method is to inherit the rank or title. But an equally common crippled his ability to uphold the terms of vassalage. War
method is that a powerful Lord grants the title, the rank, the destroyed much of his army and he was forced to cede territory
honor to a lay person, giving them all the benefits and honors of and rights as part of the peace. The processes that can deprive a
the noble. The Lord who awards nobility is generally a monarch lord of his land but not his title are limitless. The French King,

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CHAPTER 10 — LAND AS TREASURE
during the reign of Louis VII was one of the militarily weakest When using Table 10.2 Land & Title as Treasure keep in mind
of the French aristocracy. It was not until much later that the that these are averages and many variables can apply. Further,
King managed to regain his power over his own lords. He did the awards listed, the recipient holds in direct vassalage to a
so because his position retained advantageous religious and noble or Lord, meaning they have sworn an oath of fealty or
cultural powers. homage. The lands do not come with their own vassals. If the
recipient chooses to lease some of his newly acquired lands
This concept plays perfectly into almost any land for treasure to a vassal they are perfectly able to do so. To use the table,
award. By granting a title without the lands that would normally determine the level of the recipient and cross reference the data
support the title, the CK is effectively challenging the player given below for average size and occupancy of a fief.
to wrest control of what once belonged to that title, or at the
very least gain land from which to build the title’s strength. In Use Table 10.3 Land Yields and Obligations to determine
this respect, the title becomes as important as the land, because an average yield and obligation that a fief might supply. The
having the title is itself a form of power, a treasure. Yield refers to money earned above and beyond the expense of
running the fief. These include road and bridge maintenance,
THE RANKS OF NOBLES hiring, training, and paying for men-at-arms (as listed in Table
10.2), and normal upkeep for a Manor or Castle. The obligation
Some texts attempt to quantify how much land the average is an average payment the vassal must make for his service. It is
noble would possess or pass on in a strict hierarchy of rank. They important to note that these are averages only and dependent
further attempt to make the King Lord over the Duke and so on on the information supplied from Table 10.2 Land & Title as
down the line. In reality, except where feudalism as a system of Treasure. As discussed, a Duchy can be any size, great or small,
government was imposed, this is rarely the case; the true test of and might yield more or less at the Castle Keeper’s discretion.
rank resides in the system of vassalage as built up over centuries
of interacting political machinations. Who has sworn homage TABLES 10.1 THE FEUDAL HIERARCHY
or fealty to who is the true mark of the power-ranking, this, and
Title Level*
the sheer power the various nobles possess. It is entirely within
the realm of possibility that a Duke has not sworn vassalage to Emperor, Empress 25
any King and though he would not be the social equal of the King, Queen 20
King, his rank and status are his and his alone, free of any fealty Prince, Princess 18
or homage. Duke, Duchess 15
Marquis, Marquess 12
The ranking is completely dependent upon the CK and the
needs and demands of the game. A Duke or even a Count may Earl or Count, Countess 9
rank more actual physical power than a King, though the King Viscount, Viscountess 8
retains the title that grants him the most dignified and highest Baron, Baroness 6
of social rank. Baronet, Baronetess 5
If the CK intends on using land as treasure beyond a simple Dame (Lady who owns) 4
backdrop treasure, bringing land as treasure into the game will Chevalier, Lady 4
require some leg work and statistics on the lords of the land. In Chevalier, Lady 3
general, the following table lists the ranks of nobles (women Squire 1
and men), and level. These levels represent averages and the
* This equals the total number of average levels. If the King is a
CK should alter them or change as they need to. The table is for
fighter-wizard he should have a maximum of 20 levels combined. For
quick reference only. The noble can be any class but generally instance, 8th level fighter and 12th level wizard. It should be noted
are fighter type classes. that a noble can actually be any level.

LAND AS TREASURE
In Castles & Crusades, when awarding land as treasure, the
CK must choose one of three methods, or create a hybrid of
the three. The first of course is to role play the land as treasure.
Note the example above where young Hale gains his title and
land. No dice hit the table; the CK determines how much
the land is worth and builds it into the structure of the game.
Consult Table 10.2 Land & Title as Treasure for title, size,
the number of men-at-arms it produces and the habitation.
The adventure continues, only now the party has a base of
operations and the knight Hale is beginning to build a castle. In
one swoop the CK uses the profits from the land to build it up.

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TABLE 10.2 LAND & TITLE AS TREASURE
Level Title Fief* Occupants** Men-at-Arms† Habitation
1 Squire n/a n/a n/a n/a
2 Chevalier .5/1.3 1-10 scattered farms n/a n/a
3 Chevalier 1/2.6 4T n/a n/a
4 Dame 1/2.6 4 T, 2 H 4 n/a
5 Baronet 3/8 6 T, 4 H 8 n/a
6 Baron 8/20 8 T, 6 H 14 n/a
7 Baron 32/83 12 T, 4 H, 1 V 26 Manor
8 Viscount 80/208 20 T, 6 H, 4 V 37 Manor, Keep
9 Count 155/401 40 T, 12 H, 8 V 72 Moat & Baily Castle
10-11 Earl 315/815 60 T, 20 H, 6 V 85 Fortified Manor, Castle
12-15 Duke 625/1620 80 T, 40 H, 20 V, 2TW 240 Greater Castle, Castle
16-17 Prince 1250/3235 160 T, 80 H, 40 V, 6TW 520 Greater Castle, Palace
18-20 King 1565/4055 400 T, 200 H, 80 V, 8TW, 1 city 1160 Palace, Fortified City
21-25 Emperor 3125/8095 500 T, 250 H, 100 V, 8TW, 1 met 1485 Fortified City
* Each fief is in square miles and square kilometers
** T = Thorpe; H = Hamlet; V = Village; TW = Town
† Men-at-Arms refer to how many men-at-arms the fief yields on its own resources. Of course the vassal can increase that with other resources.
TABLE 10.3 LAND YIELDS AND OBLIGATIONS
LAND AS TREASURE PER CLASS
Fief Annual Yield* Obligation**
1 175gp 1 Foot Knight, 1 Man-at-Arms† Table 10.2 Land & Title as Treasure is the baseline for any
2 250gp 1 Mounted Knight, 1 Man-at-Arms class that earns a fief, and assumes that nobility and the titles of
3 650gp 1 Mounted Knight, 2 Men-at-Arms Lord and Vassal are not limited to a soldier’s profession. Instead,
deeds beyond the sword earn an adventurer rank and title. For
4 750gp 1 Mounted Knight, 4 Men-at-Arms
those Castle Keepers that wish to preserve the warrior culture
1 Mounted Knight, 2 Light Horseman
5 1,000gp of feudalism, the tables and descriptions on the following pages
or 6 Men-at-Arms
provide guidelines on how to award land as treasure for each
3 Mounted Knights, 4 Light Horseman
6 3,500gp
or 12 Men-at-Arms
class. Each class is different, possessed of a different set of skills,
goals, and designs and the setting that you are playing in or have
6 Mounted Knights, 8 Light Horseman,
7 8,000gp
or 24 Men-at-Arms
designed may not have room for a druid who has become a fief
holding Lord and Vassal.
15 Mounted Knights, 20 Light
8 25,000gp
Horsemen, or 50 Men-at-arms
35 Mounted Knights, 50 Light Fighter
9 75,000gp
Horsemen, or 100 Men-at-arms The quintessential adventurer, the fighter is the least specialized
100 Mounted Knights, 100 Light and most versatile of all the classes. Their ranks encompass the
10-11 200,000gp
Horsemen, or 200 Men-at-arms very spirit of the soldier of fortune and their awards in land as
250 Mounted Knights, 300 Light treasure rank as the most simple. The world of the nobleman,
12-15 700,000gp
Horsemen, or 600 Men-at-arms the Lord, is open to them as the fighter is the bedrock of that
500 Mounted Knights, 600 Light culture. For a standard land as treasure reward for fighters refer
16-17 1,500,000gp
Horsemen, or 1200 Men-at-arms to Table 10.2 Land & Title as Treasure.
1000 Mounted Knights, 1200 Light
18-20 3,000,000gp
Horsemen, or 2500 Men-at-arms Ranger
1200 Mounted Knights, 2400 Light
21-25 5,000,000gp Awarding a ranger a fief would only serve to tie them down and
Horsemen, or 5000 Men-at arms
* Yield derives from any number of enterprises: firewood, hay, wheat, perhaps not play to their skills as a Lord would desire. However,
barley, fruits, cattle, sheep, pigs, mined ore, or even manufactured there is a constant need for a warden, someone able to watch
goods; also taxes on roads, bridges, gate charges, etc. The yield is the roads, keep an eye on strangers who pass through a land.
based on a maximum number of habitations in a fief. The warden keeps track of the amount of game in an area, when
** These obligations are for an average period of 30 days. Payment for best to hunt, and how best to hunt. Furthermore, they keep a
them must come from the Yield. These Knights, horseman, and man-at- watch out for any monsters that live in the area or may travel
arms are not equipped with armor, weapons, or horses. The Vassal must through it. Rangers are generally awarded wards to watch over
equip them from his armory, assuming he has one, and his herd, assuming and keep safe for the Lord of the land. As such, they are not
he has one. The equipment must come from the Yield or other recourses. required to raise troops, or render obligations. Their oaths of
†A man-at-arms may be substituted for double the number of Archers. fealty or homage earn them a different reward.

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TABLE 10.4 LAND & TITLE AS TREASURE: RANGER
Level Title Ward* Huntsmen** Habitation/Pay†
1 Deerstalker 2/5 0 n/a; 10gp
2 Huntsman 4/10 0 n/a; 25gp
3 Scout 8/20 1 Draw Rations; 40gp
4 Pathfinder 50/130 2 Free Room at Inn; 50gp
5 Sheriff 150/390 4 Free Room and Board at Inn; 65gp
6 Master of the Hunt 500/1295 8 Quartering Anywhere in Realm; 75gp
7 Master of Game 1200/3108 12 Living Quarters in Lord’s Castle; 110gp
8 Warden 5000/12950 16 Cottage; 120gp
9 Marshal of the Realm 15000/38850 24 Manor House, 10,000 acre fief; 150gp
10-11 Ranger 30000/77700 36 F. Mn. House, 20,000 acre fief; 200gp
12-15 Ranger Lord 55000/142450 48 Keep, 45,000 acre fief; 300gp
16-18 Ranger Lord 90000/233100 65 Motte-Baily Keep, 90,000 allodial fief; 600gp
19-20 Lord Marshal 150000/388550 85 Castle, 150,000 acre allodial fief; 1200gp
21-24 Lord of Rangers 300000/777000 120 Castle, 300,000 acre allodial fief; 3000gp
* A ward is measured in square miles/kilometers. As a point of reference the state of Arkansas in the United States America is 52,000 square miles.
** These are hireling scouts. They are proficient in 1-2 weapons only.
† This is monthly pay for everyone

Rogue TABLE 10.5 LAND & TITLE AS TREASURE: ROGUE


Guild Guild
The rogue is a character whose land for treasure award takes a Level Rank Footman
Relationship* Dividends **
dramatically different turn from many of the other classes. It is
Serve a
unlikely that they would aspire to, or that a Lord would grant, a 1 Footman n/a 0
Hawkshaw
traditional fief to such a character.
Serve a
2 Bracer 1-2 5
The rogue is by his nature a dungeoneer, one particularly trained Hawkshaw
to enter and explore dungeons; hiding in shadows, sneaking 3 Dunner Blockhouse 1-2 15gp
through the dark, surprising an enemy, finding and removing 4 Scout City Block 2-4 25gp
traps are all skills of the specialized adventurer. When awarding 5 Hawkshaw Neighborhood 4-8 50gp
him land as treasure it is best to look beyond the fief and land
6 Dungeoneer Serve a Doge n/a 100gp
and into a realm more specialized. The rogue often works in
networks of guilds and deeds, great and small, or in overcoming 7 Goodman District/Town 8-36 150gp
challenges that allow him to move up and through the hierarchy Serve a Grand
8 Rogue n/a 200gp
of rogues. These guilds are often in the employ or at least on Doge
the payroll of powerful oligarchs, nobles, ecclesiastics, even 9 Patriarch Region 12-48 300gp
other adventurers. They are secretive and their status kept so Serve Guild
10-11 Doge n/a 400gp
by those who employ them, assuming, of course, they do not Council
operate on their own, for their own means. In any case, the Whole
12-15 Grand Doge Guild Council 500gp
rogue’s guilds are houses that resemble in many ways the fiefs of Guild
Lords and Vassals. Master Whole
16-18 Guild Master 1000gp
Rogue Guild
The land as treasure award comes in the guise of rank and entry
Master of Guild &
in these guilds and often employment in the most powerful of 19-20 Gorde 2000gp
Inner Sanctum Council
noble or mercantile houses. The rogue is given his own “fief” to
Master
watch over and control. In turn he is granted footpads to work 21-24 Guild Lord All 5000gp
Gorde
for him and with him.
* The guild relationship refers to the area the rogue controls or watches
over. At the lower level they are made to serve higher level rogues and
carry out their directives. The size of any given area depends upon the
size of the city.
** These dividends are paid to the rogue monthly before any guild
dues or membership requirements are met.

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PART 2: WORLDS OF ADVENTURE
Assassin Barbarian
Assassins are very similar to rogues. Working as specialized The furthest removed from rank and title of any of the
informants or hired guns, they strive to master their craft and adventurers, the barbarian’s awards from land as treasure are
gain rank in the guild hierarchy, or at the very least, if they do wide ranging. It is completely within the realm of possibility
not belong to a guild, create a reputation that carries with it that a Lord would award them a fief with full honors, eventually
high earnings. Their titles all refer to their profession, though rising through the ranks of the nobility to tread the jeweled
not necessarily evil, they do specialize in eliminating difficult thrones of the world beneath their booted heels. If this course is
and dangerous targets. Their guilds are usually loose and not as followed, refer to Table 10.2 Land & Title as Treasure.
structured as is the rogue’s; mainly because the very profession
these adventurers practice lends itself to the risk of betrayal. If, on the other hand, the Castle Keeper decides to branch out
The chart below sets out a template for what an assassin might into a more class specific award, consult the chart below. This
earn from carrying through a task, and what payment he would chart reflects a culture far more savage and based upon the
receive if put on the payroll of a powerful employer. primitive power of the warrior class, his fearlessness, and his
ability to encourage men to like minded deeds. The resulting
treasure is negligible but few barbarians concern themselves
TABLE 10.6 LAND & TITLE AS TREASURE: ASSASSIN
with the wealth of civilized men, for to them fate is the world’s
Guild unfolding and things come into their possession and leave it
Level Title Payment* Stipend†
rank**
with as much ease. His award comes in his ability to enter his
1 Crowbait 5gp n/a 15gp local tribal group and raise bands of warriors.
2 Candidate 10gp n/a 30gp
45gp/ TABLE 10.7 LAND & TITLE AS TREASURE: BARBARIAN
3 Operative 20gp n/a
Apartment
Level Title Calling* Offerings**
100gp/
4 Partisan 45gp n/a 1 Deerstalker n/a 0
Apartment
2 Hunter n/a 0
175gp/Small
5 Knell 100gp Cell Leader 3 Warrior 1-4 25gp
Flat
250gp/Flat 4 Sub-Chief 1-8 45gp
6 Bane 210go Cell Leader
with Servant Shirt
475gp/House 5 Wearer/ 1-10/Seat at Council 65gp
7 Hatchet Man 350gp Pit Boss with 1-4 Thane
servants Totem
6 2-12 130gp
650gp/House Warrior
8 Gatekeeper 700gp Master
with guards Society
7 2-16 200gp
1000gp/Manor Chief
9 Kingmaker 1200gp Master
House 8 War Chief 4-24/Council Elder 500gp
2000gp/Manor 9 Chief/Jarl 4-32 1000gp
10-12 Master Reaper 3000gp Master
House 10-12 Warlord 4-80 2500gp
Master 13-15 Elder 10-200/Council Chief 3000gp
13-15 7500gp Master 2500gp/Palace
Ferryman
16-18 Elder 20-250/Council Chief 3500gp
Master
16-18 17000gp Master 3500gp/Palace 19-20 Elder 40-300/Council Chief 4000gp
Gatekeeper
Tothun King/Tribal
19-20 25000gp Master 4500gp/Palace 21-24 The Tribe/Council Chief 5000gp
(Death’s Man) Chief
Grand * It should be kept in mind that much of the barbarian’s power
21-24 Grand Master 30000gp 8000gp/Palace resides in their reputation so that much of the awards that come
Master
their way are geared to enhance that aspect of their character. The
*Payment is determined by multiplying the level/HD of the target by Calling is their recognition by the tribe or group that the barbarian
the task payment. For instance, an Operative attacking a 4HD ogre has particular élan on the battlefield and his leadership often yields
would earn 80gp. greater spoils of war.
**The Guild Rank is very loosely defined. A Cell Leader would ** Offerings are monthly pledges given to the barbarian by other
command about 1-4 assassins, but a crowbait, candidate, operative, tribal members; though listed in gold pieces, these are only the value
and partisan would not command any, nor have any communication of the offerings but they are more often in the guise of food, horses,
with the upper hierarchy of a guild. equipment, etc. They are incumbent on that warrior being accepted
†The stipend refers to a court paid or hired assassin per month or the into the tribe. These figures are after any donatives he may have given
average dividend a guild pays its members. to his warriors.

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CHAPTER 10 — LAND AS TREASURE
Monk Above and beyond the guild nobles, lords, oligarchs, and most
other creatures of power in any fantasy setting, the magi is most
The monk is perhaps the most bold of adventurers. They alone
prized. Their wealth of magic is a tool that any court would
enter combat with no weapons or sorcery beyond those they
benefit from. Whether illusionist or wizard, these spell casters
possessed at birth. Battle is a multi-leveled contest between
are highly sought after and prized members of any retinue.
the monk and their enemy and the monk and themselves.
They strive to make their body a weapon, perfecting it as they Each of the following two tables is broken down by Guild
increase in skill. It is not unreasonable to assume a monk would affiliation and Court appointed habitation and stipend. Both
earn a traditional fief as treasure. In this case, refer to Table options, guild and court, can be used together as there is no
10.2 Land & Title as Treasure above. However, monks often reason that rising in the ranks of the courtiers would not
have loose associations amongst themselves, clubs, guilds, and coincide with a rise in the ranks of the guild. On the other
orders within which they learn from each other and perfect the hand, the guild membership would not pertain to a mage that
art of unarmed combat. These range from the simple fight clubs does not belong to a guild.
to the more elaborate religious orders.
TABLE 10.9 LAND & TITLE AS TREASURE: WIZARD
TABLE 10.8 LAND & TITLE AS TREASURE: MONK
Guild
Level Title Monks Order Grants* Level Title Courtly Boon
Benefit*
1 Pug 0 Room & Board 1 Room Quarters;
1 Prestidigitator Library Access
2 Flyweight 0 Room & Board, 5gp 10gp
3 Strong-arm 1-2 Room & Board, 15gp 1 Room Quarters;
2 Theurgist SG
25gp
Entrance to Guild
4 Gladiator 2-4 Apartment, fire place;
Complex/45gp 3 Thaumaturge SG
35gp
Initiate of Entrance to Inner
5 2-8 As above, 1 servant;
Rites Complex/95gp 4 Magician SG
50gp
Novice of Permanent Residence in
6 2-12 As above, Workshop;
Rites Order/125gp 5 Comus SG/Laboratory
75gp
7 Master of Rites 2-20 Manor House/200gp
As above, 1 1st lvl mage;
Initiate of the 6 Warlock SG/Quartered
8 6-36 Join Council/Manor/300gp 125gp
Inner Circle
Manor, servants, 1-4
Novice of the Voice on Council/ 7 Gramaryian SG/Apartment magi (1st-2nd lvl);
9 8-48
Inner Circle Manor/400gp 300gp
Master of the Head of Couincil/ SG/1-2
10-12 10-60 8 Conjurer As above; 550gp
Inner Circle Manor/600gp Apprentices
Elector of Master’s Circle/ Wing of Palace/Castle,
13-15 20-80
Inner Rites Palace/1000gp 9 High Mage SG/Stipend 1-4 1st-2nd lvl magi;
Elector of Voice in Circle/ 1000gp
16-18 10-100
Inner Rites Palace/1000gp As above, 2-8 1st-2nd
10-12 Sub-Magus SG/Wing
Master of Order Warlord/Fortified lvl magi; 1000gp
19-20 20-200 Tower & Dungeon,
Inner Rites Palace/2000gp
Master of the Master of Guild/ 13-15 Wizard Guild Leader servants, 2-12 magi†;
21-24 All Present 2500gp
Order ** Temple/3000gp
* Payment is a monthly dole handed out by the order for services to and at
Tower & Dungeon,
the temple, guild hall, etc. 16-18 Magus Guild Council servants, 4-24 magi†;
5000gp
** There is generally only one Master of the Order. The change of command
either takes place peacefully, or in the case of some orders, through challenge Tower & Dungeon,
Master of
and personal combat. 19-20 Arch Magi servants, 6-36 magi†;
Council
7500gp
Wizard/ Illusionist Tower & Dungeon,
Guild Master/
21-24 Arch Mage servants, 12-64 magi†;
The Magi, which for our purposes encompasses both the wizard Master
10,000gp
and the illusionist, are uncommon, and as such their talents are * SG: Spell Grant. A spell grant is equal to 1 spell that is one level lower than
highly prized. Often they are members of guilds of like minded the wizard’s level. For example a Magician that enters the ranks of Comus,
magi who draw resources from common pools, such as libraries, moving up from 4th to 5th level, gains one 4th level spell from the Guild. The
CK should roll randomly, using the spell lists in the Players Handbook.
apothecaries, and the like. These guilds are closed orders and
†These magi vary from 1st to 6th level.
only the most dedicated are allowed entry. Rising in the ranks of
the magi is slow and arduous but in the end pays high dividends.

CASTLE KEEPERS GUIDE 199


PART 2: WORLDS OF ADVENTURE
TABLE 10.10 LAND & TITLE AS TREASURE: Access to
5 Warden 2 60gp
ILLUSIONIST Temple Supplies
Guild Access to
Level Title Courtly Boon 6 Priest 4 80gp
Benefit* Temple Armory
Library Sanctuary,
1 Adept 1 Room Quarters; 10gp 7 Exarch 6 95gp
Access Full††
2 Mystic SG 1 Room Quarters; 25gp 8 Officiate Priest 8 Private room 105gp
3 Illusionist SG Apartment, fireplace; 35gp Room with
9 Canon 12 150gp
chapel
4 Hypnotist SG As above, 1 servant; 50gp
Bishop, Small
SG/ 10-12 24 300gp
5 Psionisist As above, Workshop; 75gp Cardinal Priest Dwelling/Wing
Laboratory
13-15 Confessor 50 Manor 750gp
SG/
6 Cabalist As above, servant; 125gp 16-18 Elder 75 Manor 1500gp
Quartered
19-21 Heirarch 75 Large Manor 3000gp
SG/ Manor, 1-2 servants, 1-4
7 Enchanter Patriach,
Apartment magi; 300gp
22-23 Pontiff, H. 100‡ Temple 5000gp
8 Empath SG/ As above, 2-8 magi; 550gp
Priest, Prelate
SG/ Wing of Palace/Castle, 24 Apostle All Temple Palace Nil
9 Conjurer
Stipend 1-4 magi†; 750gp
* The cleric is responsible for outfitting, feeding, and clothing the acolyte.
Mas. of As above, 2-8 magi†; **Habitation can only be received from the temples of the character’s deity or, at
10-11 SG/Wing
Phantasm 1000gp the CK’s discretion, deities of a related pantheon.
SG/Full † Stipend or collections are paid to the cleric from the temple coffers and
Sorcerer Tower, servants, 2-12
12-15 Guild assume the cleric is active in a particular region or area. They are paid
Initiate magi††; 2500gp
Access monthly and are not cumulative.
Sorcerer Treasury Tower, servants, 2-12 ††Lesser Sanctuary includes use of the temple ground for the cleric and
16-18 their comrades for rest and recuperation. Full Sanctuary includes healing,
Master Access magi††; 5000gp
blessings, cure disease and the like.
Access to Tower, servants, 2-12
19-20 Sorcerer ‡ The number of acolytes is the number of clerics serving in the temple, included
Arsenal magi††; 7500gp with these would be all the lay people in the Temple. In short, the Patriarch is
Master of Master of Palace/Tower, 2-12 magi††; complete Master of the Temple of which he is placed in charge.
21-24
Sorcery Guild 10000gp
* SG: Spell Grant. A spell grant is equal to 1 spell that is one level lower than Druid
the wizard’s level. For example, a Hypnotist that enters the ranks of Psionisist,
moving up from 4th to 5th level, gains one 4th level spell from the Guild. The The power of nature is immense and without consciousness. Its
CK should roll randomly, using the spell lists in the Players Handbook. power is beyond the understanding of mortals because it is so
†These magi vary from 1st to 3rd level. unadorned with empathy, feeling, or sympathy. But the druid is
††These magi vary from 1st to 6th level. the focal point of this power in the kingdoms of man, dwarf and
elf. For this reason, the druid occupies an utterly unique position
amongst the adventuring classes. Title has little meaning, and
Cleric land ownership is something that this class, though they may
The cleric holds a special place in any region, be it settled or understand, rarely have the ability to empathize with. Land
uncivilized. Their relationship to the deity makes their role in ownership is temporary at best. Whatever one builds or hopes
society a peculiar one both within and out of the society. Though for will be ground down by the never ending struggle for suvival.
it is perfectly plausible for a cleric earn a fief as reward and for
him to sit with secular titles and power, it is far more beneficial It is perfectly within the realm of reason that a druid can be
both to the character and to the party if the land for treasure granted a fief and title of nobility, and in fact a Lord’s reasoning
award takes on a shape that reflects the aforementioned special may be sound in doing so, however, it is not the path that the
relationship. Clerics earn the right to govern or administer average druid would find rewarding. Instead it is in his interest
temples and those petitioners who attend them. to gain greater power in his understanding of the natural
world and in his ability to protect others from its uncaring but
extremely destructive power. To achieve this, the druid needs a
TABLE 10.11 LAND & TITLE AS TREASURE: CLERIC
place of solitude and quiet.
Level Title Acolytes* Habitation St†
1 Suffragan 0 Room 5gp The druidic grove is just such a place, a temporal realm that
2 Acolyte 0 Room, Board 7gp channels nature’s mindless power into a force more compatible
with the empathetic natures of man.
3 Lector 0 Room, Board 10gp
Sanctuary, The grove is the druid’s holy ground and the center of his power
4 Sacrodote 1 45gp
Lesser†† and his ability to grow and advance.

200 CASTLES & CRUSADES


CHAPTER 10 — LAND AS TREASURE
TABLE 10.12 LAND & TITLE AS TREASURE: DRUID master of war and the Knight can earn rank in the armies of
a Lord. The rank is incumbent on his swearing homage, as
Level Title Furnishment* Druidic Grove
opposed to simple fealty, to the Lord. Below is a list of land
1 Initiate n/a Draw rations as treasure that a Knight may earn above and beyond that set
2 Novice n/a
Draw rations and down in the Players Handbook.
arms
3 Mystic Right of Access** Sit at Council TABLE 10.13 LAND & TITLE AS TREASURE: KNIGHT
Participate in Level Title Fief Command Hospitality**
4 Flamen Box of sacred dirt
Council
1 Armiger * 0 Room & Board
Decanter of sacred
5 Epopt Call a Council 2 Dragoon * 0 Room & Board
water
6 Hieros Flagon of Air 1-2 Initiates 3 Pioneer * 0 Room & Board

Chest ever burning 2-4 Initiates, 1-2 Master of 1-10 Men-at-


7 Daduchus 4 * Above, Armory
embers Novices Arms Arms

Taught spells to make 1-10 Initiates, 2-4 Master of


8 Sagart 5 * 1-10 Horse 3 Man Quarters
Grove† Novices Horse

Able to Establish 2-16 Initiates, 2-8 Master of Small Castle


9 Ardsagart 6 * 3 Man Quarters
Grove Novices Siege or Wall

Able to Furnish 1-20 Initiates, Master of 10-100 Men-at-


10-12 Hierodule 7 * Personal Room
Elements 1-10 Novices Battle Arms

Control Multiple Above, with 1-4 Knight’s


13-15 Arch Druid 8 * 10-100 Horse Personal Room
Groves Mystics Master

Master of Arch Above, with 1-4 Knight’s 1-10 Knights


16-18 Elder Druid 9 * Residence, 500gp
Druids Flamen Commander & their Men

Master of the All Druids at his Knight’s


19-20 Hierophant 10-12 * 2nd in Command Residence, 1000gp
Druidic Sect command Marshal

All Druids at his 13-15 Lord of Hosts * 1st in Command Residence, 2500gp
21-24 Merlin†† Any
command 16-18 Lord of Hosts * 1st in Command Residence, 3000gp
* These represent the elements necessary to create a druidic grove. 19-20 Lord of Hosts * 1st in Command Residence, 4000gp
** Access to the Inner Grove is granted. 21-24 Lord of Hosts * 1st in Command Residence, 4500gp
† These spells are unique to every Grove and sect. * A Knight’s beginning fief is equal to a 4th level fief on Table 10.2 Land &
†† There can only be one Merlin in any order. Title as Treasure. It comes with all the benefits and obligations listed in that
and following tables. For example at 1st-level a Knight would gain a 640 acre
fief. At level 6 it is as 10th-level, at Level 7 it is as 11th-level and so on. The
Knight fief comes complete with the Title; however, the above indicates that the
Knight remains the Lord’s Man and as such can never attain a Title higher
Knights possess advantages over all other classes as they are able than that of Viscount (unless of course by other means).
to establish lands of their own. The class name does not indicate ** The Knight is able to board in the Lord’s Castle. This is above and beyond
that they are a part of the nobility, but shows they are trained as any other residence he may have. When at the Castle, the Lord supplies him
part of the warrior class of knights that command many realms. hospitality: food and a bed. As he advances he earns more personal quarters.
The residence and stipend is above and beyond anything gained from the fief.
They can be ennobled of course, making them Chevaliers. Their
renown can attract followers faster of higher quality than all
the other classes. The rules for this are set down in the Players Paladin
Handbook, allowing 10th level Knights to establish themselves, Paladins are the fighting arms of most good religions. They serve
build fortresses, and to attract followers. What this does not as arms bearers for gods and their lives are devoted to protecting
allow for, however, is the Knight’s position in the aristocracy, the temples, churches, and holy ground of their gods and orders.
unless he enters the ranks of nobles he remains outside the They do this because they are ennobled of spirit, requiring little
system of patronage that comes with both advantages and in the way of pay or recognition. Unless the circumstances are
disadvantages. Being at the mercy of every powerful Lord in a extraordinary, a Paladin may not swear fealty to a Lord and
region is a major disadvantage. therefore cannot earn a fief in the traditional sense. If they
are awarded a fief, their oaths of fealty or homage must come
The guidelines set down in Table 10.2 Land & Title as Treasure
second to those they have already given to their Order and
are a perfect starting point for the Knight when dealing with
deities, otherwise they risk of violating their mission and losing
land for treasure. However, the Knight’s particular training and
their paladinhood. They can of course be awarded ecclesiastical
background lends him the unique abilities to command armies.
fiefs. These fiefs would resemble those in outlined in Table 10.2
His charisma and training combine to make him the perfect
Land & Title as Treasure.
CASTLE KEEPERS GUIDE 201
PART 2: WORLDS OF ADVENTURE
Land and control of money is not the paladin’s goal. Combating ability to entertain is greater than his value to those who would
evil and serving the greater good is. The following table outlines grant him the benefice of land and its wealth. Once they have
what constitutes land for treasure for the paladin. gained such recognition they can attract followers of their own,
opening a bardic college so long as they have a domicile to
TABLE 10.14 LAND & TITLE AS TREASURE: PALADIN
house them and instruct them.
Call Brethren
Level Title Sanctuary* TABLE 10.15 LAND & TITLE AS TREASURE: BARD
to Arms

Bear Colors of Level Title Earnings* Followers**


1 Yeoman Claim Refuge
the Order 1 Scop Drink n/a
2 Steward With Arms Temple Guard 2 Fili Food and Drink n/a
Bear Colors of 3 Bragi Room and Board n/a
3 Gallant With Arms, Armor
the Deity Private Room/
4 Valiant With above & Horse 1-2 Paladins 4 Odist n/a
Board/4gp
Temple Kn., 5 Skald Private Room/Board 6gp n/a
5 Hospitiliar Aid of 1st lvl spells Command 6 Sagaman Private Room/Board 8gp n/a
Temple Guard
Private Room/Board
6 Champion Given +1 Weapon 1-4 Paladins 7 Travatore 1 Scop
15gp
7 Defender Aid of 1st-2nd lvl spells 1-6 Paladins 8 Chronicler House/25gp 2-4 Scop-Fili
8 Justiciar Aid of 1st-3rd lvl spells 1-8 Paladins 9 Troubador Small Manor/50gp 2-8 Scop-Bragi
Lord Fortified
9 Establish Refuge 2-16 Paladins
Protector 10-12 Minstrel Monor/75gp/2 Men- Scop-Odist
10-12 Paladin Aid of 1st-4th lvl spells 2-24 Paladins at-Arms
Paladin Castle/100gp/2-12
13-15 Lord Paladin Given Holy Weapon 13-15 Master Bard 2-16 Scop-Skald
Commander Men-at-Arms
Paladin Castle &
16-18 Pillarist Protector of Holy Items 16-18 Chronicler 4-24 Scop-Skald
Commander Library/125gp
Paladin Castle &
19-20 Saint Aid of 1st-4th lvl spells 19-20 Mythmaker 6-36 Scop-Skald
Commander Library/150gp
God’s** Paladin Castle &
21-24 Ear of the Gods 21-24 Muse School
Arm Commander Library/150gp
* Sanctuary is given only in Temples or on Holy Ground that serves * Paid per day.
the Order and deity of the Paladin. It includes at the very basic levels ** Followers are always other minstrels and there are always more
room and board. If the temple does not have weapons and armor for lower level than high. There must be at least one of the highest level
the Paladin to choose from, they must supply the necessary money to possible in any musical troop or bardic college. Any followers are fed
equip him. The Sanctuary offerings are cumulative. The Aid of spells and clothed at the bard’s expense.
comes from clerics within the Temple itself. The Paladin may command
or demand the aid of low level clerics for himself and his men.
CREATING THE FEUDAL MODEL
** Translate God’s Arm to the deity the paladin pays homage to,
such as Odin: Odin’s Arm. A third method is the most time consuming, though in many
ways the most satisfying. The Castle Keeper must sit down and
Bard design their own feudal kingdom, complete with titles and their
origins; the nature of homage and fealty, what these demand of
The bard’s task is that of a story teller. Whether they do this
the vassal and Lord; a political hierarchy wherein the methods
through song, poetry, recitation, or other means is not important,
of acquiring a title and land are explained and presentable.
for the method does not detract from the value of the information
They must build all this into the campaign arc of the game and
at the legend master’s command. This is often information that
present it to the players. It is almost impossible to create a set
both delights and instructs, and as such gains the bard food and
of rules to follow, but the following guidelines and example may
drink, a place to lay his head, money for his empty pockets; as
well as being summoned by noble lords in order to serve them. be helpful.
The bard would not normally be awarded a fief. His reputation In order to create an effective system, follow these basic
and skills do not lend him to becoming a member of the noble guidelines, but always remember that the power is based upon
class, though if the CK desires it would certainly not be out of
the ownership of land and the title that that ownership grants:
the realm of the possible. Consult the aforementioned Table
10.2 Land & Title as Treasure if doing so. 1) History. Develop a history for the region grounding it
several hundred years in the past. This allows for precedents
In awarding the bard land for treasure consult the following
to be set and allows a realistic frame within which to build
table. It is designed with the idea that at lower levels the bard’s
202 CASTLES & CRUSADES
CHAPTER 10 — LAND AS TREASURE
a wide variety of Lord to Vassal relationships, from the Pryzmira, last daughter of the House of the Old Empire of Aenoch,
landless Duke to the knight errant who inherits an Earldom. came to them and promised the wealth and power of the Council of Light
(those forces that fought Unklar) if they would support her claim to the
2) Find a center. It is best to start with an Emperor or King,
ancient lineage. She bore the Mark of her house and they believed her.
as these figures will command the most power and give a They agreed to league with Pryzmira under the stipulation that she award
broader scope. If the design calls for a smaller political entity, each of the Duchies and the city states the rights to elect the Empress
keep in mind that at some point in the feudal hierarchy a and her heirs to the throne. In turn, she demanded that their borders be
King will be called for, as no Duke would remain a Duke permanently fixed, that they give her the city of Ascalon to rule from, and
if King were possible. Of course this does not preclude that they grant her wide privileges of taxation and expansion.
creating a setting wherein the King is missing or his line
has died out. In 1030md, the provinces and cities declared themselves against Aufstrag
and invited Pryzmira to rule them. Aufstrag had no strength left to
3) Create the feudal hierarchy. Make certain that there
combat this final blow to her prestige, so the rebellion went unchallenged.
are some loose rules governing the nature of vassalage The war raged on for another 10 years. At last in 1040md, the Electors
and what it entails. This allows you to quickly tackle any crowned the 30 year old Pryzmira Empress of Aenoch, by placing the
problems that might arise from play or design. Consult Table Cunae Mundus Usquam, the “Cradle of the World,” upon her head.
10.1 The Feudal Hierarchy above. It is not necessary to
have all the titles included in the setting. Use the ones most In short, the constitutions drawn up were these: The military and
fitting to your design. Keep in mind that in C&C there are mercantile alliance of the cities and provinces of New Aenoch granted
a multitude of classes that thrive on different rewards so their support and elected Pryzmira Empress after she conceded the
try not to restrict the rank of Lord or even Vassal to the following: 1. Pryzmira recognized the territorial rights of the League
knight, fighter, and paladin classes. In a world of magic, the members and agreed to the investiture of Ducal authority for each
power of a wizard can be more devastating than that of a territory with subsequent rights given to the Lord, including justice,
knight. The vassalage may come with an obligation to serve maintenance of troops, and taxation. 2. Pryzmira recognized the rights
as Court Mage 25 days out of the year. of the City Burghers and Lords to choose the successor from their own
number to each Ducal throne. 3. Pryzmira agreed to support the League
4) Entry Points. To actually be able to award Land as Treasure militarily, maintaining the League’s mercantile rights. 4. Pryzmira agreed
make certain there are entry points for the characters and/ to support a general free trade throughout the League 5. Pryzmira agreed
or party. Making a feudal society requires too many hurdles to maintain an army from her own expenses to act as protection of the
to gain nobility will shut out your players and drive them League and “Empire”. She agreed that the Imperial army would not
away from the setting. Make certain that the setting can be used but for extreme purposes within the territories of the League
accommodate almost any class as noted above. itself. The members agreed to supply 500 well equipped men-at-arms in
support of the Imperial Army for a period of 40 days each year or in the
The following is an example of a feudal structure designed for advent of no troops being available to supply monies to hire mercenaries.
the world of Aihrde. It traces the (re)creation of the Empire of
Aenoch after the Winter Dark Wars. In turn the League bestowed the crown of Aenoch upon Pryzmira’s brow
and installed her as their new Empress. They gave her lands surrounding
the city of Ascalon to support her household. In Ascalon, a castle and
Example Feudal Structure tower were built for her at the League’s expense. Furthermore, she was
Pryzmira stood as heir to the Imperial throne of Aenoch. In a few short given all rights of taxation upon the roads and rivers and sea ports (this
years she came of age and when she learned of her heritage, she declared last only upon non-League members). At last the Imperial House gained
she would seek her throne, even though none of her lands remained sole rights to the minting of coins and the status and conquest of territory
intact. Her family’s empire had been destroyed a thousand years ago by they left to the Empress’s judgment.
the Horned God, Unklar, and he ruled an Empire that dominated the
known world for all those years. The Winter Dark Wars threatened to In this manner, Pryzmira came to rule the New Empire, though in truth
bring his realm to an end. hers was but a shadow of her ancestor’s power. For many years she
strove to combat the Dukes and gain leverage over them. This led to
The Winter Dark Wars raged across Aihrde for two decades. Everywhere many internal conflicts and the slow evolution of a complicated feudal
men waited to see which way the wars would go, but after the great system. Pryzmira introduced the cult of Toth to the realm to vie for the
battle of Olensk, it seemed obvious. Pryzmira knew she had but to find souls of the common men. Only a few converted, and mostly those
the right allies to support her claim. She found them in the lands south possessed of great wealth.
of Aufstrag in the Kellerwald. The Duchies of Aesperdi, Dundador,
Kourland, Barachia and Meteira along with the city-states of Heimstadt As she grew older the Empress mollified her demands and rarely
and Vilshofen; they all had lived under the shadow of Aufstrag. These struggled with her Dukes. She turned instead to conquering new
duchies and cities predated the Winter Dark era, counting themselves as land and in this vein called to the west for a crusade, promising land
the old aristocracy of the Aenochian Empire. They grew wealthy through and wealth. The summons generated wide enthusiasm in the west
control of the overseas trade routes and they suffered little from the hand and hosts of men came to carve holdings for themselves. Through the
of Unklar. In consequence, a powerful, educated merchant class came right of conquest, the Empress possessed a hidden power, for it was
to rule these cities and states. When war came to Unklar’s capital and it hers to create a whole new class of vassals that held their power and
seemed his fall a certainty, these lords and Burghers banded together in a rights directly from her and owed her homage and fealty. A host of
loose confederation and prepared to rebel.

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new, small, holdings sprang up upon her borders, knights sworn to her help, but rather martial prowess. It goes against our grain to
for the properties they conquered but she owned. In time, she realized recognize aristocratic privilege. The CK must simply remind
that these vassals would prove amazingly powerful counterweights to the characters gently at first that they are misplaying their
the seven lords. characters. In the society they are living in, they would have no
concept of freedom of speech; in fact, being mouthy to a noble
Creating your own feudal system and region can be both fun
with a greater vassalage than they possess would be a completely
and satisfying. Though it is a great deal of work, if the CK can
foreign concept. If they persist, have the Lord show his power
coax the players into such complicated adventure tapestries it is
through force or magic, reminding the character that they are
well worth the time.
not the dominant force in the room. If they persist, marshal the
King’s vassals and punish the character most terribly.
PITFALLS
An equally common pitfall emanates from the Castle Keeper.
There are two common pitfalls that come with awarding land
In attempting to create a believable, real setting, the CK tends
as treasure. The first is the attitude modern players have for
to go overboard with bookkeeping. Marking down how many
ancient and aristocratic systems, and the second is a tendency
bushels of grain a region or town is able to harvest in X weather
for the CK to turn the game into one of papers and paychecks.
is not helpful to the flow of a fun and adventuresome game. It
The most common pitfall comes from the very background the is a natural tendency in the CK to attempt to establish rates
vast majority of C&C players come from, our constitutionally of taxation and the like, but the CK should make careful note
guaranteed rights. We take it for granted inherent freedoms of the players’ attitude. If in the course of a description, one of
of speech and have a great deal of trouble empathizing with your players is asleep, another is counting the popcorn bubbles
stratified cultures. This is particularly true with cultures in your dining room ceiling and two of them are playing dice
based on military exploits. In a feudal environment, it is not games, it is best to back off the book keeping and get back to
natural intelligence that propels you forward, though this can dragon slaying.

Where to Grow
Once land for treasure enters the game and the CK has
determined that it is a viable portion of the game, it is easy to
expand. With only minimal effort the CK can encourage the
construction of fortifications, the acquisition of 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. Building on the land for treasure concept has already
been covered Chapter 16 Treasure and again on construction
costs in Chapter 5 Worlds of Adventure. But the most common
method of expanding a character’s power base or encouraging
them to do the same is through war and aggression and these
concepts are covered in Chapter 11 Going to War.

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CHAPTER 11 — GOING TO WAR
Through this use of the Siege Engine, Castle Keepers can easily

T
he war horn sounds its howl across terrain
crawling with thousands of armored combatants, transform a story about a battle taking place in the periphery
and reverberates off the walls of the ancient of their campaign into an event that is at the front and center
sorcerer’s keep. Lightning bolts and exploding of an adventure. Better than that, this expansion of the Siege
balls of arcane fire tear into the lines as clouds of arrows rise Engine does something that other mass combat systems fail to
and fall with scythe-like precision. This is the footage burned do: It allows the player characters to remain player characters
into our brain when we read a work of fantasy fiction or see an and do the things that adventurous and heroic player characters
epic film of high fantasy. Culturally, we come to expect such do in their ordinary game!
scenes in our fantasy role-playing games, but often as not,
many new players leave the gaming table with a mild tinge of THE INEVITABILITY OF WAR
disappointment after hearing about the king’s great battle but
not being able to involve their characters in it. The condition of war occurs when a nation, group, tribe, or
culture brings its will with violent military force upon another
They may ask the Castle Keeper running their game, “Why for the purposes of control, power, protection, or plunder. The
didn’t we get to fight in the great battle against the orc horde of reasons are many, and some are good, and some are bad; but
Yorgach the Ravager?” ultimately, they end with warriors on a battlefield fighting to the
death until one side surrenders or is destroyed.
Such questions often leave the CK with an equal amount
of frustration. Of course the players should have had an In the fantasy genre, the reasons for warfare are often clear to
opportunity to go to war and fight for their kingdom or country. see. The fantasy world overflows with chaos, evil, and strife.
Unfortunately, in most game systems, the Game Master’s answer Hordes of humanoid beast-men, driven by evil and often arcane
is usually, “I don’t have rules to allow you to do that.” forces, plague the world. Villains amass large armies, or wield
great magical powers with which to harass the innocent with
Luckily, the unifying Siege Engine mechanic of Castles & brutal violence. Fortresses and walled settlements rise up to
Crusades provides very simple solutions for resolving the mass defend against their incursions. Heroes rise to defend the
combat mechanic with only a small amount of prep work. common folk against these evil forces. Conversely, in a setting

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where the “heroes” are actually “the bad guys,” it is as likely battlefields do not resemble modern battlefields where long-
they will wish to punish civilization for its misdeeds, or simply range combat is the norm and a vast array of communication
plunder it for its monetary value and arcane wealth. hubs allows soldiers to react to immediate dangers. Medieval
battlefields comprised masses of men combating one another,
Characters could find themselves embroiled in such conflicts on a very personal level, face to face. Though certain types of
at any time, or their own actions may be the catalyst for large battles, such as the phalanx battle, consisted of organized bodies
battles. Perhaps they undertake the task to build a fortress upon of men pushing one another, they all boiled down to men with
the marches of a once-great kingdom, charged with clearing the swords and shields forced, at some point, to slay their enemy
area of its known foes. In such events, surgical strikes by small close up.
bands of adventurers may not be the best course of action. The
muster goes out, and soldiers trained or hired to fight the foes With this in mind, role-playing battles is rather easy. After
dwelling along the dark edges of the map quickly respond to brief descriptions of this flank moving there, archers shooting
the call. here, cavalry riding down this wing, or whatever is occurring on
the field, turn immediately to the players and engage them by
Without a doubt, at some point in their adventuring careers, allowing them to roll initiative and swing and hack through the
the characters will become embroiled in a war. combat as normal. It’s important to note that these individual
battles occur in the swirling mass of large-scale battles, and
ROLE-PLAYING WAR they do not have to end with one or the other being killed.
By applying these simple principles, one can engage players in
A war the characters start, or one they participate in, offers the
large-scale combat without actually running the large-scale
CK a unique opportunity to advance the game in new directions,
combat.
rapidly and forcefully. Furthermore, the battlefield offers the
players a chance to be truly heroic, often fighting for something 1) Keep it Brief: The descriptions of the mass combat
more than short-term treasure goals or long-term level gains. should be brief and brutal. Capture the moment in a few
Bringing war into play is desirous and often necessary. To allow sentences, and then immediately turn to the players to find
the characters to stride through that valley of chaos that is out what they are doing in the combat. Come back to these
war, either as leaders of large armies, partisans of small ones, descriptions often, but keep them brief.
or members of someone else’s band, makes no difference. The
sheer whirling madness of hundreds, if not thousands of men 2) Run a Normal Round: Run the round as you normally
encased in iron and wading through pools of blood struggling would, engaging players and finding out what their
over a stretch of ground is enough to raise the ire of any gamer. characters are doing or want to do. Between players, insert
short descriptions of the mass combat taking place around
Any combat, especially at high levels, can become complicated. them.
Moves, countermoves, spells, armor class, damage of various 3) Constant Movement: Allow the swirl of combat to pull
weapons, reach, character abilities, monster stats, and more all an opponent away from a character and another come
play a role in individual combat. These same factors play out up against the character. This helps the player live in the
in large-scale battles, as well; however, they are multiplied by madness of the moment, as the struggles against one or the
the number of combatants, ranging from small bands to gigantic other opponent ebb and flow with the fortunes of war.
armies. Keeping track of it all is difficult for the CK but even
harder for the players to follow. Generally, the sheer act of 4) Death Comes Quickly: Do not become too concerned
staying alive engages most of the players’ attention, attempting about the hit points of the characters’ opponents. In the
to follow a right flank infantry phalanx’s attempt to form up in mass battle, it’s not the personal kill that matters. If the
a refuse left formation to combat a worg cavalry charge is not character rolls a natural 20 or does massive damage, allow
something they are going to readily do. the opponent to die quickly. This helps players stay in
the moment by avoiding a long, expansive duel with one
In order to role-play large combat effectively, the CK must opponent as the battle continues around them.
engage the players at some level, allowing them to wade through 5) Allow for Spells: Spellcasters can cause massive damage
the combat, engaging this enemy or that while maintaining to an enemy’s army. Understand the nature of the party’s
a broad descriptive text. Too often, Castle Keepers become spellcaster before you begin the battle and plan for it. If the
embroiled in long descriptions in which the characters must party’s wizard can cast 7 fireball spells in the course of the
listen to the ebb and flow of the encounter, large or small, as battle, make the army large enough to sustain the spells
a pupil does a teacher. Though that might work in school, it or suffer a short-lived battle. However, do not be afraid
does not work at the gaming table. Players readily become bored to allow the spellcaster to blast giant holes in the enemy’s
and tend to block out anything not pertaining to the immediate army. If you have pre-determined the battle’s outcome, do
ground around their characters. not fear the loss of a few troops.
If the Castle Keeper has pre-determined the battle’s outcome, 6) Keep it Going: Return to Number One above, providing
give the characters heroic moments of personal combat. Medieval short, brutal descriptions of the mass combat.

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Role-playing a mass combat can be extremely fun and need not Table 11.1, rounding up the total. Then multiply this total by
be as time-consuming as actually running a mass-combat battle. the ratio determined in Table 11.2. This equation assumes for
Keeping the players engaged is the key to the whole experience. mass combat purposes that individuals comprising the unit have
This must be complemented with vivid descriptions and the maximum hit points and supersedes the equivalent version
CK’s constant attention to the players and their role in the given in the 1st printing of Fields of Battle. The correction is in
unfolding battle. However, if a more direct approach is desired, where to round the answer.
one in which the players and the CK command the actual
armies and the dice and tactical skills determine the results of Standard Formula: Maximum hit points of one individual x the
the battle, the following rules offer everything the CK needs. Table 11.1 result x the Table 11.2 result.

Cavalry/Air Wing Formula: Total combined maximum hit


COMBAT ON A GRAND SCALE points of one mount and rider x the Table 11.1 result, rounded
Like their historical counterparts, fantasy battles breed up the total, x the Table 11.2 result.
legendary tales and legendary figures, where heroes stand strong
The relationship between the size of a unit and its members
in a whirlwind of blood and iron. For those Castle Keepers
is expressed as a simple ratio. For hero units, that ratio is 1:1,
who want more direct expression of combat use of the SIEGE
meaning the unit is comprised of 1 member. For the members-to-
Engine, with small modifications, the following system offers
unit ratios of other squads, the squad members’ actual physical
exciting, fast-paced mass-combat solutions which can be played
size affects the number present in the unit. For instance, a
out as quickly and efficiently as standard combat, and enjoyed
squad comprised of small creatures has a 10:1 ratio. Table 11.2
in a single gaming session.
provides more ratios by squad size. For simplicity’s sake, it is best
Mass combat rules are for any situation in which a simulation for CKs to only include like-sized creatures in a squad.
of battle between hundreds or even thousands of combatants
is required. In order to simulate the effects of mass combat TABLE 11.1: SIZE MULTIPLIERS FOR UNIT HIT
incorporating battles with such large numbers using the SIEGE POINTS
Engine, the Castle Keeper need only use the following multipliers Size Multiplier
to represent greater numbers of foes on the battlefield. Small: x 1/3
Medium: x 1/2
UNIT HIT POINTS Large: x 2/3
Mass combat introduces a new hit point type, Unit Hit Points
(UHP), which helps Castle Keepers and players more easily
TABLE 11.2: MEMBERS-TO-UNIT SQUAD RATIO
track troop damage.
Members’ Size Members-to-Unit Ratio
Calculating Unit Hit Points Large 2 to 1

To calculate Unit Hit Points, take one individual from a unit and Medium 5 to1
determine its maximum hit points, based upon its hit dice (HD) Small 10 to 1
or its class, if applicable. Use Table 11.1: Size Multipliers for Single Hero 1 to 1
Unit Points to determine the unit’s size multiplier, then use Table
11.2: Members to Unit Squad Ratio to determine the number The squad sizes given are the basic sizes for running mass combat
of individuals comprising a squad. Multiply the maximum hit using the SIEGE Engine; they may be increased by greater
points calculated earlier by the unit’s size multiplier from Table multipliers to reflect larger scale battles. For a quick-and-dirty
11.1, then multiply this result by the ratio determined in Table game, each time the troop ratio doubles, have the unit’s damage
11.2. This equation assumes for mass combat purposes that dealt on a successful attack double, as well. Otherwise, saves,
individuals comprising the unit have maximum hit points. It special attacks, and other special abilities remain virtually the
works for infantry, missile units, aerial units, and rabble. same as they do in a standard Castles & Crusades game.

Cavalry and aerial wings use a slightly different formula. To


UHP Calculation Examples
calculate Unit Hit Points of a cavalry or air wing unit, take
one individual and his mount from a unit and determine the The CK determines a squad of goblin spearmen’s Unit Hit
maximum hit points of each, based upon Hit Dice (HD) or Points as follows:
class, if applicable. Use Table 11.1: Size Multipliers for Unit
Base HP =d6 or 6 for common goblins
Points to determine the unit’s size multiplier, based upon the
size of the mount, then use Table 11.2: Members to Unit Size Modifier = x1/3 for small creatures, so 6x1/3 =2
Squad Ratio to determine the number of individuals comprising Members in Unit =10 for small creatures
a squad. Add the maximum hit points of the mount and rider
together and multiply the result by the size multiplier from Unit HP =10x2=20 Unit Hit Points

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The unit retains the same movement, armor class, and damage, Infantry
and special abilities as goblins described in M&T.
Also known as foot soldiers or grunts, Infantry is the most
Similarly, a unit of human archers calculates its Unit Hit Points common troop type on the battlefield. Organized by weapon
as follows: type and similar abilities, Infantry units are the core of any
army. Unit attacks are the same as melee attacks in a standard
Base HP =1d10 or 10 for 1st level fighters C&C combat encounter, including charges or setting to receive
Size Modifier = x1/2 for medium-sized creatures, so 10 x 1/2 charge attacks.
=5
Members in Unit = 5 for medium creatures
Missile Units
Missile units include archers, slingers, crossbowmen, and other
Unit HP = 5x5=25 Unit Hit Points.
units with ranged weapons. Missile units typically wear light
Again, the unit retains the same movement, armor class, armor so they can carry extra ammunition. Missile units can
damage, and special abilities as a 1st level human fighter. make special attacks, such as indirect fire, which affect large
areas of the battlefield
Finally, using ogre clubbers as an example, the CK determines
Unit Hit Points as follows: Cavalry
Base HP = 4d8 or 32 Cavalry includes any troops on the battlefield who are mounted
Size Modifier = x 2/3 for large creatures, so 32 x 2/3 = 21.3 or on beasts such as horses, worgs, or other mountable creatures.
22 (rounded up) Specialized mounted combatants, such as dragon riders,
typically fall into the function of hero units, yet their hit points
Members in the Unit = 2 large creatures are determined using the cavalry’s UHP method. Because of the
Unit HP = 2 x 22 = 44 Unit Hit Points speed and devastating abilities generally possessed by even low-
level cavalry units, cavalry is greatly feared on the battlefield.
Again, the unit has the same movement, armor class, damage,
and special abilities as the ogre’s description in M&T. In general, cavalry squads are counted at their mounts’ size ratio
and speed. Knights on horseback, for instance, use the large-
Cavalry UHP Examples sized ratio (2:1) due to their mounts’ size, while goblins on
worgs use the medium-sized ratio because worgs are medium-
The CK would calculate the UHP of a squad of 1st level knights sized creatures.
mounted on medium warhorses as follows:
Base HP = d10 or 10 max for 1st level knight + 3d10 or 30 Some monster races are known to ride worgs, dire wolves, and
max for a medium warhorse, for a total of 40. even dire boars into battle as mounts. These creatures make
great cavalry mounts due to their size, speed, and viscous
Size modifier = x 2/3 for large-sized mount, so 40 x 2/3 = 26.6, attacks.
rounded up to 27.
Members in unit = 2, as the largest size in the unit are the A cavalry unit or aerial wing’s UHP are determined using
horses. the formula given in the Calculating Unit Hit Points on the
previous page.
Unit HP = 2 x 27=54.
A cavalry unit’s AC is the average AC of the mount and rider.
Goblin archers mounted on worgs would calculate their UHP Its movement rate is equal to the mount’s movement rate. This
as below: movement rate may be adjusted based on the weight of barding
Base HP = d6 or 6 (goblins) + 4d8 or 32, for a total of 38. and the rider’s armor.
Size modifier = x1/2 as worgs are medium-sized mounts, so 38 Cavalry units add the riders’ HD and the mounts’ HD together
x 1/2 = 19. to determine the HD bonus for their base morale score. For
Members in Unit = 5, as the largest size in the unit are the example, the knight on the heavy warhorse would have a
worgs. +5 morale score (1 HD for the knight + 4 HD of the heavy
Unit HP = 19 x 5 = 95 warhorse=5).

TROOP TYPES Cavalry Attacks


In a basic land-based game, troops are broken down into the Cavalry units engaging in hand-to-hand melee use the attack
following formations, whose squads and units are comprised of bonus of the rider, and they deal whatever damage the rider deals
like individuals geared and armed in basically the same manner. + 1 die of damage equal to the mount’s most damaging attack.
Fields of Battle provides details on the unit types’ functions. For example, a 1st-level knight mounted on a heavy warhorse
has an attack bonus of +0 (modified to +1 for strength), and
208 CASTLES & CRUSADES
CHAPTER 11 — GOING TO WAR
deals 1d8+1 points of damage with her lance. Targets take an any specific battle formations or perform any trained combat
additional 1d6+3 points of damage from the heavy warhorse’s actions.
hoof attack.
Rabble units use the standard formula for calculating Unit Hit
Any special attacks offered the mount or the rider apply as Points. Human commoners typically have a HD of 1d4 for the
normal when used as an attack action. purposes of calculating UHP. Their armor class and weapons
depend on whatever they have on hand or have been outfitted
Special: Mounted archers may move half their distance and fire with. Rabble units are unsteady in combat and have a morale
as a normal combat action. While firing, mounted archers do of +0.
not deal additional damage for the mount. They do, however,
deal any potential additional damage when engaged in melee
and using melee weapons.
Standard Human Unit Samples
Sample unit stat blocks for generating your own armies and
Hero Units keeping track of their abilities are provided below.

High-level player characters, NPCs, and large monsters such


as dragons, qualify as hero units due to the extreme amounts
Human Longbowmen (Fighter 1)
of damage they can do over a broad area of the battle terrain. Size/Ratio: Medium/5:1
Heroes are a 1 to 1 ratio. HD/UHP: 1d10/UHP 25
Move: 30 ft.
Typically, heroes face off against other heroes on the battlefield,
AC: 14 (Studded leather armor + 1 Dexterity)
however situations may arise where the hero is directly assaulted
by one or more enemy units. In this circumstance, the hero Attacks/Attack Bonus: Longbow (1d6+1)/+3 AB or Short
directly faces the direct ratio/number of individuals comprising Sword (1d6)/+1 AB
the encountered units. Thus, a hero unit coming into contact Squad Formation: HP 8, Longbow (1d6+6)/+8 AB or Short
with a squad of orcs (medium-sized creatures) faces 5 orcs. A Sword (1d6+5)/+6 AB
hero unit encountering a squad of goblins (small-sized creatures) Special: Weapon Specialization (Longbow, +1 hit/damage)
faces 10 goblins, and so on. Combat Dominance; Dexterity 13
Saves/Primes: Strength, Dexterity, Wisdom
In this situation, the CK can have the hero face the foes as
per the standard SIEGE Engine rules, or, using Fields of Battle, Face: 10 ft.
implement the Squad Formations special rules. Units in squad Morale: +1
formations receive attack and damage bonuses against heroes. Spells/Spell-Like Abilities: None
Squad formations are only used for small- and medium-sized
units battling heroes. Large units, which consist of two troops, Human Heavy Cavalry (Knight 1)
cannot fight in squad formation, so they battle hero units via
Size/Ratio: Large/2:1
the standard SIEGE Engine rules.
HD/UHP: 1d10 plus 4d10 (heavy warhorse)/66 UHP
With Squad Formations, fighters with Combat Dominance or Move: 50 ft.
Extra Attack may use these abilities when fighting units, just AC: 16 (17) (Full Chain Suit, Shield)
as they would in standard SIEGE Engine combat. So, a high-
Attacks/Attack Bonus: Heavy Lance or Longsword (1d8 +
level fighter with initiative over a weaker squad should have
Hoof (1d6+3))/+1 AB
no problem in defeating the squad quickly or at least forcing a
morale check! Squad Formation: NA
Special: Horsemanship (Deflect, Cover, Fall Softly, Leap,
In more advanced mass combat games, lower level NPCs or Charge), Inspire +2 to 12 persons, triple damage lance charge;
characters of any level may embed themselves with a similar Charisma 16
unit type, using their special abilities, such as spells, as they Saves/Primes: Charisma, Strength, Constitution
normally would. Heroes embedded in this manner use their
Face: 10 ft. (1 inch)
particular level and skill to boost the strength of the unit with
which they are embedded. For more on embedded Heroes, refer Morale: +1
to Castles & Crusades Fields of Battle™. Spells/Spell-Like Abilities: None

Rabble Human Rabble (Commoner 1)


A rabble comprises any force of untrained combatants, such Size/Ratio: Medium/5:1
as peasants, urban mobs, slaves, or other civilians pressed into HD/UHP: 1d4/13 UHP
combat. A rabble still falls into the same ratio category as any Squad Formation: HP 3, +5 AB, Weapon +4 damage
other combat force; however, the rabble cannot enter into Move: 30ft.

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AC: 11 movement. See Table 11.3: Terrain Movement Effects for
Attacks/Attack Bonus: Spear (1d6)/+1 AB penalties to moving up an incline.
Special: Rabble cannot form complex formations. Rabble units Defending an embankment or incline offers the defender a +1
have notoriously poor morale when faced with heavily armed to hit due to the height advantage over an opponent. Even
opponents; they have a +0 morale score. without the speed reduction, being on high ground is preferable
Saves/Primes: Strength, Constitution, Dexterity in battle.
Face: 10 ft. (1 inch)
Morale: +0 TABLE 11.3: TERRAIN/MOVEMENT EFFECTS
Spells/Spell-Like Abilities: None Crossing Trench/Ditch: ½ Movement.
½ Movement (Elves/Halflings move at ¾
Lightly Wooded Terrain:
MOVEMENT AND SCALE speed).
Wet/Swampy Ground: ¼ Movement.
Battlefield Scale
-5ft. per 10-degree grade; maximum
Normally, 1 tabletop inch represents 10 feet when operating on Hill or Grade:
penalty of ¼ speed and 45-degree grade.
the squad scale. For simplicity’s sake, unit movement, facing, As per hill; combatants suffer 1d4 points of
range, and magical effects are all converted to inches. These Spiked Hill or Grade:
damage per 10 feet of movement.
inches may be as large as you wish, but should be no smaller
than 10 ft. For movement rates, allot one inch for every 10 MOVEMENT ACTIONS
feet of movement speed the unit possesses. For instance, a
A commander may order the following actions as non-combat
kobold unit’s movement rate of 30 feet would equal 3 inches of
movement actions.
movement on the battlefield.
Enter Formation: A group of similar squads or units may
Terrain conditions like hedgerows, soft ground, sand, or magical
spend a round getting into combat or marching formations.
conditions may affect the movement rate of units on the
battlefield. Such modifiers to the movement rate are dependent Double Time: Troops may move double their movement speed
upon scenario descriptions of the battlefield map or conditions across unimpeded terrain.
that arise during the course of a battle, such as via magical
effects. When used against large forces, where the platoon is Climb: Any movement requiring troops to pass over trenches,
the standard, the change in number of individuals affects the ditches, or hedgerows requires the unit to scale the terrain
Unit Hit Points of the force, so the damage from the magical obstacle. Getting across or to the top of the obstacle requires
effect remains consistent. one round per 10 feet.

Rally: All like units return to formations, forming “whole”


Range and Scale units from wounded ones.
Ranges for missile attacks, ranged spells, and spell effects should
be converted to 1 inch per 10 feet of range. Note, when playing Forage: Units ordered to forage might scavenge the battlefield
larger scale battles, the maximum range and area of effect for and the dead for arrows, weapons, equipment, potions, rations,
spells and missile weapons remain as per their spell description. and the like.
In other words, a fireball has a 40-foot diameter regardless of the
change in face to units due to greater numbers of individuals. Heal: Where a sufficient number of healers, potions, or other
healing methods are available, troops hold their formation and
take healing and libations.
Elevation
For bow and crossbow attacks, add 10 feet to the range increment COMBAT
for every 20 feet of elevation, up to 60 feet maximum. Thus, an
archer with a longbow (range increment 100 feet) standing atop In general, combat is resolved similarly to standard combat
a 20-foot-high bastion increases the range increment with the using the SIEGE Engine rules. Initiative is rolled, movements
longbow to 110 feet. If the archer were in a 60-foot-tall tower, and positions are taken, and attacks and counter attacks are
the range increment would increase to 130 feet. The archer’s made. Combat is resolved by making attack rolls for individual
longbow distance cannot be increased farther than 130 feet by squads, platoons, companies, or larger units versus targets who
elevating himself more than 60 feet. they threaten. If a platoon of 10 squads makes an attack, it is far
simpler to roll just one attack roll for all 10 squads. A successful
hit damages all opponents whose armor class may be struck
Incline and who are within range of the platoon’s attack. In the case
Moving up an incline causes attackers to suffer a reduction in of melee attacks, that means all foes within melee range of the
their speed. Moving down an incline causes no penalties to attacking force.

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CHAPTER 11 — GOING TO WAR
Charges, magical bonuses, special attacks, and missile attacks Command Bonuses
all take place normally, with few differences other than morale
In addition to adding their charisma modifiers to their army’s
and scale. Elevation, weather, cover, and other terrain factors
initiative, commanders provide this same charisma modifier as
are the same as in standard SIEGE Engine combat.
a morale bonus to any required morale checks (see the Morale
As mentioned earlier, CKs can handle hero-versus-unit combat section for details) made by units in their command who are
by having the hero unit face the number of individuals indicated within their command radius (see the Command Presence
in the unit’s size, but Squad Formation, with the units swarming & Radius section for details). Units tied together through an
the hero, is outlined in Fields of Battle’s Chapter 5: Heroes unbroken chain of command receive the morale bonus of the
at War. army’s primary general. Those outside the command link use
the command bonus of the officer closest to their unit with
An example of combat involving large-scale units (from Fields the highest charisma bonus. Command bonuses stack with any
of Battle) is included in this chapter. See A Combat Sequence applicable morale boosts, such as those provided by knights
in Action for an example of how mass combat works. and bards. For some creatures, like orcs, command bonuses can
strength-based at the CK’s discretion.
Initiative
Initiative is decided with a roll of a d10, with the highest roll Command Presence & Radius
taking initiative. However, battlefield units add their battlefield Commanders have a quotient for leadership called command
commander’s charisma modifier, if any, to their initiative. This presence. The commander’s command presence is the radius by
benefit reflects their commander’s strength in leading and which units under his command can see him and are willing to
inspiring the troops. Hero units (including NPCs and the PCs) follow his orders; it is also his ability to directly lead a number of
do not gain this bonus on the battlefield, and they roll their own units within that defined radius.
initiative, acting on their own turn, just as they would during a
normal combat round. This reflects the battlefield importance The commander’s command presence is equal to a one inch
of heroes. The heroes’ actions take place just as they would radius per level or hit die, with a bonus of +1 inch per point
when using the normal SIEGE Engine rules. In the event of an of charisma bonus. Additionally, the command presence radius
initiative tie, heroes always go before combat units. All other can be extended 1 inch per 500 gp spent in payment or promise
units re-roll. of loot (See Fields of Battle for more information on purchasing
command presence). For some creatures, like orcs, command
Initiative Example: War-clan leader Wrothgar Yimmyrsclaw of presence can be strength-based at the CK’s discretion.
the Frostbone Clan leads his barbarian horde (army) against
their mortal enemies, the ice ghouls of the White Wastes. Commanded Units
His opponent is the Ghoul Lord Issavul. Wrothgar has a +1
charisma bonus, and his foe, Issavul, has a +2. Issavul gets a A commander may only directly command a specified number
modified 6 and Wrothgar a modified 4 on a 10-sided die. Issavul of units. For each hit die he possesses, she may command two
wins initiative for his army, so the ghouls act before Wrothgar’s units. Additionally, she may command one extra unit per point
men. Wrothgar has two heroes on his side, they being his twin of her charisma modifier and one extra unit per 500gp spent
son and daughter, Kulung and Uma. Their initiative scores are in loot offered to her troops to further her command presence.
3 and 8, respectively. Issavul has one hero, a remorhaz, and it Thus, a 10th level fighter with a charisma score of 16 can
scores a 4 initiative. command 20 squads based on her level, plus two squads because
of her 16 charisma modifier (20+2). If she also spends 2000 gp
As the battle commences, Uma takes the first action, followed to bolster her troops, she can then command an additional four
by Issavul’s entire force, except for his remorhaz hero, who acts squads, bringing the total squads under her command to 26.
after Issavul’s forces. Next, Wrothgar’s forces attack, and then
Kulung takes his action at the end of the battle round. In Command
Units within the command radius of a commander are
Battlefield Commanders considered “in command.” If they are in command within an
Forces larger than individual squads need commanders to unbroken chain of command, then these units gain the highest
give orders and focus their attacks. Commanders are generally officer’s morale bonus, usually the general’s. If the chain of
NPCs who are mid- to high-level versions of the troops they command is broken, then the units gain the morale bonus
command. For example, the commander of a company of of the closest commander (who outranks their squad leader)
swordsmen is generally a renowned, skilled swords master, and with the highest charisma modifier. Thus, if a unit is within the
an expert archer often leads other elite archers. However, some command presence of two commanders, and one commander
high commanders may have achieved their leadership role has no charisma bonus, but the other has a charisma of 16,
through heredity or through their wealth, so not all of them will granting an attribute bonus of +2, then the unit gains a +2 to
be battle-proven leaders. morale bonus - until that commander is slain, or until the unit
moves out of his command radius.
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PART 2: WORLDS OF ADVENTURE
Morale Morale Check: Outside the Commander’s
Morale is the willingness of a unit or army to advance and Command Presence
fight, and it’s their ability to withstand the horrors faced on Units that have fallen out of their commander’s command
the battlefield without breaking and running. Quite simply put, presence must immediately make a morale check without
morale is the measure of the unit’s honor and bravery. In mass benefit of the commander’s charisma bonus at CL 1. If the
combat, morale is measured in the form of a save versus fear, force’s morale check succeeds, it continues to execute its last
otherwise known as a charisma save. received command. If the force fails its morale check, the
unit loses its action for that combat round. Units outside the
Morale Checks commander’s command presence fight defensively and move to
withdraw or retreat from attackers should the fight go against
As seen in the two sample stat blocks previously, each unit
them, but they take no other actions. If units remain outside a
has a morale score that is a reflection of the unit’s HD. The
leader’s command presence for more than four rounds and do
morale check and its success or failure is resolved like any other
not attack or take any actions, they desert the field if possible.
attribute check, but the morale score is added to the roll instead
If the unit is otherwise attacked during this time or forced to
of the HD. While the morale score and HD are often the same,
defend itself, it does so, though it makes no effort to move
there are exceptions. For example, dwarves have a bonus to
forward or capture objectives on the battlefield without the
their morale score while gnolls and rabble units begin with a
guidance of a commander.
+0 morale. Cavalry units add the hit dice of rider and mount
together to determine morale, and undead do not check morale Morale checks are forced for any of the following conditions. The
at all. listed challenge level modifier indicates the added difficulty to the
morale check. Morale conditions stack, so units may suffer from
CKs should be sure not to add both the unit’s HD and its
more than one CL modifier. Note that undead units never need to
morale score to the attribute check. Units may, of course, add
check morale.
morale bonuses gained from their commanders and any other
applicable morale bonuses. Units with many hit dice or with
mental prime attributes will more likely succeed in their morale TABLE 11.4: MORALE CHECK CONDITIONS
checks, remaining steadfast in the battle. Challenge Level
Forced Morale Check*
Modifier
The challenge level (CL) for a morale check is determined by a
Unit is out of the command presence of an
number of circumstances, ranging from the death of a battlefield +1
immediate commander
commander or hero unit, to suffering massive casualties against
Unit suffers a loss of half or more of its UHP in
superior odds. Table 11.4: Morale Check Conditions lists the +1
a single round
conditional modifiers that force a morale check. All applicable
conditions stack. Additionally, two morale-causing situations Unit leader with highest command presence
+4
are more fully discussed below: the loss of a commander and bonus is slain, captured, or immobilized
being out of command presence. Platoon** loses over half of its squads +2
Immediate commander is slain, captured, or immobilized +2
Morale Check: Loss of the Commander Opposition possesses more powerful magic +1
The loss of a commander can demoralize a unit. If the Units outnumbered by opposition by 2 to 1 +1
commander falls or is captured and the troops are outside the Opponent unit is impervious to unit’s attack damage +2
command presence of another officer, treat the unit as being Celestial, demon, or dragon of at least 12 HD
out of command presence (see below), which requires a morale +3 or More***
manifests on the battlefield.
check (CL 3; 1 for being out of command presence and 2 for
Deity manifests on the battlefield (allies) None required
witnessing their commander’s fall or capture). If a commander
is lost while the troops are in the command presence of another Deity manifests on the battlefield (opposition) +10 or More***
commander, however, the troops must also make a morale *Morale checks are forced for any of the listed conditions. The listed challenge
check (CL 2 for witnessing their commander’s fall or capture) level modifier indicates the added difficulty to the morale check. Morale
conditions stack, so units may suffer from more than one CL modifier. Note
to accept the new commander’s orders. Morale (charisma) that undead units never need to check morale.
checks for a unit to accept a new commander’s authority do not
**Refers to any configuration of troops made up of smaller sub-units as
include the new commander’s charisma modifier, as the unit is determined by the unit ratio set up for the battle.
not effectively under her influence at the time of the morale
***The power of a supernatural being such as a powerful celestial, dragon, or
check. Keep in mind that a commander may only command as demon has a minimum effect on morale of at least +3, and potentially more
many units as her command presence allows, so that can affect as determined by the Castle Keeper, or as agreed upon by the players in a non
her ability to gain command of the unit. Castles & Crusades game of Fields of Battle. A deity’s presence adds +10
to the challenge level of the morale check, or more at the CK’s discretion.

