Baraio
Baraio
by
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
Second Printing.
©2015 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, SIEGE engine,
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Trademarks of Troll Lord Games. All Rights Reserved.
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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
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.
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.
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.
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.
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
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
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.
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
The barbarian can normally only use this ability once per
month. At the Castle Keeper’s discretion it may be used more
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
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.
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.
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.
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
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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
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
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
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.
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
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
* 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
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.
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
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).
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.
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.
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
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
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.
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.
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
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.
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
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.
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.
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
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.
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.
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.
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
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.
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
Tax cheat 1 year and forfeiture of property restitution and 10%-20% fine
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
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
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.
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.
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
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.
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.
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
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
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.
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.
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.
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).
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.
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.
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.
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.
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.
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
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.
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
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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
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
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
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.
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.
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
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.
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.
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).
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.
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
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
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
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.”
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.”
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%
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
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.
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.
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
PART 3: THE SIEGE ENGINE
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.
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
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.
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)
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.
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.
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.
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.
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.
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
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.
300 CASTLES & CRUSADES
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
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.
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
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.
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
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.
Goblin Slayer
Prerequisite: Dwarf, +1 BtH
Years of skirmishing against goblins have yielded effective tactics
to best kill them.
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
CASTLE KEEPERS GUIDE 327
PART 3: THE SIEGE ENGINE
(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.
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.
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
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.
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.
-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
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.
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.
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