A Guide and Rules System for Fantasy Roleplaying by Davis Chenault & Mac Golden

Cover art, interior art, logos and logo designs by Peter “20 Dollar” Bradley, and Cover Design and Layout by Clayton Bunce & Peter Bradley

With Steve Chenault, Mark Sandy and Todd Gray Character Refrence Sheet by Darlene

Edited by: Nicole Chenault & Matt Finch

Contributions by Casey Canfield, Josh Chewning, Mike Stewart, Colin Chapman, Kenneth J. Ruch, William D. Smith and the Entire Castles and Crusades Society

For more information on Castles & Crusades, and related products or to Join the Castles & Crusades Society please contact us at:

Troll Lord Games PO Box 251171, Little Rock, AR 72225 or on the web at www.trolllord.com or email at [email protected] or www.castlesandcrusades.com

©2006 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, SIEGE engine, Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logos are Trademarks of Troll Lord Games. All Rights Reserved. CASTLES & CRUSADES PLAYERS HANDBOOK

WHERE ROLLPLAYING AND ROLE PLAYING MEET

run my games fairly consistently. All of my games combine intense interaction between the players and myself with quick-moving, heart-stopping combats. I These many moments, actions, and interactions must be woven together over a night’s play through exciting storytelling and player involvement. When the tale is woven tightly, emotions are awakened, creating unforgettable moods. This is where “roll playing” and “roleplaying” meet, and the result is an electrifying evening of gaming. Capturing a mood is difficult. It is a challenge to create the intricate interplay between a bartender who is bought and paid for by a thieves guild and a character seeking to pry information from him. The task involves descriptive text, acting, accents and a great number of things. The sounds of sword clashing upon shield, of flesh and bone grinding against metal, all this against a background of a field awash in blood and combat are all demanding to capture in narrative. How does one help players imagine the sound of a bow creaking as the arrow is drawn back? How does one make them fear that sound? The tale in the game must cascade over the players, engulfing them in a wash of emotions: fear, rage, courage, elation. Once you’ve captured everyone’s emotions, the game is won! At that point, the game is pure fun, like a good movie – one where you forget you’re in a theater. The core of any game’s philosophy has to have the goal of creating and capturing a mood charged with excitement. Anything that detracts from that objective detracts from the game. How does one capture that mood? Foremost, the rules guiding game play must be easily understood. Ideally, the basic rules of the game should be easily grasped within about fifteen minutes. A player should be able to sit down with another player, create a character, and have the basics of the game explained to them in just that time. As a foundation, the rules must be kept simple and logical, easy to comprehend and easy to enact. Expanding the game comes later, much like adding stories to a building. Start with a firm, square foundation and everything else follows. The game must be adaptable as well. Gamers are diverse people, all with different imaginations, different tastes, and different desires. They all want to play a game that suits their tastes. Those playing should be able to add, discard, and change rules and ideas to fit their needs without worrying about the effects those changes have on the workings of the rest of the game. There should only be a few hard and fast rules. Everything else is extra. The main impediment to these objectives is an overabundance of rules. A glut of rules unnecessarily restricts the flow of the story, and even worse, the flow of the game. Rules do serve a purpose—they codify actions and reactions during game play. However, rules can also impede the imagination. They can reduce the element of uncertainty and the emotions that come with it. They can describe too much, and thus hinder the capacity for narrative development for all participants. At its worst, codifying too much into game rules reduces emotion and mood. This misses the goal of capturing the emotions of the participants, and then, you’ve lost the heart of the game! An efficient and concise set of rules allows an ease of play and adaptability, and is a necessary ingredient. A rules-light, adaptable game naturally engenders a gaming environment where one is bound only by imagination. When so unleashed, one can act without restraint to create a gaming environment that is fun for all. That is the core of this game’s philosophy. That was the core of the original game. At its heart, it was intended to be a fun game to play and this game adheres to the same philosophy. Castles & Crusades is not a realistic-simulation game! Castles & Crusades is a fantasy game where imagination rules.