212 CASTLES & CRUSADES


CHAPTER 11 — GOING TO WAR
Broken Morale unit commander whose troops have failed their morale check
may not make this attempt. The challenge level of this check is
The following details what can happen when a unit’s morale
equal to the number of withdrawing units. If the commander’s
breaks.
check is successful, the units join with the other units under
Withdrawal: The unit uses its action to take a full move away her command presence. Player characters and other hero units
from any engaging unit in the easiest possible direction. If the may also make this command attempt. If the charisma check is
unit encounters a friendly unit during its route, the encountered failed, the unit enters a route, fleeing the battlefield as quickly
unit may allow it to pass, or its commander may attempt to as possible.
assume command of the withdrawing forces (see the Regaining
Rout: When a second morale check is failed, or if a
Command section).
commander’s attempt to regain control of a withdrawing unit
If the unit is not recalled to battle by a commander, it continues fails, the withdrawing unit enters a rout. A rout is the complete,
moving at its full movement rate away from the battle. If it is utter breakdown of command; the routed unit is in a state of
attacked again and suffers additional casualties, a second morale sheer panic and terror. Routed units suffer a -3 armor class
check must be made. If the second morale check is successful, the penalty, and they attempt to flee the battlefield as quickly as
unit continues its steady retreat until it has left the engagement possible, moving up to 3 times their movement rate. If a routed
area (the tabletop or whatever agreed upon boundary exists for unit encounters other allied combat units in its flight path,
the battlefield). If the second morale check is failed, however, the encountered unit must also make a morale check, or it
the unit is now in a route (see the Rout below). deserts with the routed forces. If the new unit succeeds in its
morale check, it remains steady in the fight, but the routed unit
Regaining Command: If an adjacent commander is present at continues to flee the battle. When the routed unit ultimately
the end of a unit’s withdrawal or is later encountered during the exits the battlefield, it is considered destroyed or lost; it cannot
withdrawing unit’s trek, the commander may attempt to regain return to the battle.
command of the unit by making a successful charisma check. A

CASTLE KEEPERS GUIDE 213


PART 2: WORLDS OF ADVENTURE
If another commander encounters the routed unit, he may Indirect Fire: Indirect fire is the use of missile weapons to
attempt to halt its rout, though he does so with a charisma carpet an area of the battlefield. Units may only fire indirectly
check at CL 4. This commander must not be a commander at long range or longer, as battlefield conditions make use of
who has previously failed to bring a unit under command. If the indirect fire nearly impossible at closer ranges and leave missile
commander succeeds, the routed units fall into formation with squads exposed to retributive actions by enemy forces. Firing
other troops within his command presence. Only one last-ditch indirectly is a full-round action requiring the entire force’s
attempt to regain command of a routed unit is possible. If it fails, concentration to launch a hail of fire on a single area of the
the routed unit is lost for the duration of the battle. field of battle.

To make an indirect fire attack, make a normal missile attack roll


COMBAT ACTIONS and subtract any penalties for range, cover, or concealment. On
a successful hit, roll damage, and apply the damage, including
Melee any bonus damage, to every unit or individual caught in the
Attack rolls are made by adjacent foes to overcome targeted attack radius, which is equivalent to 1 inch per two squads
armor class. Damage is dealt and subtracted from the Unit Hit firing. Thus, 10 archery squads participating in an indirect fire
Points. When squads are destroyed, their numbers are removed attack may affect a 5-inch radius on the battlefield with this
from the larger force. Damaged squads who maintain morale are devastating attack.
absorbed by other squads of similar composition (i.e., swordsmen
join up to form full squads of swordsmen from wounded ones).
Mounted Archers
Units with reach weapons may attack squads at the end of their
reach but not those adjacent to them. Units with a longer reach Unlike heavy cavalry and lancers, mounted archers serve as an
or reach weapons may reach over allies and attack enemies in effective mobile force for flanking enemy formations. Mounted
their threatened area just as in standard combat. archers typically ride smaller, faster mounts and are less heavily
armored than their heavy cavalry cohorts. Mounted archers
may move up to half their movement rate and fire during their
Charge turn. Typically, they can move twice as far as archers travelling
Charge: A charge attack may be attempted by units at least on foot. Mounted archers take a -2 to their attack roll while
as far away as their normal movement rate, but no more than firing from a mounted position. This penalty combines with any
double it. A successful charge attack deals an additional +2 range increment penalties.
damage, though the attacking unit takes a -4 penalty to its
armor class.
Magical Attack
Cavalry Charge: This is a a special maneuver which can Magic works in mass combat as it does within the SIEGE
only be made by cavalry units with good morale and within an Engine rules. Area-of-effect spells still affect a radius, line, or
officer’s command presence. In order for a unit to charge, it may individual. The range of most spells is converted into 1 inch
not be impeded by difficult terrain, such as ditches, hedgerows, of battlefield space per 10 feet of range. Duration remains the
fences, and the like. During a cavalry charge, the cavalry moves same, and any saves are rolled as normal. A spell’s radius or area
double its normal movement rate, and it deals an additional +2 of effect remains the same as its spell description in the Castles
points of damage with a successful attack. The charge affects & Crusades Players Handbook. In squads or larger units of
every unit within its path whose armor class it successfully hits. spellcasters, CKs should assume all equal members have the
The cavalry unit suffers a -4 penalty to its AC until its next same spells and number of spells per spell level.
combat turn.
A magical attack may include using a scroll, wand, staff, or rod.
Note: Lances deal double damage when used during a charge.
Pikes and long spears set firmly to receive a charge make their More powerful spellcasters rarely serve in units but are, instead,
attack roll prior to being struck by charging opponents; set hero units due to their ability to so quickly change the tide of
attacks deal double damage on a successful hit versus charging battle.
enemies. Setting to receive a charge is a special maneuver, and
it requires a morale check to issue orders to the defending unit. A Combat Sequence in Action
When squads of combatants come into contact with one another,
Ranged Attacks make one attack roll versus the armor class of the adjacent
Ranged attacks are divided into direct fire and indirect fire (see opponents, acting in initiative order. Opponents may be from
below). mixed units and have differing armor classes, so a successful
roll against one unit may not affect another. If the attack roll
Direct Fire: Direct fire works exactly like a standard missile successfully strikes the armor class of any adjacent opponents,
attack. Missile squads can fire on targets within their direct line roll damage based on the weapon type and damage adjustments
of sight, applying standard penalties or bonuses for range, cover, of the attacking unit. Multiply this damage times the number
concealment, and elevation to their attacks.
214 CASTLES & CRUSADES
CHAPTER 11 — GOING TO WAR
of attackers adjacent to an enemy unit. This number represents damage, destroying 3 more squads. The remaining squad fails its
the total damage dealt by the attackers. morale check, is routed, and destroyed as it turns to run.

Divide the Unit Hit Points (UHP) of defending squads by the


total damage dealt. The resulting number indicates the number
THE SIEGE
of squads defeated in that combat round. Oftentimes a battle takes place where an entrenched opponent
resists attackers from the relative safety of a fortification. For
Combat Example: A platoon of 10 squads numbering a total such great battles, one needs siege gear: catapults launching
of 50 elven swordsmen makes a successful attack roll versus a casks of flaming oil or plague-infected bodies over the city walls,
platoon comprising 12 squads of adjacent orcs. The attacking or ballistae hammering targets sniper-like from the parapets!
elves are actually in contact with 6 of the 12 squads of orcs. The Then there are the brave, armored souls crouched in a wooden
elves roll 1d8+1 for damage and get a 6 for the total damage. deathtrap known as the “Siege Tower” awaiting their chance to
The 6 orc squads in contact with the elf force then receive 36 earn glory and plant the standard of their nation, people, or lord
points of damage. The orcs have 20 Unit Hit Points (UHP) per in the heart of their foe! That is siege combat. For such grand
squad. One squad is destroyed and another must make a morale adventure, one needs some explanation of how siege equipment
check after suffering over half of its unit hit points in damage. works, and knowledge about the strength of walls.
The unit succeeds, so the player marks the unit as wounded and
records the damage the unit suffered. In mass combat, it is often necessary for one force to assault a
fixed structure and for another force to defend that structure
Regrouping and moving into position so that more of their units from an invading onslaught. In prolonged engagement scenarios,
are in contact with the elf front, the 11 remaining orc squads it is possible that some forces may have entrenched themselves,
assault the elves. They roll a 16+1, effectively hitting the elves’ creating semi-permanent defensive positions. Possibilities for
armor class. The orcs roll a 4 for damage and multiply it times such scenarios are endless. This section provides details for the
their 11 contacting squads, dealing 44 points of total damage. strength of fixed emplacements and siege equipment.
The elves lose 2 squads immediately, as they also have 20 Unit
Hit Points. One unit suffers 4 points of damage, but does not Sieges work effectively in fantasy role-playing scenarios as plot
need to make a morale check. hooks and as exciting culminations of long-standing campaigns.
Perhaps the PCs are required to take vital information or a holy
The remaining 8 squads of elves rally for another attack, relic into a stronghold to give the defenders that last piece of
slashing deeply into the orcs with their next attack. They roll a material needed to destroy the demonic enemy general. Perhaps
15, again striking the orcs, doing 5 points of damage (5x8=40), the PCs are attempting to infiltrate an enemy base to slay an
effectively killing two units of orcs and reducing their platoon evil lich generating legions of undead warriors from the bowels
to 9 squads. of his tower, and the only way into the fortress is through the
ranks of undead in their path. Simply defending what the PCs
The 9 squads attack the 8 squads of elves, but roll a 2 and miss!
have fought long and hard to seize for themselves is about as
The elves respond in kind, attacking and rolling a 19, striking
“old school” a campaign scenario as it gets for fantasy role-
successfully again. This time they score 8 points of damage
playing games.
times the 8 squads, which results in 64 points of damage! They
destroy 3 squads of orcs, and the wounded squad is also lost.
The orc platoon is now degraded to 4 squads, which is less than Siege Equipment
half the squads it had at the beginning of the engagement. Siege engines function normally on the battlefield, affecting
targeted squares on a hit and random squares on a miss. Listed
MORALE CHECK MOMENT: As the orcs have lost over half below are common siege engines. Table 11.5: Siege Engines
of their platoon to the elves, they must make a morale check lists the siege engine’s cost, typical damage, range increment,
for the remainder of the platoon. Their challenge level for their and number of crew to operate at a glance. Table 11.6: Special
morale check is +2 for losing half their squads, and +1 for Siege Engine Ammunition lists optional ammunition for the
being outnumbered two to one, for a total CL of 3. This leaves siege engines.
the orcs needing to roll a 21 or better on their d20 roll to avoid
failing their morale check and withdrawing from the combat.
The orcs gain a +1 to their die roll for their morale score and Ballista
a +1 to their die roll, as their chieftain promised them 500 Cost: 500 gp, Damage: 3d8, Area: 5X5, Range: 120 ft., Crew:
gold pieces for participating in battle. They roll a 10, however, 1 or 2
and their morale fails. They withdraw 30 feet from the elves in
preparation of departing the battlefield. A ballista is a huge wooden crossbow typically fixed in place,
but it may be mounted on rollers, wagons, ships, and the like.
The elves reply with a call to Thayaleon the Tree Lord and Because a ballista is so large, medium- and small-sized users
strike true and charge the retreating orcs. They rush forward on suffer a -4 penalty to their attack rolls when attempting to fire a
the withdrawing orcs striking them with a 15, dealing 8 more ballista alone or -2 when firing as part of a crew. A ballista has
points of damage multiplied by 8 squads, or 64 more points of a range increment of 120 ft. This weapon is primarily used to
CASTLE KEEPERS GUIDE 215
PART 2: WORLDS OF ADVENTURE
kill large creatures on the battlefield (such as elephants, ogres, structures, and may be used to make a ram attack every other
dragons, etc.) exposed within its range. Equally, ballistae may be round. Makeshift rams provide no cover, concealment, or
used to fire flaming spears against siege towers to catch them on protection to their bearers.
fire. A ballista with a crew of 2 may have the weapon prepared
to fire every other round. Otherwise, the ballista may fire once Siege Tower
every 3 rounds. A ballista takes up a space 5 ft. across.
Cost: 2,000gp, Damage: —, Area: NA, Range: —, Crew: 20
Catapult, Heavy A siege tower is a wooden structure covered with soaked animal
Cost: 800 gp, Damage: 6d6, Area: 15x15, Range: 200 ft. pelts or thin metal sheeting to protect it from catching fire. The
(minimum range 100 ft.), Crew: 4 inside of the tower is hollow, with ladders built within to allow
armed troops to easily scale its inside with full cover (+10 AC).
A heavy catapult hurls huge pieces of stone or bundles of cast The top interior floor of the structure is typically affixed with
iron balls at a range increment of 200 ft., with a minimum range a drawbridge-like front wall that drops, attaching to the wall
of 100 ft. With a crew of 4 trained siege engineers firing the of an enemy castle, allowing the troops within to storm the
heavy catapult, it may be winched, loaded, aimed, and fired battlements and end a siege.
every other round. Heavy catapults may be loaded on wagons
and moved at the bearing weight and speed of the animals Siege towers are typically constructed at the site of the battle
hauling it. Otherwise, a heavy catapult may be pushed 10 ft. per after many weeks and months of siege. They are built to be
round. Heavy catapults take up a space 15 ft. across. slightly taller than the wall intended to be breached, thus their
cost is reflected in multiples of 20 ft.
Catapult, Light The tower’s roof provides a firing platform that grants ½ cover
Cost: 550 gp, Damage: 4d6, Area: 10x10, Range: 150 ft, or +4 armor class to defenders. The roof is large enough to hold
Crew: 2 one squad of combatants or 1 ballista and crew.

A light catapult is similar to a heavy catapult; it hurls stones, cast Siege towers have 50 hp per 10 ft. section and an armor class of
iron balls, or other ammunition. Light catapults have a range 14. They may be pushed or dragged 5 ft. per turn, and require at
increment of 150 ft., with an absolute minimum range of 75 ft. least 20 medium-sized creatures, 10 large-sized creatures (such
A crew of 2 may winch, load, and fire every other round. Light as ogres or horses), or any huge or colossal giant to move it per
catapults may be loaded on wagons and moved at the bearing 20 ft. of height. For example, a 40-ft. siege tower may be pushed
weight and speed of the animals hauling it. Otherwise, it may into position by 2 frost giants, 20 ogres, or 40 orcs.
be pushed 15 ft. per round. Light catapults take up a space 10
Historically, the largest siege towers were nearly 140 ft. tall and
ft. across. See Firing a Catapult below for more information.
60 ft. wide. They could hold 1000 knights and archers. Such
behemoths were outfitted with multiple catapults, ballistae, or
Ram, Battering cannons; they required hundreds of men to push and pull them
Cost: 1000 gp, Damage: 4d6, Area: 1 stationary target, Range: into position. Siege towers cost 400gp per 20 feet in height to
­—, Crew: 10 medium-sized crew or 20 small-sized crew construct.

A battering ram is a huge log, usually with an iron or bronze


TABLE 11.5: SIEGE ENGINES
end cap. Battering rams may be complicated siege engines built
with protective covering for the ram team (typically 2-4 squads Engine Cost Damage* Area Range Crew
of infantry) in a wheeled frame with the ram swinging from Ballista 500gp 3d8 5X5 120 ft. 1 or 2
stout chains. Rams can also be simple affairs, being a log born 200 ft
Catapult,
by strong backs used to hammer against a gate. 800gp 6d6 15X15 (min 100 4
Heavy
ft.)
A battering ram with protective covering affords cover (+10
Catapult,
AC) to the ram team. The ram may strike every other round 550gp 4d6 10X10 150 ft. 2
Light
and deals 4d6 points of damage to wooden structures, but deals
Ram, 1 Stationary
only one-half damage to stone, and one-fourth damage to metal 1,000gp 4d6 — 10-20
Battering Target
(such as a portcullis). A ram of this sort costs 500gp to construct.
Ram, 1 Stationary
Varies 2d6 — 10-20
Makeshift Target
Ram, Makeshift
Siege
2,000g — NA — 20+
Cost: Varies, Damage: 2d6, Area: 1 stationary target, Range: Tower
— Crew: 10 medium-sized crew or 20 small-sized crew *A ballista or catapult can fire special ammunition. The special
ammunition does damage as listed in Table 11.5: Special Siege
A makeshift ram deals 2d6 points of damage to wooden Engine Ammunition.

216 CASTLES & CRUSADES


CHAPTER 11 — GOING TO WAR
Special Ammunition its effect on the aerodynamics of the harpoon, the firer takes an
additional -4 to attack rolls. Harpoons may not fire beyond the
Boiling Oil: Boiling oil is prepared in cauldrons on rooftops.
length of their rope.
Boiling oil affects a 10x10 ft. area directly below it and deals 6d6
points of damage. No attack roll is necessary. The oil may be set
aflame with fire arrows, whereupon it deals an additional 4d6 Firing a Catapult
points of burning damage before extinguishing in 1d2 rounds. A A catapult affects an area based on the ammunition used, and
gallon of oil costs 8gps. firing a catapult requires a keen intellect to understand the
proper elevation, arc, and trajectory of its payload. The engineer
Falling Stones: Stones may be hurled by defenders on
makes a standard ranged attack roll based on his base attack
battlements. These stones affect a 10x10 ft. area below the wall
bonus, adding his intelligence modifier instead of his dexterity
and deal 1d8 points of damage.
modifier for purposes of aiming the attack, and then subtracting
any range increment penalties. Targets of a catapult attack may
TABLE 11.6: SPECIAL SIEGE ENGINE AMMUNITION make a dexterity check to take half damage from the attack.
Engine Ammunition Damage Cost The save’s CL equals the firing engineer’s intelligence modifier.
2d8+and anchored On a roll of natural 1, the catapult shot hurls straight into the
Ballista Harpoon 5gp each air, falls back down, and then lands on the catapult and its crew.
to target.
Flaming Bolts 3d8+1d6 (fire) 2gp each Catapults may be “locked” on a target once their engineer
Catapult, scores a hit. Fired ammunition continues to hit the same area
Cast Iron Balls 6d8 10gp each
Heavy with no additional attack roll required until it is re-aimed. Re-
Flaming Oil Cask 6d6 (fire) 32gp each aiming takes one round and requires a new attack roll.
Catapult,
Cast Iron Balls 4d8 10gp each
Light Assaulting Structures
Flaming Oil Cask 4d6 (fire) 16gp each Structures have Armor Class and hit points. Units attacking
Dropped 6d6 (with fire structures with the proper gear (rams or mauls for walls) do
Boiling Oil 8gp/gallon
from Above +4d6) damage to structures as PCs normally do when kicking in doors
Falling Stone 1d8 and shattering locked chests. Walls and gates that are 10-20 ft.
thick tend to have more hit points and more guardians, ensuring
Cast Iron Balls: Cast iron balls are expensive and rare, they do not get overtaken easily. Rules already exist for climbing
though they are easier to manufacture than the typical walls, breaking stone, and cutting down doors, and they work
fieldstone spheres used as catapult ammunition. Cast iron balls normally in large-scale combat, with the squad or larger force
are said to be an invention of dwarves, owing that iron deals replacing the individual effort for all except the hero units on
double damage against stone structures and fortifications and the battlefield.
triple damage to wood. Cast Iron Balls also have the potential
of rolling when they land, causing havoc among ground troops, Walls
tearing off legs and pulverizing feet with their strike.
Walls come in a variety of shapes and sizes and are made from
Flaming Bolts: Flaming bolts deal standard damage plus 1d6 various materials. Wall hit points are measured by the number
points of fire damage. They have a 20% chance of setting ablaze of feet of thickness per 10-ft. section of wall. Stone walls have
any wooden structure they strike. an Armor Class of 16, reflecting the hardness of the wall and
difficulty in damaging it. Wooden walls have an Armor Class of
Soaked animal skins reduce the chance of wooden structures 14, reflecting the hardness of wood and difficulty of damaging it.
catching fire. They provide 1d4 rounds of complete fire
protection, after which they reduce any fire damage by half.
TABLE 11.7: WALLS
Flaming Oil Cask: A flaming oil cask is typically an amphora- Wall Type Hit Points AC
like jug filled with flaming oil that explodes on contact, hurling Masonry 100 per ft. 16
its contents throughout the ranks of enemy forces. Flaming oil
casks are especially destructive to wooden structures, lighting Reinforced Masonry 200 per ft. 16
them aflame, and causing panic (requiring Morale Checks) Hewn Stone 1000 per ft. 16
to forces adjacent to squads immolated by their fiery payload. Iron 100 per inch 20
These casks usually contain 2-4 gallons of oil and are affixed Wood 50 per ft. 14
with a wick that must be lit before launching the payload.

Harpoon: Harpoon ammunition is attached to a length of


strong rope up to 100 ft. long, with the rope coiled around a Using the above table, a 15-foot-thick castle wall made from
winch and pulley mechanism. Due to the weight of the rope and reinforced masonry would have 3000 HP per 10 ft. section

CASTLE KEEPERS GUIDE 217


PART 2: WORLDS OF ADVENTURE
of stone. Taking down such a wall would require constant Improved Range: Archers firing from an elevation gain 10
bombardment from catapults and/or magical strikes against the ft. to their range increment for every 20ft. of elevation, with
same 10 ft. section of wall to breach it. maximum bonus of +30 ft. at 60 ft. of elevation.

Edged melee weapons typically deal no damage to stone walls Trench: Trenches are in essence narrow earthen ditches,
over 1 ft. thick, no matter what special material the weapon is providing the most basic of siege protection. Defenders in
made from. This is because most melee weapons are designed trenches are conferred 1/4th cover or a +2 to their armor class.
to overcome armor, cleave flesh, and shatter bone; they are not
tools designed to destroy fixed structures. One could argue that Tunneling and Sapping
the “military pick” would work vs. stone walls since it is a “pick.”
The clever CK will remind the player that a military pick is for The purpose of tunneling and sapping is to dig beneath enemy
punching holes in helmets and breastplates, and a pickaxe is positions, creating a weakness below the enemy’s walls, tumbling
designed to carve through stone. Mauls and chisels do normal them down upon the defenders’ heads, and leaving a breach in
damage and require no attack roll to hit, so long as the striker their defenses. Tunneling or sapping takes place as part of a pre-
is not under attack from defenders. In other words, a lone man existing scenario, as digging requires a great amount of work
hitting a wall section with a hammer and chisel without duress on the part of miners. Tunneling and sapping may also involve
would simply do 1d8 points of damage to the wall per round. counter tunnels and counter sapping to collapse the tunnels of
This is called tunneling or demolition and is detailed elsewhere attackers.
in this chapter.
Sapping: Sapping is the technique of digging trenches or tunnels
to pierce, undermine, or destroy walled fortifications. Typically,
Magic experienced engineers are required to sap or mine an area, and
Magic: Magic spells which deal damage to objects also deal do so while protected from enemy fire and counter sappers. In
damage to walls. Spells such as fireballs and lightning bolts deal fantasy role-playing games, various races have an affinity to
structural damage equal to the damage rolled on the dice. tunneling and mining, which may play a role in the use of such
Other, more powerful spells such as earthquake, dig, and move a technique in the campaign setting.
earth may be used to easily collapse reinforced walls unless some
Sappers are also adept at building and maintaining siege
precaution on the part of the builders is made to protect their
equipment on site from on-hand materials. Sapper units come
structures from such magic.
outfitted with the proper tools to perform their job: saws,
shovels, hammers, chisels, and pickaxes. While siege engines
Defensive Bonuses demolish fixed emplacements by dealing direct deal direct hit
Walls generally have protective features, providing cover for point damage against them, sappers destroy or circumvent
those who stand atop them. This protection is conferred as an fortifications by carving their way through earth and stone at
armor class bonus due to cover. a number of feet or inches per minute, thereby penetrating or
collapsing structures.
Arrow Slits: Piercing a length of bastion wall, arrow slits
provide excellent cover for defending missile units. Arrow slits Tunneling beneath fixed fortifications takes time and requires
grant 3/4ths cover or a +6 to armor class. a great amount of patience on the part of commanders. Table
11.5: Sapping gives the tunneling speed and time for sapper
Crenellation: The classic “battlement” or castle top that units based on their affinity to earth and stone. A unit of sappers
ridges the edge of the wall. Crenellations confer ½ cover or a clears a number of cubic feet of earth or stone per minute based
+4 to the armor class of defenders. on the rate listed in the chart.

Earthen Rampart: An earthen rampart is similar to a trench,


but elevated to require enemies to move up-hill against TABLE 11.8: SAPPING
defenders crouched and firing or attacking from above them. Race of Sapper Squad Tunneling Rate per Minute
Ramparts are often lined with sharpened dung-coated stakes,
Soft Hard
dealing 1d4 points of damage against approaching opponents Earth
Stone Stone
and reducing their movement rate as they scale the expanse.
Halfling or Human 1 ft. .5 ft. .25 ft.
They offer a secondary effect of potentially infecting climbers,
requiring a constitution save (Challenge Level 4) to avoid their Gnome or Kobold 1.5 ft. 1ft. .5 ft.
debilitating effects. Beings thus infected suffer a -2 to attacks Orc or Hobgoblin 1.75 ft. 1.5 ft. .75 ft.
and damage and may only move at half speed until they finally Goblin 2 ft. 1.75ft. 1 ft.
make a successful constitution save and shrug off the infection. Dwarf 2.5 ft. 2 ft. 1.5 ft.
The onset of this dysentery begins 1d12 hours after infection. Stone Giant 10 ft. 5ft. 2.5 ft.
Ramparts provide ½ cover or +4 armor class to those crouched
Earth Elemental 15ft. 10 ft. 5 ft.
in the fighting holes atop the rampart.
Xorn 20 ft. 20 ft. 20 ft.

218 CASTLES & CRUSADES


CHAPTER 11 — GOING TO WAR
Collapsing Walls: Tunneling under walls may cause them to Ballista, Light (ship mounted)
collapse. Typically, sappers dig beneath enemy walls, timbering
Cost 600 gp, Damage 2d8, Range 120 ft., Crew: 1 or 2
the roof and sides of their tunnel, but setting these to collapse
once the tunnel is vacated by sapper squads. On its turn, a A ballista is a huge wooden crossbow mounted to a locking
sapping unit may collapse a wall section as its action. Once the swivel and pivot. Medium- and small-sized crewmen using the
tunnel is collapsed, a section of wall equal to the width of the giant weapon suffer a -2 penalty to their attack rolls. A light
sapper tunnel crumbles, leaving a breach in the fortification. ballista has a range increment of 100 ft. The weapon is primarily
used to set ships’ sails aflame by firing fiery spears at them, or
Tunnels may also be used to secrete enemy troops inside of a to hole enemy vessels at the waterline. A ballista with a crew
fortification without the necessity of collapsing the wall at all. of 2 may have the weapon prepared to fire every other round.
Would-be conquerors intending to occupy a captured fortress Otherwise, the Ballista may fire once every three rounds. The
prefer to keep the structure intact for their own occupation ballista takes up a space 5 ft. across.
rather than raze it to the ground, so their troops do not collapse
tunnels and walls. In ship battles, ballistae attack rolls are based on the captain’s
level and Intelligence modifier, as his maritime warfare expertise
Tunneling and Counter Tunneling: A typical sapper tunnel supersedes the skill of crewmen manning the ballistae. For
is 10ft. x 10ft. and is accessible by one sapper squad. Multiple instance, Captain Zarek, a 6th-level fighter with a 15 Intelligence
sapper squads may dig multiple tunnels at the same time. score would add +7 to his crew’s ballista attack roll.
One method of sapper combat is when one sapper crew
attempts to collapse the tunnels of another by means of crossing Mangonel (ship Mounted)
or otherwise weakening the other crew’s walls. In game terms, Cost 1800 gp, Damage 5d8, Range 220 ft., Crew: 4
this is simply accomplished by breaching another sapper crew’s
tunnel and spending a full turn sabotaging it. Collapsing a This heavy weapon uses torsion coils to directly fire round shot,
tunnel causes 1d6 x 10 ft. of tunnel work to collapse. Sapper stones, or flaming oil casks. It is a heavy, unwieldy weapon
units caught in a resulting cave-in are instantly destroyed. that suffers an additional -2 to hit and requires 3 rounds to
load and 1 round to re-aim. It occupies a 10 ft. x 10 ft. space
on a ship’s deck. Mangonels’ are mounted on ships and battle
SEA BATTLES: FIRE AND WATER barges to maintain seaside sieges of port towns and fortresses.
Sea battles differ in some ways to land battles. The most obvious An historical example of the mangonel’s use is Alexander the
difference is they take place upon the sea, where armor actually Great’s siege of Tyre.
makes combatants more vulnerable — they may be hurled
overboard and drown, after all! Additionally, even the largest Range Increment Penalties
sea battles constrain quarters of melee combatants to ship
decks, limiting their movement and mobility. Thus, as often as Ballistae and other missile attacks suffer a -2 penalty for each
not, when ships are tied together, no quarter is asked, nor given! range increment. Thus, a ballista fired at a range of 600 ft. has
There is no retreat, and surrender likely brings the same end for a -10 penalty to hit due to range penalties; combined with its
the survivors as defeat. -2 difficulty penalty for firing the unwieldy siege piece, a ballista
fired at this range suffers a total -12 penalty to hit.
The flipside to this is that sea battles involve a great deal of
artillery fire prior to hand-to-hand engagement, with siege Combat and Combat Actions
equipment and archers lofting swarms of arrows against the
CKs should treat sea combat as per the mass combat rules for
decks and riggings of opposing vessels. Vessels with greater
land battles. The sailors and marines aboard the ships form
speed and longer range tend to win the day before grapples are
units via the unit size rules, just like in land combat. The only
even cast!
difference between the hand-to-hand melee upon the sea and
that on land is that such melee can only take place when ships
Oh Captain, My Captain are lashed together and boarded. This maneuver is detailed in
The captain of a warship is the equivalent to the commander in a the grappling rules below. If ships are never boarded, then fire
ground campaign for the purposes of initiative, ship movement, and movement rates rule the battles upon the high seas!
morale, ballistae and ramming attacks.
Grappling: Once ships are within 30 feet of each other, sailors
aboard the ship with the prevailing advantage (i.e., the least
Armament damaged and/or the fewest casualties) may attempt to grapple
Most ships may be armed with ballistae or ballistae-type the opposing ship. To grapple, the attacker needs only to make a
weaponry. Catapults are virtually impossible to use on any successful ranged touch attack against the hull’s armor class. At
except the largest and slowest of battle barges, as the torsion least two ropes must be successfully grappled to an enemy ship
from their firing would shatter the deck and destroy their vessel. to successfully lash the ships together.
That said, in a fantasy game, anything is possible.

CASTLE KEEPERS GUIDE 219


PART 2: WORLDS OF ADVENTURE
Allies aboard their attacking ship tie off the ropes, bringing For example, a carrack has a maximum speed of 18ft. per
the ships crashing together, shattering any oars not stowed, round and hoists six sails on its three masts. The carrack enters
and forcing all members of each crew to make a dexterity save combat and loses one of its sails. The CK reduces the carrack’s
(Challenge Level 5) to avoid falling. Crewmen hanging from maximum speed by 25%, rounding down, with a result of 14ft.
riggings gain a +2 to their check. Anyone failing from the per round. Should the carrack lose another sail, the CK would
rigging has a 50% chance of falling 1d4 x10 ft. to the hard deck, reduce the maximum speed again, this time by 25% of 14.
taking a cumulative 1d6 points of damage per 10 ft. of the fall, This would continue until the carrack lost all its sails, when its
or they fall into the water, forcing swim checks. Sailors who fall maximum speed would be reduced to zero.
overboard are lost for the remainder of the battle.
Rams and Ramming: A ship’s ram deals 5d10 points of damage
Those on deck who fail their dexterity save and fall must spend on a successful hit against an opposing ship. The attack roll is
the subsequent round getting up. based on the ship’s captain’s base to hit, with no modifiers for
strength or dexterity. Enchanted rams receive any applicable
Cutting Grapples: Cutting grappling ropes takes 1 round per magical bonuses, and captains under the effect a bard’s
rope. No other action may be taken by a squad while cutting the inspiration ability, a bless spell, or a prayer spell, or any other
lines. Assume one rope per squad of marines or sailors aboard spell providing relevant bonuses may add those to the attack
any ship. roll, as well. On a successful hit, the ships are tied together as if
grappled. Ships with oars may back away from a sinking vessel
Hulls and Holing: A ship’s hull has 50 hp per 10-foot section
if the captain makes a successful Intelligence roll and opts to
and an armor class of 14 for the purpose of holing or damaging
move his vessel on the next turn. The challenge level of this roll
the boat. Ships’ hulls are highly vulnerable to warp wood
is based on the length of the opposing vessel, adding +1 to the
spells! A warp wood spell cast on the hull of a ship causes it
challenge level for every 25 ft. in length.
to immediately sink. For battle purposes, the ship and its crew
are both lost, unless the latter are rescued. It otherwise takes a Speed: Ships can move at speeds between 2-10 miles per hour,
holed ship 1d10 rounds for a ship to sink completely, allowing translating to roughly 5-25ft per round. Oared ships can double
other ships to rescue crewmen and marines. their speed during a ramming attempt, but they can only
maintain ramming speed for 1d4 rounds + 1 round for every
Masts, Rigging, and Sails: Masts have 50 hp each and an
10 rowers.
armor class of 14 for the purpose of cutting them down with
weapons. Sails have an armor class of 10 and 25 hit points; sails Swinging to the Opposite Deck: Swinging on ropes to the
take double damage from fire. Burning sails and rigging fall to opposite deck is a movement action requiring a successful
the deck, dealing 3d6 points of fire damage the first round, 2d6 Dexterity Check (Challenge Level 4). A successful roll places
the second, and 1d6 the third over a 10 x 20 ft. area directly the unit safely on the opposition’s deck, as intended. Failure
below the sail. This fire has a 10% chance per round of catching means they fall from the rope and have a 50/50 chance of
the deck and rails on fire, as well. A ship’s maximum speed hitting the deck or falling in the water. Units and characters
is reduced by 25%, rounded down, for each destroyed sail. hitting the deck suffer 2d6 points of damage and must spend the
Destroying a mast destroys all remaining sails on it, reducing subsequent round getting up.
the ship’s speed accordingly. If a ship without oars loses all its
sails, its maximum speed is reduced to zero. Forecastles and Sterncastles: Forecastles and sterncastles
offer a +2 armor class bonus to their defenders against missile
fire due to their elevation and wooden crenellations.

TABLE 11.9 SAMPLE SHIPS


Masts/ Speed/ Speed/
Common Ships Length Width Crew Artillery Ram Oars Cost
Sails Hours Round
82/+300 2 ballistae/2
Carrack 120 ft. 100 No None 3/6 7 mph 18 ft. 120,000 gp.
passengers mangonels
Trireme 125 ft. 23 ft. 170 None Yes 170 1/1 2 mph 5 ft. 5000gp
Longship 120 ft. 27 ft. 50-80 None Yes/Optional 25 1/1 8mph 20 ft. 30,000 gp.
20/+120
Cog 100 ft. 20 ft. None No None 2/2 8 mph 20 ft. 5000 gp.
passengers
30-50/+30 Yes/ 20/
Galley 160 ft 20 ft. 4 ballistae 2/2 10 mph 25 ft. 60,000 gp.
passengers Optional Optional

220 CASTLES & CRUSADES


CHAPTER 11 — GOING TO WAR
Aerial Combat possibilities are as endless as the adventures your imagination
can create.
Aerial combat units are generated in the same way as they are
in standard mass combat, and combat works the same, except
it takes place in three dimensions. A unit’s movement rate is Foraging
based upon the flight speed of the riders’ mount. Foraging is the act of plundering the countryside for foodstuffs.
Foraging is difficult, and may require extra coin on the part of
When a unit is reduced to less than 50% of its hit points, it must the warlord in order to purchase food or water (in the case of
land and cannot return to the air again until the unit is healed good-aligned characters). In most terrain, the army must take
above 50% of its hit points. time to pillage, plunder, scavenge, or forage for food. Highly
If a single attack reduces an aerial unit to less than 25% of its hit civilized areas typically have more foodstuffs to offer, leaving
points, the unit plummets from the sky, taking falling damage the soldier’s dry rations intact. In less-civilized regions, game
as well. This falling damage equals a cumulative 1d6 per 10 ft. may be plentiful, but acquiring it requires hunting. In civilized
fallen, and is suffered by the entire unit. A dexterity check saves areas, additional food may be purchased at market price plus
for half damage. 1d20%, depending on local rates. Castle Keepers should modify
the price of food as conditions in their own campaign dictate.
WAR
TABLE 11.11 FORAGING
The above rules provide a simple template allowing the CK a
quick mechanical approach to solving the problems of running Foraging lbs. of Food x100 lbs.
Environment
mass-scale combat. For a complete, detailed treatment that Chance gathered
includes everything from tactical battle formations to detailed Civilized Urban 50% 2d100
commander morale and hero rules, please refer to the already
published Fields of Battle boxed set Civilized Suburban 70% 3d100
Civilized Agricultural 85% 5d100
PROVISIONS Uncivilized Temperate 60% 2d100
An army marches on its stomach. In campaigns where armies Uncivilized Desert 10% 2d20
must traverse large distances, the question of how to feed and
water the soldiers and mounts becomes an issue. Certainly, Uncivilized Mountain 50% 5d20
it is completely fine for a Castle Keeper to waive such micro Uncivilized Jungle 90% 4d100*
management to “foraging,” but for a grittier, more realistic feel, * Tropical food requires a successful constitution save vs. poison to
an army must be fed. avoid cramping from the abundant and unfamiliar fruits and food
items. Those failing their save are unable to travel for 1d4 days.
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 Foraging takes an army 15 minutes per every 100 lbs. of food
dry food and a minimum of ½ gallon of fresh water per day. For gathered. This time is halved if a ranger travels with the army and
every two days, the soldier’s meals are mixed with some fresh makes a successful survival check, the CL for which is +1 for every
food: fruits, vegetables, or fresh meat. 500 troops in the army.

In simplest terms, each medium-sized soldier requires the


following:
TABLE 11.10 COST OF PROVISIONS
Provision Cost Weight
4 gallons of water per week in temperate climes*: 4 gp. 32 lbs.
Rations (Dry and Fresh) 3 gp. 7 lbs.
* In warm climates, such as desert and jungle, this amount doubles
to take into account the simple sweat and grind of the march.

To calculate the total cost of provisions and the foodstuffs’ total


weight, multiply the gold piece total and the weight total.

Primitive wooden wagons of the type described in the Players


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

It is possible a Castle Keeper may run a campaign where


elephants, camels, howdahs, or slave-borne supplies exist. The

CASTLE KEEPERS GUIDE 221


CHAPTER 12 — MONSTER ECOLOGY

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

The monster is the core of the role playing experience.


Overcoming adversity, climbing the mountain, or unlocking the
trapped door are themselves moments filled with excitement.
They however pale in comparison to the wild experience of
battle with a monster, where the life of the character hangs in
the balance of a decision and a dice roll. First and foremost, the
CK must understand the monster’s role in the game. Once this
concept is firmly grasped, understanding its attributes, abilities,
and general mechanics is much easier and a world of possibilities
open up for the CK, which in turn open up a world of dread for
the player. genetic make-up calls for such actions - and usually does little
but excites the players into a dice contest not unlike a game of
UNDERSTANDING THE MONSTER craps. But by using the monster’s abilities as the monster would,
CONCEPT the creature immediately leaves the realm of understanding for
the player.
Too often Castle Keepers, or game masters in general, use the
monster as a weapon, a sledgehammer to pound the party of In order to do this, the CK must know the monster first. Read
characters mercilessly. Though the monster certainly has this its background, understand its abilities, imagine under what
use, and there are occasions that call for the monster’s weight circumstances those abilities would be the most effective and
to come crashing down on the players, it really is ancillary to the deploy the monster in that fashion. Treat the monster as an
role of the monster. On the other end of the coin, the monster is animal who desires life even as much as the players do, or at
not a simple obstacle for the player to maneuver around or play, least, as any animal in the wild would. Rarely does a lion pursue
as if it lived in a vacuum. In Castles & Crusades, the monster a hunt to the detriment of its own life. They do not get angry
is a living element of the story, one that can change and alter to and humiliated and whine about their ego or id. They attack
the situation even as the characters can; the CK must treat it to kill something, but failing that, they quit, either looking for
as a central tool of the storyboard to ratchet up the excitement a more effective route to kill their prey or leaving altogether.
and danger. As any student of the horror genre understands, Monsters should act the same; avoid the heedless duel to the
direct bludgeon attacks where the monster thrashes about in a death if possible, for this only reduces the monster’s capacity
seasonal display of gore does little to heighten the fear factor; to affect the players in the course of the game. Fighting the
though it may heighten the “I just vomited in my mouth” factor, unknown is always more terrifying than fighting the known.
it does not drive people into the wild corners of their own minds
seeking for answers about which they do not understand. There are some exceptions. Unlike the lion cited above, many
creatures in C&C are pure evil, mad, or magical creations
The foremost thing to understand about the monster is with little drive to survive beyond that given to them by
that it is not a battering ram for the CKs ire or the player’s their creators. Use these as their backgrounds dictate, but
adrenaline. It is a creature, with its own wants and desires, with understand that some are mindless killing machines and others
an ecology that drives it even as the player’s own desire drives have more survival instincts. This increases the unknown factor
their characters. The monster is a creature in and of itself, with in the game. If players, through their characters, cannot readily
habits evolved from genetic makeup and environment, using its identify what monster is going to react one way or the other,
abilities as efficiently as a welder users a blow torch. Taking the they must tread a little more lightly, and are more loathe to
monster and hurling it directly at the party of players in order risk their skins in a free-for-all battle with some creature that
to crush them rarely does justice to these beasts - unless their may or may not possess some ability to mete out death quickly.
222 CASTLES & CRUSADES
CHAPTER 12 — MONSTERS
Understand the monster and use his abilities to engender that weaknesses are built into their descriptions and they have no
element of the unknown. ability to advance, unless by design or desire of the CK. Their
rolls never improve.
With that in mind it is important to note that the CK should
not overly love the monster. Do not make it so that monsters This approach seems to break down at the demi-human level.
never die, so desirous of life, they never fight to the end, but Why do demi-humans in Monsters & Treasure have 3 primary
always run off into the wilds. Players rapidly tire of such devices attributes and demi-human characters only have two? The
and as any hero must, they long to kill the bad guy. As noted, answer is simple. Demi-human characters are characters and
some monsters are more like animals, such as the owlbear or a demi-human monsters are monsters. The demi-human monster
giant, but others are just closer to magical creations such as the is stuck, with their three primary attributes fixed and unchanging.
undead. Use them to their abilities and nature. They gain no bonuses, nor suffer any penalties. Demi-human
characters on the other hand earn more experience and gain
MONSTERS & THEIR ATTRIBUTES more skills and improve their capabilities; this is expressed in
their level. Each level they gain, they also gain in abilities.
Castles & Crusades does not categorize monster attributers in
the same manner as it does character attributes. Characters To put this in a greater game context, the characters represent
possess six standard attributes: strength, dexterity, constitution, that small portion of the human or demi-human community
charisma, wisdom, and intelligence. The game categorizes that possess that “four o’clock in the morning courage.” They
monster attributes in only four categories: none, physical, are not like the others in their tribe, village, kingdom; they are
mental and both physical and mental. These represent the the few possessed of enough courage and gumption to set down
saving throws and attribute check categories for monsters rather the walking stick and take up the sword and plunge into the
than the actual attributes. These mean the monster is more unknown.
able to defend itself or react to physical or mental conditions
than the other. Few monsters have both. Saving throws are Example: Death in the world of Inzae is a hard thing. If your
made in the same manner as for characters, but with broader body is not burned, no matter how heroic the death, the spirit
descriptors. Each monster is listed in the Monsters & Treasure goes to the gray world. This means an eternity of misery, which
and other monster listings as having either physical (P), mental begs the question: Why would anyone leave their homes if they
(M), both (P+M) or none (N) as its saving throw category. The risk death and eternal damnation? The reply is simple: Most
category roughly equates to primary or secondary attributes and don’t. 99% of the people stay home where they are safe and
thus the base number needed to make a saving throw. Physical warm. The other 1% are adventurers, and they are different.
attributes are strength, constitution, and dexterity. Mental
Those dwarves in the Monsters & Treasure are monsters, not
attributes are intelligence, wisdom, and charisma. A goblin has
player characters. They are different.
a physical saving throw category, so it makes all saving throws
or checks dealing with strength, dexterity, or constitution with Note that though CKs are more than welcome to assign
a challenge base of 12, and all saving throws or checks dealing attribute numbers, as the characters possess, to monsters in
with intelligence, wisdom, or charisma with a challenge base of their individual game. Monsters with attributes create a whole
18. The monster’s number of hit dice acts as a modifier to this new level of complexity to the game. The CK must now roll
roll in the same fashion as described under HIT DICE (HD) attributes for dozens of monsters, or at least design them into
the monsters themselves, and adhere to a whole new host of
When dealing with monsters, it is important to keep in mind
modifiers for those monsters possessed of higher attribute scores.
that monsters are not player characters. Monsters & Treasure
Furthermore, the game’s balance is unsettled for monsters
is a book designed for use by the CK, not the players. Conversely,
as presented include their strengths and weakness, whether
monsters shouldn’t use the Players Handbook. Monsters do not
mental or physical.
have specific attributes such as strength, and therefore do not
fall under the bonuses and penalties that accompany character In short, the CK must understand that two separate overriding
attributes. Awarding monsters character attributes immediately principles guide monsters and characters. The design supports
gives them a bonus advantage, making them stronger or weaker the balance built into the game and affects the overall
than designed. A monster’s abilities, whether strong, fast, playability and fun factor that all games must, in the end,
weak or slow already play out in their listed attacks and special address. It is best to understand the differences between the
abilities. two and leave the system as is. Far more effective ways exist of
building or expanding the monster concept, whether through
Astute players and CKs cannot help but notice that the system
new creations, or simply variances on an old monster.
effectively awards monsters three primary attributes, and three
secondary attributes, seemingly putting them at an advantage
over characters, who often have only two. But again characters MONSTERS WITH A TWIST
fall under a different set of guidelines. Character advancement, After players have played C&C for awhile, it is only natural
though it does not improve his attributes, improves his bonus; that they become familiar with the monsters in play. And orc
monsters get no such advancement. Their strengths and is an orc after all and it doesn’t take long for a player to realize

CASTLE KEEPERS GUIDE 223


PART 2: WORLDS OF ADVENTURE
their relative strengths and weaknesses. It has become common become used to, or rather, most especially the ones characters
knowledge that the only way to destroy a regenerating troll is are used to, should undergo sudden revisions. The sky is of
with fire. Every troll encounter involves a character arming course the limit.
himself with oil, torch or other flammable material and casting
the burning weapon upon the seemingly hapless troll. This is Base Mechanics: The easiest part of any monster to adjust are
a natural outcome of years of play and experience. However, the basics of hit dice and armor class, by allowing the creature
this does not need to be the end-all of the already-encountered to be stronger or even weaker than expected and what was a
monster’s role in the game. Apply simple variations on a monster, normal encounter suddenly becomes more interesting. Keep
changing its make-up somewhat, expanding or contracting its these alterations within reason. Giving a monster that has no
abilities, adding new ones, or changing its very habits. This is a natural defenses a 23 AC is not going to be met with anything
simple process and one every CK should follow. other than incredulous grumblings. But meeting a an orc with
an AC of 18, gained through his large shield and thick armor
Creating variations of monsters actually serves two purposes. becomes both believable and a desirable target in that the
The monster itself gains a second life, and what was a familiar characters want to possess what he owns.
monster becomes something new. It is once again, unknown.
The familiar becomes the dangerous as common reactions Abilities: Treat special attacks or defenses much as you do AC
associated with the monster prove useless and whole new and HD. It takes little effort and less imagination to imagine a
methods must be used in dealing with the monster, whether role magical monster with different abilities than normal. Of course,
playing, in the defense or offense. the CK must remember to keep these changes within some
normal bounds; allowing an armless creature an improved grab
Example: In the world of Aihrde there are several types of attack would not be within the spirit of the monster.
trolls, the most common being the standard troll described in
Monsters & Treasure. Less common, though probably better Note on Experience: Remember to adjust the experience point
known, are Troll Lords. These latter creatures are monolithic value up or down with adjustments to the monster’s abilities.
beasts possessed of an evil that transcends the regular troll’s
almost animal reaction to its emotional shortcomings. When ROLEPLAYING MONSTERS
first encountered a Troll Lord obviously heals itself, lending itself
to the belief that as a troll its great weakness is fire. Because of Role playing is a facet of running a monster that Castle Keepers
the creature’s background, once a living tree that has left the often overlook in the mad rush to get the combat going. Take
path of its more benign brethren, it fashioned magics for itself some consideration of the monster itself, and if the adventure
that made fire an ally. Fire and acid attacks, common ailments allows for it, develop a personality for the creature, complete
for trees and trolls, actually heal the Troll Lord. A character with goals, designs, prejudices, etc. This works especially well
who casts fireball on a Troll Lord is likely to meet a stark surprise. for long running campaigns, as monsters easily take on recurring
roles in the game. These traits, if allowed to play, take the game
to new heights, creating a new dimension for the characters.
Common Variations
Background: Every official C&C monster’s entry begins with a Example: Ki and Stark unearthed a dungeon and accidently
physical description of the monster, and is either meshed with or freed a Rune Maiden (see Monsters & Treasure of Aihrde). In
followed by a brief description of its habits and habitat. Players the ensuing battle the party drove off the Maiden but not before
quickly learn these habits but it is easy enough to change them. she spirited one of their number, Stark, to the Void. Later he
Add your own personal flavor to a monster’s description, giving escaped, stealing her magical steed and returned to the world of
it a reason for being where it is; or even a wholly different Aihrde where he continued his life of adventure. The Maiden,
ecological niche. There is no reason a harpy, normally associated however, had not forgotten the theft of her beloved steed, and
with forests, cannot live in the deep deserts. Changing a set about laying a trap to slay Stark and retrieve her steed.
creature’s background niche will surprise the players and elicit a
different response from their characters because they suddenly In this example, the CK plays up the Rune Maiden’s love of her
face the unknown. magical steeds and uses it as a catalyst for future adventure with
the same monster.
Personality: Changing a monster’s personality serves the
same purpose. An ogre, normally viewed as a lumbering idiot Growing up Monster
but who now fights as a clever hunter, able to stalk prey and
set traps, is something entirely new. Players met with such a In developing personalities for monsters it is helpful to map out,
beast must instantly question whether it is the same beast, a at least mentally, where the monster has come from, its origins,
variant, or some new monster concocted in the wilds. Monsters something of it physical traits, what has brought it to the region
& Treasure does not codify the personality of monsters nearly it haunts. Developing all these traits creates a depth for the
as much as it does backgrounds and actual mechanics, but this monster that helps serve the CK as a guide in running the
should not dissuade the CK from changing assumed or stereo- creature, creating more havoc and seemingly more terrifying or
typed personalities. Even those creatures the characters have evil, benign or helpful.

224 CASTLES & CRUSADES


CHAPTER 12 — MONSTERS
EXAMPLE TRAITS FOR MONSTERS an occasion a trove filled with mounds of broken weapons can
make for an entertaining role playing session if nothing else.
An ancient creature, filled with knowledge; tired and greedy
1.
for wealth.
2. A hunter, seeking to fill its dungeon with a menagerie of creatures. MONSTER ALIGNMENT
A clubfooted warlord, bent on using flying beasts to wage his Alignment in Castles & Crusades represents the basic moral or
3.
conflicts. ethical outlook of any sentient being. Those creatures without
4. The creature, wizard, etc. obsessed with eternal life. sufficient reasoning capacity or high levels of self-awareness do
5. A haunt, fearful of light, upon seeing it, it goes into a blind rage. not have alignment and are driven by basic instincts rather than
A multi-headed creature with one head dead and dragging;
any learned ethos. A lion has no alignment as its instincts drive
6. it forward, it does not stop to ponder the ethical ramifications
it is diseased and mad.
of its decisions or acts. A dragon, elf, orc, and human can all
7. A flying creature whose wing is so damaged it is stuck on the ground.
examine the effects of their actions and decide whether or not
Wise and ancient, the creature is bored, seeking to guide or they lie within the ethos.
8.
pester the characters.

9.
A wickedly intelligent humanoid, schooled in warfare, It is easy to interpret alignment on a philosophical level. An
tactics, and weapons. orc is lawful evil, as its actions seem — according to a Judeo-
A fey that falls in love with whoever talks to her/him, Christian ethic — brutal, unforgiving, depraved, and unkind and
10.
becomes enraged if jilted. therefore understood to be evil. However, an orc may not see his
11. A sphinx enslaved, chained and bound since a pup; bitter but helpful. or her actions as evil but rather efficient in ridding the world of
12. A grotesquely obese creature that must eat constantly. a pestilent species — elves. However, Castles & Crusades is
not a philosophical discussion group. It is a game, and the orc,
These are only a few examples and the sky is truly the limit whatever its own variant causes and interpretations, is actually
when it comes to monsters and understanding how they react evil; its view of itself is wrong. The evil creature is a monster
when encountering the characters. not because its mother abused it, but it is evil because it is the
nature of the monster. Grendel was not evil because he was
Creating a monster’s personality should not become method malformed and rejected by his father; but was evil because the
acting; nor should the monster become such a fixture that creature’s mother was a foul demon and he himself of demon
its destruction is impossible or unwanted by the CK. Simple kind. His malformations were only a byproduct of his nature or
traits and background material for the monster should give the pure coincidence.
CK plenty of material to develop the coming encounters. As
cautioned above, do not put too much work into the monster Changing a monster’s alignment is possible and can often be
unless the CK intends it to become a long term fixture in the fun; but at no point should the game become bogged down by
game. Chances are, all the work put into the monster leads to any moral quandaries of whether slaying a monster is right or
the same conclusion: the monster lying dead on the ground and wrong. Slaying the monster is right, because it is evil.
the players tallying up experience points.
Example: A troll attacks the party and they kill it, burning its
body as custom demands. As evening settles upon the group
Magic Items and Treasure a second troll attacks, enraged, but upon recapturing some
Creatures who possess large treasure troves often have magic portions of the first troll, it flees the field of battle. The party
items within those troves. The Castle Keeper, in designing the immediately sets off to pursue, and immediately the question
monster or the encounter, should take note of this treasure. arises what the second troll is doing. It is learned through
Any monster that has items it can use would more than likely sorcery and legend lore that the troll is actually the first troll’s
use them. An orc who has in his possession a +1 longsword is mate and was bereaved at its fall; stealing the arm is its attempt
more than likely going to use the sword in battle. This goes for to bring back her fallen mate. The party is torn about whether
almost any item, whether it be a ring, horn, or cloak. If usable, to track the second troll down and kill it but allowing it its rest
the creature should use it. Of course, some monsters would not and grief seems the right choice. A debate breaks out in which
deign to use magic created by others; an ancient dragon for it is determined that the creature, as feeling as it may be, is evil.
example probably views such items as trinkets and pays little How does the party come to this inescapable conclusion? The
more attention to them than they do a piece of gold. book says it is so.

Value is relative of course, some monsters may hoard items


the characters do not find particularly attractive and the CK MONSTERS AND THEIR ECOLOGY
should not shy away from filling a hoard with the bones of the All animals and creatures live within certain ecological ranges
fallen or some other thing the monster finds worthy. Be wary and climes. A quick review of the ecology section in the Chapter
of not awarding treasure however, as part of the motivation of 5: The World above shows a wide variety of ecological niches
playing a role playing game is gaining the wealth of ages, but on for animals to inhabit. When designing a world, the ecological
biome in which the creatures that inhabit the world should

CASTLE KEEPERS GUIDE 225


PART 2: WORLDS OF ADVENTURE
receive at least a cursory examination. Creatures and beasts They may exist in only a few restricted geographic locations
should be placed within a particular biome. This serves to give within that particular biome. On the other hand, some animals
the world a consistent and believable environment and avoids or variations of the same species exist in similar biomes.
disjunctive problems such as finding creatures in locations that
make no immediate sense. This latter is important especially For example, a deer or its variants can live in almost every
for experienced characters, rangers, druids and the like, as their temperate biome in the northern hemisphere. Other animals,
skills, both assumed and actual, come into play all the time; such as the American Bison only dwelt in the North American
learning that a coastal creature is living in the mountains may Great Plains. In a fantasy setting, similar instances of geographic
lead them off track if they already understand that that creature limitations should restrict some monsters while not others.
normally lives elsewhere.
Along these lines, many species have regional adaptations and
The section below addresses some basic considerations in live in several different biomes yet have features distinctive and
placing beasts in a world; the type of beasts to be concerned useful for their environment. The Bengal tiger and the arctic
with and manners in which to vary animals according to climate tiger are both in the same animal species but have color and hair
and geology, such that their placement makes sense and is made density/growth variations unique to their environment. Such
easier. can be the case with many fantasy creatures should the Castle
Keeper choose to place them in disparate biomes.
When creating a clime for a creature, either one designed by
yourself or taken from another source, consider its geographic, GEOLOGIC NICHES
geologic, and ecological distributions to complete its description.
Then develop variations on the monsters to show regional The following are several basic geologic niches in which creatures
adaptation. can live. Refer to Chapter 5: The World for a more detailed
discussion on each.Many can survive in several geologic niches
The lists below help the Castle Keeper to create random while others would or should be limited to certain niches that
encounter charts for beast and animals found in their world. best fit the monster. For example, the griffon may live on high
By breaking down areas and regions into its basic components, mountain peaks near front ranges so they can hunt grasslands
the Castle Keeper is given a vast array of possible choices and or scrublands but they do not have to live in every front-range.
regions in which to have unique encounters. Rather, localize the griffon to a few front ranges or mountainous
areas and not every one. As in the real world, an elephant can
CREATURES, BEASTS, MAGICAL BEASTS survive in India, America, Africa, and South America; however,
it only dwells in Africa, India, and Asia. Do the same with
AND OTHERS animals for your world.
There are 17 types of creatures in Monsters and Treasures. Of
these, the only types the Castle Keeper need concern themselves Mountains: Highland region with elevations routinely above
with assigning ecologies to are: animal, beast, plant and vermin. 7,000 feet and steep narrow valleys with rugged peaks.
To a greater or lesser extent, the other types of creatures can
Hills and Foothills: These include low elevation regions
survive in such a broad range of climates as to not be a concern
similar to mountains but with elevations of no more that 2,000
or their very being limits their location or range and are self
feet. Although there are steep and narrow valleys they are also
addressed.
shallower and more gradually displaced over the land. The
That is not to say that dragons, giants, aberrations and others foothills of mountain regions are included in this.
do not have particular biomes in which they live or are limited
Flatlands: These are level to near level regions with no more
to, but their description or very being limits it. For example, a
than several hundred feet of elevation changes, without any
frost giant can ostensibly be found nearly anywhere but would
truly narrow distinctive valley and peaks.
most likely and most often be found in colder regions of the
world. The Castle Keeper is encouraged to look at these cases Riverine or Lake: These are those regions located along major
individually and decide for themselves whether or not a biome river courses or near large lakes.
needs to be given for those creatures.
Coastal: These are regions where oceans or lakes meet land.
Other creatures, such as the dwarf, human, orc, and rat live They can be narrow strips of land or broad coastal environments
nearly everywhere and so have no natural biome to which they stretching inland for hundreds of miles.
are acclimated. As with other creatures though, the Castle
Keeper is entirely within their rights to place these creatures Lake: These are large bodies of water located inland and refers
within particular biomes depending upon desire and need. to those animals that live in the lake as well.

Ocean: Regions of massive bodies of water found between


GEOGRAPHIC REGIONALIZATION
continents or large landmasses. Generally considered to consist
Although all creatures live or thrive within particular biomes or of saline water.
ecological niches, that is not to say they live in all those biomes.
226 CASTLES & CRUSADES
CHAPTER 12 — MONSTERS
ECOLOGICAL NICHES Montane Grasslands and Shrublands: This zone refers to
high altitude treeless, grasslands and shrublands located above
As with geologic regions, animals and beasts should thrive in
the tree line
particular ecological regions, called biomes. An abbreviated list
of the different biomes is listed below. Many species can survive, Tundra: This biome experiences low annual temperatures,
with some small variations, in several different biomes. Many short growing seasons with soils which freeze nearly year or year
times the variations consist only of skin, hair or fur color and round. The regions are stark and barren supporting little tree
size adaptations. growth.
Tropical and Sub-Tropical Broadleaf Forest: Heavy Mediterranean Forests, Woodlands, and Scrub:
rainfall throughout the year with dense vegetation typifies this This is a temperate zone typified by hot dry summers and mild
biome. rainy winters. These regions contain a vast array of subzones
and mosaic ecosystems from thick forests to open savanna/
Tropical and Sub-Tropical Dry Broadleaf Forest: These
shrubland in very small areas.
forests are similar to tropical and subtropical forests and may
even have rainfall in excess of those forests, however they have Deserts and Xeric Shrubland: These are arid zones receiving
a long dry season during which all or many of the trees drop fewer than 10 inches of rainfall a year, and are rocky and sandy
their leaves. and support little life.
Tropical and Sub-Tropical Coniferous Forest: This forest Mangrove: These are coastal regions with shrubs and trees
type receives lower rainfall than the above, are generally located growing in flooded salty swamps and sandy soils.
in higher elevations but with tropical temperature zone and are
dominated by pines and oaks. Lake: Lakes are large bodies of waters found inland and fed by
one or more rivers.
Temperate broadleaf and mixed forests: These forests are
found in humid areas with an average temperature of 41-59 River Delta: This is a densely vegetated region resulting from
degrees Fahrenheit (5-15 degrees Celsius) and 25-60 inches the deposition of soils from rivers as they empty into the ocean.
(64-152 centimeters) of rain a year. In many of the forests there
is a dry and wet season, but this is not necessary to the forest. Freshwater: This biome refers to streams, ponds, bogs and
These forests have a vast altitude range as well. The forest has rivers fed by underground aquifers, rainwater, or snow/ice melt.
four canopies with mature trees taking the uppermost layer,
Wetlands: These are areas in which the soil is saturated
immature trees, shrubs and the groundcover comprising the
seasonally or year round, such as marshes, bogs, and swamps.
rest. Oaks, beeches, maples, spruces and firs dominate this
forest. They also support a wide variety of animal life.
HABITUATION
Temperate Coniferous Forests: These forests have high
This latter section is rather broad. When developing a creature,
rainfall and moderate to low annual temperature with a dry
the CK should give some thought to its habits and lifestyle. Is
and wet season supporting massive trees such as redwoods and
the creature a carnivore, omnivore, or herbivore? Does it derive
sequoias.
nutrition via some other means? The animal must have access
Taiga: This is a harsh environment characterized by wide to its food source to survive. Also, consider whether or not it is a
summer to winter temperature variations, low precipitation with pack animal or individual, nocturnal, diurnal or acts during the
a dry and wet season and long winters. The forests are primarily day. What are its major sources of food and how does it gather
larch, spruce, pine firs and pines with closely or sparsely spaced them? There are many facets of an animal or monsters and their
trees and a mossy, lichen undergrowth on the ground. lifestyle to consider.

Tropical and Subtropical Grasslands, Savannas, and One of the more important aspects of habituation is diet. Ensure
Shrublands: This is semi-arid to semi-humid region with that when placing animals or beasts they have access to their
moderate to high average temperatures. Grasses with scattered primary food sources. Do not overpopulate an area with so many
trees or small shrubs dominate the biome. carnivorous creatures that they could not reasonably survive.
Do not cluster an area with bizarre animals as to force you to
Temperate Grasslands, Savannas, and Shrublands: design an entire food chain. Rather, have the monsters a part of
These open areas experience freezing weather during winter the food chain, by replacing a predatory species such as the lion,
and high temperatures during summer. Low grasses and shrubs with that animal/monster. Make sure that the environment can
(steppes) to high grasses and shrubs (prairies) dominate the sustain the animal’s feeding habits. If griffons eat horses, they
biome. should have a ready supply of horses in the area in which they
live. Approach every creature with a general scheme in mind.
Flooded Grasslands and Savannas: These regions are Extreme detail is not necessary nor does it necessarily have
grasslands that flood seasonally and are usually found in tropical to ‘work’ but it should make some nominal sense in that the
or sub-tropical regions. environmental setting is coherent.
CASTLE KEEPERS GUIDE 227
PART 2: WORLDS OF ADVENTURE
Variation Arrowhawk: The arrowhawk is ecologically acclimated to
high altitudes and regions of great electrical discharge. They
Most creatures have variations that allow them to survive in
range widely in and around mountain tops and great mountain
many different biomes or geologic areas. Consider the bear: it’s
ranges. They often roost above the tree line (7,000 feet) along
small counterpart in the southern United States to the massive
precipitous rocky cliff faces but hunt below the tree line. They
white polar bear found far to the north. Many beasts will have
prefer hunting small game such as rabbits, grouse, beaver, and
the same variations in their makeup to allow for their survival
similar animals but are not averse to taking down mule deer,
in different regions. When varying an animal for niches, address
young elk, and others. On rare occasions, an arrowhawk
primarily its size, coloration, and dietary intake.
hunts larger game. Arrowhawks hunt alone. The arrowhawk
is extremely territorial and anyone getting within 100 yards
HANDLING MONSTER ECOLOGY IN AN or so of a roosting area is likely to come under attack. These
ADVENTURE rare creatures roost in packs of 2-5 adults each and attack
Monster ecology can enhance a game, adding necessary bits intruders. Arrowhawks in northern climes tend to have fuller
and pieces of flavor to a game’s encounter, a running adventure, feather mounts and are colored in white and blacks. Those in
a set piece campaign, or any other type of adventure. Players more southerly climbs are more colorful showing silvers, brown,
appreciate the added flavor and the relation of things within the whites, and even yellow feathers. The northern breeds are larger
ecological sphere, even if they do not recognize it. However, it and more dangerous yet the southern breeds are more violently
is very easy to overdo the relation of a monster and its ecology disposed to guarding their roosting spots, attacking those within
to the game. Worry over the possible food sources of creatures several hundred yards of the roosting area.
that are magical in nature and may not actually need to eat Assassin Vine: These vines come in many shapes and forms
is something that should not slow down or negatively impact but fall into one family. They survive in well watered loamy soils
the game. Furthermore, it is very easy for a Castle Keeper’s with low sunlight. They can not survive in areas of extensive
ecological classification to become confused in a contradictory sunlight exposure. They can live underground in shallow caves
mess of information. or tunnels as long as they are within 20’ of the surface. Boreal
forests, coniferous forests and tropical forests all have variations
Note: If players become sticklers for information and catch of the assassin vine. In colder climes these plants go dormant
the CK in any contradictions or misstatements, it is easy enough during fall and winter and spring forth again in summer and
to explain the “seeming” contradictions away with monster spring. In warmer climes they linger year round. Warmer
variants. variations can be very large while their colder cousins tend to
be small. They grow in clumps in the cold but individually in
MONSTER ECOLOGY the warmer climes. Once a year in the late spring, assassin vines
Animals live within certain ranges and climes. A quick purview produce 1-2 flowers the nectar from which is a highly valued
of ecology shows that certain types of animals inhabit certain poison. Assassin vines eat flesh and derive all their sustenance
regions or environments of the world. Also, creatures such as from that so they do not need the sun to survive. Extended cold
deer inhabit nearly all continents, they are of varying types, weather causes them to go dormant and excessive exposure for
colors, and natures with different habits as is peculiar to their a long time burns their leaves.
environments. Apply the same concept to monsters. They
Basilisk: This extraordinary creature can survive anywhere
should have ecological niches in which they live best. Although
that it can eat. However, cold climes slow its metabolism and
this can be a broad range, within each range there can and
can cause it to sleep for years at a time. They prefer to range in
perhaps should be some variability.
drier climates with a lot of sunlight. They often dwell in deserts,
The list below discusses some general concepts and covers savannahs and the like. They like to bask in the sun and when
various monsters and their ecology. The list explores some not eating or hunting, look for high places to sit and bask. As
variations on the theme as well, to indicate adaptive niching, a result they often find themselves on rocky outcrops and even
making the same monster somewhat unique to each locations. amongst the ruins of old fortresses or temples. As night sets, a
The discussion below rests on those magical creatures which basilisk often goes into a cave or other structure to keep warm.
inhabit a world. Furthermore, the ecologies offered below are They have their favorite lairs and remain there for centuries.
merely suggestions. Being magical in nature, these creatures can They do not eat often but when they do go on an eating spree,
live anywhere that the Castle Keeper deems fit and in any way they eat a lot. Its range is a hundred miles or more. It is not
the Castle Keeper deems possible. However, remember to give uncommon for several basilisks can inhabit one location,
some thought and reason to habituation and variants to allow especially during mating season.
for a deeper understanding of the world and a more engrossing
Basilisk dark: Because the basilisk is a magical beast, it has
story telling environment.
various forms and can survive most anywhere. There is a breed
of black, deep, or dark basilisk that lives underground. These
Note: These are only samples that can be used, or expanded creatures are extraordinarily violent and aggressive as food is
upon as needed or desired.
scarce and they take a meal whenever the opportunity presents
228 CASTLES & CRUSADES
CHAPTER 12 — MONSTERS
itself. They are dark in color and move stealthily and quietly one area for many years, locals tend to attempt to feed them,
across rock and stone. sometimes building the chimera roosts, and give them treasures
as an offering for a protection no normal guard could offer. They
Behir: The behir has an extraordinary range, dwelling both eat anything and are not averse to hunting humans or others.
above the earth and beneath it, in forests and in deserts. They
prefer bodies of water. The behir needs to eat a lot. Its breath Cloaker: The cloaker is a highly intelligent creature whose
weapon works underwater, and is often used to hunt, killing a origins and methods of procreation, if any, are unknown. They
great deal of marine life. So whether underground or above, the prefer dark places in which to hide. They can survive in any
behir is a menace. Behir adapt differently to each clime. Those climb or environment as long as it is dark. They can not survive
found in mountainous regions tend to be smaller and grayer in in long exposure to the sun. They enjoy killing intelligent
color and very rare; those found in riverine environments and creatures though rarely devour them as they seem to find some
deltas tend to be large but not terribly aggressive. Those found type of pleasure in leaving the bodies around and can almost
along major river courses surrounded by arid lands tend to be feel the fear and panic these bodies create when found. They
the largest and most aggressive of the kind. They often have can be found in castle sewers, tunnels, and caves.
coloration matching their environment, with those in forested
regions having greenish and pale yellow scales, while those in Cockatrice: These creatures are found in or near open
desert regions have dull brown scales. Underground behir have savannahs though sometimes they inhabit forests. As they prefer
dark scales and those in the mountains have gray or white scales. to eat carcasses, they often follow or are located and nest near
major migratory routes. They are not particularly aggressive
Bullette: The bullette lives in broad open grasslands and and they try to avoid combat as much as possible. Most other
savannas. They are rare and often occupy an area of several birds fear the cockatrice and make wide berth of them. They
hundred square miles. On those extremely rare occasions roost on tall limb-filled trees, where they can have a good look
when two bullettes fight over territory, they fight to the death. around to see if anything nearby is dead or dying. They also
They prefer drier climates. They do not inhabit those areas roost on rocky outcrops or any other thing that both gives them
with rocky outcrops with significant amounts of rock in the purchase and elevation. They are not found in high elevations,
ground, preferring areas with deep soils. Waterlogged areas are arctic conditions, jungles or dense forests as their movement is
not conducive to their survival as they spend so much time either highly curtailed or the ability to gather food limited.
underneath the earth. During heavy rainstorms, the bullete
comes up from the soil; otherwise they might drown. They must Couatl: These creatures inhabit very warm climes, jungles or
eat a lot but spend about 6 months out of the year hibernating. deserts and even savannahs. They are solitary creatures whose
origins lie outside the prime material plane. They do not need
Bugbear: Though humanoid and capable of making structures much sustenance but they must eat. They are carnivorous.
and fires and able to survive in any clime, bugbears are When hunting, they usually prefer smaller game. They rarely
particularly noted for their presence in northern coniferous and hunt large intelligent creatures that are armed. They do not like
boreal forests. Their thick mats of fur are well adapted for cold to fight though are formidable foes when engaged in combat.
weather and their temperament bespeaks of that violent and They roost or nest in high places such as in the upper canopy
terrifying weather of the north. They are also keenly aware of of larger trees, the highest point in a ruin or a rocky precipice.
bears, considered sacred to them, and are often found near or Though not intent upon it, the coutal tends to keep the area in
around areas of dense bear populations. The bugbears of the which it lives clear of troublesome creatures
far north tend to be larger than their southern cousin, more
aggressive though less inclined to use weaponry in combat. The coutal comes in various shades and colorations. Those in
the jungle tend to be brightly colored with glistening scales and
Centaur: The centaur is associated with glens and groves. many hues while those in the desert have a tendency to have
They inhabit areas bordering large forests but are primarily on only a few bright colors with a dull sheen. The dry clime coutal
open scrubland, forested plains, and the like. The centaur is are often longer and thinner, while the jungle ones are often
able to adapt to most any clime, being intelligent and capable more compact and shorter with wider bellies.
of making fire and houses. Being half horse, they enjoy running
and like wide open spaces near their homes. Being reclusive, Darkmantle: This subterranean hunter is devastating and
they prefer to live in copses of trees. terrifying. It crawls around deep and expansive caves awaiting
prey. They sometimes inhabit remote caves that are small in size.
Chimera: This creature can fly, giving it a broad range. It is also Although the darkmantle dwells underground, they can cross
very large and carnivorous. It might need or prefer high cliffs on land, though they move slowly and usually only at night. They
which to nest and open savannas in which to hunt. Considering do best in cavernous complexes that are well trafficked. Since
this, it generally inhabits hills or mountainous regions near the world beneath is a maze and warren of caves and tunnels
savannas or open country. Its range is limited to tropical and and even cities, the darkmantle can find food. Depending upon
temperate savannas. Because it can fly, it does not have to worry its local conditions, the darkmantle gravitates towards cave
about nesting or settling near water at all and can be found, as entries (where food is more plentiful) or major passageways
is often the case, in remote areas. Because they tend to nest in where it can drop on and consume the unwary.

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Devourer: The devourer inhabits an area between the ethereal, will eat spiders of any size and spiders will eat ettercaps, as it is
astral, and prime material planes. It frequently travels to the a tenuous relationship.
prime as it revels in the destruction of living creatures.
Ettin: Ettins can live virtually anywhere. They are not often
Dragonne: This rare creature is a natural predator for certain found beneath the earth but are particularly fond of cold
small bipedal creatures such as goblins, halflings, gnomes, and climates. Being fat and lazy, they often make homes or seek cover
the like. As such, this creature, very reclusive and wily as it anywhere they can, such as the mouths of large caves, beneath
is, inhabits the fringes of societies and communities inhabited overhangs, the interiors of abandoned castles, etc. Only in the
by their favorite prey. More rarely they inhabit forested regions rarest of circumstance do they build something. They tend not
or rolling hills with deep grasses. They are the bane of many to linger in one place too long but roam in search of ever easier
communities. They can withstand temperate and subtropical prey or things to steal and eat. Although dangerous for them,
regions but the heat of tropical regions is too much for the they do come down to civilized lands on occasion to steal cattle
normal dragonne. or sheep because the domesticated animals taste so good and
are rarely difficult to take.
Dragonne, Tropical: This is a smaller and short haired cousin
of the dragonne, found in tropical regions. It has the same Fleshcrawler: This creature can be found in many variations
general characteristics of its northern cousin but smaller with from tropical to temperate climes. They go through periods of
less hair. growth in which they become ravenous. During these periods,
they can inhabit the body of one person and take control of it.
Doppleganger: These creatures live in cities and other places They do this to get close to others and attack them. When they
crowded with humanoids. They are often found amongst have a full meal plan (about 500 lbs) in meat lying about they
humans as other races are difficult to mimic and more aware begin to gorge themselves. They start out as smaller creatures,
than are humans. In all other respects they act as the people perhaps 1 foot or more in length and grow to rather large
they have chosen to mimic. creatures of up to 6 feet in length. At a certain point they can
no longer fake being in control of a medium sized body as they
Drider: These cursed, but highly intelligent creatures have the
are too big to get in the gut and to the spinal column without
habits of both spiders and elves. They have a natural tendency
exposing themselves. In these cases they start to take down
toward solitude though are driven by other needs to find
cows and other larger creatures. Many times the fleshcrawler
companions, no matter how grotesque. Driders most often live
inhabits wild animals as they make easier prey.
in forested areas far from the habitations of man or elf. Within
the forested areas, driders make homes in either the trees or old Frost Worm: These creatures dwell the length and breadth of
ruins. Some even go so far as to furnish their quarters and try the world in the far north or south in snow tundra laden regions.
to live a semblance of their elven side. Driders eat only meat. They burrow beneath the earth and lay in wait for their prey. In
They prefer it raw and can hardly digest cooked meats. There mountains and hilly regions they burrow through rock, seeking
are driders acclimated to desert realms. These are almost always broken slate, cracked shelves and other loose formations within
solitary creatures that live on rocky outcrops or in ruins. They which they can burrow.
are smaller than their forested cousins.
Fungus, Violet: Violet fungus is the generic name for a
Dryad: These reclusive and mystical creatures inhabit copses, variety of mushrooms found in many temperate and tropical
groves, and even forests. They live where trees grow in some environments. This fungus cannot survive in cold climates such
density. They come in varying natures depending upon their as tundra or high mountain ranges. The fungi are slow movers
clime and the types of trees they live in. - perhaps 50 feet a day and a slow grower, perhaps an inch a
month. It appears as a patch of mushrooms but is, in reality a
Ettercap: The ettercap lives primarily in southern climes, in
single entity connected by fibrous material. It eats anything it
thick, old growth forests. There is a more northerly version of
can catch in its vines and tendrils. It moves constantly, if slowly.
the ettercap which has similar characteristics but is smaller.
It also leaves a trail of dead material, covered in spores, behind
The ettercap builds an array of small web tunnels and web traps
it that can take up to a year to grow into more fungus.
and lives in them as if in a house. Being somewhat intelligent,
these tunnels are often divided into various functional areas, Gargoyle: These beasts once lived in mountainous regions of
for example, eating, sleeping, food storage, etc. Ettercaps move the world-and often still do. Their nature is such that they are
often, staying in one place for about a year before going on. actually lizards and have finely scaled skin, chameleon like in
They live in small groups. Ettercaps eat virtually any living power. The scales can take on the color and to some degree the
thing, including worms and flies, and any creature caught in its texture of the stone around them. They are also semi-intelligent
webs can be considered food. If full, the ettercaps simply cocoon creatures. Cities of stone became favored haunts for gargoyles
a victim and store him for days or even weeks before eating after a time as they could sit and blend into the surroundings
them. They pile these cocoons in a room they have set aside for fairly well. When statues were created this became even more
food storage. Ettercaps sometimes live in the company of large easy. And when bas relief or statuettes of gargoyles (in a fruitless
spiders with whom they have a symbiotic relationship. Ettercaps effort to scare away gargoyles) became common, the gargoyle

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relished the city or like environs. They are still found in the Frost, Giant: Frost giants live in the tundra and wasted lands
mountains where their ability to stand stock still and blend into of ice and snow. The do not find the hot lands or tropics at all
the rock around them makes them difficult to see. They also hospitable. Frost giants build grand fortresses deep in ice fissures
linger amongst ruins and any edifice of rock. and cracks or caves. Rarely are these places finished with wood
and stone. They hunt and kill most anything in their range but
Gargoyles inhabit most any clime though each is adapted to prefer hunting larger beasts such as mammoth and dragons.
their local environment and rock types. Those found in deserts
tend to be brownish with a sandy texture while those in the Hill, Giant: These come in many varieties and are the most
mountains tend to be grayer with a sharp and angular shape to common of giants. They live in nearly any clime except the
their skin. most extreme and those areas occupied by other giants. They
build simple structures of stone or wood in which to dwell but
Gargoyles are voracious eaters but take a keen liking to the are not unknown to have large elaborate castles or at the other
various humanoids of the world-orc, human, elf, goblin and the end to live in caves. They hunt bovine, boar, and deer as their
like. They are indiscriminate in their killing and eating, having favorite meat. They have no domesticated animals excepting
no innate prejudices. After feasting in one area, the gargoyles large wolves and often prey upon human settlements to gather
have a tendency to move on to another area for fear of reprisal. cows and pigs.
However, if the region or city they are in is crowded and has so
many people that they can go unnoticed for a time, they remain Stone, Giant: These giants inhabit rocky areas and mountain
longer. Gargoyles are adapted to high and low altitudes. They ranges. They are kin to the hill giants and much like them
can not survive underwater. Temperature does not seem to though simpler in needs. They dwell in caves and natural
affect them. formations, which offer shelter, though they are so little affected
by inclement weather that they prefer the outdoors. They do not
Gelatinous Cube: This creature is related to the fungi of dwell in one place for long but move from valley to valley once
the world. It has adapted to life underground. Rather than a they have scared away or cleared out most game. They avoid
stationary fungi, this large clump of fungal material moves contact with other giants. It is rare that they attack civilized
through caves and caverns scouring the life out of it and eating settlements as the undertaking is not worth the risk but they do
or consuming everything in its path except metal and stone. It guard their valleys as if home and fight hard to keep people out.
is a very dangerous fungi as it can rot and dissolve everything
if it lingers long enough in one spot. This fungi spreads though Storm, Giant: These are the most reclusive and rare of
the underworld by people or others who travel from place to giants. They are highly industrious and intelligent and build
place and carry its spore with them. The spore can live for long magnificent fortresses in remote mountains, forests and even
periods but if ever exposed to daylight it dies almost immediately. underneath the ocean. They hunt for pleasure as many have
Anything the gelatinous cube touches has some spore smeared domesticated animals to give them food. They prefer not to
on it. Often the cube eats its own spore, only those creatures have contact with others.
which contact it and get away can carry the spore on.
Gibbering Mouther: As with many creatures of this nature,
Genie: The genie, or djinni, is summoned to the prime material the gibbering mouther lives deep underground or in those places
plane and only rarely travels there of their free will. They are the sun never shines. Because of their voracious appetites, they
solitary beings on the prime and can be found anywhere as have a tendency to live in or around underground cities or places
they travel wherever they want and usually for a reason. The nearby such that they always have a source of food. But even
djinni also has a peaceful realm of sumptuous palaces, where the so, they are still reclusive and take to hiding and slinking back
streets are truly paved with gold. The efreeti is much like the into the corners of their lairs so as not to be seen. Some larger
djinni except they are evil of mind and bent on the destruction cities have gibbering mouthers in their sewers to act as cleaners.
of much of that around them. The efreeti come from a place of This is dangerous as they do propagate and can quickly get out
fire and destruction. of control coming up onto streets late at night to eat. Things
consumed by the mouther usually pass into the Wretched
Cloud, Giant: Cloud giants generally live in the high Plains. Though they eat a lot, they can, if they must, go many
mountains, building palatial mansions upon the slopes of peaks years without eating anything as they are magical beasts and
lost in the clouds. Few cloud giants, very powerful, dwell in the have no real need of food. When inactive they go into a deep
clouds, building their homes in floating fortresses. They inhabit hibernation and appear as nothing other than a clump muddy
remote areas preferring only the company of their kind and fungal material.
a few animals. They can live in most any clime, though they
prefer cooler climates and old forests or large mountains. Ghast: These undead are found in unconsecrated grounds or
cursed grounds. The ghast rarely leaves the area it haunts. They
Fire, Giant: Fire giants enjoy the heat born of fire, hence they arise from bodies of the dead of their own volition where a great
are often found in areas of high volcanic activity whether in the deal of suffering has occurred.
arctic or in the jungle. They often carve homes out of rock and
volcanic material near open vents.

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Ghost: These creatures haunt unconsecrated grounds where as it takes down most of its prey through normal means. It has
the suffering of at least one person has been significant and no known natural predator.
without a proper burial.
Green Slime: This odd creature is an alga that moves and eats
Ghoul: These undead inhabit areas where many dead have lain organic matter. It can eat just about any organic matter, but
in the ground and never received proper consecration. They prefers fibrous woody material, the denser the better. Often
only dwell in those areas where many creatures have died. They encountered in forests, they do inhabit cities and towns where
also express the unfulfilled lusts of man and devour everything it can be very invasive, eating dead wood and other similar
they can. material. But it is not a picky eater and will eat other things as
well. Green slime reproduces by consuming animals. It can be
Gnoll: Gnolls inhabit most temperate climes though they are any type of animal which it can kill, but a green slime can only
most often found in open savannas and prairies; more rarely create one at a time, and looks to kill things in the 200lbs range,
they inhabit lightly forested regions bordering the savannas. the minimum necessary to reproduce. As such, it occasionally
They contend with many creatures for territory but are at a drops on humans or humanoids. It does not normally attack
distinct disadvantage against most intelligent humanoids. As children, gnomes, kobolds, etc. It feels no fear. A side effect of
such, they avoid contact with them except when they appear its acidic body is its food sources, as it can devour weapons,
vulnerable. They are most commonly encountered by caravans shields and other armors.
or small groups traveling over the open grasslands. Gnolls
generally hunt small to medium game and attack humanoids Griffons: These creatures live on high mountain peaks or
only to replenish weapons and armor or other supplies as they the front ranges of mountains which overlook vast plains or
make none of their own grasslands. They are ferocious hunters of deer, elk, bovine and
similar animals but they enjoy horse meat above all other foods.
Gnomes: Gnomes naturally inhabit small hilly regions with
They are highly territorial but only fight or scare away creatures
fertile land that is well watered and forested. However, intimate
which pose a direct threat to their food sources. They will engage
contact with other humanoids has changed this such that they
and clear out lions, wolves, bears and other large predators to
often dwell in cities and towns. Though usually they prefer
keep their range open. They roost close to one another. They
living in fairly secluded homogeneous settlements there are
are highly intelligent for animals and once managed, easier to
significant numbers who no longer do. Gnomes tend to small
train than horses or donkey or even dogs. They are also a wild
amounts of agriculture but have settlements small enough
that they derive the significant amounts of their resources proud animal and not averse to turning on cruel masters.
from their environment through hunting and gathering. Not Annis, Hag: These are large cannibalistic females who love to
innately aggressive, gnomes actively protect the lands which eat raw human flesh. They are often found alone and wander
they consider theirs. most temperate and tropical climes near human habitations to
Goblins: These hardy and clever creatures have adapted to get food. They have a tendency to move a great deal. In order
almost every clime so they can be found in swamps, jungles, to better gather food they occasionally travel in the company of
temperate forest, glacial wastelands, etc. As long as the goblin ogres, trolls, orcs, etc. They are often in command or are high
has an even moderate amount of food on which to survive, it up in the command of these groups.
can overcome its environmental circumstances. Goblins can
Green, Hag: They are similar to the annis except they inhabit
and will eat anything and can derive some small amount of
streams, rivers, and swamps.
nutrition from it. Even the wood from trees offers the goblin
a source of nourishment. They prefer meats but are not bent Night, Hag: The night hag is the most foul of all hags. They
on getting it at all costs. Some goblins keep small livestock for are consumed inside and out with the desire for elf and human
food but they are, in all, poor managers of animals. Goblins flesh. This can never fulfill their longing and it plagues their
are also slightly different in appearance depending upon their immortal lives. They inhabit virtually any clime or terrain or
environment. Those in northerly climes or cold areas tend to location. As with the other hags, they live close to human
be squat and stocky while those in southern climes tend to be habitations in order to fulfill that lust. However, they are even
tall (for goblins) and thin. Their appearance ranges the gamut more reclusive and wary than the other hags, building lairs deep
between those sizes, with skin coloration differing as well. underground or in remote abandoned castles or keeps.
Gorgons: Gorgons range forested regions at the foothills of Harpy: The harpy has a preference for the tangled woods of
many mountain chains. They drink lots of water and need
young temperate hardwood forests and scrublands. They inhabit
shade to keep them cool as they heat up fairly quickly. However,
many climates but prefer to hunt in arid or semi-arid hill land.
they do enjoy basking in the sun for a few hours every day. Well
The trees offer a place to nest while the open scrubby hills allow
watered, forested foothills afford the best environment for them.
them to hunt and see their prey better. However, harpies can
They also live in caves or overhangs. Gorgons typically hunt
inhabit many other climates. Harpies are carrion eaters and hunt
out their environment fairly quickly so move fairly often. Some
for and eat dead animals. On rare occasions, they will actively
have taken up wide ranging habitats covering several hundred
hunt humans and halflings, as they really enjoy the flesh. When
miles. The gorgon does not use their breath weapon that often,

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they have spotted one (and they spend a great portion of the them. If left alone they drift to airy regions of great altitude or
day flying round), they try to entice their erstwhile victims with near lakes and the ocean for they love to float with the wind.
the use of their songs. They also like baubles such as gems and
jewelry. Knowing that certain creatures are wont to carry these Jaculus: These creatures are most often found in a tropical
items, they attempt to bring them to their lair as well. rainforest or forest with tall canopies. They enjoy nesting high
in the tress and floating down for a kill. Because they have few
Hell hound: These summoned animals thrive in almost any natural enemies they are not averse to trying to take down
climate or terrain. The hell hound is more intelligent than its medium sized creatures and will attack humans. They have a
canine counterparts and because of this frequently escapes tendency to cluster in areas creating a large family of them.
captivity where they serve powerful masters as guardians.
Once escaped into the wild, the hell hound hunts and kills Kobold: There are several distinct varieties of the kobold.
indiscriminately. They have no need of actual sustenance and There are those acclimated to a life underground (dark
therefore kill for the sheer pleasure and evil of it. skinned) the tropics (bright green) and the forests (mottled
grays and browns) but in all other respects are similar in nature.
Hippogriff: These creatures inhabit the highest mountain The kobold inhabits all those climes. They do not like colder
peaks from which they descend to hunt. They have a preference areas or arid environments. They hunt small animals but are
for mountain goat and other animals that roam the highlands. not averse to getting together and taking down large animals
They herd in greater numbers in very high upland flats. They are with devious traps and poisons. They are fairly nomadic, getting
not excessively territorial except when griffons come around. up and moving every couple of years. They have a tendency
The only time they enter into a fight willingly is when someone to move into old ruins or cavern complexes where they don’t
approaches their nest and young are in it. have to do much work to make them habitable but they do
make their own villages on occasion. These generally consist
Hobgoblin: Hobgoblins, like many humanoids, can be found of round huts on raised platforms. They are territorial and very
nearly everywhere, but have a preference for wooded areas, protective of their lairs, attempting to kill or deter people before
hills, and low mountain ranges. They eschew frigid climes getting to their lair.
(though some are adapted to it) and tropical climes. They rarely
inhabit arid environments. Kraken: These massive creatures live in the deep oceans,
massive lakes, or gargantuan underground pools. They need a
Homunculus: Created by wizards and as such they dwell lot of space and food to live. They will hunt each other out,
almost anywhere that a wizard may have been. They have no excepting females. Though they do not need to come to the
environmental preference. They do not need to eat and can live surface for air, they do approach the oceans and lake surfaces on
for ages beyond count. Once freed of their master they have a occasion looking for food. They are known to ply shipping lanes
tendency to visit their grief on the race of the one who created because of the ease of food generation from capsized boats.
them so move around looking for them.
Lamia: These are solitary creatures inhabiting lonely spots
Hydra: These are solitary creatures preferring places far from in wildernesses or any place they can hold sway over the
the confines of man, elf, or orc. They live in tropical to arid inhabitants; sometimes holding sway over whole, if small, cities.
environments and from forests to desert, in secluded regions. They keep vast menageries so have need of large spaces. They
They have large ranges and hunt and scavenge for food. They revel in the slaughter of their foes (everyone) and in causing
do not actively protect their range though they do protect their fear in them. More often than not, as a result of their rather
lairs. They have a habit of bringing their food back to their lair unsociable manners, they live in remote places or in ruins of
for consumption. There are those who capture hydras and place palaces where it would be difficult to find them.
them in specific spots and feed them to keep them there. It only
takes a few feedings for the hydra to begin considering the lair Lammasu: The lammasu is only found in hot climes, be they
as their own. They like to lair up in a dry cave or will build up arid or tropical. They are generally solitary creatures though
elaborate nesting areas to help keep them dry should no cave or they do keep one another company on occasion, sharing their
such be available. knowledge and exchanging information. They take up residence
in abandoned places for the most part as they do not build
Imp: These are summoned creatures brought to the prime anything themselves. They have a preference for ruins with
material plane to serve wizards or others of like ilk. Thus high towers where they make their quarters and can take off
they live anywhere a wizard might have brought them. They aloft to fly about. They are aggressively territorial, attempting
are fairly impervious to harsh climatic conditions but drift to empty their region, which can be considerable at times, of
to mountainous or hilly regions or along lakes and along the evil creatures, interlopers or anyone who might give away their
seaboard as they like to fly. Though they do not eat, they are location or cause problems. They hunt and devour small game
thoroughly evil and intelligent and enjoy, immensely, seeing in their region.
other intelligent creatures in pain.
Lich: These rare creatures inhabit the haunt of a wizard after
Invisible Stalker: This is a summoned creature that inhabits death, protecting its phylactery. However, they can travel far
anywhere a wizard or other of their ilk may have summoned
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from their phylactery and in the later stages of their lives, are Merfolk: The merfolk reside underneath the sea. There is
wont to do so, knowing that their phylactery is safe. They do a freshwater and saltwater variety, each unable to live in the
not need to eat but they do need to kill things. In these cases other’s environment and each taking on particular colorations
they are known to gather a large army of the undead and march or appearances, but both following the same type lifestyle.
off to war. Merfolk live in small villages built of coral and rock along the
rocky outcrops and coral reefs of the continental shelves. They
Lizardfolk: These creatures inhabit many tropical, semi- live in both tropical and subarctic climes. They range widely
tropical, and more rarely temperate climes. They do have a in the ocean and along their reefs eating fish and other small
preference for the tropical or warmer climes, but don’t like arid aquatic creatures. They are reclusive and shy and not given
environments. They hunt their area and but are not aggressive over to contact with the outside world. It is rumored that there
about cleaning out everything in it. They hunt small game are merfolk live at the very deepest part of the world in vast
animals for the most part. When some creature encroaches cities near volcanic ridges where the water is warmer. They
upon their immediate territory, they do defend it. Also, they are aggressively defend their home area from interlopers who might
nomadic and when they resettle they may do so in moderately give away their location. They also tend to travel to shipping
inhabited lands which they would then consider their own. lanes in search of sunken ships from which they gather various
They also find the domesticated animals of orcs, humans, and goods they value, such as glass.
others easy prey and are highly sought after.
Mimic: Mimics are intelligent creatures who dwell underground.
Locathah: These creatures live underwater in shallow seas and They propagate by splitting once they get large enough. They
along coral reefs. They are adapted to saltwater, though there is have no eyes as such but can sense the heat of living creatures
a fresh water variety that travels in smaller numbers. They live and feel their vibrations. They also have a minor telepathic
in small villages built along coral reefs and hunt in or around ability allowing them to sense the intelligence of a creature,
the reef. They can go on land for a few hours at a time and but just in a general sense, realizing if their target creature has
will hunt or attack people on land on occasion. They capture animal, average, or genius intelligence. They have a tendency
for small animals they consider exotic and attack those they to attack small creatures and especially animals which scurry
consider interlopers. They only inhabit semi-tropical to tropical underground. They travel slowly but do migrate. Sometimes they
waters, as colder waters are too frigid for them to survive. take the form of a rug or other pliable item that an intelligent
creature may pick up and carry and use them as transport. They
Lycanthropes: These creatures live in the environment in are not vulnerable to sunlight but prefer darker places as it is
which they were created. They take on both the life of their easier to mimic things. For creatures that sense heat, this is not
original form and that of the form into which they were turned. at all possible. There are rumors of congregations of mimics who
can take on the appearance of a whole room full of furniture.
Manticore: Manticores are voracious hunters and wanton
killers, roaming scrublands and other sparsely vegetated but Minotaur: These horrible creatures dwell in labyrinthine
well watered areas. Manticores tend to dwell near water but environments - tunnels beneath the earth or mazes above
enjoy the openness of scrubland in which to do their hunting. ground and even in tangled forests and along mountain trails
Manticores range widely over their territory. They actively hunt and paths. They prefer these locales because they have an
out other predatory species including humanoids if possible. uncanny sense of direction and hardly ever get lost and use the
They are very aggressive and, having few natural competitors, maze like effects or mazes of their environment to trick and trap
possess little fear. They hunt large animals in their range, leaving their foes. They eat any flesh but have a preference for human
small animals alone. They are dusk hunters as well and often fly meat, finding it delectable. They do range widely outside their
up and down riverbeds and along lake edges looking for prey. lairs to hunt for food. They dwell in most any environment
Large prey are shredded and eaten on the spot but medium sized except arid regions, savannas, and similar areas. A variety of
prey is carried to their lairs for devouring later. If nursing young, albino minotaur is known to live in the high mountains and
the manticore brings as much back to the lair as possible. They northern reaches of the world.
inhabit large precipitous rocky outcrops, as those are the only
things that can bear their weight and the weight of the carrion Mummy: Mummies inhabit any locale where the dead are buried
they often carry up there. and swathed. These are culturally specific restrictions and not
ones of environment.
Medusa: These cursed women or men dwell in many places as
they usually inhabit the places they once lived or, in other cases, Naga: These creatures are summoned to the prime material
some power has moved them or run them out of their homes, in plane to serve any number of purposes. As such, they dwell in
which case they take up residence in some abandoned fortress, any locale or environment.
tower, or the like. There they usually remain for the rest of their
Nightmare: The nightmare dwells on the prime material as
exceptionally long and cursed days, pining away for their lost
an extraordinary event. They are summoned to the plane to
beauty and taking revenge upon others who happen their way.
serve in certain functions. They do not feel the effects of hunger
Occasionally, medusa travel to inhabited lands to wreak havoc
thus they never need to eat. When they come to this plane
and pain amongst the inhabitants of the region.
they do so for a reason that usually involves killing something.

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They also do not feel the effects of weather so can live in any
environment. They do not linger long on the prime material
unless requested by those who summon them. If freed, they go
back to their plane.

Nymph: Nymphs reside in clear pools, ponds and streams


in sylvan environments. They typically reside in tropical to
temperate, well watered environments where the water never
freezes over as this can trap them underwater. They keep
their streams pure by keeping all animals at bay. Nymphs are
vegetarian and eat fruits, nuts and the like. They have a good
sense of what is good to eat or not. In general, they only charm
people in order to make them leave wherever they are located.
They never sleep so are active in the day and night.

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 a few years at a time before moving
on unless they have a gainful source of food from raiding or orc
thralls or some such. As for themselves, they do not practice any
kind of agrarian activity. They hunt and enjoy randomly killing
things. Even though ogres can live everywhere, they prefer hilly
regions or mountains that have many caves for shelter. They
prefer forests to savanna as it provides more material for them.
They do not settle near humans, elves, or gnomes but will settle of caverns and move as groups, though always remaining widely
near orcs and goblins as they are inclined to get along well. dispersed. They reproduce by splitting. When they die, they
Ogre Magi: These ogres are found in vast open regions and become calcified pieces of rock that look like mudflows. They
make lairs in old ruins or temples. They travel alone and live are sensitive to direct sunlight and lose 1-4 hit points per hour
off the land. They enjoy hunting humans, elves, gnomes, and when exposed.
halflings in particular. Orc: The orc is encountered anywhere. They are one of the
Ooze, Black Pudding: The black pudding is a blob of acidic most adaptable of the humanoids. They also can eat anything,
material that moves slowly through the underworld consuming deriving sustenance from the barest of foods. They hunt or
everything it can. They attack without recourse every living grow crops or raise animals, pigs being their favorite. They can
thing with which they come into contact. They are usually use horses and boars as steeds, along with many other animals.
found in moderately well traveled, large, cavernous areas but They can live alone, in thorps, cities or travel as nomadic tribes.
have been intentionally transported to smaller complexes. They There seems to be no limit to the orc’s capacity to adapt and
can go many years without eating but do eventually starve to survive. They also breed like roaches leading to staggering food
death. They can travel underwater as well. Direct sunlight dries supply problems, which plays into their aggressive expansionist
these creatures out fairly quickly, losing 1 hit point per hour. tendencies.
When they die they become calcified chunks of rock about Otyugh: This subterranean creature is encountered in many
half their original size. These asexual creatures split during the places throughout the world, but always underground. They are
reproductive process. They do not sleep. scavengers and eat any dead or decaying material. They do not
Ooze, Gray: These oozes are rare and found in only the most attack or hunt to gather food and only fight when pressed. When
remote areas of the underworld, though as with many types of fed they are remarkably docile creatures. When threatened,
ooze, others have intentionally transported them to other areas. cornered or confined with others in a small space, they are
They do not move around much but instead have a tendency to remarkably deadly. When left to wander, they do not establish
wait in one place for many years to catch a foe. They reproduce a range but rather wander aimlessly looking for something to
by splitting. When they die they become calcified pieces of rock eat. Should one particular area be fairly productive, for example
that look like mudflows. They are sensitive to direct sunlight a sewer outlet, cesspool or pit where dead are thrown, they
and lose 1-4 hit points per hour when exposed. linger, expecting food. It is possible, through a combination of
starvation and torture, that they can become very aggressive.
Ooze, Ochre Jelly: These creatures dwell in remote cavern
complexes. Though one only finds a few in a small area, where Owlbear: These pack animals hunt and roam in remote areas
there is one, there are others. They tend to congregate in regions of thick young growth, coniferous or deciduous, temperate to
subarctic forests. There is a smaller, less hairy version found

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in subtropical environments but it is just too hot in southerly can eat anything, though they derive nutrition only from living
climes. The owlbear hunts at dusk and in the early morning when things. The rest they grind into dust. They rarely rest in one
animals are bedding down. They have only one competitive place but keep moving, burrowing, and eating. As temperatures
species with which they routinely deal, the bear, and as such, underground are fairly constant, purple worms dwell in any
are afraid of nothing. They roam and have no lairs except in subterranean place except those near volcanic activity. They
winter when they hole up in caves near the cave mouth. When also avoid water as they can drown rather easily.
hibernating, several can be found in one cave.
Quasit: This is a demon summoned to the prime material
Pegasus: This rare creature has removed itself to the most plane. It does not need to eat and generally lives only in those
remote areas of the world. It prefers, despite being an avian areas where it summoned.
creature, to live in or around plains or savannas. In these areas,
it will roost in hilly areas or where there are hidden or deep Rakshasa: These creatures dwell in southerly climes, preferring
ravines. They avoid contact with humanoids as they are often warm tropical or humid environments. They generally only live
taken into slavery as mounts (where most die). They eat grass like in remote palaces or, on very rare occasions, in disguise, in
horses and enjoy grazing in open pastures. There are some who highly populated cities.
live in highland plateaus but usually move to lower elevations
Rat, Giant: This rat inhabits all climes and biomes.
in winter for forage. The winged stallions are encountered in
many environments but prefer subtropical to temperate regions. Remorhaz: These creatures inhabit regions of extreme cold.
Arctic conditions are generally the only ones in which they
Phase Spider: Phase Spiders prefer dark, cool, moist
can survive. They live in ice caves or burrow into ice and snow
environments. There are two varieties; a subsurface variety
and live in deep burrows. Although massive, these creatures
and a surface variety. On the surface, the phase spider is only
do not need to eat often, but when they do, they eat a great
found in thick forested regions, swamps, marshes, or riverine
deal. They comb sea coasts for dead whales, walruses, and other
environments. They do not live in high elevations or in tropical,
large carrion to eat. Otherwise they hunt bear. They also swim
sub-tropical arctic or subarctic conditions. The subterranean
though they do not stay in the water for long, nor can they go to
versions can live virtually anywhere underground so long as
great depths. While swimming, they hunt for whales, dolphins,
there are ample food supplies. They do not live near actively
seals and other animals.
volcanic areas.
Roc: Rare and wonderful, the Roc roosts in high mountains,
Both varieties of phase spiders, however, have the same basic
their nests are almost always near great open planes or savannahs
patterns of living. They can weave elaborate webs though
where they hunt. They can travel a staggering distance in one
rarely do, as they “live” in the ethereal plane and use the prime
day. They hunt massive creatures such as elephant and large
material plane to hunt. They use the webs to store food for once
ox, elk, or other animals of like nature. They avoid tropical
they kill something, if they do not eat it, they cocoon it and
environments as the game is not often as large as they need it
store it. Phase spiders stay in one area for a long time or until
to be. Those living on or near the coast hunt in water much as
its food sources dry up. Although phase spiders do not hunt
eagles do except they can catch large fish, very large fish. They
together they do congregate in small numbers. These groups
are day hunters and rarely go out at night.
are often the sign of a region where phase spiders have become
an infestation. Phase spiders eat one another should they get Roper: The roper is a rare creature found in caverns underneath
hungry enough. the earth. They attack almost anything that moves within
range of their web of arms. As they can stand rock-still they are
Pseudodragon: These rare creatures generally inhabit old
difficult to notice minus a pile of decaying dead in the caverns
growth forests with vast majestic trees stretching hundreds
in which they live. As with many subterranean creatures, they
of feet into the sky. They do not live in areas of extreme heat
sleep or go into hibernation for long periods of time and live
and cold, such as tropical, sub-tropical and arctic or sub arctic
exceptionally long lives, only becoming active when sources of
conditions. They also do not like arid landscapes. They are not
food approach. Ropers in particular do not eat a lot but they kill
voracious eaters and are selective hunters. They live in small
everything. They also tend to cluster in areas in caverns and
family groups and range over a wide area. They nest high up in
move as groups as well. For a lucky few, witnessing a migration
trees for safety and do not make their presence known should
of 30 or so ropers can be a magnificent site.
a threat appear.
Rust Monster: This creature resides deep under the earth,
Purple Worm: These creatures live deep underground in only
where it dines upon a diet of metal. They transform metal
the most massive of caverns. However, they burrow as well
into a food they can digest. The contents of their stomach are
and dig long passages underneath the earth looking for fertile
highly valued and rumored to be the key to transform metal into
ground in which to find prey. The miners of the world hate and
gold. In any respect, they travel deep underground searching
fear the purple worm. They dig large tunnels stretching many
out metal. As they can not burrow, they do have a difficult
miles underneath the earth making mining easier. Encountering
time feeding themselves and follow behind purple worms and
one can be very deadly. Purple worms are endlessly hungry and
other digging creatures looking for metal. The purple worm in

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PART 2: WORLDS OF ADVENTURE
particular attracts rust monsters as they turn everything to dust Shadow: Shadows live anywhere there have been dead or
and metals are found in the dust trails they leave behind. They near any gateways to the Wretched Plains. There are many
can leach iron or gold out of rock to eat. They travel in pairs manifestations of shadows. Anything that has a soul and can
that mate once a year or so and deliver 2-4 young who strike feel remorse can become a shadow. They tend to inhabit lonely
out into the world on their own at birth. Trainable, they serve abandoned places, though on occasion they drift into cities, or
as pets for some creatures. manifest there, haunting the darkened alleys and twisted streets
seeking to assuage their agony.
Sahuagin: These creatures dwell in the shallows of saltwater
seas. They are cruel creatures who hunt for pleasure and food. Shadow Mastiff: The shadow mastiff is not native to the prime
They cannot survive at great depths so are most often found material plane. Others usually summon the creatures for guards,
around island chains or along the coast. They build villages in pets, hunting hounds or the like. They often escape or are left
coral reefs. They primarily hunt fish. They are generally only to their own devices and roam free over the country. They do
active a night. Though they do not live near humans or their not need to eat and can live in any climate. They often travel
coastal settlements, they do enjoy hunting near them. in the company of greater evil creatures who summon them for
hunting prey. They tend to be single minded and follow the
Salamander: The salamander is not native to the prime material general instructions of those who summoned them.
plane. It comes from the plane of fire. The salamander needs
heat and therefore lives by active volcanoes or any place which Shambling Mound: This amorphous creature lives in swamps,
emits great amounts of heat such as in rifts and geothermal wetlands, and low-lying areas that are well watered. They
areas whether above or below the earth. Water does not affect inhabit tropical to southern latitude temperate environments.
them and they cannot drown so they can live in the depths of They do not dwell in arctic, sub-arctic, or even northern climes,
the ocean near volcanic activity or geothermal venting areas. If as they can die if the water they are in freezes over. They can
they stray too far from these places for too long, they begin to not survive underground for long as they need some sunlight
suffer from exposure. They do not need to eat in the traditional to survive. They are fairly benign creatures, only hunting
sense, as they consume heat, so they do not hunt but they do small prey that walk into them, unless they are threatened. As
have an unending desire to kill and cause pain. they can take the shape of muck and mire and look just like a
muddy pile of water, they are virtually indistinguishable from
Satyr: The satyrs live in temperate forests and arid or semi-arid the surrounding landscape. One can walk right through one
places. The forests they choose can be sparse or dense, as to without it ever doing anything or the characters even knowing.
them it doesn’t matter. However, they do prefer more remote As such, they can be found near human habitations, in moats
forests. They live in small family groups, clans, or sometimes for example, and go undetected for a long time.
small tribes though even in these cases, their individual living
places are spread out from one another (half a mile or so). Satyrs Skeleton: Skeletons dwell throughout the world, in any climate
hunt small game, preferring to eat their catch raw. Despite this, or biome in which vertabrates live.
depending on their wealth they can have rather lavish lifestyles,
living in small woodland houses, laced with silver decorations. Spectre: This odd undead creature is not bound to any
They are the consummate revelers, almost always gathering in particular place though they have their preferences. Their lives
sacred places to dance and sing and play their flutes. They tend they spent in the quest for knowledge; in death they continue
to drink and eat to excess. They have a particular fondness for this pursuit of knowledge though their minds are twisted with
human women and seek to enchant them and entice them back evil. They dwell in libraries, universities, and any place where
to their forested homelands to bemuse them. great knowledge is stored in tomes or books which they can
access. Since they can be reasoned with and have, as their
Screecher: These unusual plants grow underground. They are primary goal a desire to escape death or continue with their
reminiscent of mushrooms though are not a fungus. They need pursuit of knowledge, they are not always intractable. They can
a little soil and a cool environment to grow in but react rather be found traveling from place to place or can even be found in
poorly to light and will die if exposed to sunlight for 24 hours or remote barren wildernesses pursuing their never-ending quest
more. The screecher is a medium sized plant growing up to two or looking for a person who can impart that knowledge upon
feet in height. It roots rather deeply and its roots follow cracks them.
in the stone looking for soil. They propagate by spores and the
roots can actually grow into another plant. When disturbed, Sphinx, Andro: This creature prefers desolate arid regions
they emit a loud screeching sound as an air sac in the bole of the where they can take flight and see a long way off. They are
plant begins opening and closing. This survival method works extremely intelligent, proud, and egotistical; as such they avoid
well underground as it scares off a lot of creatures. It has also led the company of others. They hunt a wide variety of large animals
to its cultivation by gardeners for the plant is highly valued in which they consume on the spot. They are territorial and seek
the world above as a good ‘watch‘ plants. Its exotic look/colors to kill other predators in their area. They also seek to keep their
and difficult growing conditions make it somewhat desirable for homes and lairs secret and even go so far as to kill interlopers in
a host of people. One can even find it in planters. the area. They hunt during the day having little to fear and their
prey being generally easy to catch. They range over a very wide

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Sphnix, Hieraco: This is the most feared of the
sphinxes. They are aggressive, territorial, range
widely and attack without mercy or care. These
creatures, like their cousins, prefer arid open
landscapes in which to hunt. They hunt primarily
at dusk and dawn resting during the day in the
lairs or nests or near their prey. These creatures
range over hundreds of miles and attack large prey
in small packs. Though they have no particular
preference for human, elf or dwarf meat, they
will hunt them down as well to keep them out
of their territory, if in small enough numbers (10
at most). They have been known to attack small
farmsteads as well, taking sheep and cattle, as
they are such easy prey.

Spiders: These beasts live just about anywhere as


they inhabit all but the coldest environments and
the highest altitudes. They also live underground.
The only important thing is that spiders have
something to eat to support their size.

Sprites: These rare creatures tend to live in


remote places where they are little bothered by
men.

Sprite, Grigs: These fey enjoy remote temperate


forests and broken hill lands where they enjoy the
company of other fairies, especially satyrs. They
are entirely nocturnal, sleeping away the daylight
hours in the boles of trees, underneath large rocks
or in the mouths of caverns or overhangs. They
build homes beneath old trees. These places are
difficult to find but are often elaborate structures.
The tree is usually very healthy as the grigs see to
its care. Here, they brew their beers and wines for
area. They inhabit old ruins and have been known to cause
revelry-which is a nightly affair. Grigs eat small spiders, worms,
places to be abandoned in order to inhabit them.
and slugs and though lacking in appeal, they cook them in such
Sphinx, Crio: These creatures live in remote areas but, being spices as to become delicious.
greedy, love to rob caravans. They are intelligent herbivores. As
Sprite, Nixie: These inhabit ponds, lakes, and streams in
such they prefer savannas and uplands where they do not have
tropical to subarctic conditions. Those in the northern parts of
much to worry about in the way of predators. They like to nest
the world tend to migrate south in the colder season before the
atop large mounds or in the hills low to the ground but not on
waters begin to freeze. They prefer remote places but in their
the ground. They infinitely prefer old ruins as they offer the best
travels they occasionally settle near human habitations or in
protection from the elements, are often defensible and offer a
populated areas, largely because they enjoy enchanting human
place where they can store their stolen treasures.
fishermen and the like. They eat fish raw. They are active
Sphnix, Gyno: These are the most intelligent and wily of the during the day and night preferring to rest in the late afternoon
sphinxes. They prefer hot arid environments in which to roam and very late at night. They rarely come to the surface or move
and often take up residence in abandoned keeps or towers. They over dry land unless migrating or going somewhere to enchant
have a love for beautiful jewelry and go to great lengths to gather a human.
the gems and precious stones they find so fascinating. Though
Sprite, Pixie: These brilliant fey are some of the rarest. Not
they do not live near the byways of man or elf, they do travel
only because they choose not to be found, but because there are
to them in order to speak with others and gather what tidbits
so few of them, and they are difficult to find. They live in remote
of knowledge they desire. They offer trade using their gems and
old growth forests. They search out some of the most beautiful
jewels for information they find interesting or pertinent. They
and idyllic lands in the known world, there they remain out of
inhabit old forts or palaces. They have a preference for large airy
sight for lifetimes. They make small villages in the trees and
palaces and find towers and small buildings far too constricting.
CASTLE KEEPERS GUIDE 239
PART 2: WORLDS OF ADVENTURE
eat natural fruits and berries. They are not found in northerly Troglodyte: These creatures inhabit swamps and marshes.
climates but only along the southern fringes of temperate zone They are filthy creatures who live for a long time in the same
and in sub-tropical or tropical environments. They are active nesting area amidst all their filth and rot of their captures. They
in the day and at night. Often their villages, when spotted, are live in huts much like those of a beaver. Entry is gained by going
mistaken for clusters of fireflies or luminous creatures moving underwater and then inside. Sometimes their huts interconnect
around at night. making hallways with several rooms. They are carnivorous
and eat anything they can get their hands on: fish, turtles,
Stirge: They are bane of the hills and mountains. This large frogs, tadpoles, ants, spiders, birds or if it should be available,
bee-like bird is extremely aggressive and territorial. They thirst humanoid flesh. They drag all their food back to their lair for
for blood. They are active during dusk and dawn preferring to consumption. They are primarily active at dusk and at night.
rest away the afternoon and late night hours. They roost in the
boles of rotted trees, old towers, amid rocky outcrops or similar Troll: Trolls come in two broad though distinct varieties: the
locales. They also need ample water to help digest the blood hill and the river troll. The hill troll is an aggressive creature
they take so they live near swamps, lakes, ponds, or streams. and the larger of the two. It is carnivorous and hunts in lands
They prefer stagnant water to flowing water. They inhabit as disparate as tropical to subarctic, they are rarely found in
tropical to temperate areas. There are breeds that live in high arctic conditions. They prefer to live in caves or overhangs so
altitudes but the lack of stagnant water tends to keep them in they commonly inhabit hilly and mountainous regions. This
lower altitudes and nearer flatlands. A subterranean variety variety also lives underground. They hunt at night giving rise
to the belief they are afraid of sunlight. This is not true, it’s just
exists but has morphology much like the bat, with leather-like
when most of them sleep. They attack all manner of creatures
wings, have exceptional hearing and are nearly blind.
for food. Like a cat, they enjoy toying with their prey before
Tavis Wyrm: These creatures travel from the elemental plane killing it. They eat everything and especially enjoy marrow from
of fire and have one great need from the prime material plane: the bones. Though usually solitary, they occasionally travel in
rock. The tavis wyrm derives sustenance from the rocks of the small hunting packs.
prime material plane and worms its way through mountain
The river troll is a smaller version of the hill troll that is semi-
and hills and the world under the earth in search of particular aquatic and able to stay underwater for a day or more before
mineral needs. It rarely comes to the surface and then usually as coming up for air. Other than that, it is the same as the hill troll.
an accident. They are terrible foes if encountered underneath It lives in underground waterways as long as it has access to air
the earth, as miners and others occasionally do, for they fight at some place.
without remorse or pity and to the death. They fear nothing.
They are active all day and night only stopping to digest food- Unicorn: The Unicorn is one of the rarest creatures of all
which in some cases may take up to a month or more, in which and lives in remote grasslands and forests. It does not like high
case they curl up and sleep. altitudes, cold winters or real hot summers. It enjoys comfort.
The unicorn travels freely during the day and rests at night.
Tick, Giant: These inhabit northern temperate climes and These creatures find the open and airy ruins of long abandoned
tropical regions. They do not live at high altitudes. There is a temples and palaces to be useful for shelter. The unicorn grazes
subterranean variety. on grasses and berries found in the woods and plains.
Titan: These beings live in castles or palaces far removed from Vampire: Vampires live almost anywhere that undead blood-
the lands or places of other humanoids; they inhabit every sucking creatures might thrive.
known terrain or biome. They are little involved with the rest
of the world but when they are it is usually devastating. Titans Wight: Can be found near barrows and burial mounds in any
are much like humans in their dietary needs. They hunt or even clime.
raise animals for food if they want, or they can magically create
Will-o-the-wisp: This dark fey lives in remote, forbidding
their own food.
places of great danger. The only attraction to these places is the
Toad, Giant: These creatures dwell in jungles and temperate natural danger of the terrain to those who may pass through
forests or even in subarctic conditions. Extremes of weather and it. The will-o-the-wisp likes to augment its powers and seeks
high elevations seem to be their only delimiter. They hunt at to trap its foes in the area it lives and let the land itself do part
dusk and dawn and otherwise sleep beneath large logs, piles of of the killing. This creature attacks without mercy all those it
leaf debris or in the mouths of caverns. hates (and it hates nearly everything that thinks). It does not
eat or otherwise need any types of food or sustenance. The wisp
Treant: Treants dwell anywhere there are trees of such age is generally only active at night. It rarely travels but when it
and stature that they can mix in freely with them. They do not does, it can go near populated areas to cause trouble before
live in elevations above 6,000 feet, glaciated regions, or very moving on to another locale.
arid landscapes, though occasionally they live in oases. Like real
Worg: The worg has the same habits as a wolf and inhabits
trees, treants derive their sustenance from the earth and sun so
virtually every biome and terrain, though having a preference
must remain still for a very long time to feed.
for grasslands and scrub.

240 CASTLES & CRUSADES


CHAPTER 12 — MONSTERS
Wraith: These undead exist anywhere as environmental lair, for example), possession of usable magic (either spells or
conditions do not restrict them, but these creatures never go items), sneaky surprises (traps, hazards and the like), conditions
near the sun and stay deep in dungeons, crypts, or cavernous (encountered in darkness when the party cannot see, use
burial vaults. of extended range missile weapons, etc.), lack of resources
(creature requires magic to affect and party has none, or little,
Wyvern: The wyvern, a distant cousin of the dragon, travels in available) and so on. Each of these things can cause an ordinary
small packs and ranges the world over from very high altitudes meeting to transform into something far more dangerous. As
in arctic conditions to low altitudes in tropical regions. It hunts the Castle Keeper, it is important to remember that it is OK to
incessantly when prowling. Often it kills for the sake of killing remind the players they can run, parley, entreat, surrender, or
and not eating. When a wyvern rests, it does so for many weeks simply avoid an encounter unless thrust upon them in such a
or months at a time, usually after gorging itself. They find airy way as to make such impossible.
precipices on which to nest.
Exceptionally large parties, such as those with 10 or more
Xorn: These creatures are not home to the prime material plane members, counting hired men-at-arms or pets such as war
but reside there occasionally. They are used to dig tunnels or for horses or attack dogs, should be treated as being higher level
excavating, if in a somewhat circuitous manner. The tunnels for purposes of what can be encountered, though they may still
they leave behind are often without any organization and lack sufficient means to deal with the increased threat. This
simply move from one spot to another where there are clusters is a tricky proposition and one which the Castle Keeper will
of gems and like material. They are not aggressive unless one need to weigh heavily, factoring in not only what the group can
comes upon them while eating gems and tries to stop them from do but more so what it cannot and then base the encounter
doing so. Otherwise, they tend to ignore everything excepting off that decision. For example, a party hires several retainers
those that threaten them. Engaging a xorn is possible as they and enlarges its size to 15 total (all 1st level) individuals. The
are intelligent, but one has to learn to speak to them first. They Castle Keeper decides this band is the rough equivalent of 3rd-
occasionally attack people who are wearing gems and jewels 4th level adventurers and rolls on Tier II, getting trolls which
to get to them. They often dwell in subterranean places where are met in their own groups of 1d8. Instead of rolling for it, due
they can find their food but occasionally they are in the ‘employ’ to the creature’s ability to regenerate and the damage output,
of a great wizard or others and used in siege warfare. the CK decides that one or two trolls will suffice. There are
no real hard-and-fast “rules” for this as experience will be the
Yrthak: These creatures dwell in the desert or other arid
best guide. Note, too, that when a high level party challenges
places with sparse vegetation. They are bat-like in many of their
much lower HD opposition, there should be many more of
habits and nature excepting they are almost always found alone.
them to defeat. For example, a party composed of six 20th level
They mate in vast numbers but only once every 5 years or so.
adventurers is likely to have few problems with 1 HD kobolds,
They hunt at night exclusively and den up during the daylight
but turn that same encounter into several hundred or thousand,
hours. They seek out any small or medium creature and prefer
and the risk becomes far higher… especially when the monsters
attacking things while they are sleeping or resting. They try to
fight unfairly.
take their prey aloft and drop it only to retrieve it again. This
helps to tenderize the meat and kill their prey. They nest in any Beyond these general guidelines, the simplest solution to
overhang large enough to hold them. monster placement is to simply generate encounter tables, or to
decide what creatures dwell in or nearby the adventure locale.
Zombie: These undead inhabit cemeteries, temple complexes,
There are many ways this can be done, based on terrain, season,
crypts, and the like. They are mindless and slow moving but
time of day, and so forth, but it may be easier to simply use
become dangerous when in large groups.
“level” in the sense that it corresponds, as above, to the HD of
the creature. Therefore, what follows is simply a construction
ENCOUNTER TABLES of the monsters available for the “tiers.” When moving “down”
When deciding the appropriate challenge for any given a tier, for number encountered, roll one additional die of the
encounter, a good rule of thumb is to base the threat appropriate type as presented in Monsters and Treasure; if the
comparatively using the average party level against that of the creature has more than one range, use the larger value. Moving
Hit Dice (HD) of the creature. For most situations, this is likely “up” a tier halves the encountered number to a minimum of one
to work well, but some creatures pose a threat greater than (1); if the creature has more than one available range, use the
their HD indicates, perhaps due to a powerful ability such as lower of the options. A direction to roll on more than one tier
lethal poison or that of regenerating, and others are effectively treats subsequent rolls normally without reduction or increase
“weaker” than Hit Dice dictate due to low number of attacks, to the number encountered, and this is the exception to the
small encounter size, or inflicting lesser damage than expected. aforementioned rule.
Numbers, too, matter - a meeting with three dragons is much
Percentages assigned do not necessarily reflect any game logic
tougher than one, regardless of when it occurs. Further factors
and it is encouraged that a Castle Keeper modifies these charts
worth considering are environment (whether the beast is in its
to suit their particular campaign and world.

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

242 CASTLES & CRUSADES


CHAPTER 12 — MONSTERS
66 Ooze, Gray 69 Owlbear 68 Nightmare
67-69 Orc 70 Pegasus 69 Rakshasa
70 Pony, Any 71 Phase Spider 70 Remorhaz
71 Pseudodragon 72 Rust Monster 71-72 Roper
72 Quasit 73 Salamander 73 Shambling Mound
73-74 Rat, Giant 74 Shadow Mastiff 74 Shark
75 Raven 75-76 Snake, Giant Constrictor 75 Spectre
76 Sahuagin 77-78 Spider, Large 76 Sphinx, Gynosphinx
77 Satyr 79 Tiger 77 Sphinx, Hieracosphinx
78 Screecher 80 Toad, Giant 78 Treant
79 Shadow 81-82 Troll, River 79-81 Troll, Hill
80-81 Skeleton 83 Unicorn 82-83 Vampire
82-83 Snake, Venomous 84-85 Wight 84 Will-o’-Wisp
84-85 Spider, Small or Medium 86 Wolf, Worg or Winter 85-86 Wyvern
86 Sprite, Any 87-88 Wraith 87 Xorn
87 Stirge 89-90 Non-Player Character(s) 88-90 Non-Player Character(s)
88 Tavis Wyrm 91-92 Roll on Tier I 91-92 Roll on Tier II
89 Tick, Giant 93-94 Roll on Tier III 93-94 Roll on Tier IV
90 Troglodyte 95-96 Roll twice on Tier II 95-96 Roll twice on Tier III
91 Wolf 97-98 Pick any Tier II result 97-98 Pick any Tier III result
92 Yellow Mold 99 Add Tier I result 99 Add Tier II result
93 Yeth Hound 00 Add Tier III result 00 Add Tier IV result
94-95 Zombie
96 Non-Player Character(s)
97 Roll on Tier II
98 Roll twice on Tier I
99 Pick Any Tier I result
00 Add Tier II result

TABLE 12.2: TIER 4-6


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

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PART 2: WORLDS OF ADVENTURE
48-50 Ghost 86-90 Roll twice on Tier V 56-58 Roc
51-55 Giant, Fire 91-94 Pick any Tier V result 59-60 Titan
56-60 Giant, Frost 95-97 Add Tier IV result 61-75 Non-Player Character(s)
61-65 Giant, Stone 98-00 Add Tier VI result 76-80 Roll on Tier V
66-70 Golem, Stone 81-85 Roll on Tier VII
71-75 Hydra (10-12 HD) 86-90 Roll twice on Tier VI
76-77 Naga, Guardian 91-93 Pick any Tier VI result
78-80 Ooze, Black Pudding 94-96 Add Tier V result
81-83 Sphinx, Androsphinx 97-00 Add Tier VII result
84-86 Sphinx, Criosphinx
87-88 Yrthak
89-92 Non-Player Character(s)
93-94 Roll on Tier III
95-96 Roll on Tier V
97 Roll twice on Tier IV
98 Pick any Tier IV result
99 Add Tier III result
00 Add Tier V result

TABLE 12.3: TIER VII(HD 19-30+) Note: If the random encounter indicates an elemental, there
is a chance that the elemental has more hit dice and is therefore
1D100 Monster
of a higher tier than normal. Consult Table 12.4: Elemental
01-05 Dragon, Black (Age 10-12) Tiers. Based upon the elemental’s size, roll the indicated dice to
06-10 Dragon, Blue (Age 10-12) determine not only the hit dice of the elemental, but what tier
the elemental should be placed in.
11-15 Dragon, Green (Age 11 or 12)
16-20 Dragon, Red (Age 7-12) TABLE 12.4: ELEMENTAL TIERS
21-25 Dragon, White (Age 10-12) Small (1d6)
26-30 Dragon, Brass (Age 11 or 12) Hit Dice Tier
31-35 Dragon, Bronze (Age 7-12) 1-3 I
36-40 Dragon, Copper (Age 10-12) 4-6 II

41-45 Dragon, Copper (Age 7-12)


Medium (1d10+6, reroll on result of 16)
Hit Dice Tier
46-50 Dragon, Silver (Age 7-12)
7-9 III
51-70 Non-Player Character(s)
10-12 IV
71-80 Roll on Tier VI 13-15 V
81-87 Roll twice on Tier VII Large (1d10+15, reroll on result of 25)
88-94 Pick Any Tier VII result Hit Dice Tier
95-00 Add Tier VI result 16-18 VI
19-24 VII

244 CASTLES & CRUSADES


CHAPTER 13 — EXPANDING THE GENRE

C
astles & Crusades is a fantasy role playing game Post-Renaissance (c.1600-1700CE)
and as such there are no limits to the playing arena.
Also known as the age of exploration in our own world, this
The idea that the magic of a powerful wizard can
campaign style still uses armaments and armor of traditional
teleport people over great distances, shift people
fantasy. Full plate begins declining in utility during this time,
between planes, and even stop time is in itself a mind boggling
until by the end of the period only high ranking warriors and
concept. To envision sorcery that can take characters across
royalty would be found wearing it. As full plate declines, half
inter-dimensional landscapes is no mental leap, considering
plate and the coat of mail briefly rise to prominence. The
that departure point. In fact, it is a natural occurrence in a world
general trend though is towards discarding armor, as gunpowder
dominated by divine and arcane sorcery. Inter-dimensional
weapons become more powerful during the period. Matchlocks,
travel may land the characters in worlds dominated by different
cannon, and stone-hurling mortars are either in development
forms of magic and even technology giving reason to introduce
or used by professional armies of the world, while rapiers, short
modern forms of warfare. Beyond this, the Castle Keeper may
swords, and daggers are still common. Heavy cavalry is slowly
desire to expand their game’s scope by adding primitive firearms
being supplanted by light cavalry or Dragoons (dismounted
to the mix. It is not unreasonable to assume that, in a world
cavalry/medium infantry). Mortar and cannon have replaced
where dwarves build and construct all manner of edifices, that
the trebuchet as the primary means of besieging walled cities
they would have mastered the use of gunpowder. Being a warlike
and forts.
people, the mental leap to firearms is a short one. But whatever
the case, the information supplied below allows for the CK to This setting style could be used with traditional magic, and
expand the fantasy genre with a baseline bit of information on traditional fantasy characters and races with little modification.
firearms and other types of weapons and beyond into different Realistic approaches would transform all races to human of
genres of play, from westerns to pulp. course, and level the base Hit Dice to a d8 or d10 for all classes.
Certain classes may become outdated with the updates in
MERGING FANTASY WITH TECHNOLOGY technology in a magic free environment.
Merging these two genres is not that difficult. In many respects
they are much the same. Sorcery that projects manifest power Pre-Industrial Age (c. 1700CE - c. 1750BCE)
as channeled by a wizard, enabling him to hurl a fireball scores In this age, smoothbore flintlocks are in wide use. Most items
of feet from his body is not that much different than a flame- are still manufactured by hand though the quality has greatly
thrower. There are many such parallels. For example, a video improved, and are mass-produced in an assembly line manner,
conference that allows a hologram of someone in a room, or though without actual heavy machinery. Swords, cutlasses,
better still, transports them into a room is something akin to sabers, rapiers, daggers, and hand axes are still widely used
the teleportation of people that is common in most fantasy when ammunition supplies run low. Cannon have become more
RPGs. Allowing gun powder and steam engines to enter a world reliable and are used aboard ships as well as in fortresses. Field
of fantasy is little more than allowing the inhabitants some cannon are hauled to battlefields. Heavy armor and shields
technological innovations. prove too weak to stop most gunfire and cannon shot and
warriors abandon their use. Light cavalry used to skirmish or
With these similarities in mind, it is important to note that as
harass enemy flanks have almost completely replaced heavy
soon as technology enters the game, it changes the nature of the
cavalry. Sea travel, although still extremely dangerous, is helped
game. Many fantasy role players do not react kindly to guns and
greatly by modern developments in sextant, compass, and high
the like and before any such changes are made, the CK must
quality map use. Primitive races are at a huge disadvantage to
consult with the players to make certain they are interested
the range and deadliness of modern armaments.
in adding these weapons to the mix. These additions tend to
change the genre of role playing and open a virtual Pandora’s This setting remains well played with traditional fantasy races
Box of additions and changes. Integrating them into the game and elements. Realistic approaches still maintain an increase
can be fun and challenging but must be done with the Siege in HD. Magic use remains much as it does in other versions;
Engine involved. spell casters and healers work as normal and magic extends to
gunpowder weapons.
CAMPAIGN STYLES
As has been previously mentioned, using modern elements Industrial Age (c. 1750CE - c. 1940CE)
can be a fun and exciting use of the SIEGE Engine to drive The Industrial age leads to mass developments in such things
adventures in nearly any genre. Ultimately, the choice of how as steam, coal, and eventually internal combustion gasoline
gritty and realistic or fantastic and whimsical your campaign powered vehicles and equipment. Armor is now reserved for
develops depends entirely on the needs of the Castle Keeper vehicles to protect them from rockets and bombs. Cannon,
and the players at the gaming table. Listed below are a variety of shoulder, and hand weaponry is all rifled, increasing range and
types of campaign styles that blend with “modern” considerations accuracy of projectile weapons. Sword, bow, and other melee
for a Castles & Crusades based campaign.

CASTLE KEEPERS GUIDE 245


PART 2: WORLDS OF ADVENTURE
weapons have almost completely been supplanted by hand honed this blend of science fiction/fantasy to a high art, easily
weapons. Motor vehicles replace horses and other mounts. blending the genres in their story telling. Thus the fantastic
settings and adventures released at the advent of the fantasy
Technology supplants magic use to some degree, but magic users role playing game genre were no different.
and clerics continue in their normal track, only their services
are slightly less in demand. Found here are basic rules which the Castle Keeper may use to
blend science fiction elements into their Castles & Crusades
Post Industrial Age (c. 1940 - c. 2099CE) game, and with further development, the ability to play an
entirely science fiction adventure complete with plasma swords,
Technology has grown by leaps and bounds. Cartridge rifles, and laser rifles, and jet packs, and state of the art battle armor with
high tech equipment become widely available. Missile weapons, a “Y” rack bristling with weapon systems.
rocket propelled grenades. Large weaponry is replaced with
smaller, faster, accurate, and high ranged projectiles. Hand to Like fantasy, science fiction embraces a broad genre from “near
hand combat is nearly extinct except in close quarters house to future” science fiction using current cutting edge technology
house fighting. ramped up to what “experts” believe their potential uses will
be, to the “space opera” where high speed deep space travel and
Ages such as the industrial and post industrial age leave a lot alien races are an accepted everyday reality.
to be mined so far as fantasy adventure. Understanding that
fantasy weaponry as it is commonly known and experienced
would be a “thing of the past”, elements of magic and various Space Age
races could easily be adapted to suit a high tech fantasy Space age themes are as wide open as space adventure films and
campaign. Imagine a dwarven nation equipped with tunneling novels. Aliens could replace, supplant, or add to existing races.
tanks and high powered rockets, or hordes of orcs driving dune A possible alternative setting could involve elegant elven star
buggies and land rover equipment mounted with light or heavy fighters or dwarven battle galleys bristling with cannons. Orc
machine guns plaguing a great urban metropolis. Gangs of pirates could ply the space-ways hidden on captured galactic
Halflings in large cities hacking computer systems or peddling barges. Characters could be on a hunt for alien technology
illicit materials and you have a good start for a fantasy campaign or artifacts that lead them back to their long lost homeworld.
of the “modern” era. Wizards with the power of charm or extra Demons and undead could be as common in a space opera
sensory perception could run major industries and manipulate setting as they are in traditional fantasy adventure. Perhaps
economies and governments with ease. dragons are immune to the void of space or have their own
star bases loaded with a thousand years worth of ill gotten loot.
Advances in science and medicine increase life expectancy and Imperial Theocracies based on spreading the faith of clerics’
fertility of all races offering a higher base HD than listed by their deities could command great crusader armadas that threaten
standard character class. New battlefield procedures from spray the freedoms of entire star systems with jihad or worse!
foam to anti coagulants help hasten the healing time of wounds.
Standard races and classes work well in such campaigns,
though some abilities may have to be altered to fit the genre.
Post Apocalyptic Magic is used by some but so many have a basic command of
Such games feature cybernetic engineered characters. New even complex technology that magic loses some of its luster,
races could include cyborgs, androids, mutants, or robots. becoming a tool better used behind the scenes.
Magic could serve as a substitute for newly evolved psychic
powers. Modern weaponry and fantasy weaponry blend, as does Pulp Noir
the presence of “super science.” Such campaigns could be run
with gritty realism or in a more tongue and cheek manner where This genre encompasses such elements as detective fiction,
some things work well, and other things work intermittently, à crime drama, and gritty urban realism. Here Mafioso and
la a “wand of wonders”. thugs vie for power and control of a dark corrupt underworld.
Handguns, shotguns, and submachine guns are the norm as
Adventure themes could involve survival, defense against are heavy four wheeled vehicles. Campaigns in this genre can
bandits, exploration of radioactive or destroyed areas looking expect stealth, double dealing, and murder mystery elements
for technology, weapons, food, or “things that work.” Standard to be standard. There is a strong chance of law enforcement
monsters from Monsters & Treasure could be given variants involvement so that the norm of “killing enemies and stealing
(see Chapter 12 above) with extra eyes, limbs, attacks, abilities, their loot” is balanced against the very real possibility of long
or appetites. term imprisonment. This type of genre could well be played
out along with dark horror or fantasy elements involving
Science Fiction: The Age of Lasers standard fantasy races and classes. However, heavy armors and
melee weapons are eschewed for normal dress or magically/
Science fiction has been blended with fantasy fiction since technological protective devices. An easy way to think of this
the days of Jules Verne and H.G. Wells. Their pulp fiction is if you were to walk down the street of a modern city wearing
descendants in Edgar Rice Burroughs and Robert E. Howard an ancient suit of plate armor or chain mail, you would probably
246 CASTLES & CRUSADES
CHAPTER 13 — THE FUTURE
incur some strange looks. If, however, you happened to have a RACE AND CLASS
bullet proof Kevlar vest hidden underneath your jacket its slim
Race and class variants are wide open in more futuristic based
bulk would probably draw little attention from those untrained
campaigns. A clever CK may use any of the information found
in looking for their telltale signs.
in the Castle Keeper’s Guide or other sources to develop
Such adventures rely more heavily on role play vs. the “roll’ classes and races specific to their campaign needs. Luckily, the
play of other modes of gaming but often offer rich plot driven existing archtypes work well virtually “as is” with only slight
story telling in the vein of classic detective movies or novels by modifications to make them fit a modern game style.
Dashiell Hammet, Raymond Chandler, or James Ellroy. To enjoy
The myriad of play styles open to gamers using the SIEGE
playing such a game requires plenty of plot twists and mysteries
Engine is endless and truly only dependent on the type of game
that are peeled like an onion, one disturbing layer at a time.
that the Castle Keeper and players are looking for. For example,
a modern combat or military espionage style game may use
Horror Fiction existing classes like fighter, ranger, rogue, or assassin to fill out
Already a tradition of fantasy from the days of early fairy tales the roles of soldier, scout, spy, and assassin. Other character
and ancient myth, horror fiction offers other alternatives to the classes could be devised based on the standard arch-types
modern minded Castle Keeper. A blend of horror and science such as medic replacing cleric, technician replacing wizard and
fiction offers other avenues that were explored by the likes of H. commander replacing knights/paladins.
G. Wells, subsequently perfected by H. P. Lovecraft and Clark
Of course, in any science fiction or modern style campaign,
Ashton Smith in the pulp heyday of the 1930’s. Other-worldly
nothing is stopping the Castle Keeper from using the standard
entities of horrible aspect and supernatural power inhabit the
races and classes as written to create science fiction or fantasy
minds of common folk. Ancient relics left by long lost extra-
based elves, dwarves, and half orcs. A world could be devised
terrestrial civilizations spawn terrors from the depths of history
where divine and arcane magic move hand and hand with guns
and beyond space and time.
and cannon, or lasers, powered battle armor and great swords
Zombie infestation games can be quite fun, where ordinary with chainsaw blades!
people are placed into a city or town infested with zombies, and
That said, certain other classes do not translate as easily, such
armed with makeshift weapons, or shotguns and firearms lifted
as the druid, illusionist, wizard, or paladin. The follow examples
from “ye olde abandoned gun shop”. Simply use the zombie
depict possible class interpretations.
stats from Monsters & Treasure, or expand 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 Fighter
the characters a goal. Certainly goal number one is survival. The Professional Soldier: Fighters may easily substitute for
The second goal perhaps could be “reaching the safe zone” or any marine, soldier, or law enforcement type class required
“finding the zombie cure” or simply surviving in a world fallen for a modern game. Their weapon specialization abilities and
to any number of horrors. use of any sort of weaponry or armor give them an advantage
over civilians or those less trained or equipped to deal with the
Traditional “slasher” type horror games could easily enough be
weapons of war.
run where the player characters take on the role of paranormal
investigators or even “average Joes” that find themselves in Ability Substitutions: Fighters in a modern setting may
unnatural or horrific situations. Such games rely on attribute require a broader interpretation of weapon specialization. As
checks for listening or noticing would be killers, or on athletic opposed to specific models, they may specialize in general
style checks to flee from harm. These adventures refer to a “Pursue catagories, such as hand guns, heavy machine guns, lasers, or
and Evade” style of adventure that is easily accommodated by even vehicle mounted weapons.
attribute checks and role play. Although different from standard
role play fare, they can be quite enjoyable by simply making
everyone an “ordinary human” with a d8 HD, 8-11 hit points.
Ranger
Actions are resolved by attempts to use such items as knives, Special Forces: Rangers easily transfer to special operations
firearms, or other materials. Armor Class is a base of 10, plus forces. Their blend of stealth and massive killing power makes
dexterity modifiers. them one of the deadliest of modern style character classes.

Settings for such games could and should be drawn from your Ability Substitutions: Rangers in science fiction games may
own neighborhood, or town, its landmarks and other buildings. have a specific alien race, or alien race type where their combat
Old houses, buildings, abandoned streets or even dirty alley marauder or favored enemy bonuses apply. In modern combat
ways serve as points of inspiration. Again, games of this nature style games, the Castle Keeper may rule that their abilities
are limited only by your creativity and desire to explore new apply to all enemies, cap out at a certain number, or apply only
ways of using the SIEGE Engine to create adventure at your in specific circumstances, such as when the ranger has the
gaming table. advantage of surprise over foes.

CASTLE KEEPERS GUIDE 247


PART 2: WORLDS OF ADVENTURE
fiction adventurers who come across a crashed space craft
would not know the difference between their traditional magic
native to their plane, and such items that replicate those same
powers but are indeed tech devices. Battery life may replace
“charges” on these curiously shaped staves and wands. Once
batteries or ammunition is extinguished, users find that their
“type of magic” is otherworldly and thus un-rechargeable with
their technological level.

The zap or report may be considered a side effect of the


“magical” power that they release. No doubt an electronic glow
or hum would indicate some form of “arcane energy” found
in an item, though they would not necessarily be detected as
“magical” unless they had also been enchanted with a magical
enhancement bonus.

Enchanting Technology
Since modern manufacturing processes would make most
all modern firearms and science fiction weapons items of
superior quality, nothing would necessarily stop a spell caster
of appropriate level, wealth, and power from enchanting such
items. Depending on the particular campaign, it could be
feasible to enchant a muzzle loading pistol or other firearm or
Rogue ray gun to +1 or greater enhancement. Such enhancements
The Infiltrator: Rogues could fill in the roll of the spy, or may prove necessary in campaigns where monsters or foes such
infiltrator. Their abilities of stealth and secrecy are second as ghosts or demonic entities require a magical enhancement
to none, as is their ability to overcome mines, and modern bonus of some specific plus before they may be damaged.
surveillance.
Ability Substitutions: None COMBAT
Combat in Modern and Science Fiction adventures works as
Additional Considerations normal, with the exception that the weapons deal significantly
more devastating damage at greater range. For this reason,
The Castle Keeper should consider increasing the base hit points outdoor encounters begin at greater range than similar
of characters to a d10 regardless of character class. Likewise, wilderness style encounters in a traditional fantasy based role
it could prove helpful to grant characters their Constitution playing game.
score at first level for starting hit points to give them a fighting
chance. Justifications for this are many, and could simply be Characters move or attack, or move half their distance and
resolved “realistically” by better medicine or enhanced health attack. Characters attempt actions, make attribute checks and
through science if a campaign reason for doing so is necessary roll for saves vs. various effects of advanced weaponry. Due
at all. to advanced aim and lethality, movement, cover, and stealth
rules all become more important than ever in the livelihood of
Combat and Equipment Considerations characters involved.
In the modern and science fiction genre, technology replaces or
supplants magic on numerous levels. Already, there are night Weapons
vision goggles that replicate “dark vision” or “low light vision”. There are multiple types of weapons, from the primitive black
Telescopic scopes replicate the effects of magical bows that powder to the sonic wave emitter. Depending upon the game’s
fire arrows at greater ranges. Specially woven fibers made into genre, these weapons can be nice additions to the normal
so-called “bullet proof” jackets reduce the effects and depth fantasy equipment or replace them entirely.
of common ammunition against soft targets. Armor piercing
rounds replicate arrows and bolts that do extra damage. Primitive Firearms
The same is true for various science fiction “givens” like jet Primitive firearms are the firearms first developed at the onset of
packs and jump boots which replicate magical items that allow the age of gunpowder. Most had a bronze or iron barrel, a small
flight or leaping over unnatural distances. In other words, with hole to ignite gunpowder, and a muzzle where the ammunition
a bit of creativity, a Castle Keeper can easily substitute “tech” was both loaded into and fired from.
devices for magical items and vice versa. A party of fantasy
248 CASTLES & CRUSADES
CHAPTER 13 — THE FUTURE
TABLE 13.1 PRIMITIVE FIREARMS
Weapon Dmg RoF* Loaded Capacity** Reloading† Range Inc †† Wgt Cost‡ EV
Black Powder Grenade 1d10 SS 1 1 rounds 100 1 lbs. 50 1
Matchlock 1d6 SS 1 3 rounds 300 8 lbs. 125 2
Flint Lock or Smooth Bore 1d8 SS 1 2 rounds 500 8 lbs 250 2
Flint Lock Pistol 1d6 SS 1 2 rounds 25 2 lbs 100 1
Rifled Flintlock/Cap & Ball Rifle 1d8 SS 1 2 rounds 700 8 lbs. 300 2
Cap and Ball revolver 1d6 SS 6 3 rounds 75 3 lbs 125 1
Cartridge Breech Loader d12 SS 1 1 round 180 8 lbs 300 2
Cartridge Revolver 1d8 SS 6 2 rounds 100 3 lbs 150 1
Cartridge Tubular Magazine Rifle 1d8 SS 1 3 rounds 150 6 lbs 500 2
Smoothbore Canon (crew of 5) 6d6 SS 1 3 rounds 900 600 lbs 1200 5
Smoothbore Mortar 8d8 SS 3 rounds 1800 400 lbs 2000 4
* RoF is Rate of Fire. This represents the number of times the weapon can be fired in a single combat round: SS: Single Shot; DT: Double Tap;
FA: Full Auto.
**Loaded capacity is how many rounds it can carry when fully loaded
†Reloading is how many rounds it takes to reload.
††Range Inc is Range increment and refers to how many feet a weapon can shoot in the short range. The long range being triple the listed
number (which incurs normal penalties.)
‡Value is gold, dollars, euros, credits, or whatever valuation your campaign uses.