2 3 CASTLES & CRUSADES PLAYERS HANDBOOK

TABLE OF CONTENTS

ACKNOWLEDGMENTS 2 Scale of the Game 106 Working with the Players 106 FOREWORD 3 A Life of Adventure 107 INTRODUCTION 5-6 The Castle and its Keep 107 CREATING THE CHARACTER 7 Resolution of Conflict 108 With an Iron Thumb: Rules 108 ATTRIBUTES 7 The Rules as Servant 109 Generating Attribute Scores 8 Attributes & the Game 109-110 Primary and Secondary Attributes 8 Using Attribute Checks 110-112 CLASSES (grouped by prime attribute) 9 Adding Character Levels 112 Class Reference Table 1: Armor, Shields, Helms 10 Saving Throws 112 Fighter 11 Combat 114 STR Ranger 12-13 Combat Terms 114 Rogue 14-15 Surprise 115 DEX Assassin 16-17 Initiative 115 Barbarian 18-19 Combat Actions 115-116 CON Monk 19-20 Non-lethal & Multiple Actions 116 Wizard 21 Movement in a Combat Round 116 INT Illusionist 22 Charging 116 Cleric 23-24 Melee Combat 116 WIS Druid 24-25 Ranged Combat 117 Knight 25-27 Unarmed Combat 117 CHA Paladin 28 Grappling 117 Bard 29-30 Pummelling 117 RACES 31 Overbearing 117 Touch Attack 117 Racial Ages 31 Situational Modifiers 117-118 Dwarf 32-33 Armor Class 118 Elf 33-34 Combat Maneuvers 118-119 Gnome 34-35 Dodge 119 Half-elf 35 Disengaging 119 Halfling 35-36 Disarm 119 Half-orc 36-37 Evade 119 Human 37 Flank Attack 119 COMPLETING THE CHARACTER 38 Rear Attack 119 Two Weapon Fighting 119 Persona 38 Narrative of Combat 119 Alignment 38 Hit Points 120 Choosing a Deity 39 Damage 120 Names 39 Weapon 120 EQUIPMENT 40 Magic 120 Starting Coin 40 Subdual 120 Equipment Lists 41-43 Falling 121 Encumbrance 44-45 Turning Undead 121 MAGIC 46 Number Turned 121 Preparing Spells 46-47 Turned & Destroying Undead 121 Acquiring New Spells 47-48 Evil Clerics 121 Castings Spells 48 Paladins 122 Using Scrolls 48 Rewards 122 Spell Description Format 49 Experience Points 122 Saving Throw 50 Gaining Levels 122 Spell Resistance 50 Treasure 122 Spell Lists 51 Movement 122 Cleric 51-52 Spell Resistance 123 Druid 52-54 Languages 123 Wizard 54-57 Vision 123 Illusionist 57-58 Time 123 Spell Format 59 The Adventuring Party 123-124 Spell Descriptions 59-104 Example of Play 124-125 THE CASTLE KEEPER & THE GAME 105 Character Sheet 126-127 105 Style & Mood of Play OGL 128 Maintaining Pace 105 4 5 CASTLES & CRUSADES PLAYERS HANDBOOK

CREATING THE CHARACTER

ith the exception of the Castle Keeper, each person playing Castles The Cleric is avowed to a deity and dispenses divine justice. W& Crusades creates a character to use during the game. To create this character, the player begins by simply imagining the type of character he The Druid owes allegiance to the elemental powers of the world. or she desires to play, be it a wandering barbarian, reclusive wizard, traveling dwarf, noble elf, a dastardly villain or virtuous knight. The player begins The Knight is a natural leader and strong combatant. by generating attribute scores with dice rolls. Attribute scores define the character’s physical and mental traits. Next, the player chooses a class, or The Paladin is a warrior blessed by divinity, a paragon of good. profession, for the character that best fits how the character is imagined. In The Bard influences others through the power of words. the same manner, the player chooses a race which best fits both the persona and class desired. Lastly, the player fills in the details: examples include CHOOSE A RACE: Select a race that best fits your imagined character technical game-related aspects of the character, such as combat bonuses, as concept. In Castles & Crusades, one can choose the versatile human, a well as the character’s persona and history. These steps are outlined below long-lived elf, a willful dwarf, a curious gnome, a quick-footed halfling, a and detailed in their appropriate sections. forlorn half-elf, or a pernicious half-orc. Each race is unique and has its own special abilities, capacities, culture and personality. Closely examine each IMAGINE A CHARACTER: Decide, in a general manner, the type of race prior to making a selection. In particular, ensure that the race selected character desired. Is the character a noble dwarf fighter, a haggard half-orc does not have cultural or personality characteristics that conflict harshly barbarian, or a disdainful elf knight? Literature, film, theater and comic with the persona of the character you wish to create. books are rife with examples of heroes and villains that players can draw upon for inspiration for their characters. Yet, as the creator of your own FLESHING OUT THE CHARACTER: The most important step in character, you can build upon these examples to create complex villainous character generation comes last: detailing the character’s persona. The montages or even more profoundly heroic and noble characters. Stretch player fleshes out the details of the character’s personality, physical your imagination! Create the character as you imagine him or her to be. In description, world view, background, goals and motivations – including the end, imagination is the only limit when creating a persona. the moral “alignment” best suited to the character’s personality. Then the character’s starting money is determined and the player equips the ROLL ATTRIBUTES: Each character has six attributes, generated by rolling character with clothing, armor, weapons and other adventuring gear. dice. The attributes are: strength, dexterity, constitution, intelligence, The player also determines the character’s hit points – that measure of a wisdom and charisma. Each attribute has an impact on the game and can character’s ability to survive damage. significantly influence class selection. After rolling the dice to generate these scores, you can choose how those scores are placed. Naturally, it is important to place the scores in a manner that reflects your character ATTRIBUTES concept, desired class and desired race. Attributes represent a character’s physical and mental traits.