Black Powder Grenade: A black powder grenade is a with a wooden ram-rod slightly longer than the length of the
cast iron canister or sphere with a fuse that is lit before the barrel. Many of these weapons were over five feet long, though
grenade is hurled at enemies or dropped on them from walled short stock and short barrel weapons were invented for use by
fortifications. These grenades rely on the fragility of the iron sailors and favored by pirates. The weapon earned its name of
to create fragments that hurl through the air at high velocity “smoothbore” as manufacturers did not rifle the barrels.
killing and maiming random targets in the blast radius. Flintlocks needed heavy maintenance and frequent cleaning.
Matchlock: A matchlock was one of the first widely used They were susceptible to misfire, as well as virtually unusable in
firearms. A heavy wooden muzzle loader with a wide smooth wet, rainy, or overly humid conditions. That said, the flintlock
bore barrel. Powder was poured down the barrel and the weapon brought about the end of the age of armor, as their increased
was then packed with lead balls, nails, or even small stones. The barrel length and relative reliability could easily pierce heavy
firing mechanism involved a long slow burning fuse attached to plate armor at equal to or greater range than the longbow. Their
a hammer lock. A primer pan was located next to the breech of use required less training than a longbow-man or crossbowman
the barrel so that when the hammer dropped, the fuse ignited in terms of months rather than years of training. This allowed
black powder in the primer pan, igniting the gunpowder in the armies to field thousands of musketeers for use in massive direct
breech, and hopefully discharging the ammunition towards fire confrontations that, in battle, threw up a literal curtain of
the enemy. Matchlock firearms were used by the Spanish lead. The most famous of these weapons is the Brown Bess, a
Conquistadores in their sack of Native American cultures of .75 caliber land musket used to establish the authority of the
Mexico, Central, and South America. Due to the lengthy time British Royal Empire, making them the most feared army in the
of reloading and the unreliability of the weapon, most combat world at the time.
at the advent of the matchlock still involved heavy cavalry, steel
armor, sword, and lance.
Note: Rifling involves a spiraling groove cut inside the barrel
of a firearm. This groove causes the ammunition to spin on
Smooth Bore Flintlock (musket): The smoothbore flintlock its trajectory, increasing its accuracy and end damage upon
was the first reliable and widely used firearm. The flintlock has reaching the target.
a firing mechanism which involves a cocking hammer with a
vice holding a small piece of flint, a steel frizzen (or striker), Flintlock Pistol: The flintlock pistol is simply a very short
and a small pan filled with higher grade “primer powder”. The variation of the smoothbore flintlock musket. Users of such
pan had a small hole drilled into it that led to the breech. weapons often wore bandoliers of 2-6 of these loaded firearms
Smoothbore flintlocks, like the matchlock were muzzle loaders, as the loading time was little a little more difficult than their
meaning black powder, followed by silk or cotton cloth and then longer brethren. A bandolier of flintlock pistols is called a brace.
a lead round ball were stuffed down the barrel of the weapon They came in calibers ranging from .32 to .45 and were often

CASTLE KEEPERS GUIDE 249


PART 2: WORLDS OF ADVENTURE
fired, and tossed in favor of cutlass, rapier, or saber; or turned so the hulls of vessels, and to bounce through tight formations of
the handle could be used as a club. Many were ornately carved soldiers, spreading panic and death.
and decorated, with the finest specimens being used in matched
pairs for dueling purposes. Exploding shell: A hollow iron ball filled with black powder
affixed with a fuse. Fuse length determines when the hollow
Flintlock Rifle: Like the musket before it, the flintlock rifle shell detonates, raining shrapnel through ranks of soldiers and
is a muzzle loader that uses exactly the same firing mechanism spreading terror when fired above their heads.
and technology as the smoothbore musket. The difference came
Spherical Case: As the exploding shell, with the exception it
in the advent of rifling technology that put a spin on the ball
is also filled with lead round-ball ammunition, increasing the
and an increase in muzzle velocity and overall accuracy and radius of death that the subsequent explosion spreads.
range of the firearm. Aside from the increased range and killing
power, the flintlock rifle suffered from the same constraints as Canister: Canister shot is a can filled with sawdust, and lead
the musket, that being problems of moisture, humidity, and a or iron round ball. Also known as grapeshot, this ammunition
relatively long reloading time. turns the cannon into the equivalent of a short range battlefield
shotgun, capable of mowing down charging ranks of foes.
Cap and Ball Rifle: This proved an evolution (in the minds
of some) of the widely used flintlock rifle. No longer did the
Smoothbore Mortar: Largely immobile, these squat, barrel-
firer need to keep an extra horn of primer powder to ignite the
like weapons are made from iron or brass and often weigh
gunpowder in the breech of their weapon. The percussion cap
thousands of pounds. They are measured in inches vs. lbs.
and steel nipple replaced unreliable flint. With the percussion Mortars of this sort are used to arc ammunition into fortified
cap, so long as the powder in the breech is dry, the weapon positions, and were used as coastal defense batteries against
would fire even in wet conditions, a problem that had plagued invading warships.
flintlock weapons of the past. The downside to the cap and ball
method was that when a user ran out of percussion caps, and was Cap and Ball Revolver: Cap and ball revolvers were the first
far from the general store, they now carried a useless weapon evolution of the black powder weapon involving a cylinder
akin to a wooden and steel club. For this reason many frontier that was filled with lead ball and black powder and fired with a
users carry a flint and steel firing mechanism as a backup to the copper percussion cap. The hammer of the weapon needed to be
hammer and nipple firing mechanism utilized by the cap and cocked every time the weapon was fired. Cap and Ball Revolvers
ball gun. were overall safer than their other black powder predecessors
These weapons came in a variety of calibers, ranging from .45 to were, though had the danger of misfiring, and discharging every
.78. A famous example of this firearm is the .50 caliber Hawken round in all remaining cylinders with sometimes disastrous
Rifle that came in both flint lock and cap and ball versions used results. Reloading a cap and ball revolver is a lengthy process
extensively by mountain men and fur traders of the early 1800’s. so, as often as not, users of this weapon would keep spare
cylinders to hot swap when their initial six rounds had been
A second evolution of these weapons came in paper cartridges, expended. On a roll of natural 1 there is a 25% chance that
where the silk or cotton cloth previously used to seat the ball all rounds are expended requiring the firer to make a dexterity
was replaced. A paper cartridge contained the appropriately save (Challenge Level 5) or suffer 2d6 points of damage. If the
measured amount of powder and a lead round or mini ball. To user fails their dexterity save with a natural 1, they also suffer
load, the paper was torn off at one end, the powder dumped 1d4 points of temporary constitution damage and 1d6 points of
down the barrel, then the paper and ball wadded and shoved permanent dexterity damage (missing fingers, etc.).
down the barrel of the weapon by means of the ramrod. Paper
Cartridge Firearms: Cartridge firearms are a technological
cartridges and percussion caps reduced loading time by half
innovation where the primer and propellant for the projectile are
over flintlock predecessors. contained in a copper jacket with the bullet seated firmly into
the end of the cartridge. They are water proof, but more highly
Smoothbore Cannon: Made of brass and ranging in length accurate than their primitive predecessors are. They typically
from four to fifteen ft. long, smoothbore are muzzle loading do not fire underwater, however, unless special modifications
cannons measured by the weight of solid ball, exploding shell, are made to the weapon to allow them to do so.
spherical case, or cylindrical canister. Cannons fire at a flat
trajectory with a typical elevation of 5˚ above horizon. Typically Bullet cartridges were first held in revolver cylinders, loaded
the projectile weight ranged from 6 to 40 lbs (fired from huge individually into single action breech (break apart to load)
cannon emplacements) with the average cannon shot weighing weapons, or in tubular magazines capable of holding between
anywhere from 6 to 12 lb. The range of the smoothbore cannon 4-7 cartridges.
is dependant on the type of ammunition loaded into it.
Single Action Cartridge Revolver: The cartridge revolver
Solid Shot: Solid shot consists of solid iron balls or shaped
is the evolution of the cap and ball revolver first developed for
stone. It comes in a variety of sizes, from the very small to the
use by cavalry and ship board marines. The typical revolver
very large. It is used to batter down ramparts, destroy gates, hole
fires large caliber ammunition and has a cylinder that holds 6

250 CASTLES & CRUSADES


CHAPTER 13 — THE FUTURE
rounds. The first of these weapons were single action, requiring Cartridge Tubular Magazine Rifle: Like the breech
the hammer to be cocked every time the weapon was fired. loading rifle, the tubular magazine rifle uses copper cartridge
ammunition. It has a cocking lever that must be manually
Cartridge Single Action Rifle (Breech Loader): hese pulled to chamber a new round of ammunition. Its short, rifled
breeh loading (break apart to load) weapons have extremely barrel allowed for greater accuracy and muzzle velocity. The
long range, but smaller caliber ammunition than their muzzle tubular magazine held an average of fifteen rounds, meaning it
loading forebears. They hold one shot, and must be opened could be fired fifteen times consecutively before reloading. Fully
at the end between the stock and barrel to reload. Reloading reloading a tubular magazine rifle takes considerably longer
time is greatly reduced over its muzzle loading predecessors. Its than a breech loader however, often requiring the firer to take
rifled barrel allows for higher velocity and thus greater killing cover for a few moments to reload, then re-enter the fight. The
power than large caliber mini ball or round ball ammunition. most famous of these weapons is the Winchester Model 1874.
The Model 1874 metallic cartridge Sharps Rifle is an example of
this type of firearm.

TABLE 13.2 MODERN FIREARMS


Weapon Dmg RoF * Loaded Capacity** Reloading† Range Inc †† Wgt Cost‡ EV
Semi Automatic Pistol 1d8 SS or DT 8-20 1 round 25 2 lbs. 250 1
Sub Machine Gun 1d8 SS, DT, FA 30-60 1 round 150 6 lbs 650 1
Rifle 1d10 SS, DT, FA 30-60 1 round 450 9 lbs. 500 2
Carbine 1d8 SS, DT, FA 30-60 1 round 350 7 lbs. 400 2
Light Machine Gun 3d6 Full Auto (cone) 200 Round Belt 3 rounds 200 18 lbs. 1200 2
Heavy Machine Gun 5d6 Full Auto (cone) 200 Round Belt 3 rounds 2000 25 lbs. 2000 3
Grenade Launcher 4d6/2d6 Single Shot 1 1 round 250 3 lbs. 200 3
Grenade 3d6/1d6 See below 1 1 Grenade 50 1 lb. 100 1
Rocket Propelled Grenade 5d6/4d6 Single Shot 1 1 round 750 2 lb. 100 2
Mini Gun 8d6 Full Auto (cone) 2000 round Belt 3 rounds 1800 50lbs 5000 5
*RoF is Rate of Fire: This represents the number of times the weapon can be fired in a single combat round. SS: Single Shot; DT: Double Tap; FA: Full Auto
B: Beam.
** Loaded Capacity is how many rounds it can carry when fully loaded.
† How many rounds it takes to reload.
†† In feet. It goes up the listed number between short, medium and long. A semi-automatic can shoot 25 feet in short range, but 75 feet in long range.
‡ Value is in gold, dollars, euros, credits or whatever valuation the campaign uses.

Semi Automatic Pistol: The semi automatic handgun is rifles may be affixed with any number of sighting devices and
a box fed firearm capable of holding seven to twenty rounds attachments.
of ammunition. They may be fired in double or single action.
Combat pistols are close quarters firearms with a range Carbine: The carbine is a short barreled rifle capable of firing in
increment of roughly 25 ft. semi-automatic mode with the option of firing in either burst fire
mode or full automatic mode. At the CK’s discretion the weapon
Sub Machine Gun: Submachine guns are lightweight firearms may be able to fire in all three modes. The carbine is considered
capable of firing in semi-automatic mode with the option a close quarters combat weapon with a range increment of 350
of firing in either burst fire mode or full automatic mode. At ft. Modern carbine rifles are cartridge weapons firing copper
the CK’s discretion the weapon may be able to fire in all three jacketed cartridge rounds and a lead or steel pin bullet. The
modes. Their size is intermediary between the handgun and the carbine is loaded with a box magazine holding anywhere from
carbine rifle. Submachine guns have a high rate of fire and are ten to thirty or more rounds. The carbine sacrifices range and
easily concealable. Sub machine guns have a range increment damage for lightness and portability.
of 150 ft.
Light Machine Gun: The light machine gun is a belt fed, fully
Rifle: A combat infantry rifle is a long rifle capable of firing in
automatic weapon designed for fire support. In other words it
semi-automatic mode with the option of firing in either burst
is carried into battle by a gunner who uses it to suppress enemy
fire mode or full automatic mode. At the CK’s discretion the
assaults so that allies can gain an advantage over opponents.
weapon may be able to fire in all three modes. Combat infantry
It is also used to damage or destroy light vehicles and enemies
rifles have a range increment of 450 ft. and fire copper jacketed
hiding in soft cover. The light machine gun is considered heavy
rounds with a lead or steel pin type ammunition. Combat
when carried into combat reducing the movement rate of its
infantry rifles are loaded with a box magazine capable of holding
bearer by 10 feet, and it cannot be carried and fired effectively
anywhere from ten to thirty or more rounds. Combat infantry
by small figures unless it is fixed to a mount. Shooters attempting

CASTLE KEEPERS GUIDE 251


PART 2: WORLDS OF ADVENTURE
to “hip” fire the weapon do so at a -2 penalty. The barrel of the Grenade: Modern hand grenades are the descendants of the
weapon must be changed after every 1d4+400 rounds. Typically, primitive black powder or Greek fire style grenades of the past.
the gunner or ammunition bearer carries an additional pair of These weapons weigh just under a pound and can be thrown an
replacement barrels. They have a range increment of 200 ft. maximum of 150 ft. Unfortunately, their blast radius is only 50
ft., though their maximum damage is only at radius is 20 feet
Heavy Machine Gun: A heavy machine gun is considered an of detonation, with a secondary damaging radius of 40 feet for
anti-equipment, or anti-vehicle weapon; however, it is used half damage.
most commonly to interdict approaching enemies or provide
covering fire for allies advancing against enemy positions. Rocket Propelled Grenade:These 15 lb. mini rockets fire
Heavy machine guns are mounted on tanks, vehicles, or fixed from a milled steel tube affixed with a simple sighting device.
emplacements by means of universal weapon’s mount or tripod. They are effective against lightly armored vehicles, helicopters,
Heavy Machine guns are crew operated, requiring a gunner and as well as personnel depending on the type of rocket round
a loader to keep the gun working efficiently. They fire heavy loaded. Twisting the nosecone of the rocket sets the fuse of the
rounds with a lethal range increment of 2000 ft. rocket grenade to detonate at a maximum of 1,000 yards. Their
range increment is 750 ft. The RPG has a maximum damage
Grenade Launcher: Grenade Launchers come in a variety of radius of 50 ft. and a secondary damage radius of 100 ft.
types, from hand held holder fired weapons to those mounted
under rifle or carbine barrels as added attachments. They may Minigun: This vehicle (typically aircraft) mounted multi-
be equipped with a variety of rounds usable for anti-personnel, barrel (gatling) weapon system fires 7.62x51 mm ammunition
anti-vehicle, and door breaching activities. These are single fire at a staggering rate of fire, ranging from 500-4,000 rounds per
items that require a full round to reload. They have a range minute, and a range increment of 1,800 ft. Heavier models
increment of 250 ft. The maximum damage radius is 20 ft. with mounted in the nosecone of aircraft fire depleted uranium
secondary damage radius of 50 ft. rounds that ignore armor, cutting through titanium and steel
alloys like a hot knife through butter.

TABLE 13.3 AGE OF LASERS


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

Plasma Blaster: A plasma blaster is a futuristic weapon that weapon, meaning it is only capable of firing forty or so rounds
fires super heated ionized particles at targets in a distance before it must cool for 1d4 rounds.
equivalent to line of sight. They deal damage based on heat Plasma blasters come in hand held pistol style and shoulder
transfer from the ionized particle to the target, causing severe fired rifles capable of dealing a greater amount of damage to
burns and possible disintegration of pieces of the target at the targets due to the larger plasma ion pulse.
point of impact. Plasma blasters use self recharging batteries.
Sufficient barrel heat is generated from repeated firing of the

252 CASTLES & CRUSADES


CHAPTER 13 — THE FUTURE
Sonic Wave Disruptor: A sonic disruptor is a type of hand Level 3 Body Armor: This armor can stop a high velocity rifle
held or vehicle mounted device that generates intense targeted bullet. Heavy ceramic trauma plates are built in the front, back
vibrations that deal internal damage to soft (living) targets. and sides of the vest. The armor has a steel collar to protect the
Targets struck with a sonic disruptor suffer damage and must throat, and comes with knee pads, elbow pads, groin guard, and
make a constitution save or suffer intense nausea. The Challenge helmet. Level 3 Body Armor offers an AC 6 vs. melee weapons
Level of the save is dependant on the size of the weapon. and slow moving missiles such as arrows and javelins.

Rail Gun and Rail Cannon: Rail guns are large weapons, COMBAT & EQUIPMENT
usually very long and cumbersome. Charged particles in the
housing pass to a magnetic rail in the barrel that, once fired, Single Fire
accelerates the particle at extraordinary speeds for tremendous Single fire involves taking a single shot with the firearm. Single
damage. A rail cannon is a large version of the same. fire is capable with all firearms. A character may take a single
fire shot and still move half their distance as in a normal combat
Laser Pistol, Rifle, & Cannon: These are solid state beam round.
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
Double Tap
a target with a wider beam creating a concussive blast. Laser A double tap is capable with semi automatic weapons and
rifles have a range of line of sight, potentially hitting targets five double action revolvers. The character suffers a -3 to hit with
miles away in an earth like environment, or at greater distances their first shot, and a -6 to their second shot. The character may
in the vacuum of space. still move half of their movement when attempting a double tap
but with an additional -2 to their attack roll.
BODY ARMOR
Modern body armor is made from dense synthetic fibers, making Two Weapon Firing
it highly resistant to small caliber gunfire and tiny fragments When using two small weapons such as pistols a character may
let out from being outside of the maximum damage radius of attempt to fire both weapons in a single round. Normal two
explosive devices. Most armor is considered light but offers the weapon penalties apply. A character may not double tap and
effect of medium ancient armor. Heavier armors reduce mobility fire two weapons at the same time. The character may still
but also increase resistance to larger caliber fire. Body armor move half of their movement rate when attempting to fire both
reduces bullet damage rather than making one harder to “hit” weapons, though at an additional -2 to their attack roll.
with a weapon. This damage reduction is equal to the armor’s
AC value. Burst Fire
TABLE 13.4 BODY ARMOR Burst fire is available for submachine guns, rifles, carbines,
machine guns and miniguns. Depending on the weapon type,
Type AC Damage Reduction Weight Cost‡
the rules for burst fire differ. An attacker choosing to use burst
Level 1 2 2 10 lbs. 500 fire with anything other than a machine gun or minigun will
Level 2 4 4 20 lbs. 1000 make three attacks against one target. The first attack is made
Level 3 6 6 30 lbs 2000 with no penalty. The second attack is made with a -2 on the
‡ Value is in gold, dollars, euros, credits or whatever valuation the “to hit” roll while the third attack is made with a -3 on the “to
campaign uses. hit” roll.

An attacker choosing to use burst fire with a machine gun or


Level 1 Body Armor: This body armor is easily concealed
mingun takes a -5 penalty to their attack roll and expends a
under normal clothing. This anti-ballistic armor is useful against
number of rounds of ammunition equal to 1/3rd of the loaded
most small caliber handgun type wounds, though is ineffective
capacity of the weapon. If there are less than 100 bullets
vs. edged weapons or slow moving projectiles such as arrows
remaining in a weapon, the burst still occurs but the weapon’s
or crossbow bolts. Level 1 armor does not protect against
ammunition is totally depleted. If there are 30 or less bullets
concussive blast, merely projectiles and ballistic fragments.
Level 1 body armor offers an armor class of 2 vs. melee and slow remaining, burst fire cannot be used. Burst affects a cone 5 ft.
moving missiles. wide at the muzzle of the weapon extending to 20 ft. wide at the
end of the weapons first range increment. Burst fire is ineffective
Level 2 Body Armor: Worn by light infantry, security and law beyond the weapon’s second range increment.
enforcement, this armor may include knee and elbow pads,
as well as groin and head protection such as a Kevlar or steel Unlike direct fire that requires careful aim, burst fire with a
helmet. This body armor protects against most handguns and machine gun or minigun is a controlled attempt to harm as
offers fair protection against spray from low caliber sub machine many enemies in the field of fire as possible. The firer makes an
gun fire. It is bulkier and harder to conceal than Level 1 body attack roll in burst fire mode, adding their level and dexterity
armor. Level 2 body armor offers an AC 4 vs. melee weapons modifiers and subtracting the burst fire attack penalty of -5.
and slow moving missiles.

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PART 2: WORLDS OF ADVENTURE
All targets within the cone of the burst (equal to 1/3rd of the targets between 21 and 30 ft. take 1d6 points of damage. Targets
loaded capacity of the firearm) must make dexterity save vs. of grenades, rockets, and high explosives are allowed a dexterity
firer’s attack roll or take the listed weapon damage. A successful or physical saving throw for half damage only if they have room
save means the target has completely avoided the deadly lead. to move, duck, crouch, or otherwise reduce the effect.
A critical failure (target rolls a natural 1 on their save) means
the target must also make a successful constitution or physical In other words, a stick of dynamite exploding in a closed 10 ft.
save vs. the level of the firer or take the listed dice of damage in by 10 ft. cell allows no opportunity for a dexterity save to avoid
constitution damage as well as hit point damage (monsters take its blast!
no constitution damage)! Special: In addition to the listed damage, high explosive
weaponry detonated within range of a target has a chance of
Burst Fire vs. a Single Target stunning and deafening the target. On a successful hit all targets
When the burst fire mode is used against a single target, the within the damage radius listed must make a constitution or
target’s save is reduced by -5, modified of course by any cover physical save with a challenge level equal to +1 for every die
that the target occupies, or weapon penalties related to the use of damage that the explosive device deals. Failure indicates
that the target is stunned for 1d4 rounds. Failure by more than
and firing of the firearm. Such firing penalties may include firing
five under the Challenge Level indicates that the target is also
from the hip, or firing on the move.
deafened for 1d8 rounds, suffering all penalties that apply.

The “Called Shot”


Called shots may only be made with modern weaponry using a 1 2 3
single shot firing mode. This is due to the fact that the rifling
or technology of the weapon, its sighting systems, and the
reliability of ammunition is such that a “called shot may be 4 Target 5
made.” Primitive weaponry up to and including flintlock rifles
is difficult to achieve due to the spotty nature of primitive black
powder. 6 7 8

Called shots may only be made if the character takes the time to
aim and fire. The attacker must remain stationary in their firing
Oops!
stance for one full round before making their called shot. The
firer takes a -8 to their attack roll on top of any range increment Rockets, grenades and other high explosives still do damage
penalties that apply. in their blast radius even if they miss their intended target.
Regardless of a hit or miss, the grenade still lands forward of
Effect: A successful called shot deals the weapons listed the thrower in a distance equal to at least the first hurled range
ammunition damage in constitution damage plus weapon increment. Roll 1d8 to determine where the grenade actually
damage, unless the target makes a successful constitution roll landed in relation to the target, adding 5 ft. for each five points
vs. the attacker’s level. If the constitution save is successful, the that the attacker missed their target. If the hurler or any allies
PC still suffers the listed ammunition damage, but avoids a more happen to be within the blast radius when it detonates, all
catastrophic wound and possibly instant death (monsters take normal saves, and damage apply.
no constitution damage)!
On a roll of natural 1, there is a 25% chance that the weapon
Special: Called shots may not be made with light or heavy misfires, automatically dealing full damage to the attacker and
machine guns unless these machine guns are also affixed with all allies within the radius. A successful roll means that the
telescopic scopes. They may not be made when in “burst fire” weapon was a “dud” and failed to operate as designed.
mode.

GRENADES, ROCKETS, AND EXPLOSIVES

Damage Radius
All grenades, rockets, and high explosives, such as plastic
explosive or mines, deal damage in a radius starting from where
the device exploded. This radius is listed in the various weapon
description tables above. Targets within the first 10 ft. of radius
take full damage, with the die of damage reduced by 1 for every
10 ft. increment. For example, a fragmentation grenade has a
damage radius of 30 ft. Targets within 0- 10 ft. take 3d6 points of
damage, targets within 11-20 ft. take 2d6 points of damage, and

254 CASTLES & CRUSADES


PART THREE — THE SIEGE ENGINE

CASTLE KEEPERS GUIDE 255


CHAPTER 14 — ADVANCING THE GAME
can, at times, become a bit noisy as players battle monsters for

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

256 CASTLES & CRUSADES


CHAPTER 14 — ADVANCING THE GAME
Low-level adventures (level 1-3): Base the design of these deal of time designing a dungeon adventure is going to find it
games on the character’s hit points and equipment. The extra hard to run a group of players who really don’t like dungeons.
abilities that characters have are helpful, but in the end the Though the story/plot/adventure should not be beholden to the
character must survive long enough to use them. When particular desires of each player, making an attempt at crafting
designing adventures for low-level characters, always use an adventure that people want to play is the first step toward
monsters with low hit dice. The adventure can be as complex as capturing your audience.
desired but the combatants and the traps must never exceed the
ability of the character’s to overcome them. Most players don’t really care about the setting, they simply
want to run a challenging adventure, slay the evil monsters,
Note: Many CKs assume that they can run monsters of high reap a whirlwind of treasure, and make ready for the next foray.
hit dice but who have low hit points in low-level games. This is
not the case. Monsters with a high hit dice have an increased There are three simple steps to crafting a quick adventure.
Follow these for the quick write up or expand upon them for
chance to hit, and usually manage to kill the characters faster.
more detailed adventures.
Mid-level adventures (level 4-8): The design of these games
1) Establish the plot device by determining what the character’s
is far more open. The characters are able to use many of their
object is: rescue the princess, slay a dragon, banish a ghost,
abilities and these compliment the increased hit points and their
etc. This object does not have to be a noble goal of rescue
increased ability to hit the enemy. Most monsters, from low hit
or a quest. Many of the most enjoyable adventures do not
dice to high, are useful in these games. If they are low hit dice,
involve any kind of moral quandary, but rather emphasize
there should be more of them; if higher hit dice, less of them.
sheer fun. Plundering the dungeon of all its ancient wealth
High-level adventures (level 9+): High level games run is often sufficient to gain a night’s fun.
the gamut and include hit dice and numbers of almost any 2) Place the object in a setting such as a dungeon, town,
monsters. The adventure can still be simple or it can be very wilderness, or old ruins. Dungeon adventures are those
complex, though often prep time for these games takes longer as that take place underground, in castles or contained
the monsters or NPCs are more complicated and the write ups areas. Overland adventures are those that take place in
require more attention. Preparation is very important for high- cities, towns, in the wilderness, along a road. Both are very
level games as there is an increased complexity of the monsters, different, involving many nuances to run correctly (see
spells, magic items, and abilities. Chapters 5 and 6).
3) Determine what challenges the players must overcome to
Once the Castle Keeper has gathered this information, it is time
achieve the object: slay a dragon, loot the treasure chamber,
to determine what type of adventure to run the players through
overcome traps, and find the dungeon. Like plot devices,
and get to work designing it.
the number of challenges are virtually limitless. These
challenges often make or break a game. Really interesting
PLOTTING THE ADVENTURE monster encounters morph simple, mundane plots into
An adventure generally involves a challenge presented to the truly exciting and memorable escapades.
characters in the guise of a task to be completed. There are an
Once the object, setting, and challenges are determined, the
almost infinite number of tasks to choose from. Indeed, the type
Castle Keeper is prepared to run the game. It is entirely up to
of task is limited only by the imagination of the Castle Keeper;
the CK how much detail to place upon the adventure - fleshing
they include retrieving items, rescuing persons, plundering
out the skeleton so to speak. Names, backgrounds, descriptions
dungeons, destroying evil, solving mysteries, etc.
of persons, places, and things, etc. can enhance play and give it
In working on an adventure, it is a good rule of thumb to follow a sense of being. Often this tone emerges during the course of
the same designs that a short story, movie, or novel follows. the play whether the CK desires it or not. Players naturally ask
Draw up a brief outline of what the challenge is, where it takes questions, the more questions asked, the more detail is required
place, who the participants are, and how the characters must from the CK. As noted, this preparation can take hours or just
overcome it. It’s usually advantageous to expand on these notes minutes; but having some type of preparation is essential to
and offer details that the CK needs to run the game a little capturing the evening’s fun.
more effective. If the adventure begins in a stable, and the
stable master is a point of contact, its best to write down the Open-ended vs. Linear plots
stable master’s name, perhaps a quick description of him and his
Adventure plots are often open-ended and when one adventure
motives. In this way, when the characters ask questions of him
is completed another is unearthed in the completion of the
or the CK, the answers are readily available.
adventure. The characters who uncover a treasure trove may
The Castle Keeper should always attempt to make the story find a magic scroll that contains the map to the location of
compelling; catching the interest of the players is paramount another dungeon and thus the CK establishes the adventure
to running a smooth game. In this regard it is important to hook for the next session. Open-ended adventures must be
know your audience. A Castle Keeper that spends a great adaptable as the CK almost never knows what players will do

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when confronted with one challenge or the other. Being fluid Players enjoy their characters and enjoy developing them over
and adjusting the adventure is part of a night’s play. Some plots time. Furthermore, the Castle Keeper is able to explore new
are quite linear and require that the Castle Keeper keep the avenues through use of treasure and magic. The development
characters on track and achieve preset goals before they can go of the ongoing game does not need to end with the completion
to the next area. These are more difficult and are often derailed of a campaign arc. A great quest might end, but the game can go
due to player character actions that are outside the circle of the on. The characters are able to meet new challenges and embark
CK’s planning or even thinking. upon even greater, or lesser, journeys that bring them further
down the road to renown and glory.
One Night Stands No matter the type of adventure, one night session, story arc,
These games are simple adventures played out in the course or campaign, it is essential that the Castle Keeper capture the
of a single gaming session. They often involve pre-generated audience in the very beginning with a good adventure hook.
characters, or characters the players have played before.

Story Arc: A story arc involves several gaming sessions in which THE HOOK
the adventure is too complicated to wrap up quickly. An adventure is much like a story and it is usually best to begin
the adventure design with some type of hook, something that
Campaign: These are ongoing games that take the same will grab the interest of the players. Below are several examples
characters through play in multiple adventures, some one night of hooks for characters of varying levels. Keep in mind that these
stands, some story arcs, throughout the life of their character. are only samples and the CK’s imagination is the only limiting
They take place over multiple gaming sessions and last from a factor to the adventure hooks.
few months to several years.
Sample adventure hooks
The Road Goes On
Low-level: The small village of Willowbreak on the Powder
One of the objects in C&C, for the players at least, is level River relies upon hunting to sustain the villagers. In an attempt
advancement. Beginning at low levels and moving up and to build a small hunting post outside of town, the villagers
beyond is part of the fun. As characters gain levels they gain have recently unearthed a small burial mound. Ever since
power, prestige and more abilities with which to continue on then, ghouls have been terrorizing the people. They call on the
and tackle ever great challenges. If there is an object in RPGs, characters to clear out the mound and as payment they offer
beyond having fun, it would have to be advancing in levels. In them anything they find in the mound.
planning the adventure, the Castle Keeper must keep this in
mind. Design the adventure for a single night’s play, a story arc Low-level: The small walled town of Petersboro has recently
that takes place over several sessions, or even a campaign that suffered a number of robberies. The locals hire the characters to
embarks the characters on a lengthy multi-session adventure. find out who is responsible. In the course of the investigation,
All are perfectly valid approaches and play their role in the RPG they learn about a guild house of thieves, recently started, that
experience, whether used separately or together. is in need of plundering. Payment comes in treasure captured
and a small stipend from the city.
Example: Steve designed a simple one night adventure that
took place in the village of End’s Meet in the Darkenfold. The Low-level: While traveling the length of Walk Water Creek
adventure involved the characters retrieving a stolen lock box one of the characters stumbles into a crevice. Upon closer
from a small band of orcs in the Muddy Wash Creek basin. examination, they have unearthed the opening to a dungeon.
The session ran for 4 hours. During the next week everyone The promise of hidden treasure and danger tempt them to enter
announced that they wanted to keep playing the same adventure and plunder its depths fighting whatever monsters use the place
so another one night session pitted the characters against an as a lair.
owlbear that stalked the village’s livestock. This adventure
Mid-level: Upon the horizon, the characters spy several columns
led to several adventures in the forests south of the village.
of smoke. While investigating, they learn that the smoke is
Eventually the characters began exploring the Darkenfold
coming from a camp of slavers nestled on an abandoned beach.
forest where they met the wizard master of the Bowlgaare orcs,
They have a number of demi-humans and humans in shackles.
the very orc tribe they originally fought in the Basin. Several
There is a boat several hundred feet off shore. The objective is
sessions turned into a long string of interconnected adventures
to rescue the unfortunates and seize the boat.
that eventually developed into a full fledged campaign. After a
year of adventures, the characters have achieved 6th level and Mid-level: A cleric has unearthed the evil doings of a secret
are rapidly coming to command much of the Darkenfold. The cult in the town of Fiume. He uses his influence with the party,
adventures only continue. through one of their own members he knows, or through hiring
them, to find the cult’s headquarters and destroy it and the cult
Outside of the convention circuit where people gather to play
members to boot.
only for a few hours, the campaign game seems to dominate.

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Mid-level: Maidens have gone missing in the town of Sinsich. City: City adventures take place in small villages, towns, cities,
Every 14 days a house is broken into and a young woman or metropolises. They lend themselves to campaign games very
kidnapped. A close friend or family member of one of the well, and easily incorporate dungeon adventures into their
characters suffers this fate. A wizard is behind the kidnappings, make up. City adventures tend to be more labor intensive for
using several gargoyles under his command to steal the women. the CK than either dungeon or overland, mainly because the
He is using the women in his experiments. The characters must preparation time is greatly increased. CKs must know hosts
solve the mystery of who is behind the kidnappings, slay, or of NPCs in order to have some kind of legitimate reaction to
capture the wizard and his minions and save the maidens. character questions. There are less random encounters with
monsters, but host of encounters with the city’s inhabitants and
High-level: While adventuring through the wilderness the these require far more reaction from the CK. The player too is
characters stumble upon an ancient abandoned city. There is faced with many encounters and situations in which perhaps
no sign of life. Investigation reveals the city’s inhabitants fled his combat skills are not suited. City adventures tend to be
or died centuries ago but a tribe of half intelligent wild apes slower, involve more NPC interaction and are characterized by
remain. They attack the party at every chance, trying to keep subterfuge and politics.
them from exploring the city. In the end, they summon their
demi-god, a gigantic 20 foot tall ape. Dungeon: Dungeon adventures place the characters
underground, usually in a man made complex but may include
High-level: After a long and difficult dungeon crawl, the or be a cavern complex. Dungeon adventures are perfect for
characters discover a hidden tomb. Within it, upon the floor, one night stands or story arcs as they usually only require 1-2
is a large flat door. Opening the door, the characters discover gaming sessions to conquer a dungeon. The CK needn’t bother
a pocket dimension. The dimension is occupied by a host of with tracking time in days, but may find it necessary to keep up
eldritch creatures that the characters must encounter and with hours in the day. However, the confined space generally
overcome through reason or battle. means the Castle Keeper must track the movement of monsters
in relation to the characters. Random encounters occur and
High-level: Throughout many long adventures the characters,
the combats, restricted to tight spaces, require more micro-
who have been exposed to tales of the horrors of the Green
management in that some weapons, such as the two-handed
Wizard, stumble upon his hidden tower. It is up to them to
sword may be unwieldy in small confined spaces, and the blast
destroy this evil mage and cleanse the land of his minions.
radius of spells may be different from those used outdoors.
Epic-level: The characters have discovered that the ancient Players have a chance to use many skills not useful outdoors,
city of Aufstrag houses the bones of a long lost companion. They such as opening locks.
must go there and fetch the bones back for resurrection. The
For information on how to develop all three of these settings
bones lie where the companion fell, in the massive forge. The
and how to integrate them, refer to Chapters 5 and 6.
characters must discover this fact and traverse the dangerous
fortress dungeon to achieve their goal.
BALANCING CHALLENGES
Once the Castle Keeper outlines the adventure, fleshing out
Once the adventure is designed and the characters are made,
those parts they feel are necessary, all that remains is to find
there remains only the actual play of the game. Embarking
chairs at the table and begin play. What follows is a very brief
upon the adventure brings the characters face to face with
sample of how to start an adventure with the adventure hook.
innumerable challenges. They must overcome these challenges
themselves, using their character abilities, spells, skills, and their
ADVENTURE TYPES own imagination. It is up the Castle Keeper to make certain that
There are many types of adventures in C&C, but they basically the challengers are interesting, but also that there is a proper
boil down to three: overland, city, and dungeon. balance with the size and make up of the party as well as the
rewards offered.
Overland: Overland adventures are those that take place in
the great outdoors. These include adventures in the plains, Many games offer challenge ratings for monsters and the goal is
mountains, swamps, forests, or any terrain type. They include to set in stone what level a party should be before it tackles this
airborne and water adventures. They generally take place over monster or that. This approach does not fit the mold established
several days or weeks of game time, as characters travel from one in all the Castles & Crusades literature. In fact, this restricts
locale to another. The Castle Keeper is generally responsible for the freedom of movement that the Castle Keeper must at all
tracking time, running random encounters, charting weather (if times command in order to run fun and fluid games. There are
such detail is desired), and similar tasks. The players must keep a number of simple concept rules to follow in order to lay out a
track of food used, equipment, and be ready for multiple types good, well balanced, and fun encounter/challenge.
of encounters. Though more labor intensive than dungeon
KNOW THE PARTY: This concept is the most essential
adventures, overland tends to offer more variety both both
ingredient to balancing an encounter. The CK should learn the
player and CK and less monotony.
party’s relative size, the character levels, hit points, armor class,

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and a basic understand of the character’s skills. It is often best number of creatures encountered in order to make the game
to make a chart that lists players and their character’s statistics more or less challenging.
for quick reference during preparation and play.
This windmill served a local community as a grist mill, grinding
KNOW THE MONSTERS/TRAP: When putting together up wheat to make bread. Here, Perrin of Halfast lived. Retired
an encounter, it is not necessary to match the hit dice of the from a lifetime’s service with the Lords of Kayomar, he sought
monsters directly with the level of the characters. In fact, to live a simple life. But he kept his weaponry and armor
monsters tend to be slightly weaker than characters because and some minor treasure he found of great value. Recently a
their abilities are relatively static and they have no real attribute Kain’s Henchman, a devil of not uncommon power, visited,
bonuses. Characters are going to be able to take many more and killed Perrin. He came in search of a map (or book) that
actions because their abilities are very flexible. This concept Perrin possessed. But after slaying the erstwhile Paladin, the
begins to break down at higher levels, as high level monsters Henchman could not find what he sought after. He lingers in
have a wide pool of abilities to draw from; however, even that the mill now, waiting for some gift of inspiration that might lead
pool is limited as most monster abilities are situational abilities. him to his desires.
The CK must take these abilities under consideration, however,
as some monsters have a great many abilities. Even if a creature The map/book is actually within a magical rune box. Creations
has a low hit dice, if it is able to cast a number of spells, has of the dwarves, these boxes contained sand encrypted with
combat maneuvers, and is able to strike multiple opponents, it is magic that bore the runes of their magical language. Perrin
actually more powerful than its hit dice implies. Understand the converted his books to such hidden devices to keep them from
monster, its strengths, and weaknesses before pitting the party the enemy. Once the box is found, opened and the proper word
against it. It is not necessary to play test the creature, but get a uttered, the sand takes the shape of the book/map and is fully
solid grasp on what it can and cannot do. readable or viewable by the user. The rune box itself is in the
mill, lying on the floor of the Mill Room where the devil, not
If the monster’s fighting abilities allow for more damage in one knowing what it was, tossed it.
round than the characters have hit points, the monster or trap
is too strong. The Kain’s Henchman dresses as a knightly courtier, shape
changed into the form of a human. The body of Perrin he cast
FLEXIBILITY: The Castle Keeper must be flexible. Often out in the grasses, not more than a hundred feet from the head
encounters run foul and the characters and the game can come of the mill.
crashing down far quicker than the CK intended or expected.
Or conversely, the characters may overcome the encounter The rolling hills and grasslands of the Great Plains stretch
with hardly an effort. The danger in this is not that the monster for miles in all directions. The sun beats down continually;
might accidentally or even purposely kill the characters. Nor the rolling grasslands offering no shade or respite. But the
is it that they overcome the monster too fast. The danger is in heat is broken by the wind that seems to continually blow
spoiling the fun of the encounter. Encounters that aren’t very from the west, carrying the hint of moisture on it, breaking
challenging or that are impossibly hard are irritating and do over the mountain’s watershed as it does. But the merciless
nothing but disrupt a night’s play. If the characters are being wind never gives up and blows continually. Further south,
battered too much and are not able to get a good strike in, you see the dark, hazy, edge of what must be a forest and
adjust the creature’s hit points, or even armor class if you can. upon a hill, not but a few miles from your present location,
Perhaps allow for a secondary armor class on the creature’s belly. a large windmill, with its giant arms spinning slowly,
Conversely, if the characters are pounding too fast, add AC or looping ever around.
hit points or even an extra spell-like ability. It is the CKs task to
The party approaches the windmill. Before they arrive, they
make sure everyone has fun; part of that task is adjudicating the
spy a cottage, a well, and some split-rail fencing that seems
rules to fit the game.
abandoned as several rails lie upon the ground. No signs of
life permeate the dwellings and all seems abandoned. As they
Note: In situations where an encounter is too hard, never bring
approach, the slowly moving turbine of the wind mill creaks and
in an NPC to save the party or character. This is tantamount to
groans, greeting the party with a loud thumping sound every
the Castle Keeper running his own character in his own game.
time it turns around. Inside, several teeth have broken free of
the wheels, making the whole mill thump during its constant
SAMPLE ADVENTURE rotation.

Tipping Lances
Perrin of Halfast
This encounter takes place on the open plains; on the edge of a
civilized land. If playing in the world of Aihrde, the adventure If they search the area around the mill before going in, they have
is designed to begin in Kayomar, upon the edge of the Eldwood. a good chance of discovering the body of Perrin. To discover the
There should be 4-6 characters of 10th-12th level. The Castle body requires a ranger to make a successful track check (CL 2)
Keeper must take stock of the power of the party and adjust the or anyone else to make a successful search check (CL 8).

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The body lies in the grass, face down. It is somewhat blackened (for the sacks) and other various and sundry items. The rune
as with fire. There is a stench hanging around the body that box lies on the floor under these hooks.
calls to mind armory fire pits, very hot ashes and the like. The
body has numerous puncture wounds, wide and deep. It is about A ladder leads to a trap door above. The door is open. The
2 days old, though to determine this requires another successful whole room smells of ash, grain, and blood.
attribute check (wisdom or tracking for a ranger).
The battle from the cottage carried over to the windmill and
into the Mill Room. Here, Perrin attempted to flee to the second
Cottage floor but the devil slew him. There is blood at the foot of the
The road leads directly up to the windmill and cottage. The ladder. A cursory check by anyone in the party reveals this fact.
cottage stands beside the road and about 75 feet from the The rune box is easy enough to spot. Though small - no more
entrance to the windmill. A well worn path leads from the mill than 8 inches across and 4 inches wide - it is very much out of
to the cottage. The whole area around the entrances is barren place on the floor. The rune box itself is made of plain wood,
of grass, sure signs of long habitation (CL 2). probably cherry, though whoever made the box sanded and
The door to the cottage is slightly ajar. The sweet scent stained it. There is a simple rune on the lid, a “J” in the Lawful
Good languages. The command word is “Open,” spoken in
of burnt sugar comes from inside. Everything is quiet
Aenochian.
within. Looking within, the place is obviously a one
room building. The fireplace is cool but the room is in Any attempt to detect evil reveals something evil up above. If
complete disarray, furniture everywhere and pots and the party finds the box and opens it, the Henchman immediately
pans are scattered about. reacts. If discovered, or if he reacts due to the box opening, the
Henchman calls down the ladder, asking the party for aid. He
Perrin was in the cottage when the devil arrived at his doorstep.
takes the guise of a courtier from Kayomar, coming down the
At first, he did not know what it was and invited it into his
ladder. He carries a long, heavy pole, ornately decorated. He
home for a meal. Once within, the creature attacked the
acts overjoyed to see the party, ignoring anything they say or
warrior who fended it off with his pots and pans. He managed
commands they may give him until he is in their presence.
to fetch his sword from the wall and drove the devil into the
yard. A ranger can determine the course of the struggle with a When with the party, he immediately demands the rune box,
successful track check (CL 9). The ground is dry and difficult confessing he heard them talking about it, whether they were
to leave an imprint. actually talking about it or not. The Henchman changes tone
as needed, trying to sweet talk the rune box from the characters
There is little of value in the room. The furniture is a wreck but if he can, but ordering them otherwise if he must.
there is plenty of coal in a rack against the wall.
If the characters give him the box he immediately leaves,
Windmill heading up the road. If they do not, he alters his form into its
true shape and attacks the party.
The windmill is a simple structure of three floors. Its mechanism
is rudimentary, with the grindstone on the Mill floor and the KAIN’S HENCHMAN (This lawful evil creature’s vital stats
crank assembly on the third floor. Grain is brought in and are HD 9d8, AC 26, HP 65. His primary attributes are mental.
dumped into the mill pond on the mill floor; the wind turns the He attacks with the Bilun polearm for 2d6+2 points of damage.
assembly and rolls the giant stone over the grain, grinding it to The pole arm can drain strength. The Henchman is also able to
grist. Perrin bags it up by shovel and hand. shape change, has an SR 12, is immune to elements and possesses
the following spell-like abilities: detect chaos/good (perm); fire
The devil searched the complex but now has taken up a perch storm (2/day); glyph of warding (2/day); hold person (3/day).
in the third floor, not knowing what to do next. He watches and They cast as a 12th level caster.)
waits. When the characters enter the area, he is aware of them
but makes no overt moves to attack, waiting to see if they know
where the map might be. The Rune Box
In the early days of their wars with the Goblins, the Dwarves
Mill Floor sought many ways to use the magical runes. Their most skilled
craftsmen used sand as paper. Setting thin layers of sand upon
The giant millstone, attached to a crossbar and attached to a the curtains of glass, they cast the runes upon it. Through their
giant pole that disappears into the ceiling above, dominates this crafts they bound the grains of sand so that one grain held true
octagonal room. A pond, built around the millstone serves to to another; when bound, they seemed as thin sheets of paper.
hold the grain being ground up by the windmill’s mechanism.
In order to protect the sand-sheets, they gathered the loose
Several hundred sacks are stacked along the far wall. Hay covers
sand up and placed them in small boxes. When opened, the
the floor. Several shovels and other tools are scattered about the
box seemed filled with sand only, but upon uttering the proper
room. On the far wall, several hooks hold hundreds of tie ropes
command word, the sand rose in a swirling mist until it took the

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shape of the original sheet and revealed the rune, message, or map
embossed upon it.

The rune boxes are made of stout woods, generally from the
ancient Peril Trees. Beautifully crafted and embossed with gold
or silver, and set with platinum and gems, the boxes alone were
worth small fortunes. The linings consist of softened hide, where
the sand of the sand-sheet lies. It is impossible to remove the
sand by pouring it out or removing it. If someone attempts to take
out a pinch or separate any of the sand from the box, they fail. A
magical trail of dust connects the removed sand from the sand in
the box so that it is able to trail back.

The sand sheet acts as a magical scroll. Upon uttering the


command word, the box opens and the sand rises out in a thin,
almost misty shape. It coalesces into the shape of a simple map/
book. The map leads to a place called the Frieden Anhohe.
Marked in clear, distinct letters are the following words: “Here
lie the bones of the House Pendegrantz. Lords and Ladies of great
renown. Beneath the great tree their uncounted wealth shall be
sacrosanct forever. JF, 793.”

Any cleric, paladin, or bard is likely to know whom the House


Pendegrantz are: nobles born of Kings, wealthy and holy. The place
would serve them as a shrine where they may ask the blessings of
the gods. Any bard, upon a successful legend lore check (CL 6)
knows something of the history of the house, and is aware of the
wealth and power that must reside therein. Anyone else can make
a simple wisdom check (CL 10) to determine whether or what
they know of the House Pendegrantz.

2nd floor
MOODS OF PLAY
This floor possesses a bed, small table with several chairs, a cook
The mood of any role playing game is the core element of how
stove, a large barrel of ale and several mugs on the walls. More
much fun it is. The mood is that act of theatre when the player
tools, used for the maintenance of the windmill, line the halls. A
becomes engrossed in the play and outcome of the adventure
large barrel of thick oil stands in one corner. The windows are all
even as they might a good movie. The importance of mood is
barred shut.
covered in detail in the Players Handbook, but understanding
Beneath the bed, in a simple locked trunk (pick locks CL 7), are the tools of the trade in establishing that mood is as important as
Perrin’s valuables. Here is has the following: a suit of chainmail understanding the role mood plays at the gaming table.
+2, a mace of disruption, a potion of heal, and a neatly folded up
Whether carefully laid out and meticulously planned, or whether
cloak of charisma. There is a bag of gold with 220gp in it and a
an adventure developed on the fly, the CK’s object lies in capturing
ring with a green diamond on it worth 250gp. His tabard is in the
the players interest and challenging them to overcome any series
trunk as well and shows a deer on sable over a wreath with the
of obstacles. These challenges culminate in what is best styled the
words: Liberty or Death.
moment of adventure; that moment, or long series of moments
that bring the whole party to the table by engaging their characters
3rd floor in some type of threat. This danger need not be one posed by
There is little on this floor except the giant mechanism that turns a powerful monster; a group of creatures, a complicated trap or
and operates the mill. There is only room to move around the series of traps, a mystery the players cannot easily comprehend
walls of the room, and it all must be done at a slouch. There is pose equally engaging moments. Mid-level characters offer the
nothing of value here. CK a whole new host of opportunities to develop their story arc
and expand these moments of adventure.
The map in the Rune Box leads one to the Eldwood and is the
opening sequence to the Malady of Kings adventure, published Often the CK dominates the table with background descriptions,
separately. If the CK does not wish to use the Malady of Kings, plot points, NPC personalities, playing one side against 4 or 5
the map works just as well for any adventure the Castle Keeper different players. This can lead to something that seems close to
has concocted. table hogging. Avoiding this is a hallmark of a good CK. Players

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who sit at a dogmatic CK’s table who responds only to form Combat: Combat remains the most powerful tool at the
and function become bored and soon find creative ways to table. It is the car explosion of the movie. Combat should
express their natural freedoms. This usually involves constant be fast, immersed in quick descriptions, involve the players
interruptions and the ignoble end to what may have been a tremendously, and be lively. A good combat session brings the
good game. Adjudicating a game with a relaxed, comfortable players fully into the game, for their characters are at risk and
demeanor, allowing humor to roam the table, sets a stage where they all take a keen interest even in what the other players are
the player is able to accept, rather than endure, all the CK’s doing, for where one goes, the others may follow. The pace must
necessary noise. This in turn allows the CK to create a mood at be constant in order to capture the mood.
the table that the players willingly work with and which allows
them to play their characters even better. In order to create and maintain a good pace, it is important
to discard the literal interpretation of the rules before the
The CK should never view themselves as school marms, but battle begins. Players develop new methods of using weapons,
rather something more akin to an interactive story-teller. equipment, spells, and ability checks that no one can possibly
They sit at the head of a troop spinning a yarn, waiting for prepare for. This is where the strength of the Siege Engine
the interaction of other yarnsters, all working to tell a tale of comes into play, for it rapidly resolves most problems that arise
wondrous deeds. It is the CK’s unique task to guide the tone at the table - “Make a strength check.” But beyond that do not
of the story. With this in mind, the CK should avoid shouting worry about playing it as the book might seem to describe, when
down players, bossing them around, establishing draconian rules problems come up, rule on them and move on, even if you have
of conduct at the table, being inflexible with turns in combat, to promise players to relook at them after the battle. In order
and not allowing any interpretations of the rules. Discussion to maintain the battle mood, it cannot be interrupted by a 10,
of how a spell works, or what a particular reaction might be is 15, or 20 minute discussion of how this works or that does not.
always good for the game. The experienced CK often turns to
the players, asking their opinion of the outcome of whatever Move around the table, starting at one end and work all the
is in question. Not only is this simply polite, but it is realistic; way around. It is usually best to establish an order and play
assuming that the CK is the end all of understanding of how a through it. In this way it allows players time to actually plan for
game is played is a bit arrogant. The good CK guides the story, what they are going to do when their time comes and with this
making certain that it continues moving on and does not bog small amount of preparation they don’t have to thumb through
down over any one point, no matter how small or how large. a book to figure out what they should be doing. When their
times comes, they are ready. Usually beginning the round at
More importantly, this interaction allows the players to
the right hand side of the screen is best. Ask that individual to
participate in the game fully. If they are part of the gaming
roll initiative and run his round, then move to the next. This
process they are far more likely to enjoy it and make it enjoyable.
requires the CK to move hosts of monsters simultaneously and
Furthermore, constantly deciding the whys and wherefores of
requires them to pay attention to all the players at once as the
how this might work or that might work exhausts CKs of their
player moving last may be moving to help the first player. Be
creativity, often forcing them down a road of rules lawyering
very flexible in approaching turns, but establishing some type of
which is the last thing that should happen.
order that runs under normal circumstances helps tremendously.
It is important to note however, that the CK does serve as the
final judge for any rule question or discussion. Understanding Intermingle the combat round with descriptions and allow
this is imperative as arguments about outcome can continue players to do the same. Throwing out a sentence such as “Your
for many hours, spoiling anyone’s ability to play anything. The sword tears through the armor, making a bloody ruin of the
Castle Keeper is the final judge. creature,” can easily be followed by “I put my boot on his chest,
kick him off my sword and turn to the next.” Suddenly the
player is involved in the story line as well, adding his or her own
Elements of Mood color to the canvas. That is the interaction for which every CK
A comfortable table allows the CK to work on those elements of should strive.
the game that create an exciting mood that players enjoy.
Keep in mind that, although combat might be the most exciting
Description: Descriptions remain one of the key elements to part of role playing, it is only one part of the large experience of
creating an exciting mood for any game. Using language that is running and playing in Castles & Crusades.
simple, direct, but evocative helps to conjure images in the mind
that people keep with them as the game unfolds. In describing Personalities: Most adventures involve meeting at least
settings it’s important to remember to include some trivial things one, if not many, NPCs. NPCs serve the CK as conduits for
in the same breath as important things. The nature of the clouds information, catalysts for adventure, sources of rewards,
can be as memorable as the massive, tusked ogre charging at the and hosts of other functions. At the very least NPCs should
party. Use short, powerful sentences and spend as little time as possess a name. However, bringing them to life brings a host
possible in getting the point of the scene, person, place, or thing of fun to the game as suddenly rolls of information turn into
across as possible. Long belabored descriptions often bore the exciting encounters in and of themselves. Develop the NPCs
pants off of players forcing them into a destructive mode. with names, descriptions, and a little background material upon

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which to build their personality. They do not have to be unique Mid-level characters (levels 4-8) have power and hit points but
in that each has some strange foible, but they should at least they still have weaknesses and wear down or fail outright in the
be interesting and possess some basis in believability. Harking face of continuing challenges; they are fun because everyone
back to the discussion on descriptive text, pointing out some can do so much more than they could at other levels, but still
special detail amidst a general description goes far. Perhaps the run a risky gauntlet, even from lesser creatures. The low-level
bartender has an unusually long, hooked nose. characters (levels 1-3) are seemingly the most challenging to
run for they have few abilities, no levels with which to augment
Furthermore, making some attempt at animating the NPC with those abilities; their hit points are low, so single blows can lay
voice and speaking roles, allows the players to better play their them low and in many instances the players are trying something
own characters and generally brings the hole game and what new and haven’t quite learned the ins and outs of a character
might be a normal information encounter into sharp focus. class. The challenge and the fun, lies in the balance the CK
applies to the game.
The idea of personalities, good or ill, carry over to monsters and
sentient magic items as well.
Low Levels 1-3
Interaction: Allowing players to interact in all the sequences
Running and playing low level characters is, in many respects,
of the game is very important. Engaging a player about how
the most fun. Low-level characters test the skill of the CK and
they are traveling down the wooded lane just described allows
player like no other and through the use of the proper planning
them to participate more in the game. The same goes for the
and fluid role play, the CK and the players cannot help but find
combat round. The dungeon dwelling umber hulk attacking the
the experience of playing and running low-level characters
party deserves death by a character that slices the heel of the
offers breath-taking challenges like no other character level.
beast while he buries his axe in its chest. And NPC interaction
is the most important of all. Characters should dominate the In game balance, everything presented is on a scale that is easy
conversation in many of these encounters and not be the to understand. The battles and challenges they face are often
target of long winded speeches about various conditions of the over very quickly, not allowing time to drag on while casting
environment. Keeping players engaged through the characters complicated spells or allowing wild combat maneuvers to unfold.
makes the evening’s game far more fun. The preparation time for a CK is negligible when compared to
the vastly complicated encounters required to challenge high-
The final part of maintaining the mood of a game lies in knowing
level characters. An edge exists in the low-level games because
when to break it off, how to keep the descriptions, encounters,
the threat of character death looms over every action. Low-
and combat rounds short enough that they do not become a
level adventures also offer everyone a fresh start.
bear to work through. This often comes with experience,
but in general keeping an eye out for signs of boredom helps Preparing any game can be a time consuming process, each level
tremendously; these signs, such as doodling, texting, or playing offering its own challenges. For the low-level, game preparation
games on the phone are certain signs that it is time to move on. is important because the CK does not want to create a scenario
that is so challenging that it wipes the characters out immediately,
BALANCE nor so weak that they overcome the encounter too quickly. It
is much easier to fall into the former trap. When laying out the
Balance refers to maintaining a level of challenge in an
low-level game the CK must first participate in the creation of
adventure that is commensurate with the level and abilities of
the characters with the players or, if they are already created,
the characters. Keeping this balance in the game is important.
look to them and make certain they have a good idea of what
Pitting high level characters against small hit dice monsters is
each player is bringing to the table. In the creation process, it is
as unchallenging as pitting low level characters against high
not necessary to actually ‘create’ the character but rather take
hit dice monsters is deadly. Creating a dungeon adventure for
the time to listen to the players and get a good handle on what
a group of half-elven rangers is not creating an adventure that
a character’s abilities are and what weapons or tools they use.
they can utilize their skills while playing. The Castle Keeper
Things like a horse can certainly benefit a party of adventurers
must attempt, in both designing the adventure and running it,
and the CK can use this knowledge to their own benefit.
to achieve and maintain through the course of play, a balance
between both sides of the screen. Balanced design of a low-level character is centered on their hit
points and equipment. All the rest of the abilities pale because
Achieving and maintaining game balance is a constant part
these two items are necessary to live long enough to use their
of the game, as the characters are constantly evolving, usually
extra abilities. Players should pay close attention to the way they
into high levels with ever greater magic. High level characters
design; keeping in mind that armor is as important as hit points.
(levels 9+) have power, hit points, and experience. Their levels
Keeping a blow from ever landing reduces the chances of death
are greater and they can withstand the attacks of powerful
far greater than having a few more hit points. For the blow that
monsters. They have survived and as such have a greater chance
does not strike does no damage and who knows what havoc
of continuing to survive all the while offering the CK and the
comes from the blade or claw that lands. In order to manage
players hosts of options to choose from, spicing up the game.
balance a little more affectively the Castle Keeper may desire to

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allow 1 level characters to begin play with maximum gold or
st
it strikes. This is especially true for the wizard or illusionist.
maximum hit points. They begin play with next to no hit points, so entering into a
fray with a dagger, though romantic, is almost a certain ticket
Hit Points: Allowing the characters to begin play with to character death. Polearms are handy too, as they can literally
maximum hit points is a very common CK tool, helping balance keep an enemy at bay and are able to strike before the enemy
out the very real threat of death through one blow that 1st level connects. Equipment compensates for hit points. To better
characters too often suffer. This allows the fighter to withstand maintain balance, the CK should encourage players to utilize
at least one or two blows before falling, as opposed to the fighter the compensation to survive a little longer.
beginning play with 4 hit points and dying at the hands of the
first orc they encounter. Starting play with maximum hit points Of course, most low-level games do not necessitate making new
are not necessary and the rules do not call for it, but it is a way characters, and these decisions, if they were ever considered,
to hedge their bets. The only problem with this approach is that have long since been made. For low-level games that are well
it skews the character’s hit points as they gain in levels so that underway it always behooves both players and CKs to keep
monsters designed for mid-level play find themselves fighting a the characters well supplied and to advance enough time to
little off balance. The chances that the strength or constitution allow for proper healing between adventures. A ragtag band of
based classes are going to outstrip the rest of the party are great characters can be fun to run in a grinding fight, but the Castle
and this offsets the hit dice spread of monsters so that what Keeper must be aware of the condition of the combatants or
is challenging for a 3rd level fighter is deadly for a 3rd level the combat will end far quicker than they anticipated. Grinding
wizard. If play begins with regularly rolled hit points, it is doubly fights are best left to mid-level or high-level characters as they
important that the CK be aware of the hit point structure so can sustain the damage.
that killing the fighter with 4 hit points isn’t a surprise and
encounters can be planning accordingly. The challenging part of low-level games is how to make
them challenging without making them boring or too deadly.
Instead of maxing out hit points at 1st level, consider granting Knowing the character’s abilities and limitations, equipping
characters one or several points of constitution. This allows the characters properly, and establishing their hit points as a
characters to gain a hit point or two, without affecting combat known quantity are important, but pale when compared to the
oriented encounters and gives them a long term, balanced structure of the game. The Castle Keeper must be fluid at low
attribute that they cannot help but find useful countless times. levels; willing and able to change the direction of play quickly
and without reservation.
Max Gold: A far better approach for long term game balance is
allowing the player characters to begin the game with maximum CKs should design encounters, or adventures, that are loose; do
gold. This allows characters to equip themselves with enough not make them too structured. Obviously, consider the monsters’
armor and weapons to keep themselves protected. Armor is a abilities and the amount of damage a trap may do and balance
key to this. A character with chain mail that gives them a +4 this with the character’s ability to heal themselves, which at low
to their AC is going to be much harder to hit and therefore the level is going to be very small. Do not make the encounter too
overall damage caused by the weapon far less. strong; weak encounters are far better because it allows the CK
to throw more into the mix, whereas strong encounters, once
Equipment plays a huge part in whether this blow lands or committed, are there for the duration. A group of 6 1st level
not. Good armor can deflect it. A shield can absorb the blow. characters who meet 2 ogres have to contend with those ogres.
Missile weapons, and in no small degree polearms, are able to The fates may smile on their dice and they roll very well, but
dispatch a foe long before it makes contact. Items such as oil, if they do not, they risk a death with each swing as an ogre’s
rope, torches, and the like can be used to keep the enemy at damage is equal to their beginning hit points. This same party
bay as well. Packing a proper rucksack and carrying the proper who meets 6 orcs on the road does not suffer such a threat for
weapons can turn the tide, keeping the character from death’s the orcs are much weaker. If the characters are able to overcome
door. To properly equip of course, the starting character or the the orcs quickly then it is a simple thing to send in a ‘second
continuing adventurer needs gold. wave,’ making the encounter a little more challenging. No one
will be the wiser. It’s a simple trick and perhaps the oldest in the
If this choice becomes a reality players must take full advantage
book; if an encounter, once initiated, isn’t gaining the attention
of it. Knowing that death awaits a PC at the hands of simple
the CK desires, simply add more to it. Beginning the encounter
traps and or encounters . . . an orc rolling a natural 20 can kill
with a loose structure allows the CK to do this.
a 1st level fighter quite quickly . . . it behooves them to equip
properly. Armor, helms, and shields for those who fight are the In this same line of thinking, characters must design and play
most important aspects of their character. their low-level characters with a realistic expectation of their
abilities. Fodius the 1st level mage, frustrated at the lack of
Weapon choice is just as important. A few missile weapons
action from his comrades, decides to leap off the hillock and
are a must, as these tend to slay enemies at a distance; bows,
into the circling warthog-riding goblins. Fodius’ funeral is short,
crossbows, spears, slings and the like all serve the character very
for his mangled remains are hard to find. Make certain players
well in bloodying the enemy and muting the danger long before
know the dangers their actions may cause.

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Equipment is the greatest tool given to the CK and the player. successfully cut their teeth on the horror and blood of the early
It serves as a buffer between wrecking a game and keeping it trials. Greenhorns no longer, they now begin the second stage
fun and challenging. The well equipped character gives the CK of the journey to immortality. Mid-level characters enjoy many
a target; directing damage at the gear, destroying it, weakening benefits of their growing power: hit points, wealth in armor and
it, reducing it to nothing. In place of wounds to the character gear, as well a range of NPCs to access, and experiences to fall
wearing the armor, all serve the greater purpose of making the back upon. Against this, stand increasingly powerful monsters,
adventure more challenging, without squashing the fun of the whose abilities range from the brute force to sorcerous weapons,
players. It’s real enough that it keeps them riveted to the game new and strange. CKing mid-level characters offers the CK and
and the wise player can’t help but pick up on this. the player several difficult challenges. For the CK, the act of
balancing the game becomes more difficult; the use of powerful
Willingly sacrificing equipment to the ravages of the adventure monsters offers the risk of overkill, setting the characters
is wise and gives the CK the perfect out to keep the character against monsters whose powers prove insurmountable, all the
alive. This is never truer than at low levels. One blow can while maintaining an interesting, flavorful adventure. For the
reap so much damage that many low-level characters cannot player it’s learning how to pit their growing skill sets against
survive. Shift some of that damage to the equipment they carry, these new threats and balance their power in growing hit points,
from swords to shields, from backpacks to staves, and the ruin armor class, and magic without overextending themselves and
the dice reap on the gear will serve to heighten the gaming getting killed. In many respects, mid-level characters are the
experience for all involved. Not only does it bring a material most enjoyable to play as they offer a host of new monsters and
cost to the characters as they must replace all that damaged allow the CK to pound the characters without instantly killing
gear, but it also drives home the proximity of damage and death them, adding time to the equation of the running adventure,
the characters themselves face. which in turn allows the enterprising story teller to really come
to grips with the story and its threats and bring those down on
A note of caution in running these games. A CK should never
the characters like a hammer.
treat it as a contest, where the number of characters killed is
somehow a badge of successful game mastery. This only serves to First and foremost, the characters possess more hit points. Where
do two things. First, it belittles the impact of the fallen character before, one or two good blows threaten a character - especially
so that the threat of a character’s death is expected and the a wizard or illusionist - with a quick death, the higher hit points
player attempts every crazy fool thing that crosses their mind. allow them take much more punishment. This expands the CKs
They are going to die anyway, why not? Secondly, it often spoils story telling in two directions.
the fun. Killing a character that is obviously playing recklessly
is one thing, but killing a character because an encounter’s The increased hit points allow the CK to bring a greater number
difficulty was too high is only frustrating and rather boring. It of smaller monsters to bear in the battle; multiple monsters offer
permanently marks the CK’s game as somewhat unbalanced a greater threat that equates into more excitement. Capturing
and discourages people from playing again. a battle where the character must fight off a horde of screaming
kobolds, raking, clawing, biting, stabbing at them, brings
All of these concepts highlight that this is a role playing game. personal combat to its highest form. The swirling hordes of their
Descriptive text, mood, and setting all come into play. By using enemies circle them, cutting one off from the other, attempting
all these tools, the CK easily engages the characters in what can’t to drag them out into their own ranks to consume them in their
help but be a fun evening of adventure and mayhem. Setting up own weight of numbers. Here the hero carves through a host of
a loose encounter that the CK is both able and willing to adjust his opponents, hacking to the left or right just to stay alive; no
allows for a fluid game that keeps the players guessing on what longer bound by one or two spells, the wizard, cleric, druid, or
is going to happen next and allows the CK to ratchet up the illusionist taps multiple spells to keep the madness at bay. The
challenges and the fun. Equipment is the most overlooked yet added bonus here is that the piles of fallen foes embolden the
important aspect of low-level games and its importance cannot players, encouraging them to play the fearless, almost reckless,
be overstated. Gear up properly for the contest to come and hero in their quest to conquer and overcome their foe.
the CK is able to wear the characters down without wearing
the characters out. It has the added benefit of expanding a Beyond the madding crowd of orcs, kobolds, and goblins, lie a
character’s abilities beyond the character skills given in the host of monsters in both Monsters & Treasure and Monsters
Players Handbook, for uses of the equipment are countless and & Treasure of Aihrde. These monsters possess powers the
not geared toward any one situation. Having this on hand puts low-level characters cannot overcome but challenge the mid-
the game on a far more dynamic footing than simply having a level characters. Here are new threats the players may not
few more levels or a few more hit points. understand so that the challenge is far greater as they do not
immediately know the proper defenses or how to fight them.
Mid Level 4-8 There is a danger here for the CK, as pitting the characters
against monsters whose powers, on the surface do not seem
Through reckless adventure and brazen heroics and no doubt very difficult, often prove very difficult and dangerous. The
a fair share of luck, the low-level characters push their way enterprising CK must be willing and able to adjust and shift with
through to the mid-level range. This means that they have

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these moments, curtailing effects of powers, devastating rolls the game. Here, the fighter alone begins to settle into a pattern
and the like if the situation should call for it. that lasts for many levels, but for the rest of the characters,
more levels mean more skills. These new abilities add role
This is the true challenge for CKing mid-level characters. playing depth to the mid-level characters and allow them to
Multiple monsters exist, as do traps and magic items. Choosing understand what is going on and in some cases to impact the
them and balancing them is difficult. It is not the goal of the events. From the bard’s legend lore and the ranger’s tracking to
CK to destroy characters. Any such CK ranking that counts the barbarian’s intimidation and beyond, the characters begin
character kills is counter-productive to the story and the fun of to push out from a low impact role to a higher one.
the game. Reading the monsters and understanding the effects
of their powers is very important. Many CKs fall into the trap The Player: Make the player realize the abilities of their
of looking at a monster’s HD and setting that against the level character. Learning multiple applications of their abilities is
of the players; four 6th level characters fighting 3 eight HD paramount for balance. The joy of Castles & Crusades is that
monsters sound workable. But that monster’s abilities are the one’s imagination alone restricts the character’s ability. “Try
true test of its power, for the characters must make their saving it” becomes the mantra of the game. Encourage the players to
throws against that hit dice and if those saves are on average always think out of the box. Some abilities are linear and do
against none-primes, the chances of failure increase. If failure not have many applications, but others might prove useful in
means death or incapacitation, then the CK may find herself multiple situations. An assassin might try to use his case target
facing a dead party. Balance the encounter by looking at the ability to learn something unique about an NPC, with no
outcome. If characters fail multiple saves as well as the damage intention to slay them. Allow them to try anything they think
that monsters might deal out, the adventure will not be any fun of; they may fail, but they should be encouraged to try.
for anyone.
This becomes particularly true for spell casters. The limited
Of course, this is not to say that encounters should not pose number of spells they are able to cast in any given day, coupled
the threat of character death as that is the final motivator for with lower hit points, armor class, and their ability to hit,
fighting to survive. If the moment’s danger weaves with chance forces them back upon their spells. Thinking outside the box
or fate, and a character’s poor actions fuel the flames and the is not easy and in and of itself is challenging, but the character
character falls, then it is what it is. that expands the very usefulness of their spells, tremendously
increases their power and ability to impact the game; this helps
The best way to achieve the balance in the encounter is to the CK redress balancing issues. A message spell designed to
utilize the story itself. If the encounter shifts too violently toward send a message to a friend can serve as a weapon by sending a
destruction, or even falls prey to the character’s insane luck, be burst of threatening sound toward an enemy.
prepared to change the encounter in midstream. This is where
playing behind screens proves most useful. Adjust the monsters Understanding their increased powers is as important as
hit points up or down as needed. The players need never know. expanding upon their own abilities. Where before a few blows
Adjust AC through wastage, adjust the AC by destroying or a trap destroyed half the party, now the increased hit points,
shields, or change the challenge level as needed. In short, the level bonus to checks and saving throws, better equipment and
Castle Keeper must practice institutionalized cheating in order spells, bring the character forward in huge leaps and bounds.
to salvage an encounter that proves imbalanced. Experience Now the character can take the punishment, and the player
teaches the Ce K when this is necessary and when it is not. should not be shy in letting the character do so. Shying away
Some encounters, starting dangerously and ending precipitously from battle or challenges because of the threat of death does not
through some bold action can be as momentous as the long serve the story arc or make for very fun play. Brave Sir Robin
grueling fight that leaves scores dead and everyone wounded. must fight and not fear the consequences to their character.

As always, one of the best tools at the CKs hand in balancing As with the low-level and any game, the best balancing tool is
these encounters lies with the characters, literally. By shifting to remain flexible as the game unfolds. Allow more monsters
killing blows, breath weapons, magical attacks toward the into the fray, increase the CL if the character’s abilities easily
character’s war gear or traveling equipment, one can destroy the overcome obstacles, or conversely cut down on monsters if they
character’s worldly wealth but allow them to fight on. Crushing prove too strong. The CK that follows a strict script quickly
helmets, shattered shields, breaking hafts, and notching blades finds their game locked in a corner that they cannot get out of
bring the reality of the battle to the player’s without ending it. without drastic measures.
Furthermore, the wake of devastation always echoes in the halls
of memory. High-level
The Adventure: In designing the adventure, the CK must It is the high-level characters who, enabled with tremendous
understand the characters. It is truly a time of picking up steam, abilities, hit points and usually decked out in powerful magic,
as they now possess enough hit points to survive longer than that begin to force the direction of the narrative, and dominate
two or three heavy blows and their skills increase to the point the game like never before. These characters pose an interesting
that they begin to affect the actual story arc and direction of problem in maintaining game balance. Players know their

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characters and their abilities well. Furthermore, they know bell-weather for mechanical governance. Familiar classes with
the general tenor of the game and the methods of the CK. unknown powers help the CK keep the characters guessing,
Combined, these pose a problem for the CK as challenges reluctant to use their full bank of abilities as this may give away
become more difficult than simply heightening the amount to the NPC who or what they are capable of. This allows the CK
of the HD or hit points or increasing the challenge level. to script the adventure better as it unfolds. Adjusting the NPCs
Enterprising players have long learned the stylistic approaches up or down is also very helpful.
and generally know what fails and what does not; this sixth
sense serves as difficult to overcome for CKs, unless they resort What was expected becomes unexpected. The giant shouldn’t
to brutal, massive, overwhelming force. The skilled CK takes a have been killed that quickly. That spell has never been that
more subtle approach. effective before. Changing the variants on certain things is easy
and well within the prerogative of the CK; their need be no
Preparation is paramount in high-level games. When attempting justification for this. If desirous allow for more powerful, clever,
to achieve and keep the game balance, scripting out the creatures where before the beast was weak and stupid. This
adventure is very important, making certain that the monsters approach tends to put players on their guard, making them more
and NPCs have all their abilities and or spells at least listed ready to react to the game and what is going on. The familiar
and for the CK to possess a rudimentary knowledge of how they turned strange is the perfect tool in the CK’s arsenal.
work. Couple this knowledge with how the monster or NPC
uses those abilities and spells helps even more; if they have a Magic: At high levels magic offers a whole new area that the
concerted plan in encounter/adventure, the CK should know CK can utilize to script balanced adventures and keep them
beforehand how tough or weak they are. If too weak, it allows there. Magic is always an unknown in the game; as with monster
plenty of time to toughen the encounter without slowing the variance, magic items can be changed or altered to fit the CKs
pace of the game or weakening them as needed. needs, the player and his character can never second guess what
the item or items does or might actually be doing in the case of
This same preparation carries over into the adventure. Using sentient items.
weather, terrain and other natural functions to ratchet the game
up or down is a time honored approach to keeping control of the At this level the sentient magic item begins to play a role
game. It is often overlooked but these elements of the physical like never before and one, if used properly, that outshines in
world act in many ways much as do monsters and NPCs. usefulness almost any other tool in the CK’s tool box. The magic
item, long desired, or one just acquired is very addictive for it
Even as the players have learned how to react to the CK, the gives the character powers that they did not have, and perhaps
CK must surely have learned how the players generally react have never had before or will ever have through normal level
and how they use their character abilities. Like anyone players progression. The magic item can set the tone, for it has designs
slip into habits, they tend to do what has worked before and shy of its own, and may, at the desire of the CK, struggle with the
away from those things that generally fail. Change the tune, player with power over the character, whether through actual
dropping hit dice and challenge levels on monsters and traps or overt. The most obvious example of any such item is the
helps to trip up the players. ring in Tolkien’s trilogy. The ring drives the adventure, serves
to attract the enemy, and influences everyone from the ancient
A key element to the game is the CKs ability to alter or change elves to kings of men and the fellowship. In the Big Game that
the monsters that characters encounter. This tool comes in use the Troll Lords play many such items entered the fray: the
when dealing with balance and high-level characters. There sword Durendale, the Eye of Thorax, the Blade of Railth. All
is every reason to believe that the high-level character has these items had powers that impacted the play, distracted the
encountered many of the monsters available to the CK. The characters, forced them to battle uknown enemies, etc.
players are familiar with these monster’s set abilities and able to
react to them quickly and through using their own abilities to There is no limit on these items, for as the game evolves so can
maximum advantage. Everyone knows that a troll regenerates the magic item. What the characters didn’t know one day they
and is destroyed only by the use of fire. By changing the nature may find out the next, as the CK had an epiphany while reading
of the monster, from something as simple as its hit dice, to the latest Green Lantern comic book.
something as complex as its spell use or innate abilities, the CK
can challenge the party while using familiar, though refurbished Shake it Up
tools. Now the troll does not regenerate, unless it is burned. In creating the adventure or encounter, the CK must learn to
Monster Variance & NPCs: NPCs serve as another perfect change their old habits, change things from what the characters
balancing tool that can drive the game forward. NPCs are have come to expect to something entirely new. Approach
not characters. They are tools at the disposal of the CK and problems from a different angle and establish different criteria
for success. If the game is normally combat heavy, shift it to
therefore should be treated as such. Allowing a fighter NPC to
one where role playing dominates and the solutions are only
possess a tracking ability is perfectly okay in the context of the
attainable through role playing. This helps to challenge the
game. Some justification may be supplied but only if the CK is
player from different angles and to use their own abilities and
in a giving mood. The NPC is a tool to drive the game, not a
skills in different manners. This approach to balance works well
268 CASTLES & CRUSADES
CHAPTER 14 — ADVANCING THE GAME
with the philosophy that nothing is written in stone and the CK up quickly, and “finish” the game. Though this seems unrealistic
is able to secretly change things to make them harder or easier to those of us who are veteran table top gamers, it is a real factor
depending on the momentary needs. in that people buy the game, play for a while, and move on to
other interests. Keeping them engaged is a vital part of making
Achieving and maintaining game balance becomes easy with the game worthwhile to play. The level progression in C&C was
experience; not just experienced gaming, but experience gaming tightened and deliberately set with breaks for this very reason.
with a particular group. Knowledge and habit come to dominate Of course, we opened the playing field by creating guidelines
and the CK able to take advantage of that assumed knowledge on how to award EXPs (experience points) if the players/CK
and those lazy habits is much better positioned to create initial desired a game with faster level progression.
balance and to maintain it when needed.
The fundamental discussion lies in the economic principle of
EXPECT THE UNEXPECTED investment versus return. If the CK put so many man-hours
Always expect the unexpected. Be prepared for players to into setting up a game, prepping for it, making characters, and
attempt to try almost anything, especially when the lives of coming to grips with the background only to find the characters
their characters are on the line. Castles & Crusades is a game rapidly gaining levels after a few sessions, the CK runs the risk
of imagination and the players should attempt most anything; of finishing the game. Before anyone realizes it, maybe after a
their abilities and spells allow for a broad interpretation and the year’s time, the characters are at the epic level. They’ve done so
smart Castle Keeper embraces this, using it to their advantage. but have still only encountered half the actual monsters in the
Characters that attempt anything might be able to redress book and seen maybe one-tenth of the magic items. Now they
balance issues, overcome problems that have no good solutions. are too high level and fighting those monsters or using those
Conversely, they may plunge the game in a direction never magic items is next to pointless and certainly not fun. The other
intended, leading players and Castle Keepers alike down a road extreme is just as bad. Level advancement is so rare that the
of merry adventure of which they never before dreamed. The CK finds himself fighting the same monsters week after week
CK should expect the unexpected and embrace it as a tool of because the characters have not gained any levels to actually
good and fun gaming. take on the next HD level of monster. Magic items are so rare
that the players don’t have the opportunity to play them and
AWARDING EXPERIENCE unless the story is crazy engaging everyone finds themselves in
a retirement home before they reach a level high enough to
Experience points may not be the driving thing making a game actually slay the ancient red dragon.
fun, but it certainly is the icing on the cake. Though the rules
as set down in the Players Handbook are pretty broad and Both of these extremes are rare, and though they can be fun
lay down a nice guideline for the game, there are a few tricks and often memorable, they do tend to highlight the pitfalls of
to granting experience points that can help a game and a few experience points. The foremost thing the CK has to do is to
pitfalls that can hinder. How often is too little, too much? decide how fast the level progression should be before the game
begins. Many factors play into this. How long the sessions are
It is understood that a character can gain experience points
going to be, how often the group can meet, what level does
from monsters, money, magic items, story, and role playing.
everyone want to settle in at (i.e. does everyone want to play
Success in any one of these fields earns a certain amount of
low-level for a while or mid-level longer, does the group want
points, sometimes this amount is a hard and fast rule, such as
to shy away from epic level). This should not be an arbitrary
with magic items, but other situations are left entirely up to the
discretion of the CK. Role-playing experience for example, is decision by the CK, but one reached at through consensus with
entirely up to the CK. So if a paladin slays an ogre and gains the other players. The CK might be in the mood for a long
a magic sword, the CK knows what to give. Those points are winded 1st level dungeon masterpiece, but the players might
listed in the rulebook. A great deal more experience, however, want to be able to actually cast 3rd level spells at some point.
may be forthcoming from that one encounter. Perhaps the
player is a robust gamer and really gets into his game. During Example: We had tried to revive our epic level, 20-year-long
the 15 minute contest he’s so bold as to say things like “I throw game that we like to call the Big Game. We started that fellow
up my shield to block any downward swing, and slice at his thigh back in the early 80’s and played it consistently until my army
with my blade hoping to cut his leg out from under him.” This days and then picked it back up. Their level progression was
example of role playing may be worth a little more. Conversely, very slow. After ten years of playing, sometimes two and three
some encounters may not be worth any experience. The 14th times a week they had averaged 8th to 10th level. Those games
level ranger that kills his 11265th orc probably does not need any were fun, lots of fun. They were played when we were all single,
more experience for killing yet another orc. in high school and college, and had nothing to worry about but
a nuclear holocaust. Times are different now; we have jobs,
How much experience the CK should actually award depends wives, and families, along with truly gigantic time sumps such
on the pace of level progression you want the game to take. as houses, cell phones, and computers. For the most part, we
Level progression is a vitally important thing to any role-playing game every Wednesday night, but not for long. We manage to
game. In some RPGs, characters gain experience too fast, level gather around 8-9 or such and play until about 12 to 12:30. So

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the games at best run about five hours, more realistically three the city of Fiume. When this is done, the next chunk of EXPs
or so. We certainly don’t have the time to run another 20-year for the story is awarded. Of course, there is no need to tell the
epic campaign. So we discussed altering the pace of the game a players this. They don’t particularly need to know when they
bit. We decided to increase the level progression, making level are getting experience points as this can lead to other problems.
in a few sessions and we would do this by making magic more
readily available, but far more disposable. Once we settled on Tracking experience points after each session allows both you
this, we quickly worked into a groove whereby the characters and the players to settle into a rhythm. This is not really a good
gained a level every three to five sessions. thing. Most players are pretty smart and it’s a safe bet that at
least one player at the table can run decent numbers. They’ll
Once the CK and players decide how fast the level progression quickly figure out what they are earning EXPs for and how
is going to be, the CK can work out what he needs to do to to earn more and worse, be able to catch you when you want
award experience points. If it’s slow, sticking with the monsters to slip one player a little more or little less to keep the whole
and treasure is easy enough to do. If it’s fast, dropping in all the progression in line with the tone you set at the outset. Make it
methods of gaining experience points is easy as well. But the a standard to only award it when someone gains a level, after
middling progression is the hardest to settle upon. When is it a certain number of sessions, or upon the conclusion of the
too much and when is it too little? How to slow it down or pick present adventure. Tracking the exact numbers isn’t necessary,
it up when the game seems to be slipping from the progression as the CK should have a pretty good idea of how much they are
level you’ve already chosen. earning and if someone is creeping toward the next level. This
allows the CK to run a few games at a lower level as the EXPs
There is a plethora of options given to the CK for awarding have not been awarded yet. Or, on the other hand, to jump
experience points given in the Players Handbook. Don’t be shy start some levels if the CK sees someone is falling behind or
to use them all or to use some of them or to change it from time hasn’t made much progress. Players often have no idea where
to time. The experience point methods are a tool and should their experience points are coming from, but that’s because CKs
be used as such. It’s a given that you are going to give EXPs pointedly avoid a formula.
for monsters and magic items, but treasure, storyline, and role-
playing are entirely different things. Embrace arbitrary numbers. Following a strict guideline of
experience point acquisition can cause contention across the
Example: Using the option to award EXPs through the table when your players realize that you may be manipulating
acquisition of treasure can get ridiculously out of control. the level progression to fit the table’s needs. Sometimes
Because of this our players at the noble paladin’s table have adventures go very poorly, players roll horribly and mayhem
decided to not award treasure point EXPs. Our paladin slays ensues. Although never be opposed to hard CKing and running
an ogre, finding 300gp in coin and gems as well as a bone relic games where the challenge is tremendous, the CK does have
worth 1,000gp. The decision to leave off EXPs for treasure to remember that the game is one for fun and four sessions of
seems a good one. The EXPs for the treasure would have been playing the paladin in which no hits are scored, nothing heroic
almost three times that for actually killing the ogre. However, is done and nothing is achieved, can wear on even the most
the CK knows that the paladin is slipping behind the other thick skinned of players. It’s important to make certain that the
party members in experience points. The player missed two characters, if they survive, get something out of their toil. Few
sessions and lost a lot there, but paladins also need a little people show up to the table in order to wander through the
more than the average. Without consulting the players, the CK squalor of life and relive the miserable conditions of lackluster
makes a spot decision to award for the relic. To keep the whole homeless living in empty carts with no prospects and no hope.
event in line with the game, he takes a moment to give the relic No one really wants to play a bum. So when things are out of
some meaning to the game. The relic is a bone from a cleric whack at the table, don’t hesitate to pull a few numbers out of
who served the paladin’s deity. Pious and made a Saint by the the air and bring the planets back into orbit so the characters
church, the cleric’s bones are holy items; though they do not can get into the heroic adventure that they probably sat down
confer any particular mechanical benefit, possessing one gains at the table to play.
the paladin the full EXP value of the item, 1,000 points. Here
the CK has bent the rules to fit the game, aided the paladin in In truth, what does any CK gain by being stingy with EXPs?
catching up with his fellows, and not lost any of the context of Being stingy with experience points should only be done when
the game. the game requires it, i.e. to slow down progression or when the
players do something amazingly stupid. Awarding EXPs isn’t
The storyline and role-playing experience point acquisition rocket science and EXPs are not like gems found on the beach.
methods can be used in similar manners. Awarding a chunk They are points that track the progression and power of the
of experience points for an adventure or some amazing role- characters. Award them when character’s actions warrant it or
playing is a quick and dirty way to progress games forward when when the events at the table demand it. Don’t succumb to CK
the level progression has slowed. They can be used as tools to peer pressure and that nonsense about ‘you’re too soft of a CK.’
slow it down as well, if the characters are gaining too much too
fast, extend the period of time that the story arc covers. Having Of course, the CK is powerful and the experience points are
found the relic, the paladin now has to return it to a church in a tool designed to forward the adventure, the game and the

270 CASTLES & CRUSADES


CHAPTER 14 — ADVANCING THE GAME
fun everyone is having and able to have at the table. Abusing the questions the CK may have such as “which direction are
that power is really not a good idea. Players can quickly pick up you going?” etc. When encounters occur, whether monster or
on a CK who has no control over what he’s doing behind the mundane, the CK has only to work with one group of people
screens with experience points. Though some arbitrary numbers and everyone can participate because their characters are right
may be tossed over the screen, complete arbitrary actions are there. If the group splits up into 3 different directions then the
not advised. Give yourself guidelines and play around with the CK effectively has 3 groups to CK and two groups must sit idly
various methods. Push their limits and test their capabilities. by while the CK works with the third. If this takes a while then
Test what you are willing to do with them and don’t be afraid to the CK runs the risk of boring the other four players to tears
try to manipulate them to your own style and the needs of the waiting for their turn.
players and game.
3. Dictate No Will…Unless
MANAGING THE PARTY Though the game often takes place in feudal environments, do
The party generally refers to the group of characters going not run the table as a feudal monarchy. The players are not serfs
through the adventure, but this can as easily refer to the group and treating them thus always ends poorly. Players respond to this
of players managing the characters through the adventure. It in generally two ways. Often they are bored and irritated. But as
is the CK’s job to manage both, keeping the game interesting often, if not more often, they become destructive and the game
enough for the players to enjoy, and the scenario coherent rapidly devolves into a slaughter fest. Adjudicate fairly and calmly.
enough that the characters can move through it. Managing the The Castle Keeper should be passive most of the time, allowing
game and the players is much the same thing, if the party works emotion only when characters achieve the impossible. Allow humor
smoothly together then the game almost always follows suit. to run free and don’t sweat being interrupted with a bunch of jokes;
however, if it becomes too disruptive, crush it with an iron fist.
There are many suggestions and methods to run a game table
and the party of gamers surrounding it. Far too many to list 4. Possess No Steamroller
here, but the following ten items have particular merit and may The Castle Keeper’s job is to run a fun adventure for the player’s
help the new, or even veteran Castle Keeper run a mother game. characters. Forcing the characters to do things they do not want to
And though many veteran CKs may disagree with some of these do is never a good idea. Equally as important is forcing them onto
points, remember, the object of the game is to have fun. If the an adventuring path. Give the characters a choice in almost all that
CK directs the game down a path of destruction the players they do; it may be a choice between one direction or death, but a
don’t have fun but neither does the CK as hours of adventure choice nonetheless. Making their characters do something through
work is lost over whether a player wanted to have a past that spell use or some similar device only serves to irritate players and
reflected an abusive father or not. usually leads actively choosing to be destructive to the game.

SUGGESTIONS FOR SMOOTH PLAY 5. Shut Thy Pie Hole


The Castle Keeper must learn to speak quickly and clearly and not to
1. Allow Their Idiosyncrasies dominate the table. Long winded backgrounds or description do little
Players tap inspirational sources even as Castle Keepers do. to improve the ambience of the game as every player is particularly
Whether it’s a movie, a comic book, novel, or something they’ve concerned with their own character, his background, and description.
seen or experienced these sources often enter into their character Give clear, succinct descriptions and then turn the table over to the
development as various traits, sometimes simple, sometimes players. This allows them to participate in the game. Furthermore, do
complex. These traits may from time to time not meet the CK’s not interrupt them with explanations of what they are doing, allow the
vision of the mood or setting; they may at times be contrary players to explain it and role play it if necessary. Unless the timing is
to the background they had pre-determined for the character. critical and they have only seconds to react, talking them through an
In these circumstances, it is generally a bad idea to toss out encounter is only rude.
the players input. Attempt to integrate the material with the
ongoing game or setting. Allow for different looks, equipment, 6. Call out the Caller
perhaps a Roman look in a medieval world, and this will make In larger groups of players, it’s a good idea to have the players
for smoother play. Beginning a game with a disconsolate player choose someone, whether officially or unofficially, as the caller.
is never a good idea and usually ends poorly. Someone who can direct information to the CK so that the CK
does not miss anyone in the course of play, and so that the CK
2. Foster Party Cooperation clearly understands what the party is doing. If there is mapping
It’s always a good idea to encourage the players to work together. going on, some individual should be placed in charge of the
Its not some commune approach to problem solving, but it is mapping as well; their job is to scribble down notes on about
a matter of playability. A CK running a game with 6 players the dungeon and map it out on the graph paper. Neither of
already has six people to work with; if there is a party then these should be roles that assume any kind of control over other
that group usually has one or two “voices”, people who answer characters, interrupt what they say or desire to do.

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7. Love Not Thy Monster TOOLS OF THE TRADE
Monsters are not the CKs children. They are monsters, tools in Many Castle Keepers enjoy using tools such as miniatures,
the game designed to bring challenge and terror to the players models, and/or battle maps. These can be very handy and often
and the characters they run. Do not become so attached to them serve as better representations of the characters than a stack of
that their death is traumatic for the CK. Their lot in life is to dice. Miniatures serve as a great method to convey the mood
offer imaginary threats to imaginary characters, so allow them and the tenor of battle. Many gamers, with visual acuity, enjoy
to be ground beneath the heel of the imaginary character. seeing the maelstrom of the miniatures moving to and fro about
the table. Add to these battle maps or game tiles put out by such
8. Death is No Accomplishment companies as Fat Dragon Games, and the miniatures actually
Killing characters does not take skill. With a plethora of monsters, serve the game in making game play even smoother. Area of
traps, poisons, magic, spells, and ample imagination killing a affect, movement, range, and a host of other mechanics prove
character should be as easy as eating a piece of home made pie easy to track on gridded maps. Furthermore, tracking time is a
placed on the windowsill. What takes skill is to create a hard, valuable asset for the Castle Keeper.
challenging adventure that threatens death at every turn but
gives the characters an out without them knowing it’s an out. If Miniatures & Maps
they are working up a sweat to stay alive, and survive to spin the Miniatures come in a many shapes and sizes. The standard
yarns at the next table, then the CK’s job is a job well done. size is 25mm, sized to scale for monsters and characters both.
There are many companies that manufacture miniatures, most
9. Fear No Flex notable being Reaper Miniatures and Dark Sword Miniatures.
Some adventures founder on the intractable or reflexive nature of Though they can be expensive and painting them can be a time
the players and their characters because the CK is far too married consuming process, bringing them to the table adds a great deal
to their original idea of what the adventure should be or where it of visual effects to the table top game. Many of the miniatures
should be going. Players frequently change the course of the game now come pre-painted as well. Players should be encouraged to
by deciding to do something outside the intended script. There is pick out miniatures for their characters and the CK should set
nothing wrong with this, even if it changes the focus of the game to looking at buying miniatures for the monsters. Painted or not,
away from where the CK wanted it to go. Be flexible. Don’t hesitate they are a great addition to the game.
to pick up and move the entire adventure if needed. The rogues’
galley in Clusterberg promises wild adventure but the characters Maps & Models
don’t go to Clusterberg, they go to Flusterberg. Pick up the galley
and move it to Flusterberg. Players have little or no idea. Be flexible. Many choices exist for adding maps and models to the game.
These serve the CK wonderfully, allowing them to better track
10. Combat Rules distance and affect the movement of monsters, and the general
layout of an encounter. Fat Dragon Games produces a plethora
Combat rules. It is the best weapon in the CK’s arsenal and can
of full colored models that, though they may require some
be used to bring the table back from the brink of the wilderness.
assembly, prove perfect additions to the game.
The combat can serve to end a joke session that has grown out
of control, redirect an adventure that does not flex, put an end
to long winded role playing sessions. Furthermore, it can serve a Time and & Food
CK as a respite in the middle of a turbulent game, allowing them An unsung tool, but too often necessary, are the usage tables.
to get a handle on what is unfolding. The combat need not be These tables help the CK and player track items from the
deadly, even small battles are enough to re-shift the focus of the mundane to the fantastic. These include, but are not limited
game. Combat is the must useful tool the CK has. to: time, food, water; missiles, and magic charges. The following
Tables should prove useful to the Castle Keeper.

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TABLE 14.1 TIME
year
MONTH MONTH MONTH MONTH MONTH MONTH MONTH MONTH MONTH MONTH MONTH MONTH

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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PART 3: THE SIEGE ENGINE
TABLE 14.2 CONSUMABLES
Item Amount

274 CASTLES & CRUSADES


CHAPTER 15 — THE SIEGE ENGINE
HD or level of the encounter and any other variants the CK

T
he SIEGE Engine underlies the rules for Castles
& Crusades. This basic mechanic resolves almost deems necessary. The challenge level + the challenge base =
all conflicts of action in C&C. A fairly thorough the challenge class. This is the final number the character’s die
discussion of when and how to use the SIEGE roll needs to equal or beat to succeed at a task.
Engine is provided in the Players Handbook. However, the
The player’s die roll is adjusted by whatever circumstances the
engine is very versatile, and creative Castle Keepers can adjust
Castle Keeper deems necessary and judicious. In our above
it to better fit their games. In order to adjust the SIEGE Engine’s
example, the Castle Keeper does not feel any adjustment is
base numbers, a CK should have a very clear understanding of
necessary, as the merchant is not paying attention and it’s a
what the SIEGE Engine is, how it works, and the implications
crowded barroom with people crowded together in the room.
of adjusting the base mechanic’s numbers.

Before continuing forward, the Castle Keeper must understand Example: In the previous example, Johann needs a 12 to
that changing the basic premise of the SIEGE Engine can succeed, and he rolls a 15. Even without taking into account
massively impact game play and make any game an unbalanced, the addition of his rogue level (+3) or his attribute modifier
unplayable mess. Excessively high attribute scores, combat (+1), the CK knows Johann has rolled enough for success.
modifiers, magic items, powerful spells, for example, can all
Castle Keeper: “Johann deftly slips the purse out of the victim’s
unhinge a game quickly; adjusting the SIEGE Engine may have
interior vest’s pocket and walks away with only a sideways
this same effect. Changing a rules system is not easy, as the
glance from the merchant.”
entire game is based upon that system, and the whole game may
need adjusting if it is changed. What follows is a discussion of On the other hand, the Castle Keeper could rule differently.
the Engine itself and how to modify the basic SIEGE Engine Assume for a moment the person Johann is attempting to pick
mechanic, rather than change it. In this instance, before pocket is a 6th level rogue disguised as a merchant. The rogue
designing or introducing a modification, test it in game play at merchant’s level is equal to the challenge level the character
various character levels to try to understand its impact. must overcome. Therefore, the Castle Keeper adds 6 to the
task’s challenge base. Since the challenge base is still 12, adding
THE SIEGE ENGINE the challenge level of 6 to the task makes the challenge class
18. Johann rolls of 14, adds his level and dexterity modifier (+4
When an action is taken for which the Castle Keeper deems a
total) for a final roll of 17, which indicates failure.
significant chance of failure exists, an attribute check is made.
The player rolls a d20 and adds his character’s level (at the
Castle Keeper’s discretion) to the roll, as well as any attribute
bonus. The player must inform the Castle Keeper whether or
not the attribute is a primary attribute or a secondary attribute.
The best way to do this is for the player to state the die result,
followed by either the words “prime” or “secondary.”

Example: Josh’s character Johann has just attempted to pick


the pocket of a merchant. Johann is a 3rd-level rogue with a
14 dexterity, with dexterity a prime attribute. Picking pockets
requires a dexterity check and the CK now asks Josh for one.

CK: “Josh, your rogue has reached his grimy little hand into the
merchant’s broad coat and feels a silk purse. Please roll for a
pick pocket check.”

Josh: “Johann silently prays for success and attempts to pull the
purse out of the merchant’s pocket. I rolled a 14, prime.”

The chance for an action’s success or failure is affected by


whether the controlling attribute is designated as primary or
secondary, as the challenge base will be different depending on
the designation. Primary attributes have a challenge base of 12,
thus checks succeed on a die roll of 12 or greater. Secondary
attributes have a challenge base of 18, thus checks succeed on
a die roll of 18 or greater.The challenge base is adjusted by the
challenge level of any conflict. The CK determines a check’s
challenge level. The check’s challenge level should equal the

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Example: Castle Keeper: “The merchant’s hand swiftly attribute, the CB is 18. Actions performed with primary
catches Johann’s at the wrist, and he looks Johann in the eye attributes are far more likely to succeed than those performed
with a baleful glare.” with secondary attributes.

This is the SIEGE Engine at work, and it is very simple. By One should note that, all things being equal, a 1st level character,
examining the rules however, we can add additional complexity when performing an action with a primary attribute, has a 45%
to the system. Keep in mind the basic rule: the challenge base chance of successfully doing so. This is without adding the level
(CB) plus the challenge level (CL) equals the challenge class bonus, which is almost always the case. A 1st level character,
(CC). The challenge class (CC) is the number the player’s when performing an action with a secondary attribute, has a
character has to beat on a d20 roll in order for an action to 15% chance for success.
succeed.
TABLE 15.1 SIEGE ENGINE EXPRESSED AS A %
CHALLENGE BASE Chance of success for 1stlevel characters
The challenge base is always one of two numbers It is either Primary 45% CB 12
a 12 or an 18. It is 12 if the attribute being checked against is Secondary 15% CB 18
a primary attribute. It is an 18 if the attribute being checked
against is a secondary attribute. The chance of successfully performing that action increases by
5% per level. The primary/secondary attribute system simply
CHALLENGE LEVEL creates a system whereby chances for successfully performing
actions are based upon the attributes themselves and how they
The challenge level is the level of difficulty the Castle Keeper are designated.
assigns to the action. Assigning a value to the challenge class is,
in theory, an easy task. Task difficulty can be assigned any value Each race receives a certain number of primary attributes
the CK desires. Tasks easier than a 0 may also arise in game play and is allowed to designate which attributes are primary and
(picking the pocket of a passed-out drunk, for example) such secondary. Humans are allowed three primary attributes, and
that the CK may assign a negative value to the task. demi-humans are allowed two primary attributes. One of the
character’s primary attributes will be always be decided for
CHALLENGE CLASS the character as it is based upon the character’s chosen class.
Monsters have assigned attributes, either mental or physical.
The concepts and the details relating to the CL are discussed
in greater detail in another section. What is important to
know here is the very basic idea behind the system and how it ATTRIBUTES CHECKS IN THE META-GAME
is mechanically applied in order to better understand how the In game play, it is important to note whether the attribute being
rules work and can be modified. checked against is primary or secondary. The Castle Keeper
could ask the player the attribute’s designation each time a roll
The challenge class is determined by adding the challenge base is necessary but, it would be easier if the player simply told the
and the challenge level together. The player must equal or Castle Keeper this information when providing the CK with his
exceed this this score on the roll of a d20 in order for that action die roll’s results. In the example above, the player Josh would
to be successful. In the first example, Johann has dexterity as a reply: “Johann silently prays for success and attempts to pull
prime, so the task has a CB of 12. The CK assigned a CL of 0 to the purse out of the merchant’s vest pocket. I rolled a 14, prime.”
the encounter, meaning Josh, Johann’s player, needed to roll 12
or better for the task to be successful. In the second example, Josh has told the Castle Keeper the attribute’s designation.
the CB remained the same, but the CK added a CL of 6 as This makes it easier and quicker for the Castle Keeper to figure
the person being pickpocketed was a 6th level rogue. Thus Josh out the CC for the check. This few seconds of work can avoid
would have to roll 18 or better for the task to be successful. potential mistakes, needless questions, corrections, etc. For ease
of game play, the player must always be sure to let the Castle
PRIMARY AND SECONDARY ATTRIBUTES Keeper know whether a check is for a prime attribute or not.
CKs should never assume the attribute’s designation, even
As has been mentioned, the SIEGE Engine is the basic mechanic though some may be obvious based on the character’s class.
driving C&C. The primary and secondary attribute concept
drives the SIEGE Engine. All attributes are assigned a primary
or secondary designation. The designation of an attribute as VARIANT CHECK METHODS
either primary or secondary determines the challenge base for
any type of attribute check. Almost all of the game’s mechanics An 18/+6 Rule
are resolved through the use of attribute checks. This rule is a quick method of letting the Castle Keeper know the
result of a roll without having to state the attribute’s primary/
To repeat, for all attribute checks affected by a primary attribute, secondary designation. In this manner, the challenge base is
the CB is 12. For all attribute checks affected by a secondary always 18, no matter if the check is against a primary attribute
276 CASTLES & CRUSADES
CHAPTER 15 — THE SIEGE ENGINE
or secondary attribute. It is the character’s responsibility to add The SIEGE Engine applies the same method to a secondary
a +6 to his die result if and only if the attribute being checked attribute check. That is, an attribute check for an action which
against is a primary attribute. the character is not specialized in. Two factors came into play
on this. The game was, in many ways, built with multiples of six
By using this method, all the percentages remain the same, but in mind. There were six races, six classes, and most importantly,
the onus of managing the check falls upon the player, relieving six attributes with scores ranging from 3-18. Six was an
the CK of a small amount of mathematical manipulation. important design number. The selection of 18 was, in part then,
arbitrarily based upon the concept of multiples of six. Another
In this case, the Castle Keeper always uses 18 as the challenge
consideration was given to the chance of success for performing
base from which modifiers are adder or subtracted to, and the
a secondary-attribute action. It seemed 20% was reasonable.
player and or monster adds a +6 to his character’s die roll for a
Though some consider it a harsh ruling, ultimately the designers
primary attribute.
adopted 18 for the SIEGE Engine for reasons described below.

A 20/+8/+2 Rule Let’s consider all of the attributes with their own challenge
base for success. There are six attributes. The SIEGE Engine
Another option, similar to the above mentioned rule, is to use
assumes each character class in the game has its own area of
20 as the challenge base. In this instance, the players add +8 to
excellence, and from there their skill capabilities go downhill.
any attribute check involving a primary attribute, and they add
So, for example, a rogue’s best attribute is his dexterity. The
a +2 for checks made against their secondary attribute. The
rogue’s next best attribute is intelligence, then strength, and
Castle Keeper calculates the CC off the number 20. This is an
then wisdom, etc. For this discussion, the order does not matter.
easy number to add and subtract from, so inclined CKs should
The significant concept is that a character class is best at one
use this method.
attribute, worst at another, and all the other attributes range in
between. With that in mind, a character could designate each
The 15/+3/-3 Rule attribute as primary, secondary, tertiary, etc.
Another way of looking at the rule is to choose 15 as the
challenge base and add a +3 whenever a prime is used on an In fact, that is what happened when the SIEGE Engine first
attribute check and a -3 when a secondary attribute is used. This evolved the rules for challenge base. It produced the following
method keeps a simple, single number to manipulate for the chart, with the challenge base for success listed alongside its
Castle Keeper, and it distinguishes the attribute designation by percentage chance for success.
a positive modifier for primary attributes and negative modifier
for secondary attributes. TABLE 15.2 ATTRIBUTES & CHALLENGE BASE
(EARLY EVOLUTION)
All the results of the suggested systems are the same, but are Attribute Challenge Base Chance of success
simply ways of expressing the same rule. Choose the one you
1 (primary) 10 60%
find most intuitive and easiest to manipulate.
2 (secondary) 12 50%

UNDERSTANDING ATTRIBUTES 3 etc 14 40%


4 etc 16 30%
The first aspect of the rules to consider is the baseline chance for
success on an action a character undertakes. When performing 5 etc 18 20%
an easy, class-based action, what percentage chance would a 1st 6 etc 20 10%
level character need for success?
As you can see from the chart, the early SIEGE Engine rules had
For example, when a 1st-level ranger with no attribute bonus a little more complexity built into their basic mechanic. This
tracks another human through a forest, what chance would complex design evolved into a much more simplistic mechanic
you deem that ranger has for successfully doing so? The person when the challenge bases were narrowed down to two standard
or creature being tracked is not a woodsman type and has no numbers. Choosing 12/18 as the basic challenge base for success
idea how to hide his tracks. The SIEGE Engine assumes a just made sense, and with only two numbers for the players and
50% chance for success as the baseline. Having the basic rules the Castle Keeper to manipulate during game play, it made play
concept in place, all we need to do is generate a number which quicker and involved much less paperwork than dealing with six
the ranger would roll against. different challenge bases.

With the basic rule in hand (the SIEGE Engine), we needed Even so, this book is designed to give the CK the tools needed to
to refine the process. With a +1 level bonus, the ranger would tear apart the game and rebuild it using the basic mechanics and
need to roll an 11 or better to have a 50% chance of success. their underlying assumptions. For the Castle Keeper and players
Eleven? Well, 11 +1 (level bonus) =12. Thus 12 would be the so inclined, the basic concept of the SIEGE Engine is presented
baseline for success. Thus a 12 was selected for the primary and includes a few options for you to examine. When perusing
attribute. the options, be aware that they are also didactic in that the

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options explore the nature and application of the mechanic. By differing levels of success when making attribute checks, what
understanding each of the options and their general application, percentage should each of the associated attributes have for
the CK cannot help but come to appreciate and understand the success at 1st level?
elegant simplicity of the rules.
If you choose to assign tertiary attributes, another consideration
In manipulating the challenge base for attribute checks, one comes into play. You have to decide on the number of attributes
must always bear in mind the chances for success said actions to allow humans and demi-humans to slot as primary and
will have at “x” level. A d20 is used to manage an attribute secondary. The basic design premise for the primary/secondary
check, and a straight 5% increase in success occurs on each attribute system is that humans can learn faster and better than
lowering of the challenge base. So for example, if one were to demi-humans. Thus, they have three primary attributes, while
lower the challenge base for success on a primary attribute to the demi-humans possess two primary attributes.
10, that action has a 60% chance for success. One could lower
the target number to 11, generating a 55% chance for success, If you instead decide to give humans an equal number of primary
or even raise it to 13, for 45% chance for success. As you can attributes as demi-humans, then you have detracted from
see from this discussion, lowering or raising the target number anyone wanting to play a human, as this is the only advantage
even by 1 or 2 points has a dramatic impact on game play. Keep humans have as a race. They receive no other racial bonuses or
that in mind when making adjustments to the SIEGE Engine. special abilities.

Furthermore, when changing the numbers for success, consider As such, it is suggested that humans always receive more
the attribute-generation system and realize that characters often primary attributes than demi-humans.
have attribute bonuses which affect the overall percentage of
Table 15.3 Tertiary Attributes offers a standard suggestion for
success. The greater the average attribute bonus, the greater the
developing the tertiary attribute system.
chance for success to occur. The cumulative effect of changing
all the numbers can be staggering, quickly creating massively
powerful characters if challenge bases are lowered, or making TABLE 15.3 TERTIARY ATTRIBUTES
characters massively weaker if the challenge bases are raised. Race Primary Secondary Tertiary
Human 3 2 1
For example, if your average fighter has a +1 bonus on strength,
he automatically has a 55% chance of success on any strength Demi-Human 2 2 2
attribute check. If the average attribute bonus is +2 and the
target number is lowered by even one point (to 11), a character’s All things considered, the Castle Keeper and players should
chance of success quickly increases to 65%. make the ultimate decision on attributes for their game. For
example, if the game universe is not human-centric but dwarf-
The real problem arises as the character advances in level. centric, one could give dwarves the greater number of primary
Remember, with only a few exceptions (detailed later in this attributes. Also, one can arrange the tertiary and secondary
chapter), the level is added to the attribute check. So. 5th attributes as desired among the races to give them more
level characters have an 80% and 90% chance of succeeding flavor. Just bear in mind the impact on the game any attribute
that attribute check. By 7th level, they are at 90% and 100% arrangement may have.
respectively. And 7th level is not even considered a heroic
level. Yet, by adjusting the challenge base numbers, the CK has Method One: The choice is, of course, left up to the Castle
quickly altered the game. Keeper and players. One can choose a 50%/35%/20% for
challenge base 12/15/18. This is generally considered the most
In standard C&C, the heroic levels are 10th-12th level, with logical approach, and by using this method, one does not alter
12th level being a very powerful character. At that point, even the game’s power structure significantly, though there is an
moderately difficult actions are very easy for the character to incremental increase in the characters’ chances for success.
perform. By altering this basic design (which is built into the
game in its entirety), CKs will affect game play. It can become Method Two: Another option is a 60%/40%/20% for challenge
more difficult to challenge players mechanically if the CK alters base 10/14/18. This method increases the chances for success
the system too much. significantly at the upper end (with primary attributes), but
maintains the same chance for success at the lower end of the
spectrum. The effects on game play are noted at lower levels,
Tertiary Attributes but they tend to be suppressed at the higher levels.
Castles & Crusades is designed with only a primary and
secondary attribute system; however, it is possible to add tertiary Method Three: Another method places the challenge bases at
attributes to the mix without unduly affecting game play. The 12/18/24, for a 50%/20%/0% of success. This latter method is
most important aspect to consider with regards to a tertiary used in conjunction with another rule. This method allows for a
attribute is what value it will have as it relates to the primary character to attempt class skills of another class, but always as a
and secondary attribute system. Essentially, if one has three tertiary attribute check, meaning the character’s level is never
added to the roll. This option is only useful if this rule is in play.

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CHAPTER 15 — THE SIEGE ENGINE
What happens is that a fighter can mechanically attempt to Game Application
pick a pocket, but he cannot succeed unless there are mitigating
Changing the rules changes the nature of the game, and creating
circumstances allowing for his success. A rogue can attempt
a more weighty mechanic requires more thought and time;
to track someone, but without mitigating circumstances, he
allowing the mechanic to hit harder or faster does the same.
will not be able to succeed. This latter system allows for some
interesting variation in play while maintaining the integrity of Epic Fantasy: Method Two is the best method for a high-
the Castles & Crusades design premise. fantasy campaign. The characters are supposed to be able to
accomplish a lot more than the average person and overcome
Example: A rogue may be following a target through a snowy obstacles easier. The characters are supposed to be more heroic
field. The tracks left in the snow are plain enough for anyone to from the very beginning. This method increases the character’s
see. The rogue could possible follow them, but would have no power but not so much as to throw an entire campaign off
chance of catching a switch back, or determining which set of balance.
tracks is the target’s among multiple sets appearing on the path.
Classic Fantasy: If one were to use one of the above methods.
One Other Thing Method One would be the best choice. This method does
not alter the effect of game play that much, but it allows for
As can be seen from the three methods described above, there variability and more individualization of the character.
is quite a variation in which the attribute check system can be
retooled. It is up to CKs to design the variation for their game. Low Fantasy: Method Three works best in low-fantasy
And this is just with three different attribute levels. settings. This method broadens character choice, but makes
some actions, though conceivable, very difficult to accomplish.
Let’s assume the CK really wants to crunch the system and use In this method, things are just more difficult, and the likelihood
all six attributes, giving each a designated bonus. The CK could of failure is greater. This difficulty adds to the game’s grittiness.
use the system described at the beginning of this section, Table
15.2 Attributes & Challenge Base.
IN SUM
Or you could manipulate the numbers any way you chose and Castles & Crusades is designed around a simple action
assign them to humans and demi-humans in interesting and adjudication rule. When a character takes an action for which
delightful manners. You could stretch the challenge base to there is a significant chance of failure or its success/failure, that
24 or higher, or bring them down lower. This would give each action plays a part in the story-telling aspect of the game, and
character an entirely different feel. And if you were to combine an attribute check resolves the action.
this with a skill system, you would have a highly complex game
with multiple variables and many options for the characters. In short, the SIEGE Engine defines the outcome, and the
mechanic determines it. This is summarized with the simple
Note: As designers, be wary. Castles & Crusades is designed concept of the character rolling against a challenge base to
with a simple core mechanic to allow for quick adjudication succeed at a task. In the standard method, the attribute’s
of actions in a game, so the rules never overshadow the role- designation determines the challenge base, and the Castle
playing aspect, the real action of game play. If one cares to, one Keeper designates the challenge level, resulting in a final
can add layer upon layer upon layer of rules. These rules should challenge class. The character’s d20-roll result is then adjusted
never essentially alter the basic mechanic, but they can alter the by the character’s attribute modifier and level. In the alternate
play of the game. The more rules added to the game, the more system, the CK determines the challenge base and any CL
the dice rolling overshadows the game’s role-playing aspect. modifiers, and the character adjusts his d20 roll with his level,
If you intend on moving in this direction, be sure this is the attribute modifier, and by +6 if the attribute is a primary one
direction you want to go. (+0 if secondary).
That being said, many people, especially long-time gamers, love The Castle Keeper and players can adjust all the aforementioned
to manipulate and design their own rules. The basic action aspects of the game. The attribute system can be adjusted, the
resolution system for C&Cs is easy to manipulate, allowing CKs attribute modifier can be adjusted, and the challenge base, vis-a-
to add to or subtract from it, creating high levels of complexity vis the designation of the attributes’ character, can be adjusted.
or even lower levels of complexity - whichever is desired.
All the systems can be manipulated. All the checks work on the
Note: Regarding the creation of a prime/non-prime attribute same principle. One can add variety and complexity without
designation, it is advisable to use multiples of six when doing so creating subsystem rules. It simply comes down to the number
simply for ease of reference and keeping a clean slate of numbers of options you want to create and the amount of numbers you
with which to manipulate. Though the math can work easily want to crunch. Sticking with the system as developed and using
in several directions, keeping simple principles moving forward the challenge level to adjust the outcome behind the screen is,
always works the best. however, really the best approach.

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USING ATTRIBUTE CHECKS In other situations, the context plays no part, or by the rules,
cannot. A ranger tracking an orc though can either successfully
This section assumes the reader is familiar with the Players track the orc or not. Because the ranger has a specific skill
Handbook’s description of attributes and their uses in the enabling him to do this, when he tracks, a die roll is necessary.
game and has familiarized himself or herself with how to use the That attribute check is adjusted, of course; but the check must
attribute check system. go on, and the ranger may actually fail to track the orc.
A warrior is chasing a wizard up a flight of steps. They have Consider another situation, though. A fresh foot of snow is on
been dueling in a chamber below, and the wizard, near death the ground and a rogue is running across an open savannah.
and pressed for his life, is trying to escape. The warrior, the last The rogue leaves behind such an obvious trail a blind man
of his party capable of catching and killing the evil wizard, gives could follow it. Throw in a light snow, wind, and some time,
chase. Up the winding staircase they go. and those tracks could disappear, causing problems for even the
This situation is a classic example of a situation requiring most seasoned tracker.
an attribute check. Should an attribute check take place for Situation is everything. The Castle Keeper is the ultimate
both the fighter and wizard, or for just one of them? At what adjudicator of when an attribute check is necessary and for
point should the check occur? Many questions arise that need what reason. A lot of responsibility falls upon the Castle Keeper,
addressing. This situation is one of those classic role-playing- and players should bear in mind the Castle Keeper is trying to
meets-mechanics moments, where one has to out-rule the other. manage a lot more than just a simple attribute check. The CK is
In general, when there is no chance for failure in taking an action, trying to manage a story’s development in a fluid environment
or when the action’s success or failure has little or no impact on and dealing with multiple variables for multiple players and in
the game, an attribute check is not required. Characters will go multiple encounters.
up and down stairs hundreds, if not thousands, of times in their For the Castle Keeper, keep in mind that telling the story is
adventuring career. They will stumble occasionally, of course. paramount to struggling over whether something is realistic or
They may even fall. But for the most part, who cares? It never not. Role-playing and story development keep players interested
comes up in play or has any impact on it. in the game. Rarely do mechanical situations and resolutions
Yet, in the situation above, the character is running up a flight produce dramatic moments (though it happens). The CK, as the
of steps chasing a villain. Is there a chance the character would orchestrator of events, is responsible for ensuring the characters
stumble? Is it significant? Most importantly, will failure change are enjoying the game and it is living up to their expectations.
the play of the game or affect the outcome of an event? To summarize a basic premise on the use of attribute checks
Intuitively, many Castle Keepers would avoid having the warrior for non-class-based actions, an attribute check should only be
or the wizard roll an attribute check to see if they make it up the required when an action or moment of conflict resolution occurs
stairs without falling or tripping. Only upon second thought will which has a dramatic effect on game play, either in its success
they muse upon the chance and perhaps give it a whirl, having or failure (class-based actions, such as picking pockets, always
both make an attribute check. require a check). Using the attribute check as a tool to propel
the game forward is the key to understanding its application.
However, the CK should consider the action within an even
broader context, the story-telling context of the game and the There is no amount of rules and examples that can teach a
moment in play. This action would only require the characters Castle Keeper when to use attribute checks and when to avoid
to make attribute checks in this situation if this stair-chasing them. Time and experience generally teach the CK the proper
scene was not a culminating moment in the night’s game. If the moments for such checks, and even then, Castle Keepers often
latter were the case and the whole game had been building to over-use or under-use them. Use also depends upon the players
a moment such as this, the SIEGE Engine would not require and the style of game played. Some players prefer games with
the moment’s drama be sullied by a simple trip. It would allow quite a bit of mechanical resolution, while others prefer games
the wizard to get to the towers top and turn to face the panting with less mechanical resolution.
warrior. This makes for a good story. Tripping on the stair, Castles & Crusades is a game with few mechanical resolutions.
though realistic and maybe even probable, only detracts from
the fun and heroic aspect of the game. That said, mechanics can produce highly dramatic and exciting
moments that live in players’ memories for a long time. Consider
On the other hand, if this were one of those moments in which the following example.
the drama was not king and the action’s failure or success would
add to the storyline, then the SIEGE Engine would allow for the Example: The rogue and his friend, a fighter, are chasing a
check. Failure might allow the wizard to escape, add a comical miscreant across a roof. The rogue is on the spine of the slate
moment, or cause the character to give up the chase. Any roof in the rain; the CK requires a dexterity check. The rogue
number of things could happen. It would all depend upon the rolls low and stumbles, starting to slide down the roof, grabbing
context of the game the CK is running. slate as he goes. His compatriot starts to throw a rope in his
280 CASTLES & CRUSADES
CHAPTER 15 — THE SIEGE ENGINE
direction, but fails his dexterity check, so he is not fast enough Who Rolls?
to help the rogue. The CK allows the rogue to roll another
It is the standard rule of thumb that the player makes all his
dexterity check to see if he can grab onto the roof. He just
character’s attribute checks. However, there are times that this
makes his rolls, and he manages to grab the gutter by one hand.
may cause problems in the game. For instance, the character
The rogue is now dangling 100 feet above the ground, while
attempting to convince a malcontent of something makes a
slate from the roof falls around him, clattering and shattering
charisma check. It might be important to the game’s flow that
on the cobblestones below. The fighter throws the rope again,
the character not know whether his check was successful or
and with a successful dexterity check, the rope lands near the
not. In this instance, and in almost any other instance, the
rogue. The CK checks for the gutter to see if it gives way under
player should make the roll, but the CK does not have to reveal
the rogue’s bulk by consulting the equipment wastage tables.
the results of the roll, or the CK can just flat our lie to the player,
Refering to Table 9.3 Weathering & Combat Conditions
revealing the actual results later in game play as they come to
Wastage, cross referencing ceremics with falling damage the
bear on the player. The Castle Keeper and player can role-play
break is automatic. The gutter collapse, causing the rogue to
through them.
start falling again. But the rope is at hand, so the rogue makes
a grab for it. He makes another dexterity check, and this time However, lying to the players about a roll’s results can cause
experiences a smashing success. The rogue grabs the rope and some grief, as they may feel the CK betrayed them when they
swings clear of the broken gutter. However, the halfling fighter learn the truth of the matter.
holding the rope must make a strength check to keep the rope
in hand and the rogue from falling. The rogue weighs 150 lbs. An easy solution to all of this is to allow the characters to make
and has about 50 lbs. of equipment on him; the halfling fighter and record several checks for attributes and keep them behind
holding the rope has a 9 strength and fails his check. The rope the screen. Use them, in order, as needed per each circumstance
yanks free of his hands, and the rogue falls 100 feet to ground, calling for the character to remain in the dark about what is
sustaining massive and all-too-fatal damage. going on. This should not be done for every attribute check,
but only on a limited scale and as needed. The players should
All mechanics and some dice rolling created a wildly exciting continue to roll attribute checks and saves as normally needed
role-playing moment. in the game.
Yet, this example highlighted the problem of understanding
when to have characters make an attribute check. It is DIFFICULTY OF ATTRIBUTE CHECKS
important, therefore, for this chapter to provide more in-depth The chart in the attribute section shows that as a character’s
rules detail than presented in the Castles & Crusades Players attributes increase the character’s capacity to perform herculean
Handbook for applying the attribute checks. tasks increases, as well. The Castle Keeper, of course, sets the
difficulty range of any check, and the standard range is from
Generally, unless specifically stated in the ability’s description,
0 to 10. A 10 difficulty implies a heroic task, so even 10th-12th
all class abilities require an attribute check to perform those
level characters will find it difficult to perform CL 10 tasks.
actions successfully. However, sometimes even abilities do
However, as with most rules in C&C, CKs can adjust this limit
not necessarily need a check, even though the rules call for
as necessary for their game. For instance, a check might have a
it. One does not have to successfully roll a listen check when
difficulty range from -10 to 20, or more, depending on the CK’s
eavesdropping on a couple screaming at each other at a nearby
decided ease or difficulty of the situation.
table in a bar. Use common sense when having a character roll
an attribute check. Example: Let us assume there are two doors, both of which
Only situations in which there is a significant chance of success cannot be entered by any other means than by picking their
or failure in the game need be rolled for. A character may stumble locks. A locksmith apprentice created the lock on the first door,
and trip going up the stairs in a tavern, but it does not matter. and a dwarven master locksmith constructed the lock on the
In the chase situation described above, it may matter, and in a second door. Picking the first door’s lock would have a CL of 0,
situation where the stairs are covered in oil and a creature is while the second lock would have a CL of 10. Now let us throw
clambering up after them it matters. It has to matter to require in a third lock. A blind farmer made this thirds lock from wood
a check, and only the CK can determine when one is necessary. parts. This third lock receives a -10 modification to the CL. The
characters find one more locked door in the adventure; a deity
Additionally, the attribute check should be used to propel of locksmithing made this lock to prevent anyone without a key
the game forward, either for good or ill. In the rogue example from ever entering the door, so this lock can have any number
described above, the attribute checks drove the game forward, of modifications, perhaps extending its CL to 20.
even to the point of the character’s death. If the fall from the
roof would not have mattered, the Castle Keeper would not As you can see, the modifications can vary greatly. The Castle
have required a check. It would have been entirely unnecessary. Keeper needs to be aware of this and apply the appropriate
However, the check being a fateful one, it was necessary for modifications, keeping in mind that either chance wins the day,
the CK to require the player to make a check and the dice making the CL fit the situation, or that the CK can guide the
determine the outcome. outcome by setting it high or low.

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Example: Here’s a pick-pocket example. Picking the pocket of Example: How difficult is it to find a book in a library, even
a wary, nervous, guarded merchant might be a CL 3 task, and one using the Dewey decimal system? If you know to use the
should that merchant have his purse sewn into his shirt, it could card catalog or the library’s computer system, and you know the
be a CL 8 check. But what if the merchant with the sewn-in library’s shelving system, then finding the right book should be
pouch gets drunk? The modification then drops to CL 4. And an easy task, say a CL 1. What if the library’s owner devised his
what if the target is in a large, noisy, crowded bar in which own cataloging method, however, and the library had thousands
people are constantly jostling one another? Perhaps in this of books? Additionally, the librarian made numerous errors
case the modification becomes a CL 0. And what if the thief in when shelving the books in his own system, and ultimately he
questions enlists the aid of a barmaid to attract the merchant’s never shelved the books in the proper manner. How difficult
attention while the thief tries to relieve the merchant’s purse of would finding a specific book then be? Figuring out the system
its gold coin? Why, in this case, there might be a -3 modification would be the first task (say CL 3), and then discovering the
to the CL. librarian failed to consistently use the system suddenly makes it
difficult (CL 6); then, if the system was never actually followed,
Situations matter. Circumstances matter. There are no hard- and the character has to search the stacks, then the final task
and-fast rules concerning this type of activity. There cannot be would be monumental (CL 9). What could be an easy task is
considering the vast number of variables that can go into the thus made difficult.
successful performance of any given action. The CK must be
aware of situations affecting an attribute check and adjudicate The point is that any number of factors can go into setting the
an appropriate modification to the CL for that action. difficulty level for an action. The Castle Keeper needs to keep
this in mind when creating difficulty levels for tasks. But the
Very easy, simple, heroic, or herculean tasks fall in this the Castle Keeper also needs to keep the game in mind. In the library
range. Using negative modifiers is rarely necessary, but is example, what if it’s the case that the characters need a piece
sometimes useful because these tasks are supposed to be easy. of information from a book in that library for the adventure to
These really only count for low-level characters, as higher level continue? Would you really want the adventure to end because
characters with attribute modifiers already have a great chance they could not find a book? Probably not.
of succeeding at checks with a CL of 0. Very difficult tasks
are difficult or nearly impossible to perform, such as actually However, if finding the book is part of the adventure, the CK
untying Gordian’s knot. may have to change things up a bit. In such a case, the Castle
Keeper might make the characters roll several times before
Example: Climbing a 120-foot-tall loblolly pine is difficult, discovering the filing system just does not work and the books
but climbing a tree, in general, is not. This specific type of tree are jumbled and in no certain order. He may have them make
is very difficult to climb because loblolly pines do not have a check each day they search the library. A successful roll
low branches. Their first branches begin at about 50-100 feet indicates the information is located and the game continues.
up, depending on the growth pattern, but the tree does not This method has a small cost, of course, in that time passes.
grow a low branch. Climbing a fir tree is easy because it has The appropriate checks are still required; it is just that the PCs
so many low-lying branches. How high the character climbs need to be successful at some point, as the adventure requires
up the tree counts, as well. In both these situations, there is it, so the PCs require as much time as necessary to discover the
a lot to consider. Just about anyone can scamper up about 5 information to continue the adventure.
feet of loblolly by sheer dint of will and nearly jumping. But to
get to the top, climbing by hand, that is a feat of tremendous So the CK must consider the story, consider the task’s difficulty,
skill. Climbing a fir to its near top is easy, as there are so many how the task plays out in the story, and what happens if the
branches. Climbing a loblolly would require an attribute check. characters fail. Not that failure is bad. As noted, failure can
Climbing a fir tree may or may not—the choice belongs to the often propel the story in a positive direction, as long as the story
CK - but any required check would be an easy one, meaning it continues to go forward.
has a CL of 0.
Note: The CK should not create an adventure such that its
Now consider staying up in that tree. Tree climbing is conclusion depends upon one die roll, or he should do so very
dangerous, even for experienced climbers with equipment. rarely and be willing to live with the consequences.
Windy conditions cause trees to sway a lot. Trees with branches
have weak spots, and they crack, causing people to fall. Falling The following discusses difficulty checks against other characters
out of a tree is nasty business. or creatures.

So, it is an easy task to climb the fir tree (CL 0), and it is a Example: If a character is acting against another classed
difficult task to climb the loblolly (CL 7). Staying in the tree character (such as a rogue picking the pocket of a rogue), then
would be a CL 5 for the loblolly and a CL 2 for the fir tree. the CL is adjusted (if applicable) by the level of the character/
These, of course, are random, and the CK may adjust as desired. NPC who is being acted upon. So a 5th level rogue picking the
But it’s the specifics that he may want to consider. If no specifics pocket of a 5th level rogue would have to overcome a minimum
are desired, assign a CL giving a reasonable chance of failure. of CL 5 above and beyond situational and attribute modifiers.

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Example: Whenever a character is trying to listen for an NPC class-specific actions of another class - assuming the Castle
or creature who is trying to move silently, then the CL of the Keeper even allows characters to make such attempts.
check is equal to the level of the creature the PC is listening
for. If a player rogue is listening (making the check) to see if he Common examples of class-specific abilities include picking
can hear something and an NPC elf is trying to sneak up on the pockets, tracking, hiding, moving silently, listening, etc. It
character, then the level or HD of the elf and any situational does not mean that a character cannot necessarily attempt to
or attribute modifiers he may have are added to the listening perform certain actions (anyone can try to hide, for instance),
check’s CL. it’s just that through specialized training and experience some
characters are better at it than others. They understand the
Example: A ranger is tracking another ranger who is actively principles of hiding (motion, shadows, etc.) or picking pockets
trying to hide his tracks. The CK adjusts the tracking CL (distraction, fluid motion target selection, and timing) or
upwards by the level of the ranger trying to conceal his tracks. listening (drowning out surrounding noises, where to hold one’s
ear, etc.). In each of these cases, anyone can try to perform
the action, but they are simply not good at it; they lack the
ADDING LEVELS background knowledge to perform these actions well, and they
The character’s level is almost always added to an attribute are not capable of learning to improve.
check. It is an understood premise that as the characters
advance in levels they advance in experience. Their experiences, So, in general, characters add their levels to attribute checks,
through either observation or action, have improved their skill except when they are trying to perform a class-specific action
in successfully performing actions. The characters’ chances of which they have not used in play, or when they are trying to
success improve by 5% at each additional level. This includes perform another class’ designated class-specific action, like
the characters’ effectiveness in prime and non-prime attributes. tracking or picking pockets.

Considering this improvement by levels, the CK may disallow the Attribute Modifiers
character to add his character level in particular circumstances.
Attribute modifiers are always added to the attribute check
Example: In running a three-year campaign wherein a rogue whether prime, non-prime, experienced or not. This rule
advanced to 8th level and in-game almost a decade passed, remains constant throughout the game.
that player’s character never once picked a pocket. When he
attempted to do so for the first time since starting the game, the ACTIONS AGAINST OPPOSING ATRIBUTES
CK did not allow the character to add his level to the check. It
How does one resolve a situation in which a character is
was a harsh ruling, but the character had simply not performed
trying to grab something out of the hand of a dryad or some
the action since his early youth, and really had no grounds for
other creature? Remember, there are no opposed rolls in
adding his level to the check. It is not suggested that every CK be
C&C. Instead, the character performs the action against
so harsh, but be aware, circumstances can arise wherein ruling
the opposition’s attribute, with the primary or non-primary
may occur which seems harsh and counter to the norm but is, in
designation of the attribute in question and the creature’s
actuality, clarifications of the theme the rules are setting.
level or hit dice determining the action’s difficulty level, not an
opposing roll. So, if the opposition’s attribute is a prime, CL 6 is
Example: Assume a 7th level knight is attempting to enter a added the action’s CB; if the opposition’s attribute is secondary,
guild. The character must solve a puzzle to pass an initiation.
the CL is +0.
intelligence would be the typical attribute. This knight, however,
has never worked to solve a puzzle in his lifetime. In this case, In the above example, a dryad’s dexterity is not her prime
the knight should not be allowed to add his level to the check. attribute (dryads have mental prime abilities), so only the
dryad’s hit dice is added to the check for a CL 4. Change the
In short, there are times in which adding the character’s level
dryad into an orc, who has dexterity as a prime and it is different.
might be wrong. Most people know when these events arise. A
The CK would add +6 and +1 to the CL, for the dexterity and
first-time encounter of an obstacle (of whatever nature) cannot
hit dice respectively. So if a 1st level character with dexterity as
rely on previous experiences, which is what a character’s level
a primary attribute attempted to grab a shoe out of the orc’s
represents. Whenever a character encounters an entirely new
hand, the CB would be 12+6 and +1 for a 19, meaning the
event, it’s at the CK’s discretion as to whether or not to allow
character would have to roll a 19 or better to successfully grab
the character to add his level to a check.
it. A rogue character would add his level and attribute bonus
when making this grab attempt.
Note: If the CK desires to pursue this path, make certain
characters fully understand this exception to the standard rule
before play begins. RETRYING ATTRIBUTE CHECKS
Generally speaking, characters can only attempt to overcome
Another situation in which characters should not be allowed
a difficultly once. If they fail, this means they did not possess
to add their levels to checks are when they attempt to perform
the abilities to overcome the challenge. The rogue above who
CASTLE KEEPERS GUIDE 283
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attempts to pick the lock fails, because the locking mechanism Example: A character is attempting to roll a boulder out of the
was too complicated for him to overcome This of course assumes way of a door. In a normal situation, a player may say, “I attempt
there is only one way to solve a problem. In the example of to roll the boulder out of the away.” The CK would say a strength
the missing book above, the searcher was able to approach the check is required and would modify the CL by a +2 due to the
problem from different angles. In the case of picking a lock weight and position of the boulder. But if the player instead said,
there is generally only one way to spring the lock, unless of “I look at the boulder and try to disscover whichever side would
course the character becomes more creative and attempts to be easiest to roll to, where the preponderant weight is located,
actually dismantle the whole door mechanism. In this case it and then find a device to use as a lever to help me move the
would require a second check. object,” the CK might knock the strength check’s CL down by
a few, because the character put some thought into the best way
PERFORMING THOSE ACTIONS to proceed with the action. In all, performing an action should
not just be a simple request for an attribute check, but should
How does the player actually perform the action requiring an
require the character to put some thought and description into
attribute check? Although this seems like a simple question with
what they are doing. This can always affect the outcome. The
an obvious answer, it is one that can be fairly important. The
Castle Keeper should encourage the players to join him in the
how came be part of the role-playing, giving the CK room to
story-telling aspect of the game, making them painfully aware
add or subtract to the CL. Perhaps the player has a creative way
their additions to the game’s detail and story often improve
to climb the wall, or has some piece of equipment that allows
their chance of success.
him to track better; players should willingly bring anything to
the table that may affect the CL, and the CK should welcome Conflict resolution is as much descriptive as it is mechanical—
the players’ ingenuity. or it should be or can be. It also improves the game’s flavor and
fun when players describe their characters’ actions rather than
Example 1: A rogue wants to pick a merchant’s pocket. The just outright rolling for an attribute check.
player tells the CK, “I pick the merchant’s pocket.” Let’s assume
then that the street is not abnormally crowded and people are
milling about in a normal fashion. The CK may judge that no
ADJUDICATING THE UNFORESEEABLE
modification is necessary, but he may also judge the action is Situations will arise throughout the game for which the rules
somewhat difficult because jostling the merchant for the “pick” cannot account for. After having played various incarnations
might seem unusual in such a situation as the one described. of RPGs for over 30 years, it has become painfully obvious that
players are quite ingenuous at devising difficult situations for a
However, if the player added in detail about the how of his Castle Keeper to make a ruling on because the rules simply do
attempt, it could affect the Castle Keeper’s determination of not address the issue. This is the very reason why many rule
the action’s difficulty. sets for RPGs have so many subset rules systems and rules of
differing natures stacked one on top of another.
Example 2: The player tells the CK, “I follow the merchant
at a discreet distance for a few minutes or more, waiting for a Players will argue with the Castle Keeper about rulings and
moment when he is stopping to look at something, enters into a suggest more ingenious methods of bringing about a judicious
conversation, or is otherwise distracted. But I don’t attempt the manner of adjudicating a situation than the Castle Keeper can,
pick right away. Instead, I wait to see what happens.” The CK or so they say. This book cannot address every issue. Creating
responds with, “Well, the merchant moves at a brisk pace for a more rules creates more questions and bogs the CK down with
bit, stops to greet someone, and then moves on a little further. more rules to learn. However, the strength of the SIEGE Engine
Finally, he stops in front of a fruit stand and begins chatting up lies in its versatility. It is versatile enough and adaptable enough
the vendor.” The player might say,’ “I move up to the fruit stand, that the CK can use it to adjudicate almost any, if not all,
as well, and I interrupt the conversation to ask for some fruit. situations arising at the game table.
At the same time, I gently nudge the merchant and attempt to
pick his pocket.” In this instance the CK might judge that the Castle & Crusades has its own rules system. This rules system
character laid the groundwork for a greater chance of success is deeply ingrained in the way the game has been played for 30
with the pick-pocketing attempt and award a -1 or -2 to the years. But the adaptive nature of its underlying mechanic is
situation’s CL. what makes it an adaptable game, incorporating elements from
every other game as individual CKs see fit.
The players should be encouraged to describe how they are
performing their various actions. Of course, in some cases, there Considering this, it is suggested and strongly encouraged that
may not really be anything to describe. But in others, there is the CK not break with the basic SIEGE Engine mechanic when
enough variability in a situation to allow for character choice designing a rule to adjudicate a situation not addressed in the
in approach, which, when fully detailed, can dramatically affect rulebook. The description of the SIEGE Engine above should
an attribute check’s outcome. show you how malleable the entire system is and how simply
almost all actions can be managed. When a unique situation
Let us consider another situation. arises, simply find a manner to apply SIEGE Engine to it.

284 CASTLES & CRUSADES


CHAPTER 16 — TREASURE
them enough treasure to buy useful equipment and knowledge.

T
reasure is the grease that makes everything
happens in Castles & Crusades. It fuels the fire A Castle Keeper, especially one just starting out, should strictly
of the first time gamer, opening up his world to adhere to the Treasure Tables in Monsters & Treasure and the
a host of new and better weapons, armor, and percentage rolls found there to hand out enough treasure for
equipment. Treasure makes an adventuring party happy to face the needs of the players.
death many times over, killing zombies and ghouls in a nasty
nest of undead. It is, in the end, one of the two main objects Giving out too much treasure causes its own set of problems for
of any role playing game; wealth gained through the wild the players. A great deal of the interest in role-playing is the
dangers of adventure! Beyond that however, treasure affords struggle to survive and grow in a dangerous world. If a character
the CK a host of opportunities to expand the game, drive role can buy any magic item they want and pay cash for the building
playing encounters, and make action and danger more intense. of their castle when they are level two, they aren’t going to have
Treasure serves these capacities and more, as the enterprising near as much fun as if they adventure and work hard for the
character will desire, at some point, to develop his own magic, same advantages.
creating potions, scrolls, and other items more useful to him
Example: The Dragon Slayer group walked through the magic
and his party.
market in the city of the Mad Mage. Said to be the most magical
place in several dimensions, the group could see this was true.
TOO MUCH OR TOO LITTLE Each one of the six had saved 150,000gp and this was in
The role of treasure in your world depends upon the style of pouches under their clothes. They had come to buy some magic
play, the type of game you are playing, and whether or not that and weren’t leaving the market until they each found what they
game is a campaign or a one night shot. If running games at were looking for. They looked at boots of elvenkind for 20,000gp,
conventions, for a bunch of rowdy players who want to plunder a flying carpet for 25,000gp, gloves of dexterity for 50,000gp and
a dungeon, then by all means awarding whatever the dice yield there were several oath bows to be had for 60,000gp each.
and more is a good way to capitalize on the fun of the moment.
Doing a similar thing in a long going campaign may lead to Depending on how magical your campaign is, any given book
disaster as players become disinterested in magic and gold at price for a magic item goes up in price. In a gritty game world,
early levels because they have a plentiful supply of magic items it should be impossible to buy magic. Your players will have to
in their broom closet, artifacts hanging on their belts, and gold quest for items, and they will be rare. In an epic, magic-rich
that the greatest Kings would envy. campaign, the merchants are all going to try and get top dollar
for magic items, which means asking more in gold for each item
Keeping a level balance is easy to do. The monsters as presented than that listed in the Monsters & Treasure. It’s up to the
in both Monsters & Treasure and Monsters & Treasure of Player Character to barter down the price.
Aihrde offer a numerical value that establishes what is normal
for that monster. Do not be restricted to it or the dice rolls As a rule of thumb, if after three gaming sessions the party is
as it determines what that treasure consists of. Rather, use significantly poorer through no real fault of their own but rather
those charts as guidelines awarding items that might come in from equipment wastage and small treasure portions, it is time
handy in future adventures you have already begun to plan to reassess your approach to treasure. Add more to the mix to
for and enough wealth to refurbish and refit lost and damaged keep the Players coming back to the table.
equipment. Always err on the side of caution, if it seems too
much, it probably is and simply round down the figures. It ROLE-PLAYING TOOL
is better to have a little less than a little more as the more Treasure has a greater role than simply pacifying players and
accumulates over several gaming sessions and the CK quickly making their journey’s toil worth the endeavor. Treasure is
learns the changing nature of the Player Characters. another tool that allows both players and CKs to expand the
role playing experience. Using treasure as a tool to enhance play
If your player’s cleric has to decide if he wants to use the +3
or as a control is easy for the CK to do and easy for the player
mace of smiting or the +2 mace of terror, and if he should wear the
to take advantage of.
+3 armor of etherealness or the armor of spell resistance, and all of
your players have similar decisions, your campaign probably has
too much magic in it. If your player group has gone six years of Centerpiece or Backdrop
gaming every Saturday, and the highest level PC is 5th level and Treasure is a huge motivating force for players and their
the party has one +1 short sword that they are all proud of, your characters and using it as a tool to drive the game is a hallmark of
campaign probably has too little magic and treasure in it. good Castle Keeping. Treasure takes many shapes and sizes, from
simple wealth as expressed in coin, to the more fantastic magic
Giving out too little treasure can be harmful to the health of items crafted by or even containing gods. Using treasure as a
your campaign. In the beginning of any campaign, as the Castle catalyst for games is easy to do through hinting to the characters
Keeper, you are trying to encourage your players to come to of fabulous and wonderful wealth that lies just beyond the bend.
every session and have fun. One of the ways this is accomplished When using treasure as a catalyst, the crucial question becomes
is to give them interesting magic items to try out, and to give what role the treasure itself plays in the adventure. Does it

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PART 3: THE SIEGE ENGINE
become the centerpiece of what the characters aim for? Or is it Bring it Down
more of a background thing, where the characters hear of the
Treasure can serve the opposite role too, bringing the adventure
treasure but the true object is some other design.
down a notch. If the characters amass too much treasure
Centerpiece treasure generally has some value beyond the through a natural hoarding instinct, or the CKs accidently allow
monetary. This type of treasure is possessed of some unusual too much into the game, the CK can weaken the treasure or
power or ability. It may be ancient and worth more to the story claim that it is not as valuable as it actually is.
arc than actual mechanical value. Sometimes the centerpiece
Example: The player character elf ranger, Eritrean, comes into
treasure is itself sentient and able to communicate with the
the city of Elne with his Dragon Slayers character party. They
players, or plays some role in an upcoming apocalypse. The
have just had an extremely successful set of adventures in the
item is what the characters are seeking or fighting for, it is
Troll Glades and they are laden down with raw and cut gems
the purpose of the adventure or campaign. Once achieved, it
of many types. Going to several jewelers, they are astounded
retains much of its value to the adventure, driving the character
to get 30,000gp for the twenty gems; many of them were star
that possesses it or the next series of adventures. Heirlooms,
rubies, star sapphires, and purple star sapphires. They should
artifacts, and relics all fall into this category.
have gotten 300,000gp for all of that, but they didn’t know any
Example: The young paladin Bryan had a vision that bespoke better and were well satisfied. They then went to several wizards
of a journey that he must undertake. He must travel south, and sold a rod of absorption for 10,000gp; that should have gone
crossing the great Grundichle Mountains and there take a river for 50,000gp. They sold a wand of levitation for 6,000gp; that
craft down to Aenoch Valley. Here his journey would continue should have gone for 26,000gp. They didn’t know what the orb of
to the sea where he must find a ship and journey into the deep storms was and sold it for 10,000gp, when they could have gotten
southern seas in quest of the Island of Pivore, there he would 49,500gp for it. They walked out of the city having purchased
meet many challenges. But if he overcame them, the holy several sets of quality armor and flat broke. They had smiles on
sword, Durendale, would be his to command. The adventure their faces and were ready for the next big adventure; so were all
itself crosses several thousands of miles and promises at least the merchants that had cheated them in the city of Elne.
a year’s game time and all the myriad encounters he and his
comrades must necessarily make on the road. EXPANDING TREASURE
Treasure comes in many different styles and sizes, and all of
Backdrop treasures are slightly different, in that they do not take
it can have a role-playing element to the experience that can
center stage, no matter their size, power, or value. The CK uses
be fun for the players and the Castle Keepers alike. There are
them to spur the characters on in an already existing adventure
many creatures in fantasy RPGs that can manufacture treasure,
or as an ancillary plot line. The treasures may aid the characters
whether coin or magic items. Taking the standard items and
through some difficult task or simply give them enough power
expanding on their origins, their make-up, and even their effect
to overcome a foe. These tend to be standard treasures listed in
on the game’s play is easy to do.
Monsters & Treasure or Monsters and Treasure of Aihrde;
however, the CK should not shy away from using artifacts,
relics, etc. for such plot devices. The item (or items) in question COINS
plays the role assigned to it by the CK so long as they retain All experienced players and CKs understand the normal
some control of the item, such as allowing it to break after its exchange rate of coins. They also know that about ten coins
intended purpose, etc. equals a pound in whatever type of metal the coin presents.

Example: The young paladin Bryan sets off on his first Generally, carrying around large quantities of coins is
adventure, knowing full well that he is one of the weakest in his cumbersome to characters and they often wish to exchange
brotherhood. His brothers-in-arms have taught him well and them for gems or jewelry, or even deposit them in banks. As
set the vision of the holy avenger Durendale in front of him so fantasy worlds do not generally possess economies based upon
that he muses upon it all the time, desirous to have the sword, complex banking systems, it is usually only possible to find
but knowing he can only attempt to attain it after a long road money changers or lenders who take the money in at a fee.
of adventures. These are rare, and are often as crooked as the monsters that
the characters originally took their money from.
The Quest
The average money lender takes a 5% or 10% fee for his services
The most common plot device for treasure is the quest. Seeking and offers no real guarantee. The money is not exchangeable
an item or items sets the perfect goal for any group of characters. from one city or town to the next, there are no checkbooks the
It establishes a clear line of march for the adventure, one that characters can carry. On occasions the money lender might issue
the CK can people with all manner of traps, monsters, terrain a writ that other money lenders will honor, but this is something
obstacles, etc. The CK controls the difficulty of the quest as well the CK must work out in their own campaigns and worlds as it
as the item itself, whether great or small, useful or not. It allows implies a series of interconnected NPCs (see Chapter 6 above).
for tremendous manipulation of the plot. For example, the CK
can allow the introduction of others with knowledge of the item Exchanging coins for gems is a far more common thing for
or some perhaps seeking it as well. characters to do. Any exchange works out to the characters
286 CASTLES & CRUSADES
CHAPTER 16 — TREASURE
disadvantage, i.e. 150gp in coin would yield several gems that looks like they are going to have to do a little more role-playing
are worth about 125gp. Characters can find these gem-houses to discover what they really have.
in almost all larger towns and cities.
Castle Keeper Notes On Coins and Weight
Unusual Coins
Use some common sense when it comes to handing out coins for
It is perfectly acceptable to turn this normal equation around. treasure. While the wandering monster might be entitled to 6d8
There is a world of fun role-playing to be had just by realizing (x100) in gold coins, it is just not going to carry 5,400 gold coins
that each race is going to make coins differently. Along the weighing a total of five hundred and forty pounds. One trick a
same lines, merchants are never going to give a player character castle keeper might keep in mind is changing up the gold, silver,
the proper trade amount for their coins and often try to cheat and copper, especially in the large treasures. Cast the 10,000 gold
the player character. When handing out treasure, consider the into a solid cube of gold weighing 1,000 pounds. Put the 30,000
different races and their styles of making things.
in silver into a round orb of solid silver three feet tall and wide.
You will have a great time as a Castle Keeper watching them dull
TABLE 16.1 STANDARD VALUE OF COINS their weapons trying to slice off hunks of the cube of gold or the
A Number Of Coins = 1 Coin sphere of silver.
10 copper pieces = 1 silver piece
EXTRAORDINARY ITEMS
10 silver pieces = 1 gold piece
Throughout the history of mankind there have been fine
10 gold pieces = 1 platinum piece
craftsmen making highly prized items out of precious metals and
Example: The following highlights one of many possibilities that gems. Not as obvious, but just as valuable are items carefully
might occur in any fantasy RPG. crafted out of normal wood and metals. While there are printed
values for these types of items, any merchant worth his salt is
Dwarven Coin: Dwarves are a simple race with good not going to want to pay full price for an item. More role-playing
engineering skills. Their standard coin is a small square bar of happens when player characters try to sell their silver snuffbox
gold with dwarven runes stamped on both sides and is called the worth 100gp to a merchant that only wants to pay 10gp so that
Achum. It weighs about what three human Crown gold coins he can sell it for 100gp.
would weigh and while dwarves will give the proper exchange
rate, humans want to only give two Crown for every Achum. EXAMPLE: The Dragon Slayers player character group is
Elves want to give one Crown for every Achum. wandering in a dungeon with Chad Braveheart, the group’s
human paladin, leading the way. “You’ve come into a living
Elf Coin: Elves appreciate silver much more than gold and room that’s filled with all sorts of furniture,” the Castle Keeper
their standard coin is a silver oval, the Eli, equal to two times says. “We’ll just toss it quickly looking for treasures,” Chad
the weight of a normal Mark, or silver coin. Elves always give replies. CK: “You see many well made bits of furniture and the
the proper exchange rate, while humans want to give only Mark like, but no gold or jewelry.” Chad: “Well, we will just go to
for every Eli. Dwarves are only willing to give a half of a Mark the next room then.” The party walks by a painted silver vase
for the worth of one elf silver coin. worth 5,000gp, a rack of platinum goblets worth 12,000gp, and
a platinum statue worth 20,000gp. The adventure continues.
Orc Coin: Orcs make special hammers with orc runes on the
hammerhead. They take a blob of precious metal and pound it All types of characters like to have expensive things around
on the top and bottom to create a large orc coin called a plate. them. The better their things, the more status they have in their
They then trim off the sides making a coin about five inches community. It’s possible to run an entire campaign where coins
around. In weight, it’s about five Crown. All other races, when and jewels are rare and treasures are mainly well-made things.
taking the orc coin in exchange, try to only give two human The possibilities for those things are endless and once again, a
sized coins for the orc coin, because it is an orc coin after all. great deal of fun role-playing unfolds in creating things built by
the various races.
With these ideas in mind, your new exchange chart reads like
this: All costs are in human gold coins.