CHOOSE A CLASS: A class is a basic concept upon which the character All characters in Castles & Crusades have six attributes: is modeled. This is one of the more difficult aspects of character creation because each class represents an archetype found in literature, film or within Strength (Str) Intelligence (Int) roleplaying games themselves. Each class should be very broadly interpreted. Dexterity (Dex) Wisdom (Wis) It is possible to have wildly diverse characters that are members of the same class. Classes should be considered examples or technical extrapolations of Constitution (Con) Charisma (Cha) archetypes that provide a broad representation for the type of character desired. This is necessary in order to accommodate the needs of the player Each attribute has a numeric score ranging from 3 to 18. Each attribute score also and the setting where the character’s adventures occur. has a corresponding modifier, which is a bonus or penalty added to or subtracted from certain die rolls during the game as detailed throughout the rules.

Each of the thirteen classes has unique abilities and specialized areas of There are two types of attributes: primary and secondary. Of the six attributes knowledge: each character has, the player selects a few to be primary attributes. The remaining attributes are secondary. The distinction is important when determining the outcome of many actions in Castles & Crusades. When a The Fighter is a warrior with great prowess on the battlefield. character uses a class ability, such as a rogue attempting to pick a fat giant’s The Ranger is an extraordinary woodsman and warrior. pocket or a ranger tracking a brigand through a dark forest, an attribute check is rolled to determine if the action is successful. Each class ability has an The Rogue is a rapscallion and an opportunist. attribute check associated with it. If the class ability’s associated attribute is one of the character’s primary attributes, the character has a greater chance of The Assassin is an expert at killing and eliminating targeted enemies. successfully performing the task. The same principle holds true for the other aspects of the game in which an attribute check is required. The Barbarian draws upon vestigial, primal will in combat. Attribute checks are explained in greater detail later (see The Castle The Monk’s body is conditioned to withstand the rigors of war and the Keeper and the Game - Attributes and the Game). For now, just remember elements. that the selection of primary and secondary attributes significantly affects the possibility of success for many actions in the game. Attribute checks The Wizard is a practitioner of powerful arcane magics. associated with a primary attribute are significantly more likely to succeed than those actions performed with a secondary attribute. The Illusionist magically distorts the perceptions of others.

6 7 CASTLES & CRUSADES CLASSES

CLASSES

he character classes each represent a broad archetype. Although each includes many features: the prime attribute, hit dice, alignment, weapons Tcharacter of a particular class is bound by certain similarities, players allowed and other aspects of the class. Most of the information needed by should utilize the archetype template to build a unique character and create a players is in this section. Familiarization with the class and its features is unique persona. The class describes a character’s capabilities in the game, and essential to playing the class well. reflects only their chosen profession, training and way of life, not who they are as an entire person. Each player chooses a class that best applies to the hero CLASSES AND THE CASTLE KEEPER he or she wishes to create and play in the game. From this, the player creates the personality and traits that define the rest of the character. Before choosing a class, consult with the Castle Keeper. The type of adventure or the environment in which it occurs may help with this decision. For There are many types of character classes: instance, if the Castle Keeper plans a game set in a dungeon environment, it would be disadvantageous to play a steppe barbarian. The Castle Keeper Fighters are brave warriors who take up arms to meet their foes in the crucible should consider creating an adventure according to the classes chosen by the of battle. Fearless, they don themselves in the accouterments of battle, players. For example, if a player decides to play a rogue who is the scion of relying upon their superior martial skills to overcome obstacles. a wealthy family and decides that this rogue enjoys pilfering the treasuries Rangers are a lonely breed, expert at surviving in the untrammeled places of family acquaintances, then planning an adventure in a dungeon atop a of the world and devoting themselves to protecting civilization from the remote mountain wouldn’t work out too well. depredations and incursions of creatures of evil intent. Maintaining a constant dialogue between the Castle Keeper and the players Rogues, rapscallions and the like make their living through nefarious and is important to an enjoyable game of Castles & Crusades. The Castle Keeper occasionally dastardly deeds. Living on the ethical edge and spending bears an awesome responsibility in the role of entertainer. To manage this, the much of their lives avoiding harsh justice, these fearless villains are found players and the Castle Keeper should come to an understanding prior to play in all walks of life. to ensure that everyone’s needs are met to the greatest degree possible. The Castle Keeper is also responsible for ensuring that the players are playing their Assassins are stealthy and cunning, expert killers who rarely have any motives classes properly, and for helping players choose a class that best fits the type of beyond the collection of payment for a job well rendered. Although not adventurer they envision. always evil, they are typically utterly indifferent to any suffering and pain they may cause. CLASS DESCRIPTION TERMINOLOGY