TABLE 16.2 VALUE OF COINS ADJUSTED


A Number Of Coins = In Human Gold Coins
10 gold dwarf squares (achum) = 30 human round gold coins (crown)
10 silver elf ovals (eli) = 20 human round silver coins (mark)
10 gold orc plates = 50 human round gold coins (crown)

Example: “You’ve found a good treasure with the trolls. There


are 90 gold dwarf achum, 60 silver eli, and 10 gold orc plates.” It

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PART 3: THE SIEGE ENGINE
TABLE 16.3 EXTRAORDINARY ITEMS BY RACE Orc jewelry has lots of platinum in it and is usually very large,
done in topaz, sunstones, and beryl. If a gold torque is worth
Elf Item Dwarf Item Orc Item 3,000gp, that doesn’t mean it weighs 300 pounds. It means the
D%
(cost) (cost) (cost) craftsmanship of the item puts an approximate value of 3,000gp
1-4 Oak Pipe (10) Copper Pipe (20) Ivory Pipe (75) on the piece.
Writing Things
5-8 Writing Things (30) Writing Things (5)
(10) All costs are in human gold coins.
Silver Snuff Box Gold Snuff Box
9-12 Iron Snuff Box (35)
(250) (400) TABLE 16.4 JEWELRY BY RACE
Mechanical Toy Mechanical Toy
13-16 Mechanical Toy (1) D% Elf Item (cost) Dwarf Item (cost) Orc Item (cost)
(5d10) (9d10)
9 Oak Plate Sets 9 Iron Plate Sets 9 Clay Plate Sets 1-4 Ankle Chain (250) Ankle Chain (150) Ankle Chain (25)
17-20
(7d10) (3d10) (1) 5-8 Arm Cuff (100) Arm Band (75) Arm Bracelet (90)
Darkwood Vase White Stone Vase 9-12 Belt (25) Chain Belt (10) Rope Belt (5)
21-24 Bronze Vase (200)
(300) (75)
25-28 Blackthorn Goblet (30) Iron Goblet (10) Tin Cup (1)
13-16 Gem Bracelet (1,000) Steel Bracelet (15) Copper Bracelet (5)

29-32 Redwood Trencher (25) Iron Trencher (5) Clay Trencher (1) 17-20 Deity Brooch (500) Clan Brooch (50) Warrior Brooch (25)

Copper Canteen 21-24 Oak Buckle (90) Iron Buckle (2) Bronze Buckle (5)
33-36 Willow Canteen (30) Leather Canteen (1)
(15) Emerald Button
25-28 (100)
Iron Button (1) Tooth Button (1)
37-40 Elf Harp (200) Dwarf Harp (100) Orc Tangar Harp (20)
41-44 Hunter’s Horn (300) Hunter’s Horn (40) Hunter’s Horn (5) Black Crystal
29-32 Coral Collar (250) Bronze Collar (100)
Collar (25)
45-48 Mandolin (250) Mandolin (190) Mandolin (75)
Opal Choker Peridot Choker
Copper Panpipes Ivory Panpipes 33-36 Oak Choker (50)
(1,000) (100)
49-52 Reed Panpipes (75)
(100) (300)
Emerald Earrings
53-56 Fancy Belt (100) Fancy Belt (50) Bandoleer (10) 37-40 (3,000)
Gold Earrings (400) Ivory Earrings (100)
Cave Bear Unicorn Cloak
57-60 Panther Cloak (75)
Cloak(100) (400)
41-44 Coral Locket (300) Gold Locket (75) Crystal locket (100)
Blackthorn Bronze Medallion Garnet Medallion
61-64
Blackthorn Egg
Iron Egg (2)
Cockatrice Egg 45-48 Medallion (25) (250) (100)
(50) (600)
Emerald Necklace Ruby Necklace Diamond Necklace
65-68
Small Oak Statue Small Bronze Small Lava Statue 49-52 (1,000) (5,000) (10,000)
(150) Statue (350) (50)
Amber Pendant Diamond Pendant Wolf Fang Pendant
69-72
Darkwood Coffer Mithral Coffer Crystal Coffer 53-56 (750) (5,000) (25)
(1,000) (3,000) (300)
Red Sapphire Ring Black Pearl Ring
73-76
Blackthorn Staff
Iron Staff (40)
Iron Capped Oak 57-60 Oak Leaf Ring (50)
(1,000) (500)
(100) Staff (190)
77-80 Dragonskin Pack (150) T-Rex Pack (75) Giant Rat Pack (5) 61-64 Green Topaz Stud (100) Ruby Stud (750) Gold Stud (50)

Redwood Throne Gold Throne Black Marble Ruby Tiara Platinum Tiara
81-84 65-68 Silver Tiara (1,000)
(10,000) (5,000)
(1,000) (23,000) Throne (17,000)
85-88 Dining Table (100) Dining Table (75) Dining Table (10) Silver Torque Gold Torque Bronze Torque
69-72 (1,000) (3,000) (500)
89-92 Oil Painting (300) Stone Painting (25) Blood Painting (9)
Silver Waist Chain Gold Waist Chain Bronze Waist Chain
Stalactite Bench 73-76 (60) (1,000) (750)
93-96 Quality Bench (25) Marble Bench (50)
(10)
Emerald Ear Cuff Mithral Ear Cuff
97-100 Gloves (25) Gloves (10) Gloves (1) 77-80 (1,000) (5,000)
Copper Ear Cuff (25)

Silver Nose Chain Gold Nose Chain Iron Nose Chain


81-84
JEWELRY (30) (50) (20)

The Castle Keeper uses jewelry to break up the boredom Silver Eye Mast Gold Eye Mask Bronze Eye Mask
85-88 (100) (400) (750)
of treasure so that he isn’t just giving out 10,000gp for every
encounter. However, pieces of jewelry can be adventure hooks Emerald Navel Ruby Naval Ring Amber Navel Ring
89-92 Ring (500) (1,000) (750)
as players go looking for specialty items unearthed in hordes
of treasure. For example, elfin royal necklaces. Jewelry is also Diamond Fan
93-96 Emerald Fan (750)
(2,000)
Pearl Fan (1,500)
created along racial lines as elfin jewelry tends to be made of
emeralds, coral, and pearls in the shapes of leaves and berries. Silver Tongue Stud Gold Tongue Stud Platinum Tongue
97-100 (100) (250) Stud (1,000)
Dwarven jewelry tends to be made of red gold with lots of
large rubies, dark diamonds, and quality quartz in many colors.

288 CASTLES & CRUSADES


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PRECIOUS METALS TABLE 16.5 CONDITIONS OF GEMS
Copper, silver, electrum, gold, platinum, and mithral are D% Gem Type Raw Flawed Cut Pattern
all considered precious metals in most fantasy campaigns. 1-4 Agate 10 25 50 500
Although coins are the normal medium for these metals, there 5-8 Alexandrite 10 25 50 500
are lots of role-playing reasons for turning these precious metals 9-12 Amber 100 250 500 n/a*
into something different. 13-16 Amethyst 100 250 500 2,500

Example: The Bandit King of the Elkhorn Deeps just had his 17-20 Aquamarine 20 50 100 2,000
treasure hoard robbed for the third time this year. “That’s it!” 21-24 Aventurine 20 50 100 3,000
he screamed at his drinking buddies. “No one is going to take 25-28 Bloodstone 200 400 500 4,000
my gold and silver again.” “How can you say that?” Wren o’ the 29-32 Carnelian 20 50 100 5,000
Blade asked. “I’m going to melt down the gold into large cubes. 33-36 Chrysoprase 10 30 100 1,000
It will weigh a thousand pounds. I’ll make round molds for the 37-40 Citrine 10 25 50 500
silver and the silver spheres will weigh more than the gold. Ha! 41-44 Coral 25 50 100 n/a
Let them just try getting that out of my vaults!” the Bandit King 45-48 Diamond, blue 250 500 5,000 n/a
laughed. Right then, Wren was glad he had invested all those 49-52 Diamond, yellow 1,000 3,000 15,000 n/a
jewels in a portable hole. 53-56 Diamond, 1,000 2,000 20,000 65,000
crimson
People and monsters that have large hoards of coin also have
57-60 Emerald 200 400 5,000 20,000
the time to mold it into anything they want. Governments form
61-64 Garnet 10 25 50 5,000
gold, silver, and platinum into bars. There is nothing stopping
65-68 Jade, blue 25 50 100 n/a
NPCs from making large cubes of gold, big spheres of silver, or
even triangles of platinum. Metal can also be melted into large 69-72 Jade, crimson 25 75 100 n/a
blocks or ingots. 73-76 Jade, green 200 400 500 n/a
77-80 Jasper 25 50 100 3,000
Mithral and similar metals should be the rarest of metals. Often 81 Kunzite 10 25 50 1,000
characters aren’t aware of such metals magical properties. 82 Lapis Lazuli 10 25 50 10,000
83 Malachite 25 50 100 5,000
Example: Chad of the Dragon Slayers group called the others
84 Moissanite 200 400 500 10,000
over to a small treasure chest. “Look at these, Theon; have you
ever seen their like?” Chad held a cloth bag in his hand. There 85 Moonstone 300 400 500 25,000
were seven silver-red coins in the bag. Each was about three 86 Obsidian 10 25 50 20,000
inches in diameter. A dwarf face was etched into one side and 87 Onyx 25 50 100 5,000
a red dragon’s head was on the other. “What you have there 88 Opal 25 75 100 n/a
is Mithral,” Theon the dwarf said. “One of those is worth a 89 Pearl, black 200 500 1,000 n/a
hundred gold coins, maybe more to a dwarf smith.” 90 Pearl, white 250 750 500 n/a
91 Peridot 25 50 100 2,000
GEMS 92 Quartz 10 25 50 n/a
There are well over a hundred types of gems taken from the 93 Ruby 100 300 5,000 60,000
earth, and often they are dull things of little apparent worth. 94 Sapphire 300 750 10,000 70,000
They can have flaws and cracks in their makeup so that they 95 Spinel 25 75 100 1,000
aren’t as valuable as they would seem. They also can have 96 Tanzanite 25 75 100 2,000
patterns within their surface making them magical and each 97 Tiger Eye 30 80 100 25,000
worth a much higher price than the jeweler cut version of the 98 Topaz 200 750 10,000 35,000
same stone. A gem cutter can bring out the color of a gem 99 Tourmaline 25 75 1,000 10,000
through polishing and cutting. What appeared to be dull red 100 Turquoise 10 40 50 n/a
transformed into bright crimson and its worth increases ten * n/a listings under reference means that type of gem can’t have a pattern.
fold. Once again, a great deal of fun role-playing is in the offing
as characters try to get worth out of the gems they find. Raw and flawed gems can be sent to a gem cutter to work them
over and possibly make them more valuable. This is yet another
Size also matters when it comes to gems. All of the ones listed chance for some fun role-playing.
below are thumbnail size. When the stones are larger, their
values double or triple. When you have a large treasure of gems, All gems with a pattern in them have magical properties. The
roll the appropriate dice to determine if any of them are of strongest weapons with the largest bonuses all have one or
unusual size or just make the two best gems large and double more gems with a pattern placed in the pommel. Artifacts all
their price. have patterned gems worked into the device. Many of the more
powerful magic items also have this type of gem. The pattern
With the following chart, it won’t be necessary to just give out vastly increases the worth of the gem, but may, if the CK deems
gems anymore. All prices are in gold.

CASTLE KEEPERS GUIDE 289


PART 3: THE SIEGE ENGINE
it, be necessary when a character is trying to make a powerful TABLE 16.6 FINELY CRAFTED ARMOR
magic item of some type.
Armors Gold Cost AC Weight EV
Example: By changing the style of gem and its nature the CK Elf Mail Shirt 500 +5 10 lbs. 2
enhances role playing and imagery immeasurably. “You find a Dwarf Mail Shirt 500 +6 20 lbs. 3
ruby, three sapphires, a tiger eye, and a topaz” or alternatively,
Orc Mail Shirt 75 +3 30 lbs. 3
“You find a star ruby the size of a hen’s egg, a flawed sapphire,
a cut sapphire, a fist-sized star sapphire, a star tiger eye, and a Elf Steel Breastplate 500 +6 10 lbs. 3
raw topaz.” Dwarf Steel Breastplate 1,000 +8 20 lbs. 4
Orc Steel Breastplate 250 +4 40 lbs. 3
ARMS & ARMOR
Elf Full Chain Suit 1,000 +9 30 lbs. 3
Many types of weapons and armor aren’t magical but are Dwarf Full Chain Suit 500 +8 40 lbs. 4
still worth having. Player characters can have interesting
adventures searching for the best equipment for them to have. Orc Full Chain Suit 100 +7 50 lbs. 3
They can also find unusual equipment in the treasure hoards Elf Full Plate 2,000 +9 30 lbs. 4
of foes they discover. The unusual smithing skills of each race Dwarf Full Plate 5,000 +10 45 lbs. 4
allow them to generate arms and armor that seems magical,
Orc Full Plate 750 +7 60 lbs. 3
but is just unusually well made using the secrets of each race.
The following is a list of arms and armor for each race. Castle Besides armor, the various races also make weapons differently.
Keepers can extrapolate for the others items on those lists.

290 CASTLES & CRUSADES


CHAPTER 16 — TREASURE
TABLE 16.7 FINELY CRAFTED WEAPONS USING MAGIC ITEMS
Weapons Gold Cost DMG. Weight EV There are hosts of magic items listed in various publications,
Elf Battle Axe 15 1d6 +1 5 lbs. 1 from Monsters & Treasure to the Heart of Glass. The vast
majority of these items are usable by any class and any race.
Dwarf Battle Axe 30 2d4 +2 9 lbs. 1
A bag of holding, ring of invisibility, stone of alarm; any class or
Orc Battle Axe 5 1d6 8 lbs. 2 race can use these items without penalty. Some items, however,
Elf Brass Knuckles 3 1d4 1 lbs. 1 seem to be very class specific, scrolls, wands, staves, and more
Dwarf Steel Knuckles 5 1d6 2 lbs. 1
particular, a ring of spell storing, for instance, all carry the stigma
of use with only one type of class, generally spell using classes.
Orc Bronze Knuckles 1 1d4 3 lbs. 2
Elf War Hammer 10 1d8 +1 9 lbs. 2 What happens when a fighter picks up a wand of restoration or
what happens when a wizard picks up a +2 broad sword are
Dwarf War Hammer 20 1d10 +1 10 lbs. 2
generally dealt with by individual Castle Keepers. Each game
Orc War Hammer 8 1d8 +1 10 lbs. 2 is different as are worlds and campaigns and CKs should feel
Elf Long Spear 10 1d10 6 lbs. 2 comfortable making these decisions at their tables. Magic is, of
Dwarf Long Spear 10 1d8 +2 9 lbs. 2 course, magic and can easily transgress into the realm of making
the impossible possible so CKs should not be reluctant to bend
Orc Long Spear 2 1d6 8 lbs. 3
rules that might otherwise seem natural. It is advised that items
Elf Long Sword 20 1d10 +2 3 lbs. 3 be dealt with on a case by case basis, however. The following are
Dwarf Long Sword 15 1d8 +1 5 lbs. 4 set guidelines and rules for those CKs and players who desire
Orc Long Sword 10 1d8 6 lbs. 3 more concrete rulings and directions.

Potions: Anyone can use any potion and there are no saves
MAGICAL ITEMS against their use. The effect is immediate and overpowering; it
Castle keepers have a huge decision to make when it comes to allows the user to act as the spell of the same name. Concerning
magic and how much magic, in the way of items, to allow in the duration, range or any other effects of the potion the CK should
game or campaign world. Magic often sets the tone for the game assume, unless specifically known by the CK, that the potion
or campaign as the amount of magic establishes whether the has a level bonus equal to the minimum level required to create
world is reliant upon it or whether it is something unique and the potion/cast the spell. For example, trap the soul is a 9th
special. Some CKs allow only one of every item, and foes don’t level spell. It requires an 18th level wizard to create a potion of
keep these items in treasure hoards, but use them to protect the same name. Therefore, assume that the potion in question
themselves. Other CKs love magic in all of its forms and fill up would possess a level of 18. Take note that it requires a 9th level
their campaigns with lots of magical treasures. Early on in the druid or cleric to create any potions and a 7th level wizard or
Castle Keepers gaming experience, they need to decide just how illusionist so that the minimum level of a potion is 9th or 7th
much magic they want running around their world. level depending on who created it.

Gritty: In this fantasy world, only the higher-level characters Scrolls: Scrolls are sheaves of parchment inscribed with
display magic items and they never have more than one. magical spells. The spells themselves are written in a magical
Because of the rarity of magic, the CK may decide double the text and cannot be read by persons not of the appropriate class.
prices and experience for such things. Entire adventures can For example, a wizard is the only one who can read the script
center on the search for four healing potions or a scroll of seven on a wizard spell, while a cleric is the only one who can read the
wizards spells. Clerics tend to be few in this type of campaign script on a cleric spell. Any spell caster that can read the script
and wizards and illusionist spend their lives trying to fill up their can cast the spell, no matter their level or hit dice. The spell
spell books with difficult to find spells. The NPCs may have itself is cast directly from the scroll. As noted in the Players
magical items, but these devices they either use or lock away in Handbook, to cast a spell higher in level than the caster is
their treasure hoards. allowed, they must make a successful intelligence check with
the CL equal to that of the spell’s level. However, unlike potions,
Classic: The treasure tables in M&T reflect the classic style of the scroll’s power is not connected with the level of its creator.
game, rolls reflect the standard fantasy RPG. Every large town Rather its power in duration, range and other effects is equal to
has some type of spell caster’s guild where merchants may sell the level of the caster, not the creator. A 1st level wizard casting
magic for high prices. The NPCs have magical items and use fireball does 1d6 points of damage; a 1st level wizard casting
them in against the characters. These campaigns range in their imprisonment gives the creature he is attempting to imprison a
usage of magic from a little to abundant. CL 1 to overcome.
Epic: This CK liberally adds more magic items to the standard Note: If a character is using a device that allows them to read
treasures than the rules dictate. Cities, towns, and villages have the magical script, such as a helm of comprehend languages,
their wizards, illusionists, and clerics and there are many quests they may make an attempt to cast the spell, but they must make
with a magical theme to them as characters try to find vorpal a successful ability check and they cast as a 1st level caster.
swords, lightning staves, and gloves of dexterity.

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PART 3: THE SIEGE ENGINE
Weapons: Anyone can use any weapon so long as they do not Artifacts: Anyone can use any artifact subject to normal
violate their alignment or other similar class restrictions such as class, race, and alignment restrictions and subject to the artifact
a cleric with an edged weapon. Proficiency penalties do apply. description. The staff of the magi can only be used by a wizard.

Armor & Shields: Anyone can use any armor. However, they Using Class Based Magic Items
cannot use any class abilities while so encumbered, unless the
class is proficient in the use of that armor. There are not many class based magic items, but for those that
do exist there may come a time when a character attempts to
Miscellaneous Magic: These magic items are usable by almost use one that does not specifically belong to his class. Characters
any class and race. Alignment or other restrictions may apply. generally attempt such extreme feats for one of two reasons.
First, they are attempting a last ditch effort to save the party or
Rings: Anyone can use a ring. If for some reason a ring’s themselves and use the only thing left to them; a fighter using
abilities are not outlined, the ring’s level is equal to that of its a rod of negation for example. For such acts of heroism some
creator. For rings that have specific spell like abilities, they are CKs may want to allow the character to have a fighting chance.
a minimum of 12th level for clerics and druids, and 9th level for Secondly some players may wish their characters to have
wizards and illusionists. For each special ability add one level. the ability to access non-class based abilities, as magic items
certainly allow them to do.
Rods, Staves & Wands: Rods, staves and wands are class
specific items. They can only be used by the spell caster whose In either case, using class based items should be difficult and
spells mimic the ability. Refer to Table 16.8 Class Restrictions: controlled. If the Castle Keeper does allow it, requiring the
Rod, Staff, Wand for details. For those who wish to use one of character to overcome a simple intelligence or wisdom check
these items but (usually) cannot, refer to Using Class Based should serve nicely. The CB is 12 or 18 and the CL is equal to
Items below. the casting level of the item in question. If they overcome the
CC, they successfully use the item in question; if they fail the
TABLE 16.8 CLASS RESTRICTIONS: ROD, STAFF, WAND item does not work, but now must make a saving throw against
crushing blow or explode. If it explodes, it does the damage as
Item Class noted below in Destruction of any Given Magic Item.
Rod of Absorption W/I/C/D
Rod of Cancellation C/D Characters who use class based magic items do not gain
experience for the item, though they do gain experience for the
Rod of Lordly Might Any
item’s successful effects: monster death, negation, etc.
Rod of Negation C/W/D
Rod of Python C CHARGES & RECHARGING A MAGIC ITEM
Rod of Rulership Any Generally, it is a matter of casting the proper spell into a wand
Rod of Thunder & Lightening D or staff. If it’s a paralysis wand, the wizard throws hold spells or
Rod of Withering Any
the like into the wand to charge it up. When there is a choice of
spells as in a staff of power, the wizard gets away with throwing
Rod of Wonder W/I the least of the spells into the staff to add charges for any spells.
Staff of Abjuration C/D/W/I Therefore, the wizard can cast magic missile spells into the staff
Staff of Conjuration W/I and get hold monster charges from the magic.
Staff of Evocation W When there is a rod or staff that has power but it isn’t a specific
Staff of Fire W/I spell, more research must be given to the recharging. In this
Staff of Frost W/I case, an experienced sage or wizard who deals with magic must
be hired to find the proper essence. A wizard of the 9th-level or
Staff of Healing C
higher will be necessary to add the charge unless it has a holy
Staff of Power W/I effect and then a cleric of the 12th-level or higher is needed.
Staff of Resurrection C/D/P Very often, it will require crushing a patterned gem of some
Staff of Woodlands D/R specific type and adding the chips and dust to a liquid infusion.
Wand of Color Spray W/I
SERVICES
Wand of Darkness C/D/W/I
Every player character has something to offer in the way of
Wand of Dispel Magic C/C/W/I
services. Fighters offer their combat skills, wizards and illusionists
In general, the item should equate to the class ability it mimics. offer their magical skills, clerics offer their divine abilities, and
the rest of the character classes have special skills as well. There
Cursed Items: Anyone can use any cursed item subject to are ways to make it known that the PC is looking for work.
normal class, race, and alignment restrictions and subject to the Those include signs in the town square, contacting royalty or
cursed item description. rich merchants, or talking themselves up in the local taverns.

292 CASTLES & CRUSADES


CHAPTER 16 — TREASURE
TABLE 16.9 COST OF SERVICES Step 3: Select the desired weapon. The alchemist melts down
the coins and purifies the silver to make sure there are no
Character Length of Service Cost in gold
impurities which generally lessen the effect of the silver.
Wizard single spell 100 per level of the spell
Wizard working a week 100 per level of the wizard Step Four: The weapon smith etches a wide silver pattern into
the weapon in order to maintain its balance. The player
Illusionist single spell 75 per level of the spell
may choose the pattern of the etching, by naming the blade
Illusionist working a week 100 per level of the spell or paying homage to a fallen comrade, etc.
Cleric single spell 150 per level of the spell
Step Five: The finished weapon does double damage versus
Cleric working a week 150 per level of the cleric
lycanthropes and a +4 in damage versus undead.
Fighter working a week 75 per level of the fighter
All other classes working a week 50 per character level Step Six: As with any item, the silver on the weapon suffers
from wear and tear. Require the character to periodically
CRAFTING MAGIC make a saving throw for constant use, or massive blow, or
whatever the circumstances dictate that might damage the
As characters continue to adventure and gain levels it is silver (see above, Chapter 3 Equipment).
natural for 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 the game by allowing the CREATING HOLY WATER
characters access to magic treasure and effects without straining To create holy water requires a cleric or druid with access to a
the adventuring world or the CKs planned adventure. This temple, church, grove, or any place that is blessed by the deity of
is covered in Monster & Treasure. What is presented here a religion. The cleric can cast bless water on any water brought
expands upon those guidelines. into the grounds and placed into a holy cup, bowl, and grail,
passed through a holy cloth or some similar ritual; the ritual
Make note of the style of campaign. For gritty adventures the must involve some previously blessed item. When the water is
characters do not generally develop their own magical devices set in the vessel or passed through it the cleric or druid channels
as doing so detracts from the rare nature of magic. It is even the good will of his deity into the water, sanctifying it.
difficult to find NPCs that readily manufacture such items. Long
quests that often end in failure can take the characters on many The channeling exhausts the cleric and for every pint of water
adventures, but magic is simply too rare. In classic campaigns, they bless they must rest for 4 hours. For further notes on creating
where magic is more plentiful the costs and time to do such work holy water see Spell Behavior: Bless Water in Chapter 2.
should be outrageous even for the creation of a dagger. Once
again, the characters are going to have to adventure to find a Temples and the like rarely give away holy water, usually only
crafter with experience in item creation. In an epic campaign, under extreme circumstances. The Castle Keeper must define
making magical items shouldn’t be a problem, but the quest for these circumstances. Otherwise, clerics and holy places award
the materials to make them should be a grand adventure. holy water for donations of at least 30gp.

Evil clerics and druids also make unholy water. In this process,
SILVERING A WEAPON
they bleed into any type of water and scream the name of their
Although putting silver on a weapon does not make it deity so that the liquid vibrates and fills with power. As with
magical, such a weapon does have extra damaging effects on holy water, the process must involve an unholy sanctum and
lycanthropes, undead, and other creatures. Creating silver some cursed item. Touching this unholy fluid during the process
weapons is a complicated process that involves more than also destroys the harmful effects of the liquid.
plunging a sword into a molten vat of silver. Coating an item
without the necessary skills creates an unbalanced weapon with CREATING NEW SPELLS
a mass of silver temporarily sticking to the business end. Even
in a gritty campaign, the characters can silver their weapons to Any spell caster can create a new spell if they spend the time and
make them more effective against some types of monsters. It is gold. However, it does take time away from their adventuring.
best to seek a professional. Every alchemist and weapon smith If the spell caster has the gold, they usually hire out the work to
knows the process of silvering a weapon. another magic user. Some debate will have to go on between the
Player and the Castle Keeper to establish if this spell is just an
Step 1: Hire an alchemist and a weapon smith that has done extension of another spell or a new spell. New spells should be
the silvering work before. Refer to Chapter 4, NPCs, more difficult to make and cost more. A great deal of interesting
referencing Tables 4.1-4.3. role-playing can be had when the CK tells the player what type
of materials they require in order to cast this new spell. If a
Step 2: Pay them each half of the agreed upon price and give wizard wanted to make a new lightning bolt spell, telling the
the alchemist an extra 100 silver coins. wizard they have to use a sliver from a javelin of lightning sets up
an entirely new adventure, sending them on a mission to find
such a weapon.

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PART 3: THE SIEGE ENGINE
Creating a spell is not easy and magic users suffer any number TABLE 16.10 CREATING SPELLS BASED UPON
of problems while doing so, from failed components, lack of EXISTING SPELLS
concentration, interruptions, etc. Each time they attempt to
Spell Minimum Cost
create a new spell, refer to Table 16.11 Creating New Spells CB CL Time in Weeks †
Level GP*
to determine if the attempt was successful. If successful, the
character is able to write the new spell into their spell book. 12 0 1 200 1
If the attempt fails, they must abandon the spell altogether 12 1 st
2 400 2
or if they try again they must start from scratch, spending the 12 2 nd
4 800 4
necessary money to do so.
12 3 rd
6 1,600 6
Characters must be at least 10th level to attempt to create new 12 4th 8 3,200 8
spells. Characters cannot create spells that they cannot cast, for 12 5 th
10 6,400 10
instance a 15th level spell caster cannot create a 9th level spell.
12 6 th
12 12,800 12
Table 16.10 Creating Spells Based Upon Existing Spells Use 12 7th 14 25,600 14
the standard Siege Engine mechanic in order to determine the 12 8 th
16 51,200 16
success or failure of new spell creation. The Player should make
12 9 th
18 102,400 18
the roll, adding level and attribute bonus to any attempt. The
CB is the Challenge Base, which is always 12. Determine the
level of spell that the CK and Player have agreed the new minted TABLE 16.11 CREATING NEW SPELLS
spell will be and whether the spell is based upon an existing spell
Spell
or a new spell. If it is a new spell based upon existing spells CB
Level
CL Minimum Cost* † Time in Weeks †
consult Table 16.10, and if it is a new spell consult Table 16.11.
This determines the challenge level (CL) and the minimum 12 0 2 1,000 2
cost (GP), which is the amount of gold pieces the character 12 1 st
3 2,000 3
must spend to create the spell. The time in weeks is the time it 12 2nd 6 4,000 6
normally takes to research and make the spell.
12 3rd 9 8,000 9
12 4 th
12 16,000 12
12 5th 15 32,000 15
12 6 th
18 64,000 18
12 7 th
21 128,000 21
12 8 th
24 256,000 24
12 9th 27 512,000 27
*If the character spends twice this amount, they receive a +1 bonus
to the check. Spending four times the amount earns a maximum of
a +2 bonus to the check. This accounts for hiring more assistants,
purchasing better equipment and more pure components. The CK
may choose to increase the spell cost beyond the values given here
for a variety of reasons. See Monsters & Treasure, Calculating
Magic Item Gold Piece Value for more details.
† If characters spend double the normal time in attempting to create
the spell, they gain a +1 to their attribute check.

EXAMPLE: The Crimson Wizard of the Dragon Slayers group


has always wanted a spell that allowed him to blast out a
lightning bolt without it bouncing all over the walls of the area
and possibly killing him. After consulting with the CK, they
both determine that the spell he has in mind is a 5th level spell.
Crimson hires a 10th level wizard to do the work for him. He
tells the hired wizard he should take 30 weeks to research the
spell (gaining a +1 to his check). The wizard wants to charge
32,000 gold for the time to make the spell and Crimson gives
the wizard 64,000 gold; double his asking price (another +1 on
the check) The wizard needs to make a successful intelligence
check of 27 in order to successfully create the spell. His 17
intelligence is a prime, making the challenge base 12 +15 for
the spell level. The wizard is a 10th level wizard, and with his

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level and attribute bonuses his modifier is +12. He receives a TABLE 16.13 POTION INGREDIENTS
+1 bonus for double the minimum cost and an additional +1
Time for
bonus for double the time, making his final modifier +14. On Potions Ranked by Costs Main Ingredient
Casting
the dice he rolls a 16, adding his modifier to it to come up with
a 30. He has successfully created the spell. Stirred with a silver
Bless (oil) - 300 High Noon
holy symbol
MAKING SPELL SCROLLS Cure light wounds - 300 Sun Rise ginseng root
Endure elements - 300 High Noon goldenrod stems
The making of spell scrolls is a simple process for every spell
caster. Once again, it requires time and often characters hire Pass without Trace – 300 Full Moon dust from a druid’s crypt
out the work to another spell caster with plenty of time on their Protection from
High Noon holy water
hands. Use the following table for creating a specific spell on a Alignment - 300
scroll or for establishing a base cost of having a magical scroll dust from the steps of
Sanctuary - 300 High Noon
created by an NPC. a lawful temple
Shield of Faith +2 - 300 Full Moon opal chips
Table 16.12 Writing Spells On Scrolls charts the cost of
Spider Climb - 300 Quarter Moon web from large spider
writing spells onto scrolls. The spell level is the level of the
spell the character is writing on the scroll. Material cost for Aid - 400 High Noon silver filings
the materials is for the specially treated parchments and ink as Blur – 400 High Noon jaguar tail
well as any items needed in writing the spell. Hireling is the Delay Poison – 400 High Noon asp fangs
minimum amount a second party wizard charges for writing the Invisibility – 400 Dark Night sylph hair
scroll for the character; this is in addition to Material Cost.
Levitation – 400 High Noon hummingbird heart
The Time in Hours it takes to cast the spell into the scroll and
the writing of the words to make the magic work. This does Remove Paralysis – 400 High Noon eel intestine
not reflect the amount of time required to rest while making a Clairaudience/
1st day of year giant bat eyes
magic scroll. For every 12 hours a mage works, they must rest Clairvoyance - 500
for 12 hours. Gaseous form – 500 Dark Night vampire toe
Haste – 500 Dark Night wolverine heart
A magic user must be at least 7th level to write scrolls.
Nondetection - 500 Dark Night white rabbit lung
Remove Blindness/
TABLE 16.12 WRITING SPELLS ON SCROLLS High Noon temple holy water
deafness – 500
Spell Level Material Cost Hireling Time in hours Remove Curse – 500 High Noon lawful alter dust
0 150gp 10gp/hr 12 Remove Disease – 500 High Noon giant rat liver
1 150gp 12gp/hr 12 Tongues – 500 Full Moon mastiff ear
2 250gp 13gp/hr 24 Neutralize Poison – 600 High Noon druid glade oak bark
3 350gp 14gp/hr 36 Vernal
Cure Critical Wounds – 700 blackthorn leaves
4 450gp 15gp/hr 48 Equinox
5 550gp 16gp/hr 60 Giant Strength – 700 Spring Months giant eyelashes

6 650gp 17gp/hr 72 Restoration – 700 Spring Months vampire tongue


Winter
7 750gp 18gp/hr 84 Heal – 800 winter orchids
Months
8 950gp 19gp/hr 96
Autumnal
Trap the Soul – 1,100 blue diamond
9 950gp 20gp/hr 108 Equinox
Summer
Longevity – 12,000 gold star sapphire
MAKING POTIONS Solstice
The creation of potions is alchemist’s work. With a simple turn
over of gold, the alchemist gathers the materials and mixes CREATING NEW POTIONS
those materials under the proper configurations. The cost of any The act of creating a potion requires expensive material
created potion is reduced by 20% if the characters are bright components. The cost of these components is 200gp per level
enough to provide fresh main ingredients for the potion they of the spell turned into a potion. Additionally, a well-stocked
want to buy. The basic time it takes to make a potion is parallel alchemical laboratory is necessary for the concocting process.
to the cost in gold. If it cost 300 gold for the potion it takes The cost of materials and goods for this laboratory is 1,000gp
the right ingredients and the right time. Table 16.13 Potion per level of the spell type created. For example, to create potions
Ingredients highlights possible ingredients for existing potions of 5th level spell-like qualities, the person creating the spell must
in Monsters & Treasure. have a lab costing 5,000gp. This is a cumulative cost, furnishing
a lab for 1st level potions costs 1,000gp, and upgrading that lab

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to manage 2nd level potions as well costs 2,000gp. A lab that However, characters often need items and Castle Keepers desire
can brew potions of levels 1 through 5 would cost a total of to have them more readily available for settings/games are built
15,000gp. around magic as a common place item. In these circumstances,
it does not hurt to have some ready made guidelines to follow.
There are times when the characters may want to hire an expert
to create potions. If so, they must be able to find the appropriate Each magic item in the Monsters & Treasure comes with a
hireling (see Chapter 4 above). Assuming such a skilled person price listing. This is the baseline cost of any item. However,
is present consult the following Table 16.14 Hiring Magic finding magic for sale is rare and very dependent on the market
Users to Create New Potions. The potion may fail at the outset conditions. Those who own the items generally know their
and the character is required to make a successful intelligence value and charge the characters accordingly. To determine the
check in order to successfully create the potion. Failure to do value of items not listed, consult the Calculating Magic Item
so means the spell fails. The intelligence check is adjusted by Gold Piece Cost section of Monsters & Treasure.
the level and attribute bonus of the one attempting to fabricate
the potion, i.e. if the character has hired an NPC to create Any purchase of an item should be 10-20% greater than the
the potion the character rolls using the NPC’s level, prime, value listed.
and attribute bonus. Fresh ingredients increase the chances of
success. If these are available, add +1 to the intelligence check. DESTROYING MAGIC
Magic items are rarely destroyed, but at times monsters,
The CB is always 12. Add to that the CL on the chart below to
events, or even characters facilitate the destruction of a magic
arrive at the CC, the number required to successfully create the
item. When an item comes under such stress that it might be
potion. The cost is the Material cost, plus the hireling’s rate of
destroyed, use the rules outlined in Monsters & Treasure. If an
pay times the number of hours required to concoct the potion.
item should fail its save, it is entirely up to the Castle Keeper as
to whether the magic within it unleashes a wave of destructive
TABLE 16.14 HIRING MAGIC USERS TO CREATE power. This is often an on the spot judgment call, instantly
NEW POTIONS destroying a magic item and unleashing its power on a party of
Potion Material Time in characters can bring a game to a rapid halt. On the other hand,
CB CL Hireling*
Level Cost (gp) Hours characters often attempt to save themselves by unleashing
12 0 2 200 lvl x 20/hr 1 the power of the item in question, knowing full well that its
destruction may save the party.
12 1st 3 200 lvl x 20/hr 1
12 2nd 6 400 lvl x 40/hr 2 Consider the type of game played and the commonality of magic
12 3 rd
9 600 lvl x 60/hr 3 in the game. If magic is rare then wantonly destroying items
might not be in the favor of the game. If magic is common then
12 4 th
12 800 lvl x 80/hr 4
unleashing its power might be more desirable. But whatever the
12 5th 15 1000 lvl x 100/hr 5 case, never underestimate the power of magic items beyond the
12 6 th
18 1200 lvl x 120/hr 6 simple mechanics. Unleashing a blast of eldritch sorcery that
12 7 th
21 1400 lvl x 140/hr 7 damages the party but destroys the enemy is a beautiful set piece
event that makes adventurers into legends.
12 8th 24 1600 lvl x 160/hr 8
12 9 th
27 1800 lvl x 180/hr 9 If an item is destroyed and its power unleashed, the character
*The level of the magic user determines how much they charge. carrying the item must make a successful dexterity save against
the level of the item in question. If they fail, the blast strikes
Example: A 7th level wizard creating a 3rd level potion would them every bit as much as it does anyone else. A successful save
charge 7 x 60 =420gp per hour. To create the 3rd level spell reduces the impact damage by half, or any ill effects the blast
into a potion would cost 1,260gp. After paying the appropriate has, cut in half as well.
sum the Player rolls an intelligence check for the hireling. For
the potion to work, the Player must roll a 21 or better (CB of To determine the level of a magic item, examine its powers and
12 + 9 challenge level). The Player rolls an 11. The CK adds correlate them to the equivalent spell levels. For items with
the hireling’s level (7) to his attribute bonus (+1) and the roll several spell-like abilities the level number stacks. Each bonus
resulting in a 19. The potion does not take. the item has earns it a equal level bonus. The Castle Keeper
must use their best judgment to determine magic item levels as
each game is different.
PURCHASING MAGIC ITEMS
Purchasing magic items is rare in Castles & Crusades. The BREAKING A STAFF OR WAND ON PURPOSE
game is one of heroic adventure, whose end game is often
the destruction of evil, plundering the wealth of the ancients The damage done by a broken staff or wand is a function of
and the acquisition of exotic treasure. Gaining a treasure the number of charges in the object, and not the destructive
by purchase is a little counterintuitive to the whole concept. power of the spells inside. The command word of the item and a
desire to break the item works the magic and a ten-foot sphere

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erupts, centered on the item. Every charge left in the device TABLE 16.15 DESTROYING MAGIC ITEMS
deals 1d6 points of damage. For instance, a forty-nine charge Item Damage or Effect (20 foot sphere)
wand of paralysis breaks doing 49d6 points of damage to anyone
Bag of Holding 10d10
within that area of effect.
Cloak of Displacement 12d10
DESTRUCTION OF ANY MAGIC ITEM Efreeti Bottle One Enraged Efreeti
Ioun Stone 20d12
Most miscellaneous magic items are difficult to break. Along
the same lines, nothing happens to most items when they do Mirror of Life Trapping Trapped Souls
break. Their magical energies don’t usually explode. Breaking Necklace of Fireballs Fireball missiles left unexploded
these items is often very difficult, except in the case of a portable Orb of Storms 10d6 in lightning
hole or a bag of holding. With these two items, a sharp blade Portable Hole 50d6
or spike placed in the container can rip the inter-dimensional
fabric of the inside of the item. Using great force on the outside Explosions happen when a bag of holding is placed in a portable
of the item, the following items cause their own problems: hole or the reverse happens. The multi-dimensions battle each
other causing the bag and hole to explode with god-like force.

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Castle Keepers and players should read over the following

C
ombat is often the matrix around which the Castles
& Crusades game centers. This is the moment guidelines and determine which of them serves the purposes
when the heroes rise against the monster, when in the game they are playing. Some may find that these do
good must overcome evil, and the characters test not fit the theme of the overall game whereas others may find
their mettle against that of their foe. But combat is more than them useful in certain situations. Understand the rules before
a simple resolution of conflict. Combat is the single greatest, applying them, particularly the overarching effect using these
multipurpose tool the Castle Keeper possesses. Through combat rules may have on the game. For instance, using critical hits
conflict can be resolved. When the characters meet the ogre may seem like a good idea to characters as they have a 1 in
they can slay him, liberating the village that he terrorized. But 20 chance of doing catastrophic damage, but they should be
also, combat can bring a level of control to the game that no reminded that the monsters are allowed critical hits as well and,
other CK function can. When the party is scattered throughout on average, since monster encounters usually involve more
the forest, the CK can use combat to force the characters back monsters and less characters, the odds of one of those monsters
into a functioning group. Furthermore, disinterested players rolling a critical hit are greater than the character.
are easiest to bring back to the table when confronted with a
raging battle that they cannot avoid. But fighting these combats THE EBB AND FLOW OF BATTLE
can be time consuming and often lead to acrimonious debates
between players and Castle Keepers. The Players Handbook As has been previously discussed, creating an exciting mood
goes far in settling many of the basic disputes and establishing a is a key component to running a fun game. A key component
play book to effectively play through the combat rounds. Here of that mood is the battles through which the characters must
we expand upon those rules with a series of options, rules, and suffer. A well constructed battle is both exciting and gripping
general guidelines on how to run more effective combat rounds, and can capture the attention of the players and keep them
when to discard and regard rules, how to tailor the rule to your excited about the game for a long time after. In order to have
mode of play. All this to bring the taste of iron with a wash of a fun battle, one must control the combat round with an iron
sulfur to your gaming table. fist. This control should not be equated to breaking out a series

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of tables, charts and rules in order to control the combat, what equates to character levels, and this is a good baseline from
it means is that the Castle Keeper not only must pay attention which to work. Note what the monster’s extra abilities are.
to the players, what they are doing, and how they are doing Some have many attacks, spell-like abilities, etc. These can
it, but also must keep the pace going in a solid, steady flow, tip the balance radically if a monster can wipe out an entire
apply enough risk to be challenging, and attempt to electrify party with one spell.
the players with descriptions that make them take notice. The • A very specific thing to look out for is the spell-like abilities
CK’s role here is very much like a conductor, they must guide of a monster in relation to the monster’s hit dice, and
all parts and watch for a section that may need more direction compared to the character’s levels. For example, a chimera
and if needed, apply it. has 9 hit dice, therefore any saving throws against its breath
weapon or any of its special abilities have an automatic CL
BALANCE of 9. This is added to the Challenge Base of 12 or 18. Thus,
Creating a balanced encounter is a challenging, but important, the characters would need to make saving throws of 21 (CB
part of creating a successful encounter and combat. The CK 12 + CL 9) if prime, and 27 (CB 18 + CL 9) if not prime,
must avoid pitching characters into combats that are impossible should the chimera use its breath weapon or its other
as immediate annihilation isn’t particularly fun. On the other special abilities. Those are hard target numbers to make
hand, characters that cut through a monster in a matter of and may result in the instantaneous death of one or both
seconds might joke and think they are having fun, but the characters. Saving against a similar attack from a creature
residual memories of the combat fade when compared to the with 2 hit dice would not be as difficult. If the monster’s hit
heart gripping moments of battle with a creature that gives the dice is roughly equal to that of the player’s levels it help’s to
characters a true run for their money. establish some balance.

The ability to find the necessary balance often comes with The Balance Key
experience. Attempts to create a formula for the Castle Keeper
to follow and quickly create an encounter offer more problems The key to running a balanced encounter is not a set of rules,
than such a formula would solve. For instance, monster hit but the CK’s ability to adjust the rules as he plays through the
game. This is a critical departure from most systems as running
points widely vary. A chimera has 9 (d10) HD; conceivably
a successful C&C combat does not rely upon a rules set per se,
this monster’s hit points can range from 9 to 90. The creature’s
but rather the CK’s ability to alter the rules on the fly and in the
damage and abilities may still be high, but it is entirely
course of the combat. This departure has to take place during
conceivable that two 1st level fighters could slay a chimera
the combat and is not, nor can it be, a part of the preparation
with two well placed arrows. The variables do not of course end
process.
here. Different characters have different abilities and the range
is very broad in the number of hit points they have, the attribute During the course of play, if the encounter seems unbalanced
bonuses, weapons they carry, spells they have memorized, and and the characters are being overwhelmed, drop the monster’s
magic items they have. The variables are too many and almost AC, HD, or hit points. Any of these can bring the encounter
impossible to set down barring a monstrous formula that goes back into balance. The opposite is true as well. If the characters
against the entire spirit of the C&C game. are fighting the chimera and it is obviously going to die too
quickly because its hit points are very low, give it a few more
It is possible to establish challenge levels for monsters but hit points.
such a thing would lead to more problems than it solves as the
challenge level cannot in and of itself capture the number of
Running the Combat
variables that impact encounters.
Once combat begins, it is important to keep it flowing. Control
When creating an encounter, there are a few generalized pieces the flow of information. Discourage people from shouting
of advice a CK should take into consideration. numbers out of sequence. This most commonly happens in
the initiative phase of combat as people are ready to rock and
• Have a clear idea of the number of characters, their levels, start shouting out their numbers. Doing this creates a jumble
hit points, extraordinary abilities (abilities of 13 and over), of information. It’s best to start at one point on the table and
spells, and magic items. Take note on whether the party is ask each person their roll until you go around the table, making
heavy on fighters or magic users, healing capabilities, etc. note of their rolls.
In short, know the party dynamics. This information is not
secret information and you need it to properly adjudicate Move through the initiative rounds quickly. Having determined
an encounter. who is going first, ask them what action they want to take and
allow them to do it, or quickly explain why they cannot. If done
• As a very general rule, the monster should be at least
quickly and efficiently it allows for more room for the player and
equal to the character’s combined levels. Making the
CK to become involved. The player can describe the type of
monsters a little stronger is okay, as players have a slight
swing he is aiming at, shout battle cries and any other number of
advantage over monsters in skills and because they have
reactions. The CK can compliment it all by describing the effect
extraordinary abilities. The monster’s hit dice roughly
of the action. If the rules section, in this case the actual dice
CASTLE KEEPERS GUIDE 299
PART 3: THE SIEGE ENGINE
rolling and adjudicating (did they hit or not, or did their action Describe & React
succeed or not), is kept to a minimum then there is more room
Getting down good descriptions is perhaps the best way to
for descriptions and role playing the battle.
control the ebb and flow of the battle. If rules discussions are
Role playing the battle should be encouraged, allowing constantly pummeling the combat or if slow reactions keep
characters to shout back and forth, or even better, hurl verbal non-active players disinterested, bringing in crushing blows to
attacks at their enemies. This latter is a wonderful opportunity equipment and to characters is always a good way to keep the
for the CK to respond by having the role played attack actually mood high or to push it in that direction. It is not necessary
impact the battle itself. to actually script out long Howardesque prose to do this. In
fact, overly long descriptions, no matter how well crafted, can
Example: Angrod the dwarf finds himself in the midst of a cause the opposite of the desired effect and bore the players into
band of orcs fighting for his life. troublesome behavior. If prose is not your thing, concentrate
on equipment. If characters see their equipment being broken,
Player: “I work myself up into a battle rage and shout at the
chopped in half, dulled, and generally destroyed, it focuses their
orcs ‘Come for me and Die!’ I stand as tall as I can and jut my
attention like nothing else except for their own hit point loss.
chest out. Angrod’s face fills with rage and hate. I try to look
Any additional descriptive text just adds to the overall effect of
maddened!”
the combat.
CK: “The effect of your battle cry is electric. The orcs seem
momentarily disconcerted and off their game, their attacks a It’s also important to react quickly to player reactions. There
little more uncertain.” The CK subtracts one from each orc’s is almost no telling how a player is going to use their character
to-hit roll. abilities or what they are going to try. The sky is not the limit,
but only their imaginations. Give each attempt its just due,
In this example, it is not necessary to tell the players that the whether it be for or against it. Usually anything a character
orcs suffered a -1 on the to-hit rolls. It doesn’t hurt for them attempts deserves some type of ability check. But avoid doing
to know that the orcs suffered some type of penalty as that long winded discussions about why a character could or could
knowledge, that their battle cries (role playing) can affect the not do something. Let the dice decide how unlikely it is, after,
outcome of the battle and encourages more role playing. of course, putting a judicious Challenge Level on the attempt.

All of this is part of role playing the combat, the safest and
Five Seconds
easiest way to run a mood setting and fast paced combat.
Tamping down the rules is doubly important if you have more
than three or four people at the table. Make certain everyone
knows that they have a limited time to act or react in their
COMBAT BASICS
round. A good rule of thumb is to give them five slow seconds For a complete discussion of the combat round, refer to the
to announce their character’s reaction. If it goes much beyond Players Handbook. However, in order to avoid too much cross
that they lose their turn, and must go at the end of the round. referencing of books, the following is a quick refresher of the
Mitigate this for new players who may not be completely aware essentials.
of all the actions they can take.
Combat occurs in the combat round. The combat round is 10
seconds long. There are 6 rounds in 1 minute. Therefore in the
Save it for Later course of 1 minute of combat, six combat rounds occur.
When questions about rules come up and a discussion seems
imminent, it is best to move through it quickly. If a rule is it Combat begins with all combatants rolling an initiative roll on
unclear or uncertain, or you and the player are not sure how a d10. The highest roll goes first. The winner of the initiative
to use the rule, drop it and move on. Address the offending roll takes their action first, whether this action is an attack or a
rule after the combat. If the action the player decides to take character ability check, such as sneaking behind the enemy or
has the potential to save the party from certain doom, the CK casting a spell. The person with the next highest roll follows,
should usually make a one time exception of the action and and the third highest roll after that, in descending order until
rule in favor of the player. As soon as the combat is over, allow everyone has taken an action. The d10 allows for an orderly
for long discussions and dissemination of the rules material and process of actions as some actions participants make take less
set it in stone for future use. It is best to give the players a little than a full round. The combat continues until some type of
leeway in order to maintain the ebb and flow of the combat resolution occurs, whether the death of one or more of the
rather than ruling on an action whose absence may have cost participants or the surrender of one or more.
the party members their characters.
Many things affect combat or can change the outcome of what
In this same vein, adjust the combat when needed. Do not allow might seem an otherwise decided encounter. These include
the dice to rule the combat’s flow. If you need to add a few initiative, armor class of the combatants, types of hits, terrain
hit points to the ogre in the encounter, do so. If you need to they are fighting in, objectives of the combatants, etc.
subtract a few, do that as well.
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CHAPTER 17 — IRON & SULFAR: COMBAT
THE COMBAT ROUND round as they do not know when their turn is going to come up
next. Dynamic initiative can be chaotic as characters begin to
The combat round is technically a ten second interval. During
work through other rounds and playing into the next round.
this ten seconds of time, many actions are taken to include
This is easy enough to control by beginning play at the CK’s
numerous attacks and defensive moves, parries, feints and
right and working around the table. Anytime two or more
thrusts etc. It is assumed that during the round the characters
characters are attacking the same opponent, the order should
are very busy undertaking offensive and defensive actions. They
be skipped and those two allowed to act in concert.
are not static, awaiting an attack; everyone is acting.
Dynamic initiative requires a great deal more attention from the
When altering or developing rules, the combat round is really an Castle Keeper. They must be prepared for very fluid movements
indeterminate length of time during which the characters act. It as one character may win initiative and intervene on another’s
is important to remember this when developing rules. The round combat, and so forth. But this in turn adds to the dynamic
could be very short, perhaps a few seconds, or long, lasting up nature of this type of initiative rolling.
to a minute. It makes little real difference as the round is used
to resolve conflicts and generally individual actions are assumed Static initiative calls for the characters to roll one initiative roll
in the whole. So for example, when a character says, “I swing,” at the beginning of the combat round and that determines their
it really means they are bending their efforts to attacking their turn in all the remaining combat rounds. Though orderly, this
opponent that round and the to-hit roll and possible damage approach allows too much time for players to sit and wait for
is a result of various attacks, one of which, or several of which, when they are allowed to take an action. With no chance of a
deal damage. shake up in the round, especially in high level combats where
rounds may take 5 or more minutes per character, the static
When developing rules for Castles & Crusades, try to restrict player sits for much too long without doing anything.
actions that can be undertaken to those that might occur within
a 5-15 second interval. A broad range of actions can occur The d6: Some prefer to use the d6 for initiative. This is a layover
during this time frame and it helps to actually count out 15 from earlier games but does have some validity in the C&C
seconds when deciding whether to take the action. One can universe. Using the d6 assumes that there is a great deal more
also expand the combat round to take a minute. During this action going on in each individual round. If using this method
time a broad range of action can be undertaken. As the damage it is important to note that the combat round does not change
received and attacks are generic in nature and not reflective in any way, there are still 10 seconds in a combat round. Use of
of single actions, it really does not matter. What does matter is the d6, though nostalgic adds nothing to the fun of the game.
what can occur during that time frame.
THE ACTION
Initiative The combat round is an extraordinarily complex and busy time
The action within each round takes place over a 10 second for the characters. Each round consists of a host of actions and
period. Combatants draw weapons, attack, and parry, cast reactions. In mechanics, it boils down to a few simple throws of
spells, dodge or take any other combat maneuver that may seem the dice, but in the actual round itself, a massive battle of life
appropriate. The round is broken up to allow for an orderly and death rages between hero and monster. The role playing,
progression of events. Rolling the d10 for initiative establishes and fun of the game, surfaces in this action. The opportunities
the order of response from each player and the CK. The order to heighten the game and send the players on wild roller coaster
of events is essential as someone with a high initiative roll might rides is prevalent for the CK. The combat round is a role-playing
actually slay an opponent long before that opponent gets to roll. gem, thus do not assume that Angrod is able to swing once
a round, but rather his one swing a round is actually several
Example: Angrod rolls a d10 for initiative and comes up with blows and parries during which a host of orcs, cut, thrust, parry,
a 7. The orc he is fighting rolls and comes up with a 3. Angrod bashed their mad attack against his own.
takes his swing, hits and slays the orc. The orc is dead before he
could take his swing. ROLE PLAYING COMBAT
For this reason, initiative can be extremely important, especially Before embarking on a system of rules to govern the wide variety
where spells are concerned as one spell that goes off before of extenuating circumstances that affect combat, consider role
the combatants react can potentially kill or disable all the playing through them. Once hard and fast rules are applied
combatants on the opposite side, and sometimes all the friends and become the norm of the game, it is difficult to remove
as well. them. Combat has an immeasurable impact on the role playing
game. In combat, characters can be killed and removed from
STATIC VS. DYNAMIC INITIATIVE: Characters and the game permanently. They can lose their favorite weapons or
monsters should roll initiative each round in order to create a equipment. On the other side of that coin, they can slay the
dynamic gaming environment. This allows a greater variance ancient dragon and open his hoard to plunder, thereby gaining
at the table because it constantly shakes up the order of who riches beyond their wildest imaginings.
goes when. This in turn keeps characters focused on the combat

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Amongst the many things that players and CK’s control, combat • Breaking equipment.
is one of the most important and something players attempt, • Losing equipment.
either overtly, covertly or subconsciously to control. Allowing
this control to leave the CK’s domain weakens the ability of • Hitting Friend.
the CK to tell the story. More rules are good for guidance • Stepping into the ruined ribcage of an enemy and getting
and clarification, but it is advisable to use them sparingly and the foot stuck.
only after understanding the needs of the table and the game.
Implementing a wide set of rules encourages players to learn Cautionary Notes
them and to use them, this in turn creates a crutch that many
players fall back upon when things are going poorly but one that It is easy to trip up when role playing combat. Sometimes even
when used consistently can more often than not make things go the most veteran CKs allow one thing to pass for one character,
poorly for the character. A CK can lose an infinite number of but not the same thing for a different character. The heat of the
orcs to no real effect; the player loss is only one. imaginary battle is often thick and the CK has many things to
control and over which they have to keep track. Move through
Role playing through combat requires only that the Castle the mishap with the same descriptive text.
Keeper engage the players and hence their characters in
the actual combat through descriptive text. Use the terrain, Example: Javiel leaps into the battle with Angrod, attacking
weather, the critical hit, the called shot, or which ever extended the orcs. Immediately the player rolls a natural 20. The odds
circumstance or circumstances applies as flavor text. Setting are beginning to even and the battle is only at its nadir of
the circumstance up through descriptions and then reacting to excitement. The CK needs a few more orcs to hold on for a few
their actions with reasonable commentary can easily engage the more rounds to allow Javiel to participate. “Your blade carves
players and is done without reference to any rules other than one down completely. He falls at your feet!”
those generalized rules established in the Players Handbook. Player: “Wait a minute? Can’t I kill two orcs with my natural
Using favorable or descriptive text allows for the CK to maintain 20 like Angrod did?”
the all important flow of combat, without referencing charts
or tables, and only requires an active imagination on both the CK: “The orcs are moving fast and you know immediately that
player’s and CK’s part. they are a little disconcerted by your joining the combat. So, no,
your blade can’t cut through two as there are not two standing
Example: Angrod plunges into the orcs, hefting his shield close enough.”
high to drive them back and swinging his axe at the nearest
As with any aspect of role playing, be careful to not overdo it.
orc. Despite Angrod’s ferocity, the battle is one-sided as there
Too often CKs continue to drone on well after the characters
are just too many orcs. The player rolls a natural 20, a critical
have already been drawn into the combat and the mood is set.
hit. Angrod is 4th level with 16 strength and a +1 battle axe.
A long description is often counterproductive to capturing that
Angrod rolls a 6 for damage, for a total of 9 points of damage.
all important mood. Keep it short and keep it graphic.
The CK knows this automatically kills the 1 HD orc and that
Angrod has dispatched his foe; however, far better to use this
opportunity to direct the blow toward driving the combat even ADDING TO THE ROLE PLAYING
harder, so the CK relates: “So great is the blow and so perfect Sometimes role playing through combats is best served by some
the timing that Angrod’s axe cleaves through the orc he aimed hard and fast simple rules. Perhaps the CK needs a little more
at and leaving a trail of blood and death behind it drives into direction. Presented here are several rules systems, none of
the orc standing next to him. Both orcs topple to the ground, which are hard and fast rules for the Castle Keeper to use. Pick
sprawled at your feet.” and choose, use and discard as each game requires.
What the CK has accomplished here was to even the combat out
a little more, and simultaneously boost the players confidence of The Critical Hit
success and made the game all the more fun. A critical hit is defined as any unmodified score of 20 on the
d20 “to hit” roll. A critical miss is similar to the critical hit, but
Here are several examples of role playing through combat which
occurs on a result of 1 on the d20. Both critical hits and misses
can affect either the character or monster, with the caveat, of
apply to the CK as well as the players. Colloquially referred to as
course, that some of these effects cannot affect certain types of
“crits”, it is not to view crits as special rolls, so out of the norm
characters or monsters. For example a chimera cannot lose a
that they must have some effect beyond that of normal combat.
piece of equipment.
There are no hard and fast rules when a crit is rolled, and it is
• Slipping and falling in difficult terrain. up to the Castle Keeper and the players to determine which
method is best for the game they are playing, if any.
• Killing more enemies than one.
• Dropping weapon. The Castle Keeper must make the players aware of the pitfalls of
using critical hit rules. There are often more monsters than there
• Knocking opponent down.

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are characters, especially in mass combat where humanoids are bows, a dexterity attribute check is used to determine if a
involved. Those numerous foes each roll a to-hit on the d20. critical is scored.
The law of averages works in their favor for scoring a critical hit, Option 3: When a natural 20 is rolled in combat, the attacker is
simply because there are more of them. Characters can’t sustain allowed to make an additional attack roll. If the second roll
the critical hits as the orcs can, nor score as many. As exciting succeeds, roll damage normally. If the attacker rolls another
as the critical can be, it’s dangerous when playing against these 20, they achieve maximum damage for their weapon type
odds. Use the following critical hit options with care, and make and may make an additional attack roll. If they strike
certain the players know the danger to their characters. on this third roll, normal damage occurs, but if they roll
The basic rule for all critical systems listed below is that a natural another natural 20 they get another swing and so on for as
1 is always a miss and a natural 20 is always a hit. The only long as they continue to roll consecutive natural 20’s.
exceptions are monsters that are immune to normal weapons A natural 1 in combat results in the attacker dropping the
and the attacker is using one. Any of these options work for a weapon.
simple approach to the critical hit. These are, of course, only If the die results in a natural 1 whilst using a missile weapon,
options and the CK should adjust or alter them as fits their all allies in the path of the missile should roll a d10 with
individual game. the highest number becoming a potential target! If an ally
Total success may have a variety of meanings. In combat it becomes the target, the attacker must make another attack
typically means extra damage. For a saving throw, it obviously roll. If this roll successfully hits the accidental target’s
means success, even if the save could not have been passed armor class then all normal damage applies.
in any other way. For a siege check, it could mean that the Option 4: Roadhouse rules are by definition more brutal in
challenge succeeds, even if the challenge is beyond the powers nature. On a natural 20 roll, the attacker rolls double the
or abilities of the characters. attack dice and doubles any bonus damage. Thus a natural
20 with a +1 longsword and +2 strength bonus would deal
Of course, nothing can be quite as heart wrenching as needing 2d8+6 points of damage to the opponent!
that natural 20 to save your character from certain annihilation,
and rolling a natural 1 instead! The natural 1 is often considered If the attacker’s rolls a natural 1’s they drop their weapon or
the antithesis of the natural 20. Most typically a 1 is a 1 and break their bow string/arrow as in Option 1.
is in general determined to be an unsuccessful roll. As is the Option 5: This method is slightly more complex than option 1,
case among many gaming groups and their various house rules but falls within the same working framework. On a to-hit
governing the Natural 20, the Natural 1 may add some extra roll that results in a natural 20, a critical hit may result.
penalty to the character as a way of adding insult to injury: Another d20 is rolled and the following table is consulted.
Again this depends on some form of agreed upon play between
the CK and the players. One thing that is universally agreed TABLE 17.1A CRITICAL HIT OPTION 5
upon is that a natural 1 in a combat situation is a definite miss!
Roll Result
Listed here are a variety of methods for enhancing the dice by 1-5 No critical, normal damage
giving more value to a 1 or a 20, as naturally rolled in game. 6-10 Normal Damage +1-4
Option 1: This is the simplest method of doing critical hits and 11-14 Max damage
fumbles. When a to-hit roll results in a natural 20, a critical 15-17 Max damage x2
hit is scored. The weapon does maximum damage +1d4, 18-19 Max damage x3
+strength modifier (if they have one) to the opponent.
20 Max damage x4
On a natural 1, the character drops their weapon or breaks
their bow string. In the case of the bowstring, roll a d6 to There are also critical fumbles. On a to-hit roll of natural 1
see further effects. If a 1 is rolled it is the arrow that breaks there is a chance for a critical fumble. Roll a d20 again and
and not the string, if a 2-6 is rolled then the bow string consult the following chart.
breaks. Characters using noosed weapons, such as a mace,
simply lose their grip assuming they wear the noose on their
TABLE 17.1B CRITICAL FUMBLE OPTION 5
wrist.
Roll Result
Option 2: Should a to-hit roll result in a natural 20, the attacker
1 Damage self for 1-8 hp
scores a critical hit that requires a further attribute check.
The character makes a strength attribute check to which 2-3 Damage self for 1-4 hp
the character’s BtH is added, CL is equal to the level or hit 4-6 Break weapon
die of the target. Should the strength check be successful, 7-10 Minimum damage
a critical is scored. The attacker scores maximum damage, 11-15 Lose next round’s action
plus any magical bonuses, strength bonuses and the 16-20 No fumble
character’s BtH. In the case of ranged weapons such as

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Option 6: For those who desire slightly more complex effects TABLE 17.1D CRITICAL FUMBLE OPTION 6
from their combat round, use the table below when scoring 1 Trip and fall upon ground. Lose round of combat
a critical hit or fumble. All of the damage listed below is
2 Drop weapon, lose round of combat
extra damage.
3 Weapon breaks, lose round of combat
4 Blow ricochets off target hits wielder, 1d4 damage
TABLE 17.1C CRITICAL HITS OPTION 6
5 Slip on gore on the battlefield, hit ground, 1d4 damage
1 Knock opponent down
6 Strike companion next to wielder. Companion takes 1d6 damage
2 Head blow, teeth shatter, 1d4 damage, can’t eat until healed
7 Wild exertions cause attacker to bite own tongue off
3 Ear cut off, 1 point of damage, -1 listen checks
8 Stab or crush foot, 1d6 damage
4 Chop off 1-4 fingers, 1 point of damage per finger, -1 dexterity
9 Stab or crush knee, 1d8 damage, initiative reduced by 2
Crushing/Stabbing blow, blade stuck in rib cage. Reduces AC
5 10 Strike eye, blind in that eye
by 2, 1d8 damage per round
6 Crush bone, render one limb of opponent useless, 1d8 damage Blow ricochets and smashes helm, helm driven into skull,
11
temporarily blind
7 Jaw destroyed, 1d8 damage, can’t speak or eat
Thrust/swing places arm in cusp of enemy grip and remains
8 Elbow shattered by blow, arm crippled, 1d8 damage 12
stuck on armor, scales etc.
9 Knee shattered by blow, crippled can’t walk, 1d10 damage
13 Weapon shatters, shards strike wielder for 1d4 damage
Crushing blow to opponent’s chest, collapsed lung, 1d10
10 14 Overshoot blow, wrist strike opponent and shatters, drop weapon
damage, constitution cut in half
Force of swing causes weight imbalance and knee blows out,
11 Gut wound, spleen ruptures or is punctured, 1d12 damage 15
crippled for 1 week
12 Slice opponents in the face, blinded in both eyes
16 Weapon shatters, large chunk lacerates wielder’s eye
Lung punctured; reduce constitution by 50% per round until
13 Wild swing, gore, imbalance, wielder trips, and falls, breaking
0 (monsters lose physical primes), then death 17
weapon punctures self, 1d12 damage
Head blow, force knocks eye out of socket, explodes globe,
14 Trip past opponent, fall and drop weapon, 1d8 damage from
blind in that eye, 1d10 damage 18
fall, broken jaw
Massive blow to chest, victim’s chest collapses, can’t breathe,
15 Weapon shatters, small piece punctures helm/head/skull.
death in 1d4 rounds unless healed 19
Instant death
Sever artery, if wound goes untreated 1d12 damage per round
16 20 Smash self in head, or fall on blade, spear etc. Instant death
until healed
Chop off random limb, 1d12 points of bleed damage until Option 7: Weapon-style critical hits take the weight and
17
wound staunched sort of weapon into account when adding any additional
18
Crushing blow to the skull, opponent knocked unconscious, bonus damage. Upon scoring a natural 20, determine the
1d12 points damage maximum amount of damage without bonuses an attack
19 Eviscerated, instant death can do and compare to Table 17.1E Bonus Damage. The
20 Chop off opponent’s head, instant death result in the BONUS column is added to all other bonuses
for enchantment, skill, or ability.

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CHAPTER 17 — IRON & SULFAR: COMBAT
Example: Firmorge the Fighter rolls a natural 20 with his • When attempting to use an intelligence check to repair a
ancestral battle axe which deals 1d10 points of damage. The broken object the character is able to successfully rig the
maximum damage the axe can do before bonuses is 10 points. object together so well that the object gains +10-60gp in
The bonus damage for Firmorege’s battle axe is therefore 1d6 value and a +1 to checks related to its use. For example,
points plus any other bonuses. a rogue character gets a natural 20 attempting to repair a
set of broken lock-picks. The rogue does such an excellent
TABLE 17.1E BONUS DAMAGE job repairing the lock-picks that they gain 1d6x10gp value
Maximum and afford him an additional +1 to his attempts at picking
Damage Bonus Die
locks when using those picks.
1-2 +1 point • When attempting a charisma check to trick the castle
3-4 +2 points guards, a bard comes up with a pretty plausible story as to
5-6 +1d4 points why he needs to get into the castle and shares it with the
7-10 +1d6 points Castle Keeper either through role playing it out, or simply
11-16 +1d8 points
stating it. After role play, the Castle Keeper may feel that
the story is pretty good, but still needs a charisma check to
17+ 1d10 points
push it over the edge and get the guards on the side of the
On a roll of a natural 1, the wielder of the weapon takes damage bard. The bard rolls a natural 20. The Castle Keeper rules
equal to the bonus damage determined in Table 17.1E. For that the guards are so taken by Bardic Spirit they not only
example, if Firmorge rolled a natural 1 instead of a natural 20 in give the bard and his companions a free pass into the castle,
the example, he would suffer 1d6 points of damage for clouting but also give up the exact location of the item the bard and
himself with the axe instead of striking his target. his compatriots seek.
• When attempting a wisdom check to sense potentially
Attribute Checks hidden dangers, the character not only notices who is in
the room but can determine exactly where the opponent
Natural 20’s for attribute checks are most often resolved as is hiding, earning a +2 to their first subsequent attack or
assuming the character has massive success. attribute check as regards to their opponent.

Plus 5: One way to award a massive success is to grant a +5 to As you can see, the possibilities for awarding a little extra to a
a siege check when a natural 20 is rolled. In this way the Castle character that rolls a natural 20 are endless. What about the
Keeper can reserve a chance of failure while still granting the dirty flipside of the die, however, the natural 1?!
characters a potential success. A +5 siege check works well Like a massive success with an attribute check, a critical failure
when low level characters face an extremely difficult challenge. could have dramatic consequences depending on the sort of
For example, swimming across rapids may require even a strong campaign played by the Castle Keeper and players. Again the
swimmer like Varg the 3rd level fighter to score a 30 or better possibilities are endless and may include but are not limited to
on his strength check to make it across the raging river. In other the following list. Castle Keepers should build upon this list or
words, it’s an impossible task as the best that Varg can possibly use it as an example.
roll is a 26 due to his 18 strength and level. He rolls a natural 20
adds +5 to the score and achieves a 31, and swims across the • Character who rolls a failed charisma check fully believes
impossible river like a fish. that the individual he was communicating with is now
on his side and is in effect a new ally when nothing could
Massive Success: Alternately, a CK could simply judge that be further from the truth. Not only does the opponent
the Natural 20 siege check always works. Furthermore they may know this, the opponent intends to take full advantage
feel that something extra should come of the roll as a way to of the character due to their sudden naïveté. This result
reward the character and the lucky dice. In this event, massive requires clever role play on the part of the character and
successes may include but are not limited to the following list. if successfully played should result in bonus experience for
CKs should build upon this list or use it as an example. their participation!
• When a rogue gains a natural 20 on an intelligence check • Like a critical failure with a charisma check, a character
to decipher an ancient script, the rogue is instantly fluent who critically fails an intelligence check may believe
in the deciphering of that tongue, needing make no other that some course of action or fact which required their
checks when encountering that language in the future. intelligence roll is completely the truth and the absolute
• When attempting to run and jump across a chasm, a right way to do something. For example, a wizard may
barbarian character rolls a natural 20 for their strength believe that a particular concoction involving rare and
check and not only clears the chasm but is allowed to potentially dangerous substances is the absolute correct
take an additional action upon landing. This action could recipe. Results of using the wrong concoction could be hair
include an attack or possibly a defensive stance granting growing from the wizard’s ears, boils, an unpleasant odor, or
+2 to the character’s AC until the end of the next round. temporary amnesia.

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PART 3: THE SIEGE ENGINE
• A critical failure of a strength check could mean the A subdued creature is different from a charmed creature. It will
character actually pulls a muscle or gets a strain resulting always know it has been subdued. Some (lawful) may see this
in a loss of 1d4 strength until the character is healed with as the natural order of things, and go into it with little protest.
a lesser restoration spell, or gets one full day of rest and light Others (chaotic) will always resent it, and will seek constantly a
duty for each lost point of strength. means to escape or destroy their master.
• Critical failure of a dexterity check could mean that the
character misses a catch, trips and falls on their face, Gaining Control
or otherwise loses a round of activity due to tangling Subdual is a contest of wills, either the character or character
themselves up. or the creature being subdued wins out. Any time a character
• Critical failure of a wisdom check means the character attempts to subdue a creature, the character must attempt to
sees and hears the inside of their helmet when attempting gain control of the creature.
to notice unseen dangers. When trying to solve a riddle
or some other concept that may depend on some inner In order to attempt subdual, the creature must be reduced to
insight, the character is absolutely certain that an incorrect 50% of its hit points.
answer is the truth!
Subdual may begin as a physical contest, but evolves into a test
of wills. Control is gained by making a successful charisma saving
Saves throw (add all attribute bonuses plus level). The Challenge
Unlike other rolls, the SIEGE Engine considers saves generally Level is equal to the creature’s hit dice or level. Furthermore,
sacrosanct. In other words, whatever the outcome of the roll on in this contest of wills, any damage the character may have
the save, it remains, adding only appropriate level modifiers and sustained affects the outcome of the saving throw. For every
attribute adjustments to the roll. With saves, even if the roll is level’s worth of hit points the character has taken in damage,
a 1, which would normally fail on any other Siege check, the 1 rounded down, the CL of the subdual increases by 1.
added to level adjustment and attribute bonus may be enough
to achieve a successful save. Example: A 7th level bard, Amanoth, with a primary attribute of
charisma 14 attempts to gain control of a griffon. The creature’s
At this time the game assumes that a high enough level hit dice is 7 making the challenge class a 19. The character
character would automatically find and avoid damage from a rolls a 13, receives a +1 for his attribute modifier and a +7
simple trap, or have gained enough experience to understand for his level for a result of 21. The check is successful, and the
how to effectively dodge a magical effect. Similarly it would be character gains control. However, if Amanoth had taken half
assumed that characters having been exposed to weak venoms his hit points in damage, the character would only add 3 to the
and would have developed immunities to them over time. In roll for his level. The result is very different: 13 +1 + 3 for a
other words, one of the benefits of being high level is the ability total of 17. The subdual fails.
to avoid minor challenges!
If the attribute check is successful, the character gains control
of the creature. If the attribute check is unsuccessful, then the
Subdual
creature is unaffected.
Subduing an opponent or monster is a form of establishing
dominance. This only succeeds if the opponent or monster
Maintaining Control
believes the person doing the subduing is superior, or has been
convinced that any established bond is recipr0cal. Keeping a creature subdued may require a series of charisma
checks. Checks may be required whenever the subdued
Subdual most often involves a physical contest but may involve creature’s life is endangered or when the master commits some
more, depending on the intelligence (and memory) of the sort of significant error. Times to check subdual:
opponent. Creatures completely lacking any sort of intelligence,
such as a skeleton or a green slime, cannot be subdued. • If ill treated.
Creatures of bug level intelligence could possibly be subdued • If forced into evil/good actions.
for short periods of time, but they would have a tendency to
resort to instinct. Animals, particularly those of the herd or • Highly stressful situations.
pack variety, are programmed to dominate or be dominated. It • Master very weak.
is simply a physical contest where the strongest is the boss. This
would last until the boss demonstrates significant weakness Keeping a foe subdued may be a far more difficult job than the
or poor judgment. The wolf who cannot lead his pack to food initial subdual. A creature treated well and which shares an
may himself become food. Lower end human level intelligence alignment with its master is less likely to rebel than a creature
creatures would follow a similar code, although the initial of opposing alignment or one which the character forces into
subdual may not require a physical contest at all. Intimidation dangerous or deadly situations. Chaotically aligned creatures,
may be enough. Higher intelligence creatures would certainly more individualistic by nature, are more likely to rebel, as are
require more than a physical contest to be subdued. creatures of a higher hit dice than their master. Lawful creatures

306 CASTLES & CRUSADES


CHAPTER 17 — IRON & SULFAR: COMBAT
may be more likely to wait for an opportunity to defeat their one of the vines erupts in life, coiling around his arm in a rapid
master and usurp his place. grip, knocking him off balance. Javiel instinctively leaps back,
attempting to break the creature’s grip by force, but he does not
Remember that subdual always begins in defeat and fear. In move with the force he thought that he would for mud clings to
time, it may grow into a devoted loyalty, but this is something his boots and his foot remains grounded in the thick sludge. He
that the master will have to work hard to earn. Refer to NPC staggers back pulling his foot free but his boot remains behind,
loyalty tables in Chapter 4 above. torn from his foot by the clinging mud. Pulling his sword he
attempts to chop the assassin vine’s arm free from his own, but he
The Castle Keeper must make the final determination of when
fails to get his footing as the mud sucks his bare foot in as it did
and how often the character must make checks in order to keep
his boot. Javiel is in trouble for he must fight the assassin vine on
the creature subdued.
the one hand, and the mud on the other.

Alternate Subdual via Combat In this example, Javiel suffers ability check penalties because
the terrain impacts his ability to move and therefore his ability
A second approach to subdual comes by defeating the foe in non-
to fight. The assassin vine remains unaffected for it is a creature
lethal combat, thus demonstrating to the foe your superiority.
native to the swamp, but more importantly it does not move.
The attacker succeeds at this through unarmed combat, or by
Now if the attacker had been an orc in the swamp then it, too,
using the “flat” of a weapon, that is, by using the weapon in
would suffer the penalties for fighting in the adverse terrain.
such a way as to deal non-lethal damage. The weapon will do
the same damage as far as hit points go, but the majority of The players and CK can role play through many of these adverse
this damage is temporary or “bruising” damage, which will heal effects. It is not necessary to have every instance of mud, rain,
relatively quickly. While attempting to subdue, only one point sand, thick vegetation or what have you impact the characters
in ten will be real damage, the rest will be bruising. When the with a mechanic as in a reduced attribute. Sometimes it is best to
foe’s HP falls to zero, the foe is subdued. allow for role playing and descriptive text to convey the difficult
features and the outcome of the terrain on the characters.
It is possible to accidently kill a creature that you are attempting
to subdue. Taking the foe to a negative HP score equal to the It is best to role play through the terrain; however, use of imaginary
value of its hit die will kill the creature (a creature with Xd8 dies descriptions and temporary ailments for the characters, such
when it falls to negative 8 HP). Also, some weapons are simply as slipping down a rocky slope, is the most efficient approach
unable to be used to subdue, because they have no “flat” such to integrating terrain into the game. However, when the CK
as the morning star which has spikes pointed in every direction; desires a more defined approach to fighting in difficult terrain,
there is no way to strike a foe using this without doing lethal consult Table 17.2 Terrain Effects on Combat & Movement
damage. Some magical weapons, such as a dagger of venom or for the impact on the attributes, combat, and movement.
a vorpal sword may deliver a lethal attack whether the wielder
wishes it or not.
TABLE 17.2 TERRAIN EFFECTS ON COMBAT &
MOVEMENT
TERRAIN Terrain Strength Wisdom Dexterity Movement
Combat is not necessarily fighting on an even turf, beneath Up Hill CL 1 N/A N/A ¾
the sunny sky. As often as not combat takes place in the Down Hill CL -1 N/A CL 1 Double
gritty mud, along the slopes of rock strewn hills, in the mire
Swamp CL 2 CL 1 CL 2 1/2
of swamps, or on a ladder perched against the parapets of a
stony wall. Combat often occurs where the defender chooses, Light Snow CL 1 CL 1 CL 1 Full
or by sheer happenstance where opponents collide, and when Deep Snow CL 2 CL 3 CL 2 ¾
combat unfolds in unstable or unfamiliar ground the terrain can Light Vegetation N/A CL 1 CL 1 ¾
impact the outcome in ways that little else can. Terrain can be a Thick Vegetation CL 1 CL 2 CL 2 ¼
deciding factor in any combat.

Fighting in adverse terrain does not impact the actual fighting LINE OF SIGHT
skills of the combatants as training, skill, armaments, and This is a difficult concept to work with though simple in its basic
weaponry determine those skills. Terrain impacts the combatant’s application. How far can one see down a 50 foot corridor? Fifty
ability to use those pre-determined skills; furthermore, adverse feet, of course. How far away can one see a mountain range?
terrain impacts the mobility of the combatants. Depending one one’s vantage, up to a hundred miles or more.
How far away is the sun, planets, or stars? People can see a long
Example: Javiel, the 5th level elven ranger, has entered some distance. On the other hand, one can’t see something merely
marshland south of the Old Post Road. The ground is very wet 10 feet away behind a wall or tree, and in a forest with dense
and muddy; as he moves tangled vegetation clings to his boots, undergrowth one may only be able to see 20 yards or so and in a
cloak, and pants. He moves deftly however, using some of the marsh, the range of vision falls to a dozen feet or less.
tree-born vines to pull himself free of the muck. As he does so,
CASTLE KEEPERS GUIDE 307
PART 3: THE SIEGE ENGINE
The fact is, obstacles and not vision primarily determine one’s TABLE 17.3 LINE OF SIGHT
line of sight. Human vision is fairly good. The prime delimiters
are obstacles. Trees, brush, elevation changes, walls, houses, Elevation Type Distance
hills, etc. are the things that limit line of sight. There can be few 1 5,000-30,000 feet (1-6 miles)
hard and fast rules concerning line of sight as the CK must bring 2 2,500-15,000 feet (.5-3 miles)
to bear a host of considerations for any given environment. 3 1,500- 10,000 feet (.25-2 miles)

Consider a forest. The forest is located in a hilly region, and 4 500 – 1,500 feet (less than .25 miles)
primarily consists of young growth, has fertile soils in well 5 1,500 – 10,000 feet (.25-2miles)
watered valleys and a thick undergrowth. In the late spring,
everything is leafed out and growing well. In this condition it OBSTACLES TO VISION
may only be possible to see 50 yards or less in the valley floors There are five different modifiers to vision distance based upon
and a hundred yards or so on the slopes. Looking from slope obstacles. Obstacles include trees, shrub, rocky outcrops, and
to slope (100-200 yards apart) one will probably be unable to other impediments to vision. They are expressed as a percentile
notice anything. In dense areas of growth one may only be able reduction to the above chart.
to see 20 yards or less. In some valley floors or atop rises, open
spaces may allow the viewer to see up to a mile distant. During Obstacle 1: These are barren landscapes with little to
the late winter, when everything has died, the same forest could no vegetation, rocky outcrops, gullies or bends in the
open up and one could see several hundreds of yards routinely. topography. 1-10% reduction

Consider a desert region with virtually no vegetation but many Obstacle 2: These are landscapes with some small underbrush,
sand dunes, rifts, or other topographic features with significant sparse trees and underbrush, shallow gullies or ravines,
elevation changes. From a high vantage point, one may be able some rocky outcrops or slight and unusual elevation
to see for several miles or more yet, on the other hand, one may changes. 10-50%
not be able to see into a ravine through which something is Obstacle 3: These are forested areas with some underbrush,
moving a mere 20 yards away. shrublands, or steppes with small trees and areas with rocky
outcrops, ravines or other topographic features of similar
In all, we can see that the obstacle to one’s vision rather than nature. 25-75%.
the limits of vision primarily determine line of sight. The
Castle Keeper must determine the topography of the land and Obstacle 4: These are forested areas with a heavy underbrush,
the amount of obstacles to determine line of sight. General young forests, dense shrublands or significant rocky
guidelines for this are described below. These are divided into outcropping, ravines, gullies and hills. 50-90%
two categories; topography and vegetation density. Obstacle 5: These are jungles or thick temperate forests with
dense undergrowth areas with significant amounts of rocky
Topography: this is the degree of elevation changes the Castle outcrops or sudden changes in topography. 75-99%.
keeper must contend with. There are 5 elevation types ranging
from mountainous regions to alluvial flats or floodplains. In all cases, the Castle Keeper must use common sense and
remember to mitigate all distances by other factors such as
Elevation 1: These are relatively level topographic regions weather conditions and local topography and designs of the
such as alluvial flats, flood plains, marshes or any other encounter.
region which has significantly level lands.
Elevation 2: These regions are generally open plains and The next aspect to line of sight to consider is clarity. Although
savannas with up to a hundred feet in elevation changes humans can see a long way, we can not see that clearly. Even
within a mile. someone with really good vision has difficulty making out
details at 300 feet. General appearances and shapes can be
Elevation 3: These regions are broken areas with elevation clearly determined at hundreds of yards (such as a biped versus
changes of up to several hundred feet in any given mile and a quadruped and large or small) but at 3,000 feet even these
have significantly dense valleys, ridges, rifts, gullies, ravines details begin to escape the viewer. They can only make out
and the like. general shapes. And all of this in part due to the size of the
Elevation 4: These regions are hilly areas with several hundreds creature.
of feet of elevation changes within any given mile. They
have highly developed ridges and deep valleys. Consider that an eagle can make out a mouse moving across
the land at 3,000 feet, whereas a human would likely not even
Elevation 5: These are high mountain regions with deep valleys be able to see the mouse at 100 feet. The Castle Keeper must
and high peaks and have thousands of feet of elevation consider the clarity of vision as well when determining what a
changes within any given mile. character can see and make out at a certain distance.
Table 17.3 Line of Sight gives the basic distance one can see In determining what the characters can see, it is best to use the
without obstacles. 100 yard mark as a measure. Consider a football field and what
308 CASTLES & CRUSADES
CHAPTER 17 — IRON & SULFAR: COMBAT
details one is able to see at the length of one football field. Much Example: Janna the half-elf ranger wants to make a called shot
can be determined including weapons, armor, creature type, on an orc’s helmeted head. The orc’s armor class is a measly 13,
etc. At 200 yards (or 2 football fields) those details begin to but its helmet grants it a +2 and the head itself is difficult to
fall away and at 300 yards the viewer is able to only see general hit granting the orc an additional +3 to base armor class. This
features. At 500 yards the viewer might only see the outline gives Janna an Armor Class of 18 to hit prior to adding the -8
of the creature. Again, all this depends upon the size of the penalty for making the called shot. If Janna wants to hit the orc
creature and the terrain. in the head she must make an attack roll of 26 or better. If she
hits, she automatically deals critical damage depending on the
COMBAT method used by her game group. If no method is used, allow the
arrow to deal double damage to the orc.
Much of an evening’s play centers around the iron rod of battle;
here characters contest in arms with vile creatures of wild Close Supporting Fire: When shooting an arrow or bolt into
imaginings to save the innocent and earn the lauding wealth of a crowded melee, the attacker may strike a friendly. On their
glorious heroes. How that battle unfolds is dependent upon the normal to-hit roll a roll of 2-4 means they struck a friendly. A
CK running the game, how dexterous he handles the unfolding second roll is made against the victim’s AC and if a successful
scenes and the mechanics that run the battles and the players hit is scored damage is recorded normally.
and how they interact with the battle with cries of battle and
tactics of their own. Below are a host of combat maneuvers that Offensive Focus: The attacker must announce this move
players and monsters are able to use. The CKs should study before the round begins. During combat they focus all their
these maneuvers before allowing the characters to use them. energy and attention into one concerted attack. They gain a
+3 to hit, but suffer -6 to their AC.
COMBAT MANEUVERS Parry: The combatant must announce this move before the
There are innumerable actions that characters or monsters round begins. There is no initiative and they gain a +4 to their
can take during combat. Most of these the CK and player AC. They do not get to attack.
should handle with descriptions, rather than through differing
mechanics. For example, should a character wish to do a Push: With a successful push attack, the attacker forces the
sweeping cut at his opponent while dancing off to the left, they defender to fall back 1-10 feet. The attacker rolls initiative
should simply describe it. However, there are some actions normally, and attacks in turn. They attack at a -2 to-hit. A
which could use or would benefit from a mechanical effect. The successful attack forces the defender to make a strength check,
Players Handbook discusses several options for the characters. if they fail, the defender is forced back.
Table 17.4 Combat Maneuvers lists several common combat Reach: Pole arms gain automatic initiative and attack first.
maneuvers and their effects. Generally, the combatant must
announce these maneuvers before the round begins. Receiving Charge: Combatant may choose to ground their
weapon by placing the butt of it in the ground and bracing it
TABLE 17.4 COMBAT MANEUVERS with their foot or other means. The weapon must be a spear or
pointed pole arm.
Maneuver Affect
-8 to-hit, Double Damage (or Critical hit Shield Blow: Attacker can swing with his shield and attempt
Called Shot
if allowed) to stun the enemy. The attacker suffers a -6 to-hit, they cannot
Close Supporting Fire Attacker strikes allies on roll of 2-4 take any other action that round. The victim must make a
Offensive Focus +3 to hit, -6 AC, announce before initiative
successful constitution save or be stunned for 1d2 rounds.
Parry No Initiative roll, +4 AC, no attack Shield Wall: When four or more defenders interlock their
Push Drives an enemy back 1-10 feet shields they are able to act together, granting each a +4 bonus
Reach Automatic Initiative to AC. They are also able to act together against any creature
pushing them or attempting to break the wall and they gain a
Receiving Charge Double Damage
+2 on all strength checks.
-6 to-hit, no extra attack, con save or stun
Shield Blow
1d2 rounds
RANGED COMBAT
4 or more form interlocking shield wall, +4
Shield Wall The atlatl, bow, javelin, pilum, crossbow, spear, and sling earned
AC, +2 strength checks
their place on the battlefield through countless contests of
Called Shot: This is when a combatant takes careful aim arms, both large and small. These weapons have their limits
attempting to hit the target in a specific spot. The attacker as it is especially difficult to hit moving targets or aim while
suffers a -8 to their shot, but if they hit they score an automatic moving. The stress of combat can detract from the aim, and
critical hit. both shields and armor go a long way towards protecting people.
It takes skill, training, and experience to aim and shoot with

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accuracy. Use these following rules to make the use of ranged TABLE 17.5 RATE OF FIRE: BOW
combat more realistic.
Arrows Shot Penalty
1 0
Rate of Fire 2 -2
Castles & Crusades allows an archer to shoot 1 arrow per 3 -4
round. This rule is designed with the concept that the archer 4 -8
is not in a pre-positioned attack mode, their quivers are not at
the ready, or they simply have too much gear to allow a smooth A crossbow on the other hand is easier to aim and shoot so
flow of arrow to bow and string to ear, eye to target and aim. It receives no modifiers to the hit roll. However, the crossbow can
does assume the archer is taking careful aim, picking a target, only be fired once a round for the light crossbow and once every
drawing a bead and shooting. However, skilled archers are able 2 rounds for the heavy crossbow. If the crossbowman possesses
to shoot far more than 1 arrow in 10 seconds if they are prepared the necessary cranequin on their belt, they can increase the rate
and they do not take the time to carefully aim. In this case, the of fire of the heavy crossbow to 1 bolt per round.
archer is able to shoot up to 4 shots a round. In this case, arrows
must be easy to get to. These shots suffer penalties for rapid rate
Damage
of fire; the more shots fired, the more penalties. The combatant
must announce this before combat and prepare his position, Damage for the weapons also differs. The weapon’s damage
generally by laying arrows out in front of him. depends to a great extent upon its pull weight. For crossbows,

310 CASTLES & CRUSADES


CHAPTER 17 — IRON & SULFAR: COMBAT
this is a static number already represented in the Players Regaining endurance points requires only 1 round of rest per
Handbook. For bows however, the number may vary. Bows point, essentially just long enough for the character to catch
come in five pull weights: normal, easy, difficult, hard, and their breath and allow oxygen to flow back into the muscles
extraordinary. Table 17.6 Pull Weight gives the required and give the brain a few seconds to grasp the situation and steel
strength score necessary to use the weapon as well as its damage the nerves for another round. Any healing administered to the
bonus, if any. character returns the same number of endurance points as it
does hit points.
TABLE 17.6 PULL WEIGHT
Bow Required Strength Damage Bonus TABLE 17.7 ENDURANCE
Normal None None Score Effects
Easy 8-12 +1 1-2 -1 constitution checks
Difficult 13-15 +2 0 -1 all physical attribute checks
Hard 16-17 +3 -1 -1 all attributes checks
Extraordinary 18 +4 -2 -1 all attribute checks, -1 to-hit rolls
-3 -1 all attribute checks, -1 to-hit rolls, -1 AC
ENDURANCE -4 -2 all attributes checks
Stressful situations, battle not the least, saps men and women of -5 -2 all attribute checks, -2 to-hit rolls
their physical and mental strength. Long struggles on the field
-6 -2 all attribute checks, -2 to-hit rolls, -1 AC
wielding an axe and shield, in the face of constant danger, or
driving oneself against a wall of shields in hopes to pull down one -7 -3 all attributes checks
of the defenders to better get at him with weapons, or holding a -8 -3 all attribute checks, -3 to-hit rolls
line with a great shield receiving a charge from an overpowering -9 -3 all attribute checks, -3 to-hit rolls, -1 AC
enemy tests the will as much as the body. The mind and body
Constitution save CL = constitution score+bonus+10)
work together to endure the suffering of constant strain. For -10
or pass out
characters this equates to an endurance score.

Endurance represents how long a character can withstand RANDOMLY LANDED BLOWS
highly stressful situations. A character’s endurance is equal Most attacks against a foe do not strike exactly where the
to his constitution score added to his wisdom score; add all attacker intended. Sometimes aimed at a chink in the opponent’s
attribute bonuses to the final score. The resulting number equals defenses, a strike misfires due to the opponent’s own movements
the number of combat rounds that a character can continually or other battlefield conditions. These blows strike in seemingly
endure heavy combat, strenuous activity, or highly stressful random places. To determine where a such a blow strikes it is a
situations without penalty. simple matter to assign a number to a body segment, and then
roll a related die for the purpose of hit location.
The Castle Keeper must be the final arbiter of what constitutes
a stressful situation. The following examples should provide
some guidance. TABLE 17.7A RANDOMLY LANDED BLOWS:
HUMANOID TARGET
• The characters climb a steep cliff without proper gear, Human, Elf, Dwarf, Goblin, Kobold, Giant, Ogre, etc.
spending hours on the journey up.
Roll 1d8
• Battle in which the characters are fully armed and hard
1 Head 4-6 Torso
pressed, where the monsters do not give them a moment to
recover. An archer behind the main line would not suffer 2 Left Arm 7 Left Leg
endurance loss as would the front line troops. Though he 3 Right Arm 8 Right Leg
struggles mentally, his physical demands do not equate to
the struggle in the front line. TABLE 17.7B RANDOMLY LANDED BLOWS:
QUADRUPED TARGET
• Carrying a heavy load through a desert with little water.
Wolf, Dog, Lion, Horse, Worg, etc.
• Forced to cling to the back of a monster that is attempting
to dislodge the character through madcap aerobatic stunts. Roll 1d8
1 Head 4-6 Thorax
• Being hunted by an unstoppable monster, in the dark lonely
places beneath the earth. 2 Right Foreleg 7 Left Hind leg
3 Left Foreleg 8 Right Hind leg
If someone is reduced to a 0 endurance, consult Table 17.7
Endurance for the penalties.

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TABLE 17.7C RANDOMLY LANDED BLOWS: player or monster. There are two systems to choose from, Basic
WINGED QUADRUPED Armor Reduction and Complex Armor Reduction.
Pegasus, Sphinx, Griffon, Hippogriff, etc. In either system, armor possesses a hit point value equal to 10
Roll 1d10 times its AC value. The character must track their armor’s hit
1 Head 5 Right Wing points, even as they do their characters.
2 Left Foreleg 6-8 Body/Thorax
Damage reduction is the number of hit points the armor can
3 Right Foreleg 9 Left Hind Leg
absorb from any blow that the wearer takes. If the damage
4 Left Wing 10 Right Hind Leg reduction is 5, the armor takes the first 5 points of damage the
TABLE 17.7D RANDOMLY LANDED BLOWS: wearer suffers in the combat round; anything over the first five
DRAGON-LIKE points goes to the wearer. The armor can absorb as many points
Dragon, Dragonne, etc. of damage reduction as it has hit points.
Roll 1d12
1 Head 6 Right Wing
Basic Armor Reduction
2 Neck 7-9 Body/Thorax In the basic approach damage reduction is equal to the AC
3 Left Forearm 10 Tail
bonus listed in the Players Handbook. Shields both increase
AC and absorb the damage.
4 Right Forearm 11 Right Hind Leg
5 Left Wing 12 Left Hind Leg
Complex Armor Reduction
DAMAGE REDUCTION This system encompasses two concepts. First, the higher the to-
hit roll is, the more damage the attack does. Second, armor,
Combatants wear armor to protect themselves in battle; the instead of making the target harder to hit, makes the target
armor deflects blows and absorbs the impact of various weapons. harder to damage.
Various types of armor have built in designs specifically meant
to counter various attacks. These designs are often regional and The character’s AC score is replaced with a Defense Score,
reflect regional circumstances and some armor is heavy while which is equal to 10 + dexterity bonus + miscelaneous,
some is light. How one wears it or uses it, the terrain it’s used +magic. Any amount above this on the attack roll deals extra
in, the size of the opponents, the offensive weapons used, and damage in addition to the dice damage determined by the
similar concepts define the actual value of armor. On the other weapon. The armor absorbs, or soaks up, some of this damage.
side of the coin, armor that suffers repeated blows would begin The amount soaked depends on both the type of attack and
to break apart and wear out, losing its intended purpose and its the type of armor. Some armor protects better against certain
overall value and effectiveness. To build these many facets into types of attacks. Each suit of armor will have a hit point value.
a mechanical rule set that realistically portrays the true uses Soaked damage is damage that the armor takes. Once the armor
and value of armor would necessitate a multi-tabled system that is reduced to zero HP, it is destroyed.
impairs the combat round and stops the easy flow of combat
in C&C, thus increasing the amount of time it takes to run a The addition of a shield will both increase the defense score and
round, and decreasing the amount of fun. soak damage. The shield will soak first if the total amount of
damage dealt is not enough to penetrate both shield and armor.
In Castles & Crusades, armor class defines both these roles.
The AC represents that armor’s defensive capabilities, both Magical armor soaks additional damage equal to the magical
absorption and deflection. The armor itself does not possess hit bonus, and has additional HP for each point of bonus. +1 armor
points, but rather assigned the generic AC that conceptually has double the HP, +2 armor has triple, etc.
covers any hit points the armor possesses. In C&C, combat
rounds run very smoothly and very quickly in part because of
this simply underlying concept.

However, some may want a more realistic or detailed approach


to armor. Damage reduction addresses this issue, allowing armor
a greater role in combat than simply conveying armor class.

The standard armor class rule is as follows: AC = base10 + dex


bonus + miscellaneous or magical bonuses.

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 and conveys added points to the

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CHAPTER 17 — IRON & SULFAR: COMBAT
TABLE 17.8 ARMOR REDUCTION party attempt to sneak up on another, or two parties suddenly
Armor Type Damage Type encounter each other.
NP BP SL CH BL SP UN EN These rules are optional rules, expanding upon those given in
Padded 1 1 1 1 1 1 1 2 the Players Handbook and they pinpoint the check by the
Leather coat 1 1 1 1 1 1 1 3 actual circumstance.
Leather armor 2 2 2 2 2 2 2 3
Ambush: An ambush occurs when one party lies in wait for
Ring 2 3 3 2 2 2 3 2
another. The ambushing party must make a successful wisdom
Hide 3 2 3 2 2 3 3 3 check, adding level, attribute bonus and any other factors, in
Studded leather 2 2 3 2 2 2 3 2 order to successfully pull off the ambush. The CL is equal to the
Laminar 3 3 3 3 3 2 3 2 CL of the highest level or hit dice creature in the target party,
Chain mail shirt 3 4 ½* ½* 1 2 3 1 plus any attribute modifiers and circumstances. Consult Table
Scale mail 3 4 4 3 3 2 4 1 17.9 Surprise Circumstances for CL bonuses. If the target is
paying no attention, they are automatically surprised.
Cuir bouille 4 4 4 3 4 3 3 3
Breastplate, brz 4 4 3 3 3 3 4 1 Sneak Attack: Sneaking up on an enemy requires the one
Brigadine 3 4 4 3 3 3 4 1 sneaking to make an appropriate sneak check, adding level
Breastplate, steel 5 4 5 4 4 3 5 1 or hit dice when appropriate (ranger, rogue and assassin plus
Mail hauberk 4 5 ½* ½* 2 3 4 0 monsters able to actually sneak such as the wolf, shadow, etc),
attribute bonus and any other factors, in order to successfully
Coat of plates 4 5 5 4 3 3 5 1
sneak up on the target. The CL is equal to the CL of the lowest
Greek ens. brz 5 5 4 4 4 3 5 0 level or hit dice creature in the target party, plus any attribute
Banded mail 6 5 6 5 5 4 6 0 modifiers and circumstances. Consult Table 17.9 Surprise
Splint mail 5 6 6 5 5 4 6 0 Circumstances for CL bonuses.
Greek ens. iron 6 5 6 5 6 4 6 0
Sudden Encounter: This occurs when two parties, both in
Roman ens. scale 5 6 6 5 5 4 6 0
the dark about the others whereabouts, run into each other.
Full chain 5 6 ½* ½* 3 4 5 0
In order to determine who is surprised and who acts first, roll a
Plate mail 6 7 7 6 6 4 7 0 simple initiative roll.
Roman ens. Seg. 7 6 7 6 6 5 8 0
Full plate 8 8 8 7 6 5 10 0 TABLE 17.9 SURPRISE CIRCUMSTANCES
Polish hussar 8 8 8 7 7 6 12 0
Circumstance CL*
*chain-mail absorbs half of the total damage dealt by edged weapons
Twilight +2
NP= narrow point Dawn (first light) +6
BP= broad point Dark, Complete +4
SL= slashing edge Light Foliage +1

CH= chopping edge Thick Foliage +2


Ruins, Boulders, etc. +2
BL= blunt
Ground Open, Flat -4
SP= spiked
Sunny Day -2
UN= unarmed (including most natural weapons)
No Cover -6
EN= energy (magical damage, burning oil) Attacker in Metal Armor -2
Soaked damage from an unarmed attack does not damage the Attacker exudes stench -2
armor unless it is lethal damage. Lethal unarmed damage values Target Lost or Distressed +2
are halved for determining damage taken by the armor. Target Loud or Noisy +3
Target Blind +10
SURPRISE
Target Expecting Attack -3
The nature of adventure puts the characters on the front line. Target has multiple eyes -2
They are the vanguard of the action and as such constantly run
Target using ESP -4
into monsters they had not expected, suffer ambushes or must
sneak up on their enemy. In Castles & Crusades, characters *Modifiers apply to the party attempting to surprise.
or monsters must often make surprise checks. Surprise occurs
when one party is attempting to ambush another, when one

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HIT POINTS wounds add to the game. In the end, some players and Castle
Keepers simply need to know exactly how their character or
The concept of hit points is intended to be a generic abstract. monster is wounded. They need this level of detail to draw the
The actual “hit points” do not represent the actual wounds that particular enjoyment they get from their RPG experience.
a character or monster can take. Instead hit points represent
the endurance of a character and his ability to maintain a From a role player stand point, they want to know how the
fighting stance in the face of the flurry of mind jarring blows, combat scarred their character so that such information can be
blocks, dodges, dips, dives, and other steps taken throughout added to the character sheet for extra seasoning. They require a
the combat sequence. The reduction of these abstract hit points rule that explains it all for them in a simple and concise manner
represents an ultimate dissolution of a character’s endurance that ultimately serves their needs without slowing down the
and hardiness in battle, until the point they drop from a play of the game!
successful wounding blow, or from the strain of their exertions.

Hit points are an abstraction of the character’s overall stamina, What is a Wound?
health, and vitality as it pertains to injuries. However, some A wound could be described as any damage that actually forces
of the hit point losses do represent actual physical damage, a change in the character’s physical well being. This could be
where the character is cut, stabbed, bruised, chopped, gored, a cut that continues to bleed, a crushing blow to the skull that
trampled, crushed, torn, ripped, burnt, electrocuted, scalded, leaves a character stunned or confused, a cut to the legs that
dismembered, or decapitated. Knowing when and how to track leaves a character slowed or immobilized or a wound to arms
the physical damage can be challenging. that impede a character’s ability to wield weapons, cast spells,
or bear a shield.
Generally, it is best for the Castle Keeper to role play when the
character actually suffers physical wounds. When large amounts Listed here are several alternatives for handling wounds as they
are taken in a single round, it usually equates to some type of affect characters, their abilities, and their attributes.
physical wound the character suffers, with small amounts its
usually only a exhaustion or minor bruising and cuts. Wounds as Hit Point Damage
Example: During the first round of combat, Angrod suffered For those seeking greater “realism” in their game, a simple
3 points of damage. This represents a rather minor loss in hit method for describing wounds is to divide the total hit points of
points, so the CK says, “The maelstrom of combat thunders a character by 4. Each quarter of hit points represents a single
about you, the melee a flash of swords and shield. One of the orcs wound.
drives his shield up into your chin, driving your head back with
a snap. You take 3 points of damage.” In the following round as Example: Grummander the Barbarian has twelve hit points.
Angrod takes 11 points of damage from two different orcs, the Divided by four, Grummander has 3 hit points per wound.
CK says, “The blades whistle about you in a blinding whirlwind. Thus each three hit points of damage Grummander takes is
One catches your shield, pulling it back, and slicing your arm equivalent to a single crushing bruise, slash, or burn. Using this
for 5 points of damage. The arm is bruised and now bleeding a method, combinations of wounds begin to affect a character’s
little. The shield pulled back exposes you to the second orc who overall performance.
punches you in the chest, knocking the wind out of you, and
Continuing with the division of the body into four wound areas,
stabs you in the thigh. You take 6 points of damage.
a matrix of wounds vs. negative effects is used to show how the
The character cannot pinpoint what or where the damage came wounds impede the character’s abilities. These negative effects
from, the actual wounds, the bruising, or having the breath are of course removed as the wounds are healed. Damage that
knocked out him. But they have the indelible impression that exceeds a single wound would then move the character to the
they are suffering damage from multiple sources. Role playing next level of effects. For example, a character with 40 hit points
combat comes with experience and some basic knowledge of who takes 20 points of damage from a lightning bolt spell cast
what weapons are designed to do and how they can be used. against him by an evil wizard would move automatically to
The more you role play these combat situations the less likely the two wound category. If the character had taken 30 points
that you become dependent upon mechanics to further the hit of damage due to a failed dexterity save, they would then fall
point erosion during combat. into the 3 wounds category and suffer all penalties that would
therefore apply.
For those who desire a more tangible approach to understanding
damage in combat, and the wounds damage causes, there are This method of detailing wounds is simple and straight forward
several approaches to take. without requiring a lot of book keeping as to “where” the wound
took place on a character’s body, and retains the spectacle of
battered, burned, and bruised heroes going sword to claw
WHY WOUNDS
against subterranean hordes.
Many find the allure of wounds vs. hit point abstraction a draw
to their gaming table due to the alleged “realism” that detailed

314 CASTLES & CRUSADES


CHAPTER 17 — IRON & SULFAR: COMBAT
TABLE 17.10 WOUNDS EFFECTS that part’s overall value as it pertains to keeping a creature alive.
The number of points assigned to each vital part is referred to as
1 Wound No effect
the Wound Points. Wound Points in turn represent a fraction of
2 Wounds -1 to Attribute Checks and Attack Rolls the creature’s total hit points.
-2 to Attribute Checks, Attack Rolls, -1 to all
3 Wounds
Saves To allot wound points to a given creature, the Castle Keeper
-3 to Attribute Checks, Attack Rolls, -2 to all may assign the wound points according to the examples below
4 Wounds
Saves or they may create their own more specific list of vital organs
and assign wound points to those parts as they see fit. In
Wound Points addition to wound points for specific parts, each part also has
an Armor Class value that is added to the base armor class of
Characters and the creatures they encounter consist of a certain the target. This addition to armor class reflects the inherent
number of vital parts and appendages. These vital parts and difficulty in striking a target specifically in the head, arms, and
appendages include the creatures head, torso, arms, legs, tail, legs as opposed to aiming for center mass and the desire of the
wings, etc. The system assigns a point total which represents target to quickly duck, dodge, hop, or sidestep from harm to
these vital appendages.

Listed here are a few examples of a creature’s parts and the


fraction of total hit point suggestion for use in a complex wound
and hit point system. Creating complex charts further break the
hit points down into multiple wounds. In this instance, wounds
are broken down by limbs, torso, head, and any additional limbs
or appendages a creature may possess (such as additional arms,
legs, tail, wings) and so on. Listed with the appendages are
suggested effects for when wounds are suffered to the area, or if
s u c h wounds are dealt all in a single blow.

Note: Regardless of where a


wound strikes the target, damage
is still dealt to the creature as
a whole. When the creature
reaches zero hit points, they
are incapacitated and possibly
unconscious, regardless of how
their wounds were received or
where such wounds landed upon
their body.

Area of Effect spells affect


the entire body equally, thus
would deal damage as normal
and typically would not affect
individual limbs.

Creatures with one hit die tend


to be grievously wounded by any
attack so a specific wound chart
is typically unnecessary when
dealing with them. If a character
is attempting a dramatic action
such as shooting a weapon from
the creature’s hand, simply add
the armor class increase to the
base armor class plus any penalties
for lighting, distance and the like
that seem appropriate and let fly
with the slings and arrows!

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PART 3: THE SIEGE ENGINE
Head: 2, AC = +3 to Base. A full wound results in -2 to these grievous injuries are as described when dealt all in one
intelligence, charisma and wisdom based checks and saves. blow. Thus, they are injuries that may cause permanent
If all damage is dealt in a single blow, the target must make attribute damage, a slowing of the movement rate, a penalty to
a charisma save vs. death. On a successful save the target is attack rolls or a penalty to saves. They may be injuries that are
knocked unconscious, and on a failed save the target is killed. as uncommon as a loss of a sense of taste or smell due to a blow
to the head, or something more severe that results in amnesia or
Torso: 4, AC = Base. A full wound results in a -2 penalty to random uncontrollable seizures.
all constitution checks and saves. If all damage is dealt in a
single blow the target must make a charisma save vs. death. On Grievous injuries are most often described as injuries that take
a successful save the target is knocked unconscious, and on a place when a character is reduced to below zero hit points.
failed save the target is killed. Though still clinging to life, their wounds are such that life ebbs
from them as each round passes until an ally stabilizes them or
Legs (Each): 1, AC = +1 to Base. A full wound reduces heals them with magic. Most of the time allies are able to come
dexterity and strength checks and saves by 1 point each and to the aid of the wounded and offer them magical healing of
reduces movement by 10 ft. If the full wound is a result of a some sort prior to serious permanent injury setting in. Other
single strike the target must make a strength save or find their times however this may not be the case. Perhaps while using
leg broken, severed, or pierced in such a manner that makes some form of critical hits rules a character is reduced below
the leg useless until healed, reducing movement to zero, and zero hit points in a single blow. Whatever the cause, a character
granting an additional -2 penalty to all constitution checks reduced to negative hit points has suffered a grievous injury.
and saves. This damage may only be healed by a heal spell or a Regardless, any wound which reduces a character to negative
regenerate spell. hit points that is healed with magic cures all wounds normally.
Wounds that are allowed to heal naturally, or are healed
Arms (Each): 1, AC +3 to Base. A full wound temporarily
through attribute check and special non-magical healing ability
reduces dexterity and strength checks and saves by 1 point each,
a character may possess could have continuing aftereffects as
with the target unable to wield anything with this arm until the
detailed in the examples of grievous injuries listed below.
wound is healed. If all of the damage is dealt in a single blow the
arm is further broken, pierced, or severed in a manner that deals
an additional -2 penalty to constitution checks and saves. This Massive Fire or Acid Damage
damage may only be healed by a heal spell or a regenerate spell. Characters reduced to negative hit points due to massive fire
damage such as created by a fireball or dragon’s breath suffer
Tail: 1, AC +1 to Base. When fully wounded, reduces dexterity
from blistered, peeling skin, hair that has been singed from
checks and saves by 1, and the target is unable to make tail type
their body and undeniable long lasting pain. There is a chance
attacks. If all damage to the tail takes place in a single blow
that the character may also suffer blindness due to burning.
the tail is broken, pierced, or severed in a manner that deals
Blindness may be avoided with a successful constitution save
an additional -1 penalty to dexterity and constitution checks
whose challenge level is equal to +1 per negative hit point.
and saves. This damage may only be healed by a heal spell or a
Once stabilized these characters must be magically healed to
regenerate spell.
grow back fresh skin and hair or be horribly disfigured, suffering
Wing (Each): 1, AC +2 to Base. When fully wounded, a permanent -2 to strength, dexterity, constitution, and
temporarily reduces dexterity checks and saves by 1, and flying charisma which may only be healed through the application of
is limited to half speed. If completely damaged in a single blow, a heal spell, greater restoration spell, or limited wish. As with trolls
the wing is further broken, pierced, or severed in such a way fire damage cannot be fully healed by regeneration.
that the target suffers an additional -1 penalty to dexterity and
constitution checks and saves. This damage may only be healed Massive Slashing Damage
by a heal spell or a regenerate spell. Characters reduced to negative hit points due to massive
Example: In using the above method, a humanoid creature slashing damage from claws, swords, axes or the like have a
would thus be comprised of a 10/10ths worth of hit points. If horrifying gash upon their form. If landed by a called shot the
an ogre for example had 30 hit points one would divide 10 into bleeding, grisly wound is where the attacker intended it. If dealt
the 30 to get 3 hit points per part. An arm is worth one part, so by a random blow consult the appropriate randomly landed
the arm would be worth three hit points. The torso is worth four blow chart above.
parts so would be worth 12 hit points. The head is worth two Head: If not healed by magic, horrific scar tissue forms upon
parts, thus is worth 6 hit points. the victim’s head or face doing 2 points of permanent charisma
damage. A greater restoration spell removes the attribute loss. If
GRIEVOUS INJURY dealt by a natural 20, the character must also make a successful
Grievous injuries are injuries that leave a more or less permanent strength save or suffer blindness as by a blindness spell. A remove
mark upon characters. If the specific wounds method is used, blindness spell will cure the blindness.

316 CASTLES & CRUSADES


CHAPTER 17 — IRON & SULFAR: COMBAT
Torso: If not healed by magic, the victim suffers 1 point of Torso: If not healed by magic, the victim suffers 1 point of
permanent strength damage. A greater restoration spell removes permanent strength damage. A greater restoration spell removes
the attribute loss. If the damage that reduced the character to the attribute loss. If dealt by a natural 20, the character takes
negative hit points was the result of a natural 20, the character an additional 2 points of constitution damage as well. A greater
takes an additional 2 points of constitution damage as well. restoration spell removes the attribute loss.
Healing this damage requires a greater restoration spell.
Arms: The blow fractures the arm. If not healed by magic, the
Arms: The wound partially or completely severs the arm. If victim suffers 1 point of permanent dexterity damage. A greater
not healed by magic, the victim suffers 1 point of permanent restoration spell removes the attribute loss. If dealt by a natural
dexterity damage. A greater restoration spell removes the 20, the arm is shattered and the character suffers an additional
attribute loss. If dealt by a natural 20, the arm is fully severed 2 points of dexterity damage and 2 points of strength damage
and the character suffers an additional 2 points of dexterity which a heal spell, or regeneration spell heals. The shattered arm
damage and 2 points of strength damage. Curing the attribute cannot wield any weapon or bear any weight until healed.
loss requires a greater restoration spell.
Legs: The blow partially or completely fractures the leg. If
Legs: The wound partially or completely severs the leg. If not healed by magic, the victim suffers 1 point of permanent
not healed by magic, the victim suffers 1 point of permanent dexterity and permanent strength damage. A greater restoration
dexterity and permanent strength damage. A greater restoration spell removes the attribute loss. If dealt by a natural 20, the
spell removes the attribute loss. If dealt by a natural 20, the leg is fully shattered and the character suffers an additional 2
leg is fully severed and the character suffers an additional 2 points of dexterity damage and 2 points of strength damage.
points of dexterity damage and 2 points of strength damage. The attribute loss can be cured with a greater restoration spell. A
The attribute loss can be cured with a greater restoration spell. shattered leg reduces the movement rate of the victim by 10 ft.
Severed legs reduce the movement rate of the victim by 10 ft.
WOUNDS AND GRIEVOUS DAMAGE
Massive Piercing Damage A valid question for beginning Castle Keepers is when such
Piercing damage is damage dealt by arrows, spears, fangs, or rules should be included at the game table. The answer of
impalement on spikes from either a monster or trap. Massive course varies from game table to game table. Likely, such rules
piercing damage to any limb or organ causes additional bleeding could be used by players with lots of role playing experience and
to the target. Typically a character loses 1 hit point per round familiarity with one another and their style of play. Players who
until healed or their wounds staunched. If the bleeding reduces are highly attached to their characters are perhaps not the best
the character to negative hit points they bleed 2 hit points per candidates for these sorts of rules as their use can go both ways.
round instead of 1. If dealt by a natural 20 the character also Bad guys can land grievous wounds on a player character just as
suffers 2 points of permanent constitution damage that only a easily as the characters can land them on the bad guys.
greater restoration spell may cure.
Also, as stated earlier, grievous wounds landed against single
hit die or low hit point monsters and characters are fairly moot.
Massive Crushing Damage Any attack which deals a large percentage of their hit points
Bludgeoning weapons like maces, hammers, and clubs deal in damage is a critical injury. Monsters that can be killed in
massive crushing damage. Traps involving crushing walls, falls one blow by a standard weapon probably need not apply
from great height, or siege munitions like catapult shot and additional rules for wounds and grievous injuries. For example,
cannonball, may also cause it. Like slashing damage, massive a giant rat stuck with a battle axe need not involve searching a
crushing damage may affect limbs and appendages. Unlike table to determine where the battle axe landed upon the small
slashing damage, crushing damage tends to fracture bones quadruped’s body.
rather than sever them. If inflicted by a called shot, the crushing
blow lands where the attacker intended it to fall. If dealt by Alternately, when characters face a dreaded rival for a final
a random blow, consult the appropriate randomly landed blow encounter, adding some grievous wounds, called shots, and
chart above. other details to the battle may enrich the gaming experience.
Survivors could brag about the scar they received in a battle
Head: If not healed by magic, the bludgeoning force fractures with Hildegarr the Black and his bandit chieftains. Other
or dents the skull causing horrific disfigurement. The character characters may reminisce how their allies drug them from the
suffers 1 point of permanent charisma and intelligence damage. fray after being run thru with a spear, and how their friends
A greater restoration spell removes the charisma and intelligence saved them from certain doom.
damage. If dealt by a natural 20, the character must also make
a successful strength save whose challenge level is +1 for every As always, these rules need not apply in every game and should
negative hit point or suffer deafness as if by a deafness spell. A be used with the full consent and understanding of both players
remove deafness spell will cure the deafness. and Castle Keeper.

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CHAPTER 18 — SKILL PACKAGES
Skill-based systems tend to restrict a player’s reactions. They

T
he SIEGE Engine is perfectly equipped to deal
with every situation that Castle Keepers may define what their characters are willing to attempt. Players don’t
concoct or players may envision. By its very allow their characters to leap unless they possess a leaping skill
nature it decries the use of skills, feats, traits, or at least a landing one. They swing with a great cleave attack
adjuncts, or any other nomenclature that expands the classes not because they have gripped their double-bladed battle axe
beyond their archetype. It is not because the SIEGE Engine with two hands and attempt to use all their force and power,
possesses some inherent superiority to using systems that rely but rather if they have a feat that allows them to carry out this
upon extra character skills to propel the adventure forward, but motion. These skills should enhance role playing, but because
rather because the SIEGE Engine makes such character skills they are generally built around what the character can and
unnecessary as it supplies the mechanic for resolving situations cannot do, they tend to drive the mechanics of the game. The
without the need for adding such skills. Even more importantly, more mechanics a game possesses, the more limits are placed
proper use of the SIEGE Engine allows all participants to upon imaginative role play. These limits restrict the SIEGE
limit their horizons by only what they can imagine, and their Engine, but worse they restrict the free form and easy play that
character’s attributes can achieve. Use of such skills pinpoints Castles & Crusades thrives upon.
actions to certain checks, restricting their interpretation and
use by narrowing them through definition, which in turn Skills should be additions to role playing the character, not
places limits on the imagination; these limits retard the natural expansions of the archetype.
expression and use of the SIEGE Engine.
That said, the SIEGE Engine is uniquely adaptable. Its very
Castles & Crusades is a game designed around the SIEGE simplicity lends itself to use with skills, feats, and trait systems as
Engine, in which the participants propel the events forward, not any such ability instantly falls under the guidance of the SIEGE
by pre-defined skills, but by what they are willing to attempt. Engine and the attribute check system.
Conan does not hesitate to leap from the tower’s height because
Below are three approaches to adding skills to your character.
he is Conan, a warrior, a hero able to do what he knows he
The first is the preferred method, role playing. Here the
can achieve through his Crom given attributes, his strength,
discussion explores methods of role playing skills for characters
dexterity, and wisdom. These attributes guide him on his leap,
and balance. The second approach is a very traditional, trade
and he does not wait until he perfects a leaping and or falling
induced skill system, perfectly built for character background.
skill. He leaps, trusting to the gods that be and his own powers to
The third approach is a modern skill system that builds onto
land safely. He doesn’t wait until he has a leaping skill. He leaps.
and with the SIEGE Engine. Ignore them, use them separately,
Roll the die. or use them all together as the CK and players wish.

318 CASTLES & CRUSADES


CHAPTER 18 — SKILL PACKAGES
ROLE PLAYING SKILLS to have a 4 level fighter equal to a 4th level illusionist as it
th

is for both classes at 4th level to begin to play. With this in


The easiest approach to integrating extra character abilities mind, awarding skills should not carry that great of an impact.
or skills is through role playing, allowing the SIEGE Engine, However, awarding skills that begin to allow one character to
or the combat mechanic, to resolve any check or action over power the others and dominate game play is distracting to
the skill generates. If a player desires a certain ability for his say the least, and on occasion forces other weaker characters
character that is not specifically written up for his class or race into more mundane rolls.
description in the Players Handbook, attempt to accommodate
it through game play. Discuss the ability with the player and Example: The monk Karagi wishes to learn to track. With
determine whether it fits in the context of the game, and if it only one ranger in the party, and the party constantly splitting
does, determine how best to integrate the skill. Often some type up, the ongoing forest campaign is running into constant
of sacrifice is needed, whether in experience points, weapons difficulties. Two players announce that the ranger Ki is going
proficiency, or class ability, or other pre-existing trait. Once to teach Karagi to track as a basic ranger. The Castle Keeper
the skill is determined, assign the player character a bonus for determines this is fine, there is no reason that Karagi cannot
making the roll against the SIEGE Engine. learn the basics of tracking, and rules that Karagi must spend
a year in game time to learn the basics, at which point he is
Example: Mark wishes for his character, Karagi, to have some able to track. Karagi will not be allowed his level adjustment
type of swimming skills. Knowing that the campaign takes on tracking checks, but gains a +1 on any tracking check
place in the Darkenfold Forest where there are many rivers and made after his apprenticeship. Further experience yields more
deep streams, the player feels such an ability can only augment bonuses. Every 4 levels gained, so long as the skill is actively
the game and increase his character’s chance of survival. By used, earns Karagi another +1 bonus.
creating a background where he lived upon the coast of the
Sea of Shenal, he incorporates the idea of swimming into the In this example, Karagi can at no point catch up or surpass the
game through his background. This seems logical and can only ranger in tracking skills. Karagi gains the tracking ability with
enhance the role playing and party’s chance of surviving so the no further ability. The SIEGE Engine resolves the issue for the
CK awards Karagi a +1 to all swimming checks. No penalty is player and the CK.
required as the swimming ability does not unbalance the game.
Be mindful of the impact an added ability has on the game
The SIEGE Engine’s attribute check system accommodates the presently and that which will evolve as the character gains
swimming ability perfectly. levels and power.
Other abilities may have a greater impact on the game than
swimming in a river. Most notably combat abilities, but these can Evolution of the Character
extend to influencing people, tricking people, horsemanship, Acquisition of a new ability does not necessarily have to be part
and others. Or they may actually tread the other character of a player’s design to change, grow, or strengthen his or her
classes’ racial or class skills. These require more careful handling own characters. Abilities may come with level gain. The CK
as they can set the character on a path of possessing more power may award basic skills to characters as they see fit, after many
than other character or monsters. game sessions or experience in that arena is gained.
Example: Karagi the monk wishes to expand his character’s Example: The campaign in the Darkenfold has lasted for over
reach by adding a sharp-shooting ability to his use of the short 6 years, almost 300 game sessions, and all the characters are
bow. With this in mind, he wants to be able to gain a bonus fifth and sixth level. The CK decides that by this point, after
to a called shot; reducing the penalty as he grows in skill. many years of wandering the wastes of the woodland that all the
The player announces that his character practices daily with characters, no matter their class, possess basic forestry skills in
the bow, improving his skills with time. The bow remains his that they can find good campsites, start fires, set minor snares,
main weapon, aside from hand to hand combat. The CK rules do basic track at a +1, predict weather, etc.
that the skill develops over time. Each normal level the monk
gains, he must make a dexterity check, CL 8. Each successful Role playing skills opens up broad vistas of possibilities that
check means the monk advances in skill with the bow so that are truly only limited by the imagination of the participants.
he reduces the penalty by one until it is at 0 at which point his Avoiding the idea of hard and fast rules for skills makes this
skills do not improve. Each failed check means that Karagi did process easier to control, and allows everyone to customize
not advance and must wait until his next level to attempt again. the skills for both the game and the player. For whatever skill
Conversely, the CK could require a simple attribute check CL 8 the player desires, porting it from another game, or creating it
each time Karagi makes a called shot. If successful, it reduces his themselves - use of the SIEGE Engine usually resolves the skill,
penalty by 4 or whatever number the CK is comfortable with. allowing for a simple check.
If the attribute check fails, the called shot automatically fails.
There are, however, other approaches that offer to augment or
Balance is not an over-riding issue in C&C. Though the game even replace role played abilities.
is designed with some balance in mind, it is not as important
CASTLE KEEPERS GUIDE 319
PART 3: THE SIEGE ENGINE
SECONDARY SKILLS understanding of the field in question, they will always be
inferior to the expertise in the same skill provided by a class. For
Put simply, a secondary skill is the skill or skills a character example, while a character with the Forest Lore Secondary Skill
gained while growing up and before they embarked on learning might have a basic grasp of the various aspects of the woodlands
their class and the training they would need for the adventuring in the climate of his early life, the character will never equal the
life. After all, few children train from birth to become capabilities of even a 1st level ranger. The same would apply to a
freebooting adventurers. Most learn the craft of their parents, cleric with the performing arts secondary skill; he or she would
be it farming, fishing, mining, etc. Others might have a hobby have a basic knowledge to perform acceptably but could not
they have practiced faithfully over the years and therefore have equal a 1st level bard.
some small knowledge in the field in question.
Please note that the precise definition and when/where the skill
The system below is an expanded view of such secondary skills. is remains up to the Castle Keeper.
In the system presented here, each character may obtain at least
one (sometimes 2) skills as befits their background. Acrobatics (Dexterity): This skill allows a character to
double their attribute bonus when evading attacks or making
The Castle Keeper may insist on the players rolling randomly any attribute checks or saving throws regarding dexterity.
for their Secondary Skill, or allow free choice as appropriate Acrobatics may also be used if a character has been thrown back
to your campaign. Allow characters one secondary skill, two if and wishes to land on their feet (successful acrobatics check).
circumstances dictate or the CK desires. If rolling for secondary If this check is successful then the character does not lose a
skills, roll 2d12 to determine the result. combat round in order to return to the fight. The Castle Keeper
will determine if the use of an acrobatics skill is possible in a
TABLE 18.1 SECONDARY SKILL LIST
given situation.
Score Result
02 Acrobatics Alchemy (Intelligence): The skill provides the knowledge of
how to brew certain potions and balms, but the Castle Keeper
03 Alchemy
determines costs and time to create such potions. Please note
04 Animal Handling
that any creation of magical potions/balms/ointments must
05 Appraisal/Bartering follow the rules set out in Monsters & Treasure. Another use
06 Ars Magica of this skill is to determine what a potion or other unguent is by
07 Blacksmith using senses.
08 Construction
Appraisal/Bartering (Charisma): A character with this
09 Courtoise skill is well versed in determining the general worth of non
10 Farming magical items as well as the discrete techniques for haggling
11 Fibercraft without giving offense. The successful use of this skill allows
12 Fine Arts a modification of 10% of an item’s cost per bonus point of
13 Forester charisma the skilled appraiser has.
14 Gambling Animal Handling (Wisdom): The skill of Animal Handling
15 Jeweler provides the character with knowledge of domesticated animals
16 Leatherworking common to their culture, and their treatment, upbringing,
17 Mariner and breeding. Simple training is capable as well, though more
complex training is at the discretion of the Castle Keeper.
18 Mythology
19 Performing Arts Ars Magica (Intelligence): This skill encompasses all the
20 Physicker various minor disciplines any student of the arcane are familiar
21 Scribe with such as witchcraft, occult, numerology, demonology, etc.
22 Strategos
It is also useful in the further study of the Magical Arts and
a greater proficiency in dweomercraft. A character with this
23 Terrain Lore
skill may perform an intelligence check to be able to recognize
24 Weaponscraft a number of spells on a scroll or other surface equal to their
intelligence attribute bonus (always at least 1).
A secondary skill provides a character basic knowledge in
that area. To this end they gain a +1 on any attribute check Blacksmith (Strength): The skill of blacksmithing provides
associated with the skill. They do not add in their level bonus. the character with the ability to forge simple tools or make
small repairs to simple metal items. Weapons cannot be forged
Some of the secondary skills are similar to the various abilities
or significantly repaired with this skill, as such falls under the
of many of the classes available for play in Castles & Crusades.
Weaponcraft skill. However, armors can be repaired and simple
However, while a secondary skill gives a character a basic
(i.e. non-articulated) pieces can be forged or repaired.
320 CASTLES & CRUSADES
CHAPTER 18 — SKILL PACKAGES
Construction (Intelligence): The construction skill is a Fibercraft (Dexterity): A character with the fibercraft skill
catch-all category for carpentry, woodwork and simple masonry has a general knowledge of textiles and woven crafts such as
techniques. A character with construction can reduce the cloths, and reed weaving. Upon a successful dexterity check,
time period for a given construct to be completed by 10% per characters with this skill can gauge the quality of fibers and the
attribute bonus point the character has. For a large project robustness of wicker crafts and could even distinguish a cloth or
overseen by such a skilled person also has its construction costs wicker’s origin and worth.
reduced by the same percentage as well.
Fine Arts (Intelligence or Charisma): The skill of fine arts
Courtoise (Charisma): This skill notes that the character is covers the entire gamut of artistic expression in its physical
proficient with manners, social morays on their particular level sense, from design to sculpting to poetry and prose. At the
of social class, and how to act among those superior or inferior to Castle Keeper’s discretion, the character can use their fine arts
them. Public speaking is also part of this, as is the many methods skill to double the attribute bonus for any check involving their
society uses to segment itself (such as heraldry, regalia, etc.). artistic skill and its effect upon an audience. Art for art’s sake
would be strictly an intelligence check, while trying to please
Farming (Wisdom): The farming skill reflects a character’s the audience would fall under a charisma check.
innate understanding of growing domesticated plants and trees,
along with an ability to gauge seasons and general weather Forester (Constitution): The facets of the forester skill
patterns if they are within a terrain similar to their homeland. can cover a wide range of abilities, such as woodland lore, fire
starting, setting small snares, identifying trees & ivies, etc.

Gambling (Intelligence or Wisdom): The gambling skill grants


the character a proficiency in games of chance, to be specified
as either gambling (wisdom) or leisure games (intelligence.)
Whenever engaged in such a game, the character can make an
appropriate attribute roll and add their attribute modifier to the
check as appropriate.

Jewelry (Dexterity): This skill notes the character’s ability


with gem cutting, setting and crafting of fine jewelry and the
use and appraisal of precious and semiprecious stones.

Leatherworking (Dexterity): Leatherworking covers a broad


skill set, covering everything from leather cord weaving, tack
and saddle craft and even simple leather armors. A character
with this skill can repair rends and rivets in armor, bridles, tack
and even leather clothing with a degree of quality and decor.

Mariner (Constitution): The mariner is someone with long


experience 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, knots, undertow, sand
bars, barging, and other such tricks of the trade. The player and
Castle Keeper should work together to determine the details of
this skill and what type of experience the character will have.
In a gritty world, the above might be sufficient but in classic or
epic worlds, some knowledge of magical aquatic creatures and
sorcery might be expected.

Mythology (Intelligence): This skill (chosen either with


emphasis on history or religion) allows the character to have
knowledge of either local history or of other locales near the
character’s residence (CK’s choice). The religion aspect
involves knowledge of one’s own worshipped pantheon/deity
and their deeds, as well as a passing knowledge of other common
pantheons as defined by the Castle Keeper in their campaign.

Performing Arts (Charisma): The skills of performing arts


comprise any method of artistic expression that entertains
an audience by physical activity. This can encompass acting,

CASTLE KEEPERS GUIDE 321


PART 3: THE SIEGE ENGINE
singing, juggling, etc. The parameters should be specified suggested to facilitate balance and give characters something
between the player and Castle Keeper. more than hit points, attribute points, or another point of BtH
bonus for leveling up.
Physicker (Intelligence): The skill of the physicker notes a
character’s ability with medieval healing theories and some
rudimentary knowledge of healing herbs and their application
WHEN IS AN ADVANTAGE AN ADVANTAGE?
for minor ailments. Advantages exist as an option that may be substituted for an
equal class ability, or taken if the advantage options are used as
Scribe (Intelligence): The scribe’s skill is that of penmanship, additions to existing class abilities.
writing, and ink and paper preparations. Simple illumination is
possible, as well as other writing abilities. As mentioned in general terms, an advantage is a special ability
that the player chooses to best represent unique actions that
Strategos (Intelligence): This skill indicates that the their character can do. Advantages allow a player greater
character is well versed in the strategy & tactics of military mechanical versatility in achieving their character concept
formations both small and large. within the confines of the SIEGE Engine’s resolution mechanic.
Terrain Lore (Wisdom): The skills of terrain lore denote a Learning or earning the ability to be more accurate with a specific
character’s familiarity with an unusual (i.e. not forester, farming, weapon type is an advantage. Learning a special move or unique
or mariner) terrain type that they lived in for some time before kick not covered by the abilities addressed in the character
adventuring (or is the predominant area they adventure in). arch-type is an advantage. Equally, focusing on a signature spell,
Only one terrain per skill is allowed and must be declared upon school of magic, or style of armor are all advantages that players
character generation. earn through the course of play.
The various facets of the terrain lore skill can cover a wide range
of abilities germane to the terrain in question; such as woodland ADVANTAGE AND ATTRIBUTE CHECKS
lore, setting small snares, identifying local flora and fauna, etc. When designing advantages for your campaign, the simple rule
Refer to Chapter 5 above for various types of terrain. of thumb remains: if an attribute check handles the situation
best, use the SIEGE Engine. The ability to swim or ride a horse
Weaponscraft (Constitution): This skill is much more does not necessarily require a specially designed advantage to
intricate than the blacksmithing skill, and as a result it does not resolve. Simply making an attribute check fills this need with
come into use as often. But if a weapon is forged or if weapons no real difficulty. To do so better than average however, or gain
need repair, this skill is vital. Weapons, especially those with some bonus to the die roll not ordinarily opened to a character,
blades, spikes or chains, require honing and balance, and the due to not being prime in the ability, would necessitate creation
character with this craft (and tools) can refurbish most weapons of an advantage to fill that niche for that character.
at need or if sufficiently supplied could forge them as well. The
Castle Keeper defines the exact parameters of this skill, but For example, Yukesh the Sneaky wished to be a championship
most weapons that are damaged due to chipping, bending, or style swimmer, but was not prime in strength, and therefore has
in certain limited circumstances, broken can be repaired with a difficult time swimming. In this instance, Yukesh would greatly
sufficient materials and time. benefit from an advantage to fulfill their character concept.
Yukesh’s player and the Castle Keeper would then work together
ADVANTAGES to generate an advantage for Yukesh that would result in a fair
and equitable solution that fills the player’s desire, but maintains
Advantages are a rules option for the Castles & Crusades
the play balance required by the Keeper’s campaign setting.
game, offering characters the ability to go beyond the standard
abilities offered by their character class. Advantages allow the Note: Abilities that replicate the class abilities of other
character to add variety to their archetype and diversity in archetypes are NOT advantages and should never be given
picking their own unique character traits. These advantages as such unless in the form of a substitution for existing class
go a bit deeper than pure numbers, prime attributes, and by- abilities.
the-level class abilities, reflecting the role playing needs of the
individual player.
AWARDING ADVANTAGES
Similar to experience point progression, the progression of A Castle Keeper should be discouraged from awarding
advantages differs from class to class. The reason for this is that advantages to player characters for role play, or through the use
different classes have sweet spots where they gain a class ability of a similar power or ability or through consistent and frequent
merely by virtue of leveling up. At other levels they receive use of prime check to achieve the same or similar result.
nothing or merely gain some small improvement in an existing Although this may seem like a good use of advantages it has the
ability. When playing Castles & Crusades with the advantage potential for abuse. Care must be taken in awarding advantages
optional rules, the following differentiated advantage gains are in such a manner as the Castle Keeper must remember to award

322 CASTLES & CRUSADES


CHAPTER 18 — SKILL PACKAGES
advantages uniformly to all members of the gaming group. If TABLE 18.2 ADVANTAGE PROGRESSION
a Castle Keeper chooses to award advantages as some form of
Class Progression
game award, they should avoid granting more rewards than are
determined at the onset of game play as the “maximum” for 1st, 3rd, 6th, 11th, 15th and 20th
Fighters
their campaign. level
Barbarians, Bards, Paladins, 1st, 2nd, 6th, 12th, 16th, and 21st
Advantages as Indicators of Campaign Strength Knights, Monks Level
Presented in this chapter is a rough baseline for awarding Clerics, Druids, Illusionists, 1st, 4th, 8th, 12th, 16th and 20th
advantages as characters progress in levels. The advantage Wizards level
system as designed in this manner allows for slow points along a 1st, 2nd, 6th, 11th, 16th, and 21st
Assassins, Rogues, Rangers
typical archetype’s career path. In other words, where possible level
advantages, and when they are earned are awarded on levels
when a character class does not receive a “level up” bonus. It TYPES OF ADVANTAGES
is felt that offering some form of class award in this manner
makes gaining a level feel more worthwhile than simply gaining Advantages are broken up into categories based on racial,
a handful of hit points and perhaps a base to hit increase. combat, magical, and general. For example, heritage advantages
offer the various playable character races unique ways to
Despite the suggested advantage awards being based on capitalize on their innate racial abilities. Combat advantages
character class gains and levels, some Castle Keepers are certain are open to any character class who meets the BtH requirement
to have their own ideas on what is best for their campaign. This for taking them. Magical advantages are open to any spell
is fine and well within their right as the adventure guide. casting class that meets the requirement to take them. General
advantages are open to any class, offering non-characters
Castle Keepers who prefer granting advantages to every further ways to customize their character.
character class at the same level may wish to grant advantages
every four levels.
HERITAGE ADVANTAGES
Castle Keepers wanting a more aggressive and epic style These advantages all have a racial prerequisite.
campaign, may wish to offer advantages every two levels. Others
may not wish to use advantages in their game at all, having a
Dwarven Heritage Advantages
preference for gaming that is stripped down to its barest core.
Expert Miner
Examples given here in the Castle Keeper’s Guide limit the
number of advantages given to a character class to six. Again, Prerequisite: Dwarf
this may not suit the taste of every Castle Keeper, nor every Some dwarves are exceptionally gifted or experienced miners.
campaign. What matters most is that a method for granting They have an advantage when reading the secrets hidden
advantages, and the number of advantages offered is left to the within the stone.
Castle Keeper, the players, and the campaign at large rather
than any rule as written! Benefit: Dwarves who take this advantage gain an additional
+2 to wisdom checks for stonecraft.
Advantages as Class Ability Substitutions
Giant Fighter
Quite possibly, an advantage, or series of advantages, are more
to the taste of a player or Castle Keeper than the class ability Prerequisite: Dwarf, BtH +1
offered by a specific character class. For example, a series of Some dwarves are more experienced fighting these large foes in
horsemanship advantages may suit a campaign set in a Mongol the open spaces above ground. They are adept at using their size
Horde style campaign better than having everyone play a knight and movement against the large foes to avoid attacks.
class. In this case, fighter or barbarian abilities gained at levels
could be substituted with the variety of riding and mount related Benefit: Dwarves who take this advantage gain an additional
advantages and could be gained as class abilities for fighters or +2 to AC when fighting giants. However, their tactics do not
barbarians in such a campaign at the suggested level provided in lend themselves well to fighting multiple opponents of smaller
the advantage description. size, and they suffer a -1 penalty to AC when fighting multiple
opponents of medium size or smaller.

Goblin Slayer
Prerequisite: Dwarf, +1 BtH
Years of skirmishing against goblins have yielded effective tactics
to best kill them.

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Benefit: Dwarves who take this advantage gain +1d4 points spells they cast are more powerful, but they do not train in other
of damage with each successful attack when fighting goblinoids areas as other elves do.
(goblins, hobgoblins, bugbears). However, they cannot hide Benefit: Elves who choose this advantage add 1 to the challenge
their eagerness to kill goblinoids, and suffer a -2 on all reactions level of saves vs. their spells, but because they spent their time
with goblinoids. studying magic and not martial skills, they suffer a -2 penalty on
Special: Dwarves can take this advantage multiple times. Each all attacks with weapons.
time it is taken, the bonus damage die improves by 1, i.e. +1d6
the second time it is taken, +1d8 the third time etc., and each Orc Hunter
time it is taken, there is an additional -2 penalty to reactions. Prerequisite: Elf, +1 BtH
Years of skirmishing against orcs have yielded effective tactics
Stalwart Courage to best kill them.
Prerequisite: Dwarf Benefit: Elves who take this advantage gain +1d4 points
Some dwarves display courage beyond measure. of damage with each successful attack when fighting orcs.
However, they cannot hide their eagerness to kill orcs, and
Benefit: Dwarves who take this advantage gain an additional suffer a -2 on all reactions with orcs and half-orcs.
+2 to charisma saves vs. fear.
Special: The elf can take this advantage multiple times. Each
Steadfast and Sure time it is taken, the bonus damage die improves by 1, i.e. +1d6
the second time it is taken, +1d8 the third time etc., and each
Prerequisite: Dwarf
time it is taken, there is an additional -2 penalty to reactions.
Some dwarves are more sure on their feet and hard to move
form their position. Silent Stalker
Benefit: Dwarves who take this advantage have a standard AC Prerequisite: Elf
of 20 vs. overbear attacks.
Some elves have adapted their skill at moving silently to other
environments than their traditional natural surroundings.
Tunnel Vision
Benefit: Elves who take this advantage can move silently in
Prerequisite: Dwarf
all environments (wilderness, dungeons, cities, etc.), not just in
Some dwarves have grown accustomed to being underground wilderness areas.
and in the darkness, and their senses have attuned themselves
to this environment. Weapon Master
Benefit: Dwarves who take this advantage double the range of Prerequisite: Elf, +1 BtH
their deepvision to 240 ft., but are unused to daylight, and their Some elves receive advance training in the ways of combat,
range of vision in daylight is reduced to 30 ft. exceeding the skill of most elves with their weapon of choice.
However, this extra training leaves them less adept with other
Elven Heritage Advantages weapons.
Benefit: Elves who select this advantage gain an additional +2
Affinity to Nature
to hit with the weapon they selected for their weapon training
Prerequisite: Elf ability. However, they suffer a -1 penalty to hit with all other
Some elves are so attuned to natural surroundings that they can weapons, as the extra training with their chosen weapon led to
sense when something is wrong or sense the presence of danger the neglect of other martial skills.
before they are consciously aware of it.
Wisdom of the Ages
Benefit: Elves who select this advantage gain a +1 on checks to
Prerequisite: Elf
avoid surprise, to detect hidden foes, and to initiative when in
natural surroundings, but because they are so attuned to natural Because elves are such a long-lived race and treasure learning,
settings they are disconcerted when not in the wilderness, and they often know obscure or eclectic bits of lore and knowledge.
suffer a penalty of -1 on these checks in those unnatural settings. Benefit: Elves who select this advantage gain a +1 on all
intelligence checks to determine if they have knowledge of
Arcane Training some topic.
Prerequisite: Elf, able to cast wizard spells
Some elves have natural aptitude for magic, and spend much
of their youth refining the ability to work spells. As a result, the

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Gnomish Heritage Advantages Trickster
Prerequisite: Gnome, ability to cast Illusionist spells
Animal Speaker
Some gnomes have a natural affinity for magical deceptions, but
Prerequisite: Gnome
tend to think all magic involves deception and trickery.
Some gnomes spend so much time in the company of animals
Benefit: Gnomes who choose this advantage gain +1 to the
that they have honed their empathic link with burrowing
Challenge Level of their spells when determining saving throw
animals, and can actually speak the language of these animals.
target numbers, but suffer a -1 penalty on all their saves vs.
Benefit: Gnomes who choose this advantage can converse with magic other than illusion magic, as they assume all magic is
burrowing animals, but they are used to the company of animals illusion based.
not people, and suffer a -1 penalty on all reactions with non-
gnomes and non-animals.
Half-Elven Heritage Advantages
Improviser Enhanced Empathy
Prerequisites, Gnome, Wisdom as a Prime Prerequisite: Half-Elf, Charisma 13
Some gnomes can be very inventive and improvisational and Half-elves’ natural empathy allows them to gain an edge when
can cobble together implements. interacting with others.
Benefit: Gnomes who select this advantage can use materials at Benefit: Half-Elves who select this advantage gain an additional
hand to create improvised tools with a successful wisdom check. +2 to all reactions.

Kobold Hunter Enhanced Spell Resistance


Prerequisite: Gnome, +1 BtH Prerequisites: Half-elf with human lineage,
Years of skirmishing against kobolds have yielded effective Wis 13
tactics to best kill them. Half-elves of human lineage with this advantage are more
Benefit: Gnomes who take this advantage gain +1d4 points resistant to spells and spell-like abilities that charm or
of damage with each successful attack when fighting kobolds. unnaturally cause sleep. When making saving throws against
However, they cannot hide their eagerness to kill kobolds, and these types of spells, they receive a +4 bonus.
suffer a -2 on all reactions with kobolds.
Extra Prime
Special: Gnomes can take this advantage multiple times. Each
time it is taken, the bonus damage die improves by 1, i.e. +1d6 Prerequisite: Half-elf with human lineage
the second time it is taken, +1d8 the third time etc., and each Some half-elves favor their human heritage and more closely
time it is taken, there is an additional -2 penalty to reactions. resemble humans.
Magical Affinity Benefit: Half-elves with a human heritage who select this
advantage treat their secondary attribute (i.e. the one they
Prerequisite: Gnome
chose the +2 for) as a third prime.
Some gnomes have more natural aptitude for magic than others.
Special: The half-elf can only select this advantage once, and
Benefit: Gnomes who select this feat can cast their innate spells the third prime chosen can only be the attribute selected to get
(dancing lights, ghost sound, and prestidigitation) 2/day instead of the bonus at character creation.
1/day.
Keen Senses
Scent
Prerequisite: Half-Elf with Elven lineage
Prerequisite: Gnome
Some half-elves have senses out of the ordinary.
For some gnomes, the large bulbous nose is not just for show,
and they have a keen sense of smell similar to that of an animal. Benefit: Half-elves of elven lineage who select this advantage
add their level to all checks to notice or hear something.
Benefit: Gnomes who select this advantage can make wisdom
checks to detect the presence of hidden creatures, or to track
Stealthy Scout
creatures by scent, and can add their character level to the
checks. However, because their nose is so sensitive, they suffer Prerequisite: Half-elf
a -2 penalty on all saves vs. noxious smells or gases that sicken Half-elve’s natural ability to move silently allows them to move
or poison. silently in other environments as well.
Benefit: Half-elves who select this advantage can use their
move silently in any environment, not just wilderness settings.
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Weapon Training Half-Orc Advantages
Prerequisite: Half-elf with Elven lineage
Bloodhound
Half-elves raised among their elven brethren train with the
Prerequisite: Half-orc, Wisdom 13
traditional weapons of their people.
Some half-orc’s sense of smell is so keen they can use it to track.
Benefit: Half-elves of elven lineage who select this advantage
receive a +1 bonus to-hit with one of the following weapons: Benefit: Half-orcs who select this advantage can attempt to
composite longbow, composite shortbow, longbow, shortbow, track prey by scent by making a wisdom attribute check.
longsword, or shortsword.
Fierce Warrior
Halfling Advantages Prerequisite: Half-Orc, BtH +1
Cat’s Eye Due to their violent upbringing, some half-orcs are skilled at
dealing damage quickly with reckless blows in fierce combat.
Prerequisite: Halfling
Benefit: A half-orc can increase the intensity and fierceness of
Some halflings are better at seeing in the dark than others. attacks gaining a +2 to damage with a successful hit, but the
Benefit: Halflings who select this advantage can see twice the recklessness of their attack incurs a -2 penalty on their armor
normal range in starlight and moonlight, and can see up to 30 class until their next action.
feet underground or in areas with poor illumination.
Intimidating Presence
Deadeye Prerequisite: Half-Orc, BtH +1
Prerequisite: Halfling, BtH +1 Some half-orcs radiate an aura of menace that unnerves
Some halflings have exceptional aim. opponents in single combat against them.
Benefit: Halflings who select this advantage gain a +1 bonus to Benefit: A half-orc who chooses this advantage intimidates
all attacks with thrown weapons and slings. foes that face him one on one in combat. Such a foe suffers a -1
penalty to all attack roles. However, this intimidating presence
Exceptional Courage puts others off in non-combat situations, and half-orcs who
select it suffer a -1 penalty on all reactions.
Prerequisite: Halfling
Special: The reaction penalties for this and prominent tusks
Some halflings are made of sterner stuff.
both apply if the character chooses both advantages.
Benefit: Halflings who select this advantage gain an additional
+2 on charisma saving throws. Prominent Tusks
Hardy Prerequisite: Half-Orc
Prerequisite: Halfling, Constitution 13 Some half-orcs retain the prominent tusks of their Orcish
forbears, allowing them to bite and gore.
Some Halflings are stout and resistant to harmful substances.
Benefit: Half-orcs who select this advantage can make an
Benefit: Halflings who select this advantage gain an additional
unarmed bite attack at their normal BtH in place of an attack
+2 to constitution saves.
with a weapon. The damage for such an attack is 1d4. However,
their more bestial appearance incurs a -1 penalty on all reactions.
Quickstep
Special: The reaction penalties for this and intimidating
Prerequisite: Halfling, Dexterity 13 presence both apply if the character chooses both advantages.
Some halflings have spent more time with big folk and are adept
at keeping pace with them. Rock-gut
Benefit: Halflings who select this advantage have a base Prerequisite: Half-Orc
movement of 30 instead of 20.
Because many half-orcs have to scrounge and forage to survive
Scrounger while growing up, they are able to stomach fare that would leave
others sick and heaving, and can endure toxins in their system.
Prerequisite: Halfling
Benefit: Half-orcs who select this advantage gain a +1 bonus
Some halflings have an innate talent for finding what they are to all constitution saving throws against poison and to avoid
looking for - food, drink, treasure, etc. illness caused by spoiled foods or tainted liquids.
Benefit: Halflings who select this advantage gain a +2 on all
attribute checks when searching for something.

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Cleaving Strike
Prerequisite: Strength 14
Skilled warriors take advantage of the passing of one
enemy, with a sudden strike against a second adjacent
foe!
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 is at the full
attack bonus of the hero.
Special: This ability stacks with the combat
dominance class ability of the fighter, and works
against any hit dice of foe.