Barbarians live outside the civilized world. Neither ignorant nor savage, they PRIME ATTRIBUTE: There is one prime attribute designated for each class. are, rather, a people who relish freedom, actively despising the urbane for If the character is human, the player is allowed to choose two more prime allowing the beliefs of society to codify their behavior. attributes for that character for a total of three. All other races allow the player to choose only one more prime attribute for a total of two. Monks are warriors who primarily rely upon the strength of their bodies and will power for survival. They are deadly combatants, having honed their HIT DICE (HD): This is the die type rolled, at each level, for the character’s bodies into lethal weapons. hit points. The constitution bonus is added to the result whenever hit Wizards delve into the mysterious worlds of the arcane and wield magic like points are rolled. The results are cumulative, so a 5th level barbarian has a weapon of war. They are often possessed of an overwhelming thirst for 5d12 hit points. knowledge and, as often as not, power. ALIGNMENT: The suggested alignment for the class. Illusionists study the arcane and the nature of man and beast, using powers of oration and sorcery to twist the minds of those around them. They conjure WEAPONS: All members of the class are proficient in the use of every weapon manifestations and dreams, making the unreal real to all but the canniest on this list. If a character uses a weapon that does not appear on this list, the of observers. character suffers a –4 penalty on all the “to hit” rolls with that weapon.

Clerics are spiritually bound to a deity. They are usually members of religious ARMOR: All members of the class are proficient in the use of every armor type orders, though some choose to live as wandering hermits. They wield the on this list. A character may also wear any armor, but if the armor type does magic of the divine and, fortified with the armaments of war, become not appear in the list, the character cannot use any of their class abilities while powerful emissaries for their causes. the armor is worn unless the description of the ability states otherwise. Several of the classes have restrictions on the type of armor they can wear. These are Druids are called to a primeval spirituality. They turn to the world shaped by listed in each class description. However, Class Reference Table 1 is supplied as nature, and not men, for their guidance and wisdom. Often unconcerned a quick reference for all the classes. with the needs of man, they simply follow the principles of the natural order. The armor use restrictions reflect that class’s training and experience and Knights are members of warrior-castes. As born leaders, they use their social the limitations of it. Classes with no familiarity with certain types of armor standing, charisma, gallant actions and honorable codes to set the tone of cannot be expected to wear them and act without their abilities being behavior for those around them. Through their actions, they often inspire hampered. For example, the rogue Felthing has grown up on the streets of people to great deeds. Margleburg and has never before worn any armor other than leather and Paladins are the holiest of warriors, living lives of purity and good while padded. When Felthing puts on his first set of full plate mail, it is likely that a serving the religious precepts of their deity. They are dreaded by their foes certain amount of discomfort and restriction would hamper Felthing’s ability for they serve as the martial arm of religious justice. to pick a pocket. This being the case, armor is restricted to reflect that class archetype’s background. Bards are found in all cultures and societies. Through song, oration and action they inspire men, pass on knowledge of history and tradition and This does not mean that the rogue would be unable to wear plate mail. influence the beliefs and behaviors of others. Any class can wear any armor. If they do, their abilities may be affected. For example, if a wizard wears any armor they can not cast spells. Similar The class descriptions define the parameters and abilities of each class. It may restrictions apply to many of the classes and in several cases only restrict be beneficial for a player to consult other chapters for details about saving the use of certain class abilities. The rogue and assassin have variable throws, combat or spell use before selecting a class. Each class description effects as described in their class descriptions. 8 9 CASTLES & CRUSADES Spell Lists-MAGIC

PRISMATIC SPHERE 7. 87 2ND-LEVEL ILLUSIONIST SPELLS Multi-colored protective sphere. REFUGE ALTER SELF 8. 89 1. 60 Alters item to teleport its possessor to the caster. As change self, plus more drastic changes. SHAPECHANGE BLUR 9. 92 2. 64 Transforms caster into any creature once per round. Attacks miss subject 20% of the time. TEMPORAL STASIS DETECT MAGIC 10. 100 3. 69 Puts subject into suspended animation. Detects magical aura & its strength along 50 ft. path. TIME STOP 11. 100 FALSE TRAP The caster stops time and acts freely for 1d4+1 rounds. 4. 72 Makes item seem trapped. WISH 12. 104 FOG CLOUD Alters reality as desired, but with risk. 5. 74 Fog obscures vision. HYPNOTIC PATTERN 6. 77 ILLUSIONIST SPELLS (Arcane) Fascinates 2d4+1 HD/level of creatures. INVISIBILITY 7. 79 0-LEVEL ILLUSIONIST SPELLS (Cantrips) Subject is invisible until it attacks. MAGIC MOUTH 8. 81 ARCANE MARK Speaks once when triggered. 1. 62 Inscribes a personal rune (visible or invisible). MINOR IMAGE DANCING LIGHTS 9. 83 2. 68 Image, plus some sounds and smells. Figment torches or other lights. MIRROR IMAGE DETECT ILLUSION 10. 83 3. 70 Creates 1d4+1 decoy duplicates of the caster. Detects illusions along 50 ft. path. MISDIRECTION GHOST SOUND 11. 84 4. 75 Misleads divinations for one creature or object. Figment sounds. REMOVE BLINDNESS/DEAFNESS* INFLUENCE 12. 89 5. 78 Makes subject blind or deaf. Temporary charm. LIGHT 6. 80 Object shines like a torch. 3RD-LEVEL ILLUSIONIST SPELLS MAGICAL AURA 7. 81 BLINK Grants object false magic aura. 1. 64 Causes move in and out of ethereal plane and is difficult to hit MESSAGE 8. 83 CONTINUAL FLAME Short, whispered communication at a distance. 2. 67 Makes a permanent, heatless torch. MENDING 9. 83 DISPEL ILLUSION Makes minor repairs on an object. 3. 70 Cancels illusion spells and effects. PRESTIDIGITATION 10. 87 HALLUCINATORY TERRAIN Performs minor tricks. 4. 76 Makes one type of terrain appear like another. ILLUSORY SCRIPT 5. 78 1ST-LEVEL ILLUSIONIST SPELLS Only intended reader can decipher. INVISIBILITY SPHERE CHANGE SELF 6. 79 1. 64 Makes everyone within 10 ft. invisible. Changes the caster’s appearance. MAJOR IMAGE 7. 82 COLOR SPRAY As silent image, plus sound, smell & thermal effects. 2. Knocks unconscious, blinds, or stuns 1d4+1 level worth of 65 NONDETECTION 8. 84 creatures. Hides subject from divination, scrying. DARKNESS ROPE TRICK 3. 68 9. 91 20 ft. radius of supernatural darkness. Up to eight creatures hide in extradimensional space. DAZE SCARE 4. 68 10. 91 Creature loses next action. Panics one creature up to 5 HD. ERASE SECRET PAGE 5. 72 11. 91 Mundane or magical writing vanishes. Changes one page to hide its real content. HYPNOTISM SUGGESTION 6. 77 12. 95 Fascinates 2d4 HD of creatures. Compels subject to follow stated course of action. OBSCURING MIST 7. 84 Fog surrounds the caster. 4TH-LEVEL ILLUSIONIST SPELLS READ MAGIC 8. 89 Read scrolls and spellbooks. CONFUSION SEE INVISIBILITY 1. 66 9. 92 Makes subjects behave randomly for 1 rd/level. Reveals invisible creatures or objects. EMOTION SILENT IMAGE 2. 71 10. 93 Arouses strong emotion in subject. Creates minor illusion of your design. ILLUSORY WALL UNDETECTABLE AURA 3. 78 11. 101 Surface looks real but anything can pass through. Masks magic item’s aura. IMPROVED INVISIBILITY VENTRILOQUIST 4. 78 12. 102 As invisibility but can attack & stay invisible. Throws sound or voice. MINOR CREATION 5. 83 Creates one cloth or wood object.

56 57 CASTLES & CRUSADES

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