Climbing Fighter
Prerequisite: BtH +1
Not all fights take place on flat ground, for those
who have a tendency to find themselves fighting on
precarious inclines or hanging from ropes and walls,
the climbing fighter advantage has its benefits.
Benefit: Possessing legendary climbing ability,
dexterity, and strength, the fighter suffers no penalty
to his armor class while climbing any surface. In
addition, if he can grasp with only one hand, such
as to a rope, pole, piece of rigging, or depression in a
stone wall, a successful strength check (no modifiers)
allows him to make an attack with a one handed
weapon.
Special: When used in combination with the run-
by attack advantage, one could easily swing past an
opponent on a rope or chain and strike them while
moving.
Stone-Cold Killer
Cross Block
Prerequisite: Half-Orc, BtH +2
Prerequisite: None
Half-orcs learn quickly it is a kill or be killed world, so develop
a killer instinct and learn to take advantage of a surprised foe to Combatants who focus on two handed weapons, use every part
dispatch them quickly. of their weapon to both engage enemies and defend themselves
from opponents.
Benefit: Half-orcs who select this advantage receive a +2 to
damage on attacks against a surprised foe. Benefit: While fighting with a two handed weapon (staff,
polearm, two handed axe, two handed sword, etc.), the
combatant gains a +1 armor class bonus against a single
COMBAT ADVANTAGES opponent in the combat round.
Combat advantages are subdivided into Melee, Defensive, and
Ranged Advantages. Flash Kick
Prerequisite: BtH +6
Melee Advantages In a flashy display of showmanship and dexterity, the character
forgoes his normal attack in an attempt to kick an opponent
Acrobatic Maneuver
hard enough to knock them down.
Prerequisite: Dexterity 15, BtH +2, Sneak Attack ability
Benefit: The move is dependent on speed and technique rather
With an acrobatic maneuver, the character places themselves in than raw strength and requires that they move at least 10 feet
a position to attack a foe from any angle. before launching their feet into the opponent. Whether they
Benefit: With a successful dexterity check at a CL equal to the swing from a rope, around a pole, flip off the ground, or simply
foe’s level, the character maneuvers into position and gains an charge the opponent is up to the combatant. The combatant
attack using the sneak attack ability. must make a successful attack roll to hit and a dexterity check
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(CL=lvl or HD of the target + their dexterity bonus, if any) to and damages them. The combatant makes a dexterity check
knock them off balance. The victim of this attack suffers 1d6 immediately after being struck and damaged.
points of damage and must make a successful strength check Benefit: If successful, the combatant may make an ordinary
(CL=combatant’s level) to avoid being knocked prone. attack with their own weapon (or bare hands in the case of a
Special: The victim must be humanoid and the same size as monk) against the attacker that injured them. A failed check
the combatant or smaller. Dwarves standing on earth or stone indicates the character was not able to bring their weapon
receive a +4 bonus on the strength check against this attack. around quickly enough to strike back, but the riposte is not used
up. The character may make additional dexterity checks if struck
Intimidating Strike with other blows until they have made one riposte per round.
Prerequisites: BtH +6
Swift Strike
The combatant delivers a blow so fearsome it can drive their foe
Prerequisite: BtH +1
from the battlefield.
Nothing finishes a fight faster than hitting first.
Benefit: When combatant rolls a natural 20 on an attack role,
they deliver a terrifying blow that unnerves the stricken foe. Benefit: When unburdened by heavy armor and bags, they
The target must make a successful charisma save or flee the character is able to make the most of their speed and grace
battlefield as quickly as they can. granting them a +2 bonus to all initiative checks during a
combat round. So long as they remain unencumbered, they
Special: If using the Fields of Battle mass combat rules, an
are able to anticipate their opponents’ actions and act on them
intimidating strike requires a morale check rather than a
swiftly enough to gain an advantage.
charisma save.
Special: The character must remain unencumbered to use this
Power Attack advantage, and are unable to use this advantage while wearing
any armor with an encumbrance value of 3 or higher. The CK
Prerequisite: Strength 14, Strength Prime, BtH +1 may allow some types of armor based on strength and skill level.
Some heroes make the sacrifice of accuracy to deal greater
damage in battle. Tripping Blow
Benefit: Combatants may sacrifice up to -5 of their BtH and Prerequisite: Use of Two handed Weapon
convert this into greater damage.
Attackers using two handed weapons (spear, pole arms, staves,
Special: Typically, as a Castle Keeper’s option, a strength prime and the like) are experts at knocking their opponents prone.
check could be allowed to replicate this advantage. In doing so,
Benefit: When using a two handed weapon, the attacker adds
the Challenge Level is +1 per point of damage, and the attacker
+3 to attacks rolls for purposes of knocking their foe prone.
must have a BtH of at least +1. When taking this ability as an
advantage, the extra strength prime check is simply avoided. Extra: Flails, chains, and whips, and monk unarmed attacks
also receive the bonus of this advantage.
Run-By Attack
Two Handed Slam
Prerequisite: BtH +1
Prerequisite: None
Combatant can make a single attack against a creature as they
run past it. As long as the combatant moves in a straight line, Combatants using a weapon two-handed put extra muscle into
they can attack any single creature along that path. Fighters their blows, dealing additional damage, at a price.
with extra attacks can use their second attack against a second Benefit: While using a weapon two handed, or a two handed
creature but only if it is also within their reach as they run past. weapon, the combatant adds an additional 1 point of damage
Benefit: The attack receives a +2 bonus, but the focus on with a one handed weapon, and two points of damage using a
movement makes it more difficult to defend themselves, two handed weapon.
inflicting a –2 penalty to user’s AC. A successful dexterity check Extra: This extra damage does not exclude small weapons such
(CL= level + dexterity bonus, if any) by the victim grants them as daggers, hand axes and the like as extra force may be added
the ability to strike back at the combatant before they are out of to any blow. When attempting to add more damage to the blow,
reach. A successful attack does not stop the movement. the attacker suffers a -1 penalty to their Armor Class during the
round that this advantage is used.
Sacrificing Riposte
Prerequisite: BtH +1 Two Weapon Expert

Once per round, the combatant has the ability to turn the Prerequisite: BtH +3
weapon back against an attacker that successfully strikes Warriors improve their ability to fight with a weapon in each
hand.

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Benefit: The penalty for fighting with a weapon in each hand is stacks with dodge. While in the curtain of steel, the character
reduced to -1 primary, -4 off hand, so long as the weapon in the may only move ½ of their movement rate as they seek to actively
second hand is light. As normal, attribute bonuses to dexterity parry incoming blows with shield and weapon.
offset the penalty further.
Additionally, characters may choose instead to defend Dodge
with their offhand, gaining a +1 bonus to their armor class. Prerequisite: None
Characters choosing to thus defend themselves take no penalty
Awareness of attackers leads to a more engaged defense.
to attack roll with their primary hand. Characters may alternate
techniques from round to round but must decide which action Benefit: The dodge advantage allows a character to add +1
they are going to take before the first attack against them, or on to their armor class against a single foe during any given melee
their turn, whichever comes first. round. The defender must be able to see the attacker before it
can be dodged.
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 hand when this advantage is taken, although Elusive Grappler
the -4 penalty for their off hand still applies. Prerequisite: Dexterity Prime
The combatant is a clever wrestler adept at slipping free from
Vaulting Kick any attempts to hold or pin them.
Prerequisite: Use of a pole-arm, spear, or staff, BtH +4. Benefit: Their base armor class against grapple attacks is 20.
Attackers using a long hafted weapon such as a spear, staff, or
pole arm vault into the fray, taking a kick attack that drops their Legionnaire’s Shield
opponent, offering an extra attack against the prone opponent. Prerequisite: Armor Proficiency (Shields)
Benefit: When making a trip or overbearing attack, the The shield-bearing warrior with this advantage is specialized in
combatant uses the haft of the weapon to vault kick their the use of their shield to defend their vitals against oncoming
opponent to the ground. If the attack succeeds, the attacker attacks.
gains an automatic attack against the prone opponent but does
not add their BtH to this extra attack roll. Benefit: With this advantage the shield user gains an additional
+1 to armor class while bearing a shield in battle.
Special: An attacker may substitute a 10 ft. pole for a weapon
to use this advantage. Myrmidon’s Shield
Prerequisite: Armor Proficiency (Shields)
Defensive Core Advantages
Professional warriors know the quality of a good sturdy shield to
For those characters requiring a bit more out of their armor and actively fend off foes.
shields, or those who prefer to rely on their dexterity and speed
to save them, defensive core advantages offer ways to improve Benefit: The myrmidon’s shield advantage allows a shield-
armor class through skill, training, and just plain luck. bearing warrior to fend off one additional blow per round. Thus
a fighter using this advantage with a buckler, gains the use of the
Armored Hero buckler against two attackers instead of one.

Prerequisite: Armor Proficiency (Any) Sure Footed Warrior


Mighty is the hero who knows how best to use his second skin Prerequisite: None
to his advantage.
Combatants are familiar with pitching and churning ground, or
Benefit: The character selects one particular type of armor opponents who seek to take them off their feet.
as their signature armor. While in their signature armor, the
character adds an additional +1 to their armor class. Benefit: Combatants with this advantage add +2 to their
armor class against trip and overbearing attacks.
Special: This advantage may be taken multiple times.
Ranged Attack Advantages
Curtain of Steel
Prerequisite: BtH +1 Brutal Hurl

As deadly blows rain down from all directions, it is often prudent Prerequisite: Strength 14
to increase one’s defenses in exchange for melee acumen. Attacker throws through the shoulder rather than the wrist
Benefit: Put simply, a character using the curtain of steel using their great strength rather than keen agility.
advantage may sacrifice up to +4 of their BtH on attack rolls in Benefit: Attacker uses their strength bonus instead of their
exchange for an equal increase in armor class. This advantage dexterity when making ranged attacks with hurled weapons.

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Double Hurl Special: This additional damage does not stack with the
Prerequisite: Dexterity 14, BtH +6 sharpshooter advantage, but merely extends the range at which
the attacker gains bonus damage. The archer may not move
Attacker throws two hurled weapons at the same time at the during the round they are using this advantage, unless they
same target. have the skirmisher advantage as well.
Benefit: The attacker takes one attack roll at -2. If the attack
hits, it deals double damage, but adds strength damage only Powerful Hurl
once to the throw.
Prerequisite: Strength 14, Strength Prime, BtH +1
Special: The attacker may not move in the same round that Some peltasts sacrifice accuracy for power, attempting to impale
they attempt a double hurl advantage. foes with a single blow.

Great Hurl Benefit: Hurler may sacrifice up to +4 to their BtH in exchange


for additional damage.
Prerequisite: Strength 14 or Strength Prime
Attacker may hurl a non-traditional weapon as if it were a Sharpshooter
hurled weapon with a reduced penalty to attack. Prerequisite: Dexterity 13
Benefit: The attacker takes a -2 penalty to attack rolls instead When firing missile weapons at close range, the attacker hits
of a -4 when hurling a non traditional weapon such as a battle foes in vital areas and avoids hitting allies.
axe, great sword or the like in battle. The non-traditional
weapon has a base range of 15ft. when used in this fashion by a Benefit: Attacker deals +1 damage when within 30 ft. Missed
hero with the great hurl advantage. attack rolls also miss allies, even if a natural 1 is rolled.
Special: When hurling an object (or individual) of equal
Skirmisher
size, the attacker must succeed a strength prime check before
attempting an attack roll. Prerequisite: Dexterity 13
Adept hunters and missile weapon specialists can fire on the
Heroic Throw move.
Prerequisite: Strength 14, Strength Prime, BtH +11 Benefit: The skirmisher advantage allows a missile weapon
The attacker can hurl a weapon with legendary force or specialist to move their full movement rate in a round and still
accuracy. fire or hurl their weapon.
Benefit: The attacker gains a +2 to-hit and double damage on Special: While moving and firing, the character suffers a -2
a successful strike with a hurled weapon. penalty to armor class as their focus is more intent on their
target than their surroundings.
Juggling Toss
Prerequisite: Dexterity 15, Dexterity Prime, Bth +2 GENERAL ADVANTAGES
You can juggle multiple objects in the air and toss them at a Charmed Existence
target while juggling. Prerequisite: none
Benefit: You can make a number of thrown attacks equal to the The attacker seems to lead a charmed life and have a knack for
number of objects you are juggling, but each attack is at -4 on eluding certain dangers.
the roll. You can juggle a number of objects equal to 2 + your
dexterity modifier. Benefit: The character chooses one of their six attributes
(strength, dexterity, constitution, intelligence, wisdom,
Special: The objects juggled must be small enough to be charisma). All saving throws based on that attribute are made
manipulated with a single hand. A dagger or hatchet sized at a +2 bonus.
throwing axe is the largest object that can be tossed with this
advantage. Special: The character can take this advantage more than
once, but each time it applies to a different attribute.
Longhunter
Dashing Wit
Prerequisite: Dexterity 13
Prerequisite: Charisma Prime, BtH +4
Being the best archer on the field isn’t always about how hard the
bow is to pull, but how to use elevation and wind to advantage. The character’s rapier sharp wit and cutting barbs distract foes
in combat.
Benefit: Missile attackers increase their range by 1.5 and add
+1 point of damage at attacks up to the standard range but not Benefit: With a successful charisma check at a CL equal to
beyond it. their foe’s level, the character’s barbs distract them and they
gain a +2 bonus to their next attack.
330 CASTLES & CRUSADES
CHAPTER 18 — SKILL PACKAGES
Special: The character can use this ability and attack in the Apprentice’s Bolt
same round if they do not move before or after attacking. This Low-level wizards and illusionists harness latent magical power
only works against foes who understand their speech, i.e. they to attack enemies.
can speak the same language and are intelligent enough to
understand speech. Prerequisite: 1st-level Wizard or Illusionist
The wizard or illusionist may use a bolt of arcane power to strike
Fleet of Foot at their enemies. The bolt can be fired once per round, has a 30
Prerequisite: Dexterity 15, Dexterity Prime ft. range, requires a ranged touch attack to hit, and strikes for
1d2 points of force damage, +1 point per/2levels.
The character is exceptionally quick on his feet and can move
faster than most others can. Example: Cascalian the 20th level illusionist is trapped in the
wilderness without any spells or access to her spellbook. She
Benefit: The character can move twice their normal speed if may cast an apprentice’s bolt at her orc attackers once per
taking no other action in a round, or can move their full speed round for 1d2+10 points of force damage to defend herself.
and still attack in a round.
Blessed Healer
Knack
The character’s deity grants them great powers of healing, but
The character has a special talent or training in a particular type at a cost.
of activity.
Prerequisite: Cleric, ability to Turn Undead
Benefit: Characters who select this advantage can choose one
Benefit: Through deep prayer and consultation with their
type of activity from the list below. When making SIEGE Engine
god, the character has traded his ability to turn undead for
checks for this ability, the ability is considered a prime and the
the ability to convert his prepared spells into curative spells.
character adds their character level to their check roll.
After acquiring this advantage the character can no longer turn
When this advantage is selected, choose one of the following: undead. Instead, they can spend one round praying to their
• Agility (tumbling, jumping, balancing) god to convert a prepared spell into a healing spell of any sort.
Healing spells includes all cure spells, remove disease, remove
• Athletics (climbing, running, jumping, swimming) curse, and similar spells. This does NOT include spells such
• Lore (astrological, alchemical, heraldic, history, etc.) as raise dead or resurrection because the target of these spells is
already dead.
• Reactions (interactions)
• Tradecraft (armorer, brewer, sailor, weaponsmith, etc.). Great Protector
Special: Typically these are not the sort of activities that The character believes the best defense is a good defense!
are featured as class abilities. For example, climbing (in this
Prerequisite: The ability to cast spells
instance) means having decent success at climbing with
handholds, a rope, or a rocky incline vs. a sheer surface such Benefit: An intense focus on protective spells and magic has
as the rogue’s class ability offers. The Castle Keeper should feel increased the character’s ability to use protective magic in an
free to modify or add to the above list as suits their campaign effective, and long lasting manner. While casting a protective
style or needs. spell such as bless, aid, barkskin, mage armor, or the like, their
spell is treated as if it were cast by a caster 2 levels higher for
MAGICAL ADVANTAGES purposes of strength and duration.

Some wizards and clerics need an extra boost to really capture Hardy Caster
the feel of a certain style of spell caster. These advantages are The character has great concentration, even when wounded.
designed to aid in character development.
Prerequisite: The ability to cast spells
Adept Summoner Benefit: The character’s focus on magic makes them difficult
The character’s ability to summon other creatures is more to distract, even physical pain can’t keep them from completing
powerful than other spellcasters. their spell. They receive a +3 bonus on concentration checks
to avoid spell disruption due to physical damage.
Prerequisite: The ability to cast a summoning spell
Benefit: Study and practice in the art of summoning other Holy Aura
creatures to serve the characters allows the character to summon The character has a visual conduit of their deity.
more powerful creatures or a larger number of creatures. The
caster level is considered to be 2 levels higher when used to Prerequisite: Cleric, the ability to Turn Undead, BtH +2
calculate the maximum number of HD worth of creatures they Benefit: Through deep prayer and communion with their god,
normally can summon and control. the character permanently trades the ability to turn undead for

CASTLE KEEPERS GUIDE 331


PART 3: THE SIEGE ENGINE
the ability to invoke a holy aura. When they hold forth their focus makes all of their other spells less effective. All other spells
holy symbol and chant a loud prayer for one full round, their are cast as if they were one level lower with respect to strength
god cloaks them in a faintly glowing aura that demonstrates and duration (but not saving throws). This advantage does not
their power and grace. Enemies within 30 feet of the character change the number of spells the caster can prepare, only how
must succeed at a wisdom save or suffer a –1 penalty to their effective, or ineffective, they are when they cast them.
attack rolls. Maintaining the aura requires constant prayer,
which prevents spellcasting but has no affect on the character’s Master of Shadows
ability to fight. The character’s links to the Plane of Shadows strengthens their
spells.
Magical Aptitude
Prerequisite: The ability to cast shadow conjuration
Some casters have a natural affinity to certain types of magical
Benefit: The character controls the shadows, shaping and
spells. Spells of this type cast by them are more powerful.
fusing them into semi-real illusions that are more difficult to see
Prerequisite: Able to cast wizard spells, Intelligence 15 through and damage even those that do not believe in them.
Benefit: When a wizard chooses one of the affinities below, When the caster casts shadow conjuration or shadow evocation
he casts them as if he were a wizard of 1 level higher when their spells do 40% damage to those that disbelieve them, and
determining random effects and when determining the they cast as if they were one level higher with respect to saving
Challenge Level of Saving Throws against these spells. throws. When they cast shades, the creatures they conjure have
80% of the normal hit points, and, if disbelieved, they have 80%
Special: A character can only choose 1 magical aptitude. When
of the AC, strength, and abilities of their normal counterparts.
this advantage is taken, select one of the aptitudes below:
Special: This advantage stacks with the high-level illusionist
• Battle Mage: when casting spells that deal hit point ability solidify shadows. A spell cast by a high level illusionist
damage to the target or targets, the character is caster with this advantage can do more than 100% normal damage.
level +1.
• Conjurer’s Call: when casting spells that summon or Quickcast
bring forth a creature or being from another place or The character’s intensity allows them to cast spells more quickly.
plane, the character is caster level +1. Prerequisite: Ability to cast 3rd level spells
• Death Touch: When casting spells that sap ability Benefit: Intense focus on your magical abilities allows you to
scores, kill, or deal with undead, the character is caster cast your spells more quickly than normal. When casting a spell
level +1. during a combat round, the character can choose to receive a
• Elemental Affinity: When casting spells that involve +4 bonus to their initiative check. The intense focus required
one of the four elements (earth, air, fire, or water), the comes at a price, as they are limited to 5 feet of movement during
character is caster level +1. any round they use this advantage and suffer a –2 penalty to
• Enthralling Countenance: When casting spells that their armor class for the rest of the round. This advantage can
enchant, charm, or affect the mind, the character is only be used for spellcasting, the bonus to their initiative does
caster level +1. not apply to melee or ranged attacks or to movement. If they
take damage while using the quickcast advantage, they must
• Eyes of the Seer: When casting all detection spells succeed at a concentration check (CL=5 + damage taken) to
and spells that reveal information to the caster, the avoid having the spell disrupted and losing it.
character is caster level +1.
• Warder: When casting protection spells or spells that Signature Spell
provide an AC bonus to the caster, the character is Some spells are so familiar to the character that they can cast
caster level +1. them without preparation.
Master of Light and Sound Prerequisite: Able to cast spells, Intelligence or Wisdom 15+
The character has focused their studies on illusion magic, to the Benefit: Casters who select this advantage may select 1 spell
detriment of other magics. for each level of spell that they can cast, and cast this spell in
place of other spells of the same level that they have prepared or
Prerequisite: The ability to cast 3rd level illusionist spells
selected for the day. For example, a cleric who chooses cure light
Benefit: The character has mastered the ability to shape light wounds as their signature spell for first level may cast cure light
and sound to create particularly convincing illusions. Their in- wound instead of another spell chosen for the day.
depth study of the control of light grants them the ability to
Special: This advantage does not give the caster any additional
cast illusions as if they were one level higher with respect to
spells per day. Rather, it allows them to replace prepared spells
saving throws, strength, and duration. Unfortunately, this deep
with their signature spell.

332 CASTLES & CRUSADES


CHAPTER 19 — CHARACTER DEATH AND FATES
NEGATIVE IMPACT
A character dies when they reach -10 hit points. But what
happens when they are only in the negative? The impact upon
the character of going into the negative hit points is massive.
Generally speaking, the character is removed from action and
unable to do anything to defend himself or even move. Any
attacks against the stricken character gain a +10 to the to-
hit roll. The character does not get any attribute bonus or any
bonuses gained from items that require his motion to use, such as
a shield. Attribute checks, while they benefit from any attribute
bonus, do not benefit from the character’s level. Going negative
on a battlefield, unless someone rushes to the characters aid
quickly, means there is a good chance that that character never
walks away.

However, it is very easy to expand the effects of the negative


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

TABLE 19.1 IMPACT OF NEGATIVE HP


Negative Actions Effects CL
Crawl, able to talk,
0 n/a 0
grab, hold
Drag, halting speech,
-1 to -3 Physical Att reduced ½ 0
drag oneself

A
s outlined in the Players Handbook, a
character dies when he reaches negative -4 to -6 Immobilized, can talk Goes blind* 0
ten hit points. At this point the character is -7 Mumbles in talking Unconscious, Limb Loss CL 2
removed from play until he is resurrected or
-8 None Unconscious, Limb Loss CL 4
reincarnated or brought back in some manner acceptable to
the Castle Keeper and in keeping with the rules or campaign -9 None Unconscious, Limb Loss CL 8
and game. The character is dead, but the player of course goes -10 None Death
on and makes another character because Castles & Crusades *The effects of the blindess last until the character is fully healed and
is, after all, only a game. The core rules of C&C do not allow has been able to rest for 1d6 weeks, or has receieved magical healing
players to become too attached to their characters. Allowing of any type.
the character’s death to be more than a passing nuisance is
improperly using the Siege Engine. Roll a saving throw for limb loss without attribute bonuses or
level adjustments. Any limb loss that occurs at -7 is compounded
Unlike video games that possess fixed manners in which again at -8 and -9. Consult Table 19.2 Effects of Limb Loss.
characters die, if you fail here, you die. C&C allows for an
extremely fluid approach to character death. It is not always The effects listed below are only a sampling. Certain wounds
up to the die, as the CK plays the over-riding factor in the life result in certain effects, however a leg loss wound will not force
and death of any character. This fluidity allows for the player to someone to have breathing problems.
undertake far more heroic actions, and makes for an evening of
lively fun like no other game can manage.

Below are several methods to mitigate death, to cheat it, and


methods to make the fall of a character part of the game itself.

CASTLE KEEPERS GUIDE 333


PART 3: THE SIEGE ENGINE
TABLE 19.2 EFFECTS OF LIMB LOSS DISEASE EFFECTS MADE EASY
Roll Effect The quickest and easiest way to use disease in the game is to
Movement reduced by ½ due to chest wound, leg wound, allow the afflicted a constitution save. Base the challenge level
1
hip wound, etc. on the monster’s HD or the level of the trap. The CL should be
2 Blind in one eye further augmented by conditions as determined by the CK, such
3 Speech impediment as how dirty the area is, how bad the wound, how quickly and
thoroughly the victim cleans the wound.
Arm severed or rendered useless, balance off. All dexterity
4
checks at -1 Once the CL is determined, the character must make their
Leg severed or rendered useless. Movement rate cut by 75%, constitution save. If successful the character avoids infection.
5
all dexterity checks at -2. If they fail they suffer a -1 from all attribute checks until the
Constantly hearing noise, hearing damage, due to blood loss, infection is cured or runs its course.
6
reduced hearing/spot by 50%
7 Bone heals improperly, -1 all attack rolls Involving Infectious Disease
Back damaged, unable to carry heavy loads, shoot compound Infectious diseases are caused by agents that invade a host,
8
bows, hurl weapons and either through toxins they release, or that are released by
9 Bacterial infection due to wound, lose 1 point of constitution the host to fight the invading organism, cause the symptoms
Head trauma from blood loss, direct blow, CL +2 on all of disease. Infectious diseases are communicable and can be
10
intelligence and wisdom checks passed from one to the other. Carries of infectious diseases
11 Reduced muscle mass, poor healing, suffer 1 point of strength loss include viruses, bacteria, microorganism, parasitic worms, ticks,
12 Physical maiming, charisma enhanced or reduced by CL 2 fungus, rats, birds, etc.

DISEASE
Disease is defined as any pathological disorder
that strikes an organism that causes discomfort,
pain, and reduction of motor skills, impairment
or death. In Castles & Crusades disease does not
include pathological conditions caused by social
disorders or posttraumatic stress caused by events
or circumstance. Nor does it include autoimmune
diseases as these are generally caused by genetic
predispositions. Rather, disease refers to infectious
diseases.

Disease should be used carefully, as involuntary


afflictions to a character can greatly alter the way
a player perceives their character. Being crippled
by a bacterial infection is not something that drives
one to heroic deeds, but it can greatly alter the way
one perceives, or imagines, their fighter, druid, bard,
etc. On the other hand, it can create unusually
challenging circumstances to the innovative player.
As always, of course, paladins and clerics can cure
most ailments with a cure disease.

However, some creatures, such as rats, have the


ability to cause disease through a bite or scratch.
And though the bacterial infection caused by the
bite may be unsought and unlooked for, it is a major
ability of several monsters.

With this in mind, use of disease is wholly up the


Castle Keeper.

The below charts may come in handy in determining


what the particular disease is.

334 CASTLES & CRUSADES


CHAPTER 19 — CHARACTER DEATH
There are many types of diseases and it would be an exhaustive SEVERE INFECTION
treatment to list them all and their effects here, for game
If the infection is severe and the victim makes a successful
purposes the charts below focus on the system’s affected.
constitution save, the disease is treated as a mild infection, so
If contact is made the character should roll a constitution
consult Table 19.4: Mild Infection. If the victim fails their save
save, adding both level and constitution bonus. If the save is
successful, no disease is contracted. If the save fails the CK must consult Table 19.5: Severe Infection. The effects of a severe
determine the severity of the disease by rolling a d10 on Table infection begin immediately upon contracting the disease
19.3: Disease Severity. and last as long as the victim has the disease. The damage is
permanent and is subtracted from the victim’s hit point total
TABLE 19.3: DISEASE SEVERITY at the end of each week that they have the disease. For severe
infections the effects wear off after the disease has run its course
Roll Severity or is cured. The hit point damage is permanent until the victim
1-4 Mild is magically healed with a heal or regenerate spell.
5-7 Severe
TABLE 19.5: SEVERE INFECTION
8-9 Chronic
System
10 Terminal Roll Duration* effect** DMG
Affected
Once the severity is determined, consult the appropriate table below.
-2 all physical,
1 Cardiac 3-4 2-4
-1 intelligence
MILD INFECTION 2 Circulatory 3-6 -1 all attributes 1-2
If the infection is mild and the victim makes a successful 3 Dermatologic 2-8 -3 charisma 1-2
constitution save there are no affects or duration. If the victim 4 Endocrine 2-8 -2 all attributes 2-8
fails their save consult Table 19.4: Mild Infection. The effects
-2 strength, -1
of a mild infection begin immediately upon contracting the Gastro
5 2-6 dexterity, -1 1-2
disease and last as long as the victim has the disease. The Intestinal
constitution
damage is permanent while the disease lasts and is subtracted
-1 strength, -1
from the victim’s hit point total at the end of each week that 6 Joint 2-4 1-2
dexterity
they have the disease. For mild infections the effects wear off
after the disease has run its course or is cured. The hit points -1 dexterity &
7 Muscular 2-6 2-4
strength
heal naturally after the disease has runs its course or is cured.
-2 wisdom, -1
Neurological,
TABLE 19.4: MILD INFECTION 8 2-4 intelligence & 1-2
Sensory
charisma
System Dmg/
Roll Duration* Effect** Neurological,
Affected week 9 2-6 -2 all mental 1-2
Cognitive
1 Cardiac 1-2 -1 all physical 1-2
-1 strength, -2
-1 strength & Neurological,
2 Circulatory 1-3 none 10 2-8 dexterity, -1 1-2
constitution Motor
charisma
3 Dermatologic 1-4 -1 charisma none -2 strength &
4 Endocrine 1-4 -1 all attributes 1-4 11 Respiratory 2-8 constitution, 2-4
Gastro -1 intelligence
5 1-3 -1 strength none
Intestinal 12 Urinary 2-8 -2 constitution 1-2
6 Joint 1-2 -1 dexterity none * Duration is in weeks.
-1 dexterity & ** This represents a modifier to the dice roll, not the attribute itself.
7 Muscular 1-3 1-2
strength
Neurological, CHRONIC INFECTION
8 1-2 -1 wisdom none
Sensory
If the infection is chronic and the victim makes a successful
Neurological,
9 1-3 -1 all mental none constitution save the disease is treated as a severe infection,
Cognitive
consult Table 19.5: Severe Infection. If the victim fails their
Neurological,
10
Motor
1-4 -1 dexterity none save consult Table 19.6: Chronic Infection. The effects of
a chronic infection begin immediately upon contracting the
-1 strength &
11 Respiratory 1-4 1-2 disease and last as long as the victim has the disease. The damage
constitution
is permanent and is subtracted from the victim’s hit point total
12 Urinary 1-4 -1 constitution none at the end of each week that they have the disease. For severe
* Duration is in weeks. infections the effects wear off after the disease has run its course
** This represents a modifier to the dice roll, not the attribute itself. or is cured. The hit point damage is permanent until the victim
is magically healed with a heal or regenerate spell.
CASTLE KEEPERS GUIDE 335
PART 3: THE SIEGE ENGINE
TABLE 19.6: CHRONIC INFECTION TABLE 19.7: TERMINAL INFECTION
System System
Roll Duration* Effect** DMG Roll Duration* Effect** DMG
Affected Affected
-3 all physical, -3 all physical, 3-5/
1 Cardia 4-8 3-5 1 Cardiac 6-10
-2 intelligence -2 intelligence Death
2 Circulatory 4-12 -2 all attributes 2-4 2-4/
2 Circulatory 6-12 -2 all attributes
3 Dermatologic 3-9 -4 charisma 2-4 Death

4 Endocrine 4-12 -3 all attributes 3-9 3 Dermatologic 4-12 -4 charisma 2-4

-3 strength, -2 3-9/
Gastro 4 Endocrine 8-12 -3 all attributes
5 3-7 dexterity, -2 2-4 Death
Intestinal
constitution -3 strength, -2
Gastro 2-4/
-2 strength, -2 5 6-10 dexterity, -2
6 Joint 3-9 2-4 Intestinal Death
dexterity constitution

-2 dexterity & -2 strength, -2


7 Muscular 3-7 3-5 6 Joint 4-12 2-4
strength dexterity

-3 wisdom, -2 -2 dexterity & 3-5/


Neurological, 7 Muscular 6-10
8 4-12 intelligence & 2-4 strength Death
Sensory
charisma -3 wisdom, -2
Neurological, 2-4/
Neurological, 8 8-12 intelligence &
9 3-9 -3 all mental 2-4 Sensory Death
Cognitive charisma

-2 strength, -4 Neurological, 2-4/


Neurological, 9 6-10 -3 mental
10 4-12 dexterity, -2 2-4 Cognitive Death
Motor
charisma -2 strength, -4
Neurological, 2-4/
-3 strength & 10 8-12 dexterity, -2
Motor Death
11 Respiratory 4-12 constitution, 3-5 charisma
-2 intelligence -3 strength &
3-5/
12 Urinary 3-8 -3 constitution 2-4 11 Respiratory 8-12 constitution,
Death
-2 intelligence
* Duration is in weeks.
2-4/
** This represents a modifier to the dice roll, not the attribute itself. 12 Urinary 6-10 -3 constitution
Death
*** This victim afflicted with this condition must make a weekly * Duration is in weeks.
insanity to roll. See Insanity below.
** This represents a modifier to the dice roll, not the attribute itself.
*** This victim afflicted with this condition must make a weekly
TERMINAL INFECTION insanity to roll. See Insanity below.
If the infection is terminal and the victim makes a successful
constitution save the disease is treated as a chronic infection, INSANITY
consult Table 19.6: Chronic Infection. If the victim fails their
save consult Table 19.7: Terminal Infection. The effects of When a character suffers from certain disease it can impact their
a terminal infection begin immediately upon contracting the sanity. Each week they suffer the physical ailment they must
disease and last as long as the victim has the disease. The damage make a constitution save. The CL is equal to the number of
is permanent and is subtracted from the victim’s hit point total weeks they have had the disease. If successful nothing happens.
at the end of each week that they have the disease. For severe If they fail, roll a d4 for the results.
infections the effects wear off after the disease has run its course
or is cured. The hit point damage is permanent until the victim TYPES OF INSANITY
is magically healed with a heal or regenerate spell. 1: Dementia Praecox. When the condition manifests itself
(once a day), the afflicted becomes uninterested in anything
Where death is indicated the victim must make a successful
going on around him. This could be something as dramatic
constitution save beginning each week after the minimum
as combat or something as commonplace as buying a shirt.
number of weeks they can contract the disease. The CL is equal
When the character is struck, there is a chance of a severe
to the number of weeks they have had the disease. If they fail,
reaction; if they fail a wisdom check (CL 12) then they stop
they die. If the victim is not cured before the maximum number
doing whatever they are doing, and wander off, sit or lay
of weeks they have the disease, they die, and at this point, the
down.
disease is too far gone, and no constitution save is allowed.
2: Hallucinatory Insanity. This disease causes the
If one dies of a disease a resurrection or similar spell restore them afflicted to see or hear things that do not exist. The
to their previous state of health. condition manifests about once every four days (becoming

336 CASTLES & CRUSADES


CHAPTER 19 — CHARACTER DEATH
progressively worse) or when the afflicted enters a stressful the importance of their part in it. In some campaigns, the
situation. In stressful situations, a constitution saving appearance of a deity or their avatar may take on a complete
throw is required. If the saving throw fails, the character physical apparition where the deity or its agent gives specific
hallucinates enough to alter their reactions (for example, commands to the characters that are expected to be followed on
if the party is entering an unexplored dungeon, the stress pain of death. In other instances, portends such as words on the
triggers his insanity and he immediately sees a host of stirges wind, or a glowing cloud may be enough to communicate the
attacking him and the party). The player should be made wishes and deeds of a deity to the player characters.
to believe that what he sees is real. The hallucinations
affect the character’s reactions in all situations. The Of Gods and Monsters offers a more in-depth look at the
hallucinations end in 2d6 turns. relationship between worshippers and their deities, and should
be consulted for their use in game play.
3: Hebephrenia. The affliction causes the diseased to lapse
into a dream world. They refuse to believe in the world
around them and see things in a wholly different and FATE POINTS
inaccurate light. The disease is often characterized by Fate Points are a mechanic that provides characters with the
wandering aimlessly about, muttering nonsense, shouting means to affect game play in small, but significant ways. They
without reason, giggling and so on. The Castle Keeper represent the actions of cinematic heroes, who always seem to
should assume control of the character. make those dramatic comebacks, have sudden flashes of insight
4: Catatonia. The afflicted lapses into a waking coma unable just in time, or call upon inner reserves of strength to fell the
to take care of himself. Utterly distraught, the diseased sits villain just when things look grim.
or lies down in a catatonic state and does not react in any
way to outside stimuli. Starting and Gaining Fate Points
The diseased can be cured with one of the following spells: cure Characters start with 3 fate points at first level. Thereafter they
disease, cure insanity, heal or wish. receive 1d4 additional fate points per level. They may save their
fate points up, or use them all as the character sees fit, or as the
need arises.
DIVINE INTERVENTION
Divine intervention is the play of the cosmos, when fate, fortune, Using Fate Points
heroism, luck, and deific will combine to give the character an
extra boost when the chips are down. Divine intervention could A character always has a limited amount of Fate Points, and
be something as simple as a limited point system, like chips in while the character replenishes this supply with every new level
poker that a character may expend to add to a positive event, or he or she attains, the rate of attrition can far outstrip the rate
to mitigate a negative effect. Rules mechanics for luck, fate, and of gain. As such, players must use them wisely. A character can
heroism come in many stripes and have a wide range of effect spend Fate Points to do any of the following things, though are
they may add to the game. not limited to simply these uses if another valuable use arises
that both the Castle Keeper and players can agree upon as valid
Although all such systems are similar, it is probably unwise at and useful to their game.
best to offer too many of them to the players as the power shift
they give to the players could be highly unbalancing to standard Down But Not Out: When a character falls to at least -10 Hit
game play. That said, in a fantasy role playing game that more Points or below, he is normally considered dead. Not so, if he has
closely resembles a super hero style game, Hero and Luck points Fate Points to spend. Down but not out costs three fate points,
offer an excellent opportunity to re-create over the top movie and results in the character reduced to exactly -9 hit points, and
style action. A good rule of thumb when utilizing luck type stabilized. The character must have three fate points to spend
systems is to keep them simple and limited to a small number in order to use this ability, and may only call upon it once per
of actions that allow players to positively affect their character’s character level, and if he doesn’t use it, it doesn’t carry over. So
fate without detracting from great story telling. a character who never has to use down but not out at second
level doesn’t have two uses of it waiting when he gets to third.
When handling divine intervention it is always best to keep it
behind the screens, allowing the need to drive the offerings of Fortune’s Favor: When a character spends one fate point to
providence. However, some characters wish more control and improve a d20 roll, add 1d8 to the roll to help meet or exceed
CKs wish for less responsibility. In these cases, these optional the target number. A character can declare the use of 1 fate
rules might offer some guidance. point to alter a d20 roll after the roll is made-but only before the
Castle Keeper reveals the result of that roll (whether the attack
or check or saving throw succeeded or failed).
THE HAND OF DIVINE
Using deities or their avatars in games is a unique way to give Fortune’s Fool: Reroll a die. This roll may be to attempt a
characters an insight into the workings of the cosmos and change in an attack roll against the player character, to re-
attempt a saving throw, or to retry an attack roll that failed.

CASTLE KEEPERS GUIDE 337


PART 3: THE SIEGE ENGINE
This fate point may be used at any time unlike fortune’s favor LUCK POINTS AND HERO POINTS
that must be used before the Castle Keeper reveals their roll.
This system uses a combination of points similar to fate points,
I Just Made It: By expending two fate points, a character with luck points filling the niche of mundane bonuses to die
automatically makes a saving throw. They must have the fate rolls and hero points addressing truly heroic spectacles that
points to expend and declare they are expending the points characters often find themselves drawn into.
prior to rolling any die.
Characters are supposed to be heroes after all and thus should
Mighty Blow: When a character spends one fate point to make be able to do things an ordinary person would not. Some might
a single, earth-shattering attack, the attack is treated as though call this luck, or the hand of fate. Heroes are routinely able to
the player rolled a Natural 20 on his attack roll; it automatically get out of situations others could not. They can also make leaps
hits the opponent. Also, the attack does double the maximum of logic outside the realm of normalcy, such as saving the girl
possible damage for the attack, or whichever critical hit system at the last moment, disarming the bomb a millisecond before
is preferred by the CK and his gaming group. The character destruction and so on.
then makes a second, unmodified d20 roll (unless the item is
To simulate this character, have two types of extra points they
magical as noted below). A result of 1-5 on the d20 means that
can pull from, luck points and hero points. Each character starts
the weapon is destroyed as a result of the mighty blow (sword
with a 1d6+their highest attribute bonus in luck points, and 2
breaks, firearms are ruined from blowback, etc.). Magic weapons
hero points.
gain a bonus to this roll equal to +1 per point of the weapon’s
bonus (so a +3 sword gains a +3 to this roll), plus an additional
+1 for each special ability the weapon possesses. This ability
Luck Points
is useful only in melee combat and extra damage from special These points can then be spent in different ways. Characters
attacks such as sneak attack does not double. A fate point can can spend luck points to influence a die roll up or down by 1 per
be used to achieve this effect only once per game session. point spent to a maximum of 6 per roll.

Providence Smiles: By spending one or more fate points, a Example: Johann the Ranger wants to hit an armored troll
character can gain a small plot break that helps him in some that is terrorizing his allies. He spends 3 Luck Points to add
minor way. He gains an important clue that he overlooked, just +3 to his attack roll. His player declares his intent to spend
happens to be talking to the right person to get the information the luck points BEFORE the attack roll is made. The points
he needs, or has the cavalry come over the hill while he’s in a are expended whether they were needed to make a successful
hopeless situation. The player must describe exactly what the attack or not.
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 Luck points may be added to an attribute check, or a saving
good reason for the character to be in such a tight spot. If the throw in order to give the character a better chance at success.
plot break is overruled, the fate point is not spent. Characters The character may expend as many luck points as they have
can spend a point for providence smiles once per game session. available in order to influence their die rolls. Luck Points may
also be used to grant bad luck to a foe.
You Missed Me! You Missed Me!: By expending two fate
points a character can avoid a single attack that would have Example: Ard the wizard wishes that Callyandel the Elf fail his
otherwise struck the character. The character must have two saving throw vs. Ard’s finger of death spell and thus uses 4 luck
fate points to expend in order to fully dodge the blow. points to penalize Callyandel’s charisma save. This seems a great
amount of luck to expend, but Ard really truly despises that elf
Sound the Charge: A character can spend a fate point to and would love nothing more than to dance upon his grave.
double their allotted movement for a single round. This includes
the ability to move full movement and still attack. Unlike a Luck points regenerate at the end of a session, when, while
normal charge maneuver, characters spending a fate point can assigning loot and experience, the characters erase their old
move up to their full base movement and attack, but do not gain luck points, roll 1d6+ attribute modifier and are ready to go
a bonus to damage or penalty to armor class. However, spending again at the beginning of the next gaming session.
a fate point to sound the charge effectively doubles the distance
a character can cover to take a charge maneuver in order to Hero Points
gain this bonus and suffer this penalty. In effect, this maneuver Hero points are synonymous with fate points and work in much
allows a character to move up to their full base movement and the same way. When a character decides to use a hero point,
make a normal attack, or to double the distance up to which he can do things far beyond the means of mere mortals. He
they may make a charge maneuver. can use a hero point to guarantee a hit against an impossible
to hit enemy or to guarantee maximum damage. A character
A character can only spend Fate Points once per round. If a
can use them to gain a broader critical hit range against an
character spends a point to strike a mighty blow, he or she can’t
opponent (critical on a 19-20 instead of just 20). Or a character
spend another one in the same round to improve a die roll, and
can expend them to garner a crucial piece of information, or in
vice versa.

338 CASTLES & CRUSADES


CHAPTER 19 — CHARACTER DEATH
a manner similar to the ones described under the fate points roll correctly may need to be destroyed. The destruction of
heading. the offending die may act as a form of exorcism or catharsis
for the player whereby removing the distractions caused by the
Expending and Earning Hero Points offending die and allowing them to return to normal role play.
Sometimes a sick die must be culled from the herd so that its
Characters should always spend hero points in a manner illness doesn’t go on to affect the well behaved dice in the player’s
appropriate to moving the story forward. In other words, they stockpile. A five-pound hammer pretty much guarantees a die
spend them in a heroic manner and not simply for selfish will never roll a bad roll again.
reasons. Hero points only recharge when the Castle Keeper
deems they do. In other words, the CK may award extra hero Time Out: Dice are meant to be played with. What better
points for completing a specific plot point or solving a difficult punishment is there than to set them in a bowl, out of play so
problem. Hero points may be given out as rewards in the same that they can watch other dice behaving properly?
manner that bonus experience points or treasure are meted out
to the players. Remember, that although a character begins their Hex Actions: Like scalding and microwaving, there are times
career with only two hero points, this is not the limit of how when an opposing player or CK has entirely too much luck
many they may ultimately earn or use. As a rule of thumb the against you and it is time to put the mojo on another player’s
character should receive a minimum of one hero point when dice. Most commonly one crosses their eyes and waggles their
they achieve a new experience level. fingers menacingly at another player’s die. Another devious
trick is to roll another player’s hot die when they get up to go
Ultimately, if the acts the player characters undertake are truly to the bathroom, or let it mix in with some unlucky dice of your
heroic they may find their hero points returned at the end of a own that have been placed in time out. Most heinous of these
campaign or when a character levels up. If the act is very heroic, Hex actions is the Gregdorf, whereby a player surreptitiously
the Castle Keeper may return the point or points immediately. stuffs an opponents dice down their pants then replaces them
On the other hand if the Castle Keeper determines the act was without the other player’s knowledge. Use of hex actions against
not very heroic the point may be lost forever. other players is generally considered dirty pool and should be
shunned if your gaming group is to survive, but may be totally
Not so Divine Intervention: The Dice acceptable in a convention style setting.
As anyone who is a fan of the role playing hobby knows,
sometimes dice can be a cruel mistress. There are certain dice DEATH & DYING
that for whatever reason will not roll right. Indeed there are In World War I, some group of goodness knows who decided
streaks of bad luck with the dice that fall into the category that when you personally shot down five armed aircraft you were
of legend. The why of these dice related funks are unknown, given the title of Ace. This title stuck and became a target for
but it is known that the dice can indeed be punished for their any airman to hit. The same principle does not apply to Castle
infractions, or steps may be made to overcome a long funk with & Crusades. There are no Castle Keeper Aces, no matter how
the dice. many characters the CK might kill. In fact, the point of the
game is not to kill characters but rather the opposite. The goal
Threats: The dice may be threatened for their bad behavior. is to create well balanced adventures and scenarios that are
Various die tortures to threaten may include dunking the challenging, dangerous and fun. Many characters have fallen
offending die in scalding water, or threatening to place the in many games over the years, some have been killed through
die in the microwave oven for a few seconds to re-align its doing crazy game stuff, some ridiculously, some heroically and
molecules. Following through with the threats has been known some less than heroically and still others through no fault but
to correct a die’s bad behavior and bring it back to the game for a host of bad rolls and poor luck. These deaths run the
table, humbled, and prepared to make heroic rolls on the player gamut from funny events that stunned everyone to frustrating
character’s behalf. failures that ruined whole games. Before a character gets killed,
the CK and Player have to remember that there is more at stake
The Lefty Flip: In some instances a character gets into such
than just a few random dice roles, as such a death may wreck
a funk that all they seem to roll on the D20 is a natural 1. In
the whole game, or worse the campaign.
this case it is suggested that the lefty flip may be implemented
whereby all 1’s are read as 20’s and all 20’s are read as ones. In
Example: Only two players show up for the evening’s game,
the ultimate of extreme situations it has been heard of where
the other four could not make it. This is not such a bad thing,
a player, whose only crime is bad die rolls, is granted a special
occasionally its nice to have a low impact evening of C&C; the
pardon at the game table where not only are 20’s a 20, but a 1 is
campaign has been going on for well over a year and many have
read as a “20” as well.
leveled up multiple times, there are complicated plot points,
Deeds: Occasionally minor explosives, drills, or other power interwoven story lines, NPCs, monsters with names and so forth.
tools may be called into action against a die that is truly cursed The CK decided to keep playing the same campaign and place
(possibly by a Gregdorf. See below). A die that simply will not the two characters, Karagi and Stark on a quick solo adventure.
Both had made several levels, Stark 5th and Karagi 4th.

CASTLE KEEPERS GUIDE 339


PART 3: THE SIEGE ENGINE
The adventure begins with a simple bandit chase. The previous with no particular magical protection against falling would have
game had a raiding party strike the group’s camp and kill a low perished. From a meta-game stand point, stepping far, far back
level NPC. Stark, a ranger, could easily track them. So leaving and looking at the death, this is kind of cool. Adventurers take
the party behind, the two of them set off into the wilderness extreme risks all the time, climbing walls, leaping chasms, riding
that is the Darkenfold after the raiders. The evening’s play goes beasts not meant to be ridden, and so forth. There is a certain
quite well. The tracking takes up awhile, followed by a quick amount of realism that comes with such a fall.
swift bandit battle followed by a random encounter that led
the two characters off the main track and onto a small ridge. “What happened to Stark,” Ki asks when Karagi returns to the
Here is the evenings adventure, quickly contrived by the CK camp alone.
for beneath the ridge lies the abandoned city of Baerentum, a
“He fell from a cliff and died,” comes the answer.
long lost city in the Goose Neck, an unexplored section of the
Southern Darkenfold. Intrigued by the ruins the characters look There is a finality to this, a senselessness to the death that in
for a way down. It was open only on the southern end, thickly role playing context makes the game more fascinating because
forested, and surrounded by cliffs roughly a hundred feet tall. even the mundane is deadly. It also adds a whole level of play
Huge vines grow upon the cliff faces, hanging from the forest to the game because there was no heroic fall for this titanic
above. These vines are tangled, interwoven and hung all the ranger who has fought countless battles and won. The realism
way to the floor. They seem to afford an easy trip to the bottom. resonates with the players for a long time to come.
After some discussion, Karagi convinced Stark to go down and Of course, that in and of itself is the problem with such a death.
they announced their intention to climb down the vines to the It was so out of character, out of game context that it leaves
valley floor and explore the lost city. Without much thinking or nothing but a residual feeling of ‘crap, that sucks’. It makes
consideration of the rules the CK replies, “Okay the trip down players loath to risk their characters in these tasks, which in
looks doable, but is going to take some effort. Just roll a d20, turn throw up innumerable obstacles to the Castle Keeper as
if you roll a 1 you fall.” As soon as CK said it he knew it was a the adventurers continually avoid things that might be risky
mistake. But there it was, he had said it. A game that had been for no gain. This can affect the game throughout. They don’t
going on for over a year, with good characters, lots of successful go over the swinging rope bridge, but rather take the two extra
adventures and invested time, all hung on the balance of a dice. days to go around the whole chasm. They don’t try to swim the
Karagi rolled and got in the high teens. Stark rolled and rolled river, they look for a bridge. As realistic as these reactions would
a 1. The player’s explosion of anger resonated around the house be, they are not heroic. Conan does not hesitate to leap up the
and we resigned ourselves to the inevitable. The CK quickly cliff face. Tarzan swings from tree to tree, a hundred feet above
has him make a dexterity check to catch himself, he fails that the ground. John Carter leaps between the flying ships that are
at which point Karagi’s player mentioned that he didn’t think thousands of feet above the surface of Mars. In reality, these are
rangers could actually fall if they had something to climb on. risky events, but this is not a game of reality. It’s a fantasy role
playing game where people gather to unleash the hero in them,
Everyone looks up and sure enough, the ranger can’t fall in
to conquer the unconquerable, to kill the un-killable monster
such circumstances because his wilderness skills have made him
and seize the day. Meshing too much realism with the game can
capable of climbing up and down climbable surfaces, and the
derail a game as quickly as it can make it more interesting.
vines were such a climbable surface: “When climbing typical
natural slopes and inclines, such as steep but rocky hillsides, a The greater problem with Stark’s death comes in the whole game
ranger need not make an attribute check to scale the surface” context. They were adventuring hundreds of miles from the
(Players Handbook, Scale). Though this was not really an nearest settlement. It might be realistic to allow the character
attribute check but a fumble check, the CK rules that the to die from a fall, but now the Castle Keeper has to realistically
surface was definitely climbable and covered by the ruling, so replace the character with a character the player wants to
he technically could not fall. So the CK had him fall a few play. Try having a wandering dwarf fighter in the middle of the
dozen feet, catch himself, wrench his arm out of socket and take darkest, dankest forest in the world and keep that mystique of
some damage. The player was very unsatisfied with the ruling, realism about the game. Not to mention the annoyance that
even though it saved his character’s life, because it seemed to the player goes through after losing a character and the whole
somehow cheat the dice, which seemingly overrules all rules. new process of bringing them into the game, fitting in with the
He had rolled a 1 and the CK had ruled against it. present campaign arc, levels, abilities, and so forth.
Looking analytically at this event there were only two possible Allowing the character to die, even though the dice called for
outcomes. In the first, Stark falls to his death. In the second, it, may turn out to be far more detrimental to the game than the
Stark lives. But it’s never that simple. Castle Keeper at first thought. It really isn’t that fun.
Looking at the first outcome, had the ruling gone otherwise and The opposite approach of having Stark live has far fewer pitfalls
Stark plummeted through the vines, unable to slow his fall, he to it, if any. Though the realistic factor of death by mishap is
would have stuck the ground with extreme force. The cumulative removed from the game, which does impact the game, the
damage is massive for a hundred foot fall and Stark, at 5th level, overall game is not interrupted. The adventure continues,
340 CASTLES & CRUSADES
CHAPTER 19 — CHARACTER DEATH
the players continue with what they are doing and there is no the imaginative role play of the players and the abilities of the
massive disruption. The fun is not suddenly removed from the characters. It doesn’t mean that it is something that has to be
game by one bad roll which everyone suffers from at some point overcome. Just because an obstacle is put in front of you don’t
or the other (everyday life is filled with enough pitfalls and bad mean you instantly have to attack it or overcome it.
rolls to not make those in the game so catastrophic).

Of course there is another side to this coin, one from the player’s
DANGEROUS DOES NOT NECESSARILY
point of view. In facing the cliff with the vines, both players could MEAN DEADLY
have taken extra precautions to make certain that they didn’t Does this mean you should never kill a character? Of course not,
fall. Often players abuse the situations they are put into in order the fear of death should be in the game, both as an arbiter of risk
to get through them as quickly as possible, this is often done and as a reaction to crazy stunts. But the death of a character is
in an insanely unrealistic manner. Facing a hundred foot cliff, far more than a notch on a gun or a flag on the side of your CK
with or without vines, and even the most experienced mountain screens. The death of a character impacts the role playing game
climber would take some precautions such as studying the best you are playing and before a CK needlessly kills a character or
way down, chalking fingers, tying guide ropes, etc. To come to a before a player needlessly kills himself, both should think about
cliff and assume that because you are there you can climb down what is coming after the fall. Often the whole campaign and
it, or to listen to that subtle CK speak which indicates you are even the tone of the game have to be reset.
supposed to climb down it, does not necessarily mean you have
to charge into it without thought or planning. In James Goldman’s play The Lion in Winter, where Henry
II has his three sons Richard, Geoffrey and John imprisoned in
The attitude that “we have to go this way because the adventure the wine seller preparing them for execution, Eleanor brings
calls for it” can be as damaging to a game as the random senseless them each a dagger. John and Geoffrey do not want to pick
death of a beloved character. Players send their characters up the daggers, but Richard snatches his up in an instant, and
into countless situations where they just shouldn’t be and any immediately goes into a plan on how to slay Henry. When his
amount of reflection would reveal that. brothers object that such an action serves no purpose Richard
replies, “When the fall is all you have, the fall matters.”
Though it may seem like a good idea to do the crazy heroic deed
and get yourself killed, it actually makes it more difficult. It’s less That’s a great line and one that serves the role playing
fun for the CK because they are the ones who have to pick it all community well. If a character is to die, or does die, there should
up and figure out how to restart the player. Though it may seem be some meaning to it. It should either serve the game you are
on the joking surface that Castle Keepers love to kill characters, playing or at least leave the player with a feeling of extreme
especially stupid characters that do insane things, its really not sacrifice. It is the CK’s job to make the job of adventuring
all that fun. The CK knows that as soon as that final rule has as dangerous and life-threatening as possible, so that when
passed and the character is dead that the evening’s fun was just the characters emerge from the adventure they are drained,
halved and the evenings reworking just doubled. exhausted, and exhilarated. It is the player’s job to survive as
best they can through whatever is thrown at them, to make
THAT WAS A GOOD CHARACTER TOO! the game challenging for the Castle Keeper by putting their
scenarios to the ultimate test. If both sides pay heed to this then
So what to do? When should the CK kill a character and when
any game will have more meaning and a lot more fun. And the
should a player risk a character. In the case of Stark, it would
added benefit is that when a character enters that cold, cold
have been far better for the CK to simply say the following “Roll
ground, the death will be memorable and part of that fun, not
a d20, a roll of 1 means you have some difficulty.” This simple
destructive, and leave a bad taste in everyone’s mouth.
sentence preserves the right to allow him to fall but to control
the fall. This is what the good Castle Keeper does. Realism is
preserved and danger remains but the CK has not lost control of
the situation. If Todd says something like “Stark puts his double
handed axe in his teeth, grabs a vine, cuts the end and swings to
the bottom” the CK can quickly kill him. If on the other hand
Todd says: “I go ahead and climb down,” its easy enough to have
him fall, catch himself and pull his arm out of his socket. He’s
been damaged because he didn’t take precautions, for example,
losing use of his second hand and being unable to use the
aforementioned battle axe.

Two of the most important things to remember for all those at


the table are how to make things challenging and how to not
challenge everything. Challenging does not mean succeed or
instant death. Challenging means it’s something that challenges

CASTLE KEEPERS GUIDE 341


Speed Rating 175
INDEX Aerial Combat Rating 175
A
Creature ACR 177
Acid Damage 316
Age 32
Adherents 72
Aging, Effects of 32
Creating the Adherent 72
Aging, Race 32
Hiring 80
Minimum Starting Age 32
Locating 80
Ambush: 313
Morale-Reaction 82
Amry Combat 214
Permanent Adherent 79
Anarchical 122
Retaining an Adherent’s Loyalty 82
Animistic Religions 132
Transient Adherent 79
Architecture, Table 134
Types of Adherents 73
Armor 290
Advantages 322
Armor, Construction Time 81
Combat Advantages 327
Armor, Expert 189
Defensive Core Advantages 329
Armor & Shields 292
Dwarven Heritage Advantages 323
Art 133
Elven Heritage Advantages 324
Artifacts 292
General Advantages 330
Assassin 15
Gnomish Heritage Advantages 325
Assassin, Land as Treasure 198
Half-Elven Heritage Advantages 325
Attributes 9
Halfling Advantages 326
Adding Levels 283
Half-Orc Advantages 326
Alternative Attribute Modifiers 11, 12
Magical Advantages 331
Attribute Checks, Critical Hit 305
Melee Advantages 327
Attribute Generation 10
Types of Advantages 323
Attribute Modifiers 11
Adventures 156, 257
Attributes & Character Age 12
High-Level, Balance 267
Attributes Checks in the Meta-Game 276
High-Level Samples 259
Attributes, Monster 223
Low Levels 1-3, Balance 264
Beauty Attribute and Abilities 14
Low-Level Sample 258
God-like Attributes 13
Mid Level 4-8, Balance 266
Opposing Atributes 283
Mid-Level Samples 259
Primary 223
Open-ended vs. Linear plots 257
Retrying Attribute Checks 283
Adventure, Sample 260
Secondary 223
Adventures in the Air 174
Tertiary Attributes 278
Adventures on the Water 169
Understanding Attributes 277
Adventures Underground 156
Using Attribute Checks 280
Adventures underwater 172
Variant Check methods 276
Adventure Types 259
Autocratic 122
Aerial Combat 175, 221
B
Combat Maneuvers 176
Backpack, Carrying Capacity, Table 62
Magic and Spellcasting 177
Balance 264
Maneuver Rating 175
Ballista 215
342 CASTLES & CRUSADES
Bands 122 Climate 101
Barbarian 16 Climatic Erosion 101
Barbarian, Land as Treasure 198 Regional Climates, Table 102
Bard 17 Close Supporting Fire 309
Bard, Land as Treasure 202 Coastal Caves 151
Beauty 13 Coins 127, 286
Biomes 102 Coins and Weight 287
Biomes and Architecture 134 Unusual Coins 287
Boats 65 Combat 309
Body Armor 253 Aerial Combat 175
Bronze Age 117 Aerial Melee Combat 175
Buildings 144 Aerial Ranged Combat 175
Businesses 142, 143 Balance 299
C Combat Basics 300
Called Shot 309 Combat Maneuvers 309
Campaign Styles 245 Combat, Modern 248
Canoe 171 Combat on a Grand Scale 207, 219,
Carrying Capacities 61 221

Casting Spells from a Book 40 Combat Round 301

Catapult, Heavy 216 Melee Combat Underwater 173

Catapult, Light 216 Ranged Combat 173

Cavalry 208 Ranged Combat Underwater 173

Cavalry Attacks 208 Siege 215

Caves 151 Terrain 307

Cave Ecology 154 Combat Actions, Army 214

Terminology 152 Components 41

Waterways 151 Availability and Cost 45

Challenge Base 7, 276 Availability of Material Components 42

Challenge Class 7, 276 Price of Material Components 43

Challenge Level 7, 276 Selling Material Components 45

Character as Hirelings 96 Construction 144

Charges 292 Construction Time 147

Chemical Weathering 100 Cost of construction 145

Chiefdoms 122 Construction Materials

City 137, 139, 259 Adobe 145

CIty, Creating 120 Brick 145

Rule of Ten 121 Cloth and Pole 145

Structure and Governance 122 Grass and Thatch 145

Cleric 18 Plaster board and Timber 145

Cleric, Land as Treasure 200 Rammed Earth 145

Clerics as Medics 49 Sod 145

Divine Intervention 337 Stone 145

Holy Ground 48 Timber 145

Worshipers & Conversion 49 Wattle and Daub 145

CASTLE KEEPERS GUIDE 343


Construction Time, Items 81 Building Dungeons 158
Consumables 274 Intelligent Races 160
Consumables, Table 274 Location 161
Creatures as NPCs 92 Purpose 159
Hiring Creatures 93 Terminology 153
Retaining a Creature’s Loyalty 93 E
Crevice Caves 152 Early Medieval 118
Crime and Punishment 147, 148 Economics in the Game World 125
Critical Hit 302 Cost Disparity 128
Attribute Checks 305 Goods 129
Critical Hit Options 303 Social Class and Purchasing Power 125
Critical Hit Options & Tables 303 Taxes, Duties, and Fees 129
Critical Hits Options & Tables 304 Trade Routes 129
Crushing Damage 317 Value Systems 134
Culture 134 Economic Systems 124
D Egalitarian Societies 130
Damage 310 Encounter Tables 241, 242-244
Damage, Grievous 316 Endurance 311
Damage Reduction 312 Entry Zone 154
Dark Zone 154 Equipment 58
Death 333 Cost vs. Availability 179
Death & Dying 339 Equipment Usage 182
Democracy 123 General Equipment 67
Depressions 105 Maintenance of 70
Deserts 105 Rations 59
Dictatorship 123 Role-Playing Equipment 58
Directions 115 Equipment Wastage 178
Disbelieving Illusions 52 Combat Wastage 181
Disease 334 Materials Weathering & Combat Wastage 186
Divine Focus Components 41 Monster Combat Wastage 184
Divine Intervention 337 Monster Physical Combat Wastage 186
Not so Divine Intervention: The Dice 339 Normal Wastage 180
Divine Magic 48 Weathering 181
Holy Ground 48 Weathering & Combat Wastage 184
Doors 153 Erosion 100
Draft Animals, Carrying Capacities 62 Experience 269
Drowning 171 Experience Points for Spells 48
Druid 19 Expert Equipment 189
Divine Intervention 337 Extraordinary Items 287
Druid, Land as Treasure 200 F
Dungeon 259 Fate 333
Dungeons (see also Caves, Underground) 149, 153 Fate Points 337
Action 157 Feudal 123
Builder 160 Feudal Hierarchy, Table 195
344 CASTLES & CRUSADES
Feudalism 193 High-level, Samples 259
Feudal Structure, Example 203 Hills 106
Fighter 20 Hirelings 89
Fighter, Land as Treasure 196 Locating Hirelings 90
Fighter, Modern Setting 247 Payment for Hirelings 90
Firearms 249 Retaining a Hireling’s Loyalty 91
Modern 251 Hit Points 314
Primitive 249 Negative HP 333
Focus Components 41 Holy Ground 48
Food 272 Holy Symbols 42, 45
Foraging (Army) 221 Casting Spells with a Holy Symbol 46
Forests 105 Creating 42
Fortifications, Terminology 142 Loss 42
Fortresses 140 Manufacturing 42
Construction 144 Value 42
Garrison 141 Holy Water 50
Terminology for Fortifications 142 Holy Water, Creating 293
Freshwater Biomes 104 Horror Fiction 247
G Humidity, Underground 150
Gas, Effects 162 I
Gasses 162 Illusionist 21, 50
Gems 289 Disbelieving Illusions 52
Gender 131 Illusionist Healing 52
Geography 98 Illusionist, Land as Treasure 199
God-Like Attributes 13 Industrial Age 245
Greco-Roman 118 Infantry 208
Grievous Injury 316 Infection 335
Guns (see Firearms) 251 Initiative 301
H Static vs. Dynamic Initiative 301
Hamlet 137, 138 Insanity 336
Healing 49 Intelligent Races 160
Illusionist 52 Intelligent Races, Table 160
Height, Race 32 Iron Age 117
Henchman 82 J
Henchman Class 84 Jewelry 288
Henchman Startup Payment, Table 85 K
Locating Henchmen 83 Knight 23
Methods of Finding a Henchman, Table 85 Knight, Land as Treasure 201
Morale-Reaction 88 L
Retaining a Henchman’s Loyalty 87 Land as Treasure 190, 195
Starting Fee, Table 86 Assassin 198
Hero Points 338 Barbarian 198
Hero Units 209 Bard 202
High-Level Adventures 257 Cleric 200
CASTLE KEEPERS GUIDE 345
Druid 200 Pulp Sorcery 56
Fighter 196 Spellbooks 39
Illusionist 199 Starting Spells 40
Knight 201 Wands 45
Monk 199 Writing in Spellbooks 40
Paladin 201 Magical Items 291
Ranger 196 Magic Items 46, 225
Rogue 197 Buying 47
Wizard 199 Recharging a Magic Item 292
Land Ownership Defined 193 Trading 47
Land & Title as Treasure 196 Using Magic Items 291
Land Yields and Obligations 196 Mana and Spellcasting 54
Language 135 Manorialism 193
Languages 32 Manufacturing New Holy Symbols 42
Learning New Languages 32 Maps 272
Lasers 252 Meals, Lodging & Provisions 59
Late Medieval 119 Mental Attributes 223
Lava Caves 151 Meso-American 118
Light 149 Metropolis 137, 140
Light Underground 150 Mid-Level adventures 257
Line of Sight 307 Mid-Level Samples 259
Listening Underground 157 Militia 137
Literacy 33 Miniatures 272
Lodging 60 Minimum Starting Age 32
Loss of Holy Symbols 42 Mining 161
Lost Outdoors 115 Tunneling Rate per Minute 162
Lowlands 106 Miscellaneous Magic: 292
Low-Level Adventures 257 Missile Units 208
Low-Level Samples 258 Models 272
Luck Points 338 Monarchical 123
M Money 127
Magic 39 Exchange 127
Casting Spells from a Book 40 Monk 24
Components 41 Monk, Land as Treasure 199
Availability and Cost 45 Monotheistic Religions 133
Availability of Material Components 42 Monster Alignment 225
Cost of Material Components 43 Monster Attributes 223
Selling Material Components/Materials 45 Monster Ecology, by Monster 228
Crafting Magic 293 Monster Ecology 222
Destroying Magic 296 Monsters 222
Divine Magic 48 Geographic Regionalization 226
Magic items 46 Geologic Niches 226
Non-Caster Scroll Use 57 Habituation 227
Puchasing Magic Items 296 Monsters Ecology 225
346 CASTLES & CRUSADES
Monster, Traits, Table 225 Pantheons 132
Mood 262 Parry 309
Elements of Mood 263 Party, Managing the 271
Morale, Army 212 Penance 42
Mountains 99, 106 Physical Attributes 223
Movement 111 Physical World and Art 133
Determining Movement Rates 112 Piercing Damage 317
Elevation 113 Plutocracy 123
Flying Creatures 114 Population density 136
Movement, Army 210 Post Apocalyptic 246
Movement of Ships 170 Post Industrial Age 246
Movement Rates 113 Post-Renaissance 245
Obstacle 114 Potions 291, 295
Swimming 171 Potion Ingredients 295
Underground 150 Pre-Industrial Age 245
Underground Movement Rate 151 Primary Attribute 7
Weather 114 Primary Attributes 276
Movement, Underground 150 Provisions, Food 60
N Pttributes 7
Negative HP 333 Pull Weight 311
Nobility 194 Pulp Noir 246
Nobles 195 Push 309
Non-Player Characters 71 Q
Adherents 72 Quick Charge, Spells 56
Background & Personality 94 R
Class-Based 71 Rabble 209
Creatures 92 Race 32, 132
Henchman 82 Aging 32
Hirelings 89 Height and Weight 32
How Not to Use NPCs 95 Race and Languages 32
Non-Class-Based NPCs 71 Race, Expanding Character 34
Occupations 142 Race, Interactions 37
O Racial Variants 35
Occupations 142 Ram, Battering 216
Oceans 107 Ram, Makeshift 216
Offensive Focus 309 Ranged Combat 309
Oligarchy 123 Ranger 27
Opposing Atributes 283 Ranger, Land as Treasure 196
Overland 259 Ranger, Modern Setting 247
P Ranked Societies 130
Paladin 25 Ranks of Nobles 195
Divine Intervention 337 Rate of Fire 310
Paladin. Land as Treasure 201 Rations 59
Pantheistic Religions 133 Provisions 60
CASTLE KEEPERS GUIDE 347
Reach 309 Silvering a Weapon 293
Receiving Charge 309 Single Dwellings 138
Recharging a Magic Item 292 Skill Packages 318
Religion 132 Skills, Role Playing 319
Renaissance 119 Slashing Damage 316
Republican 123 Sneak Attack 313
Rings 292 Social Class and Purchasing Power 125
Rituals 133 Social Ranks 131
Rivers 107 Social Stratification 130
Rivers and Their Courses 107 Solution Caves 151
Rods 292 Space Age 246
Rogue 30 Spellbooks 39, 40
Rogue, Land as Treasure 197 Spellbooks, Types 40
Rogue, Modern Setting 247 Spell Resistance 39
Room & Board 59 Spells 40, 166
Room Costs 60 Availability to Trade 47
Room Types 153 Quick Charge 56
S Spell Behavior 52
Saves 306 Spellcasting Underwater 173
Science Fiction 246 Spell Experience Points 48
Scrolls 57, 291, 295 Spell Purchase Cost 47
Scrolls, Making Spell 295 Spells, Creating New 293
Sea Battles 219 Spell Slots 55
Sea Caves 151 Spells that Never Work Underwater 174
Seasons 110 Starting Illusionist Spells, Table 41
Secondary Attribute 7 Starting Wizard Spells 40
Secondary Attributes 276 Spells, Traps 166
Secondary Skills 320 Spell Traps 166
Shield Blow 309 Starting Spells 40
Shield Wall 309 States 122
Ships 65 Staves 292
Movement Rates 170 Staff, Breaking 296
Ship Damage 172 Stone Age 116
Ships (Combat) 220 Stratified Societies 130
Siege (Combat) 215 Subdual 306
Assaulting Structures 217 Subdual via Combat 307
Magic 218 Summoning Animals 53
Siege Engine Ammunition 217 Summoning Monsters 53
Siege Equipment 215 Surprise 313
Tunneling and Sapping 218 Swimming 171
SIEGE Engine 7 T
Beyond Siege 54 Talus Caves 152
SIEGE ENGINE 275 Taxes, Duties, and Fees 129
Siege Tower 216 Tectonic Plates 99
348 CASTLES & CRUSADES
Temperature, Average, Aihrde 109 Monster Listen Bonuses 158
Temperature, Average, Weather 109 Movement 150
Temperature, Underground 150 Underground Biomes 104
Terrain 104, 307 Underground Movement Rate 151
Depressions 105 Underworld Ecology 154
Deserts 105 Underwater 172
Forest 105 Magic and Spellcasting 173
Hills 106 Melee Combat 173
Large Bodies of Water 107 Ranged Combat 173
Mountains 106 Visibility 172
Rivers 107 Urban Communities 136
Wetlands 108 V
The Fantasy Setting 116 Vancian Magic 54
Theocracy 123 Village 137, 139
Thorp 137, 138 Visibility 111
Time 272 Obstacles to vision 308
Time, Dungeons 158 Visibility in the Air 174
Time, Table 273 Visibility, Underwater 172
Titles 194 Visibility, Weather 111
Town 137, 139 Visibility, Weather Effects 111
Tracking 27, 28 W, X, Y, Z
Tracking Tables 29 Wagons 63
Trade Routes 129 Wall Hit Points 154
Transition Zone 154 Wall Hit Points, Table 154
Transport 63 Walls 153, 154
Boats, Ships, etc. 65 Wands 45, 292
Wagons 63 Casting Spells with a Wand 46
Traps 162, 164, 165 War 205
Travel (see Movement) 113 Waterways 151
Treasure 225, 285 Waterways, Caves 151
Arms & Armor 290 Weapons 290, 292
Gems 289 Weapons, Expert 189
Jewelry 288 Weather 108, 169
Too Much or Too Little 285 Weather at Sea/Air 169
Treasure (see Land as Treasure) 190 Weather Patterns 110
Tribes 122 Weather Charts 110
Troop Types 208 Weight, Race 32
Tunneling 161 Wetlands 108
Tunneling Rate per Minute 162 Wizard 31
U Wizard, Land as Treasure 199
UnderGround (see also Dungeons, Caves) 149 Wound Points 315
Fantasy Underground Ecosystem 155 Wounds 314
Light Underground 150 Wounds and Grievous Damage 317
Listening 157 Writing in Spellbooks 40
CASTLE KEEPERS GUIDE 349
In the beginning was the Void and the Void stood empty of rivers of his thought ended together in deep pools. In this we
all form. With his first thought the All Father brought light to see the All Father’s eternal strength; but it is also known that
the Void and in this light he could see the empty space from when the last of the rivers pool at the feet of the Shadow of
its beginning to its end and he saw that the Void was both the All Father, then the Shadow must consume time itself and
enduring and timeless. thus bring the River of his Thought to completion. All know
that those shall be the end of days, the Gonfod. Time and all
The All Father saw the Void as a place unrelenting and he cast things that are, or ever were, must end, and only the All Father
out upon it. A great wind rose about him and this was his second knows what comes of the new beginning. But none know, save
thought and he governed it, so that it stood like a vessel upon perhaps the All Father himself, when his creation will halt and
the Void, wide and open and from it all his thoughts flowed as the Gonfod come, or what might bring it.
a river into the Void. But the river of his mind was not wholly
ordered and the thoughts flowed out from the beginning in Thus the Arc of Time, what the dwarves call, The River of
many directions, in streams great and small. Some crossed over Erde, came to be, from its beginning in the Vesk, the Vessel
one the other, some gathered in deep pools, others wandered of the All Father’s thought, where resided the Ea-Iul, the First
into the Void alone and without governance. Wind, which flowed through the Void to its close in the Endless
Pools. And Toth, the Shadow, was the first of the great order of
And he perceived that the streams of his mind would fray and beings known as the Val-Eahrakun.
split on their journey through the Void, some going wither
they would. It was ever the All Father’s desire to fashion his ~ The Codex of Aihrde
thoughts into form and to order them as he would for he knew
that his thoughts would take on a life of their own, and cause
mishap to his design. And in this he was prescient, as is known.
So he took care and made of himself a Shadow to watch over
the streams of his thought.

The Shadow of the All Father governed the streams and set
them all on a course that bent in the same direction, for it was
the Shadow’s task to make certain that all the streams and

350 CASTLES & CRUSADES


OGL
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CASTLE KEEPERS GUIDE 351


352 CASTLES & CRUSADES

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