Castles & Crusades Condensed, Podreczniki RPG, Castles & Crusades
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A Guide and Rules System for Fantasy Roleplaying
Authors: Davis Chenault & Mac Golden
For more information on Castles & Crusades, and
related products or to Join the Castles & Crusades
Society please contact us at:
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
Troll Lord Games
PO Box 251171,
Little Rock, AR 72225
or on the web at www.trolllord.com
or email at troll@trolllord.com or
www.castlesandcrusades.com
Character Reference 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
©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.
OGL
This book is published under the Open Game License (OGL) version 1.0a by
permission of Wizards of the Coast, Inc. The Open Game Content appearing in this
book is derived from the 3.0 System Reference Document, copyright 2000 Wizards of
the Coast, Inc. All contents, excluding the OGL, is property of and copyright 2004 Troll
Lord Games. All Rights Reserved.
DESIGNATION OF OPEN GAME CONTENT:
The following is designated
Open Game Content pursuant to the OGL v1.0a: all text appearing in the following
sections and subsections, listed by page number - page 5, “Dice”; page 6-7, “The Six
Attributes”, “Generating Attribute Scores”, “Attribute Modifiers”, and the attribute
modier table; page 7, “Class Description Terminology”; pages 8 to 18, the “Abilities”
subsection of each class, the summary of class features (prime attribute, hit dice,
alignment, weapon and armor allowed, and abilities), and the class tables showing HD,
BtH, and EPP per level; page 19, the description of languages, size, movement, typical
classes, attribute modifiers, class modifiers; page 20-24, the “Abilities” subsection of
each race; pages 25, “Alignment”, “Law and Chaos”, “Good and Evil”, “Alignments”;
page 26, “Starting Coin”; equipment lists on pages 27-29; pages 30, “Determining
Encumbrance”, “Ad Hoc Encumbrance”, “Encumbrance Formula”, “Worn and Capacity
Objects”, “ Affects of Encumbrance”; all text appearing on pages 31-72; pages 77-78,
“Types of Saving Throws”; all text appearing on pages 79-82; page 83-84, “Damage”;
page 84-85, “Turning Undead”; page 85, “Experience Points”, “Gaining Levels”,
“Treasure”, “Movement”, “Spell Resistance”, “Languages”, “Vision”, “Time”; pages
89-99, “Here there be Monsters”; pages 101-112, The following is designated Open
Game Content: all stat block information of characters, monsters, and traps that ap-
pears in the parenthetical following the character, monster, or trap, including the names
of items and spells; and the names of monsters appearing in any table; and the names
and descriptions of Fire Glyph, Ice Glyph, Death Glyph, and Bone Glyph appearing in
the table on page 112. Also, the following open game content related words, phrases,
and abbreviations wherever they appear: Strength (Str), Dexterity (Dex), Constitution
(Con), Intelligence (Int), Wisdom (Wis), Charisma (Cha), Class, Fighter, Ranger,
Rogue, Assassin, Barbarian, Monk, Wizard, Illusionist, Cleric, Druid, Knight, Bard,
Paladin, Race, Demi-human, Dwarf, Elf, Gnome, Half-Elf, Haling, Half-Orc, Hit Dice
(HD), Hit Points (HP), Alignment, Lawful Good (LG), Lawful Neutral (LN), Lawful
Evil (LE), Neutral (N), Neutral Good (NG), Neutral Evil (NE), Chaotic Good (CG),
Chaotic Neutral (CN), Chaotic Evil (CE), Level, “to hit”, Damage, Experience Point,
Saving Throw, Player Character (PC), Non-player Character (NPC), Turn Undead,
Spell, Arcane, Divine, Magic, Spell Resistance, Item, Equipment, Armor, Weapon,
Potion, Rod, Staff, Wand, Scroll, Ring, Wondrous Item, Artifact, Cursed,d4, d6, d8,
d10, d12, d20, d%, round, and turn.
DESIGNATION OF PRODUCT IDENTITY:
Product identity is not Open
Game Cotent. The following is designated as product identity pursuant to OGL
v1.0a(1)(e) and (7): (A) product and product line names, including Castles & Crusades,
Castles & Crusades: Player’s Handbook, Castles & Crusades: Monsters and Treasures,
Castles & Crusades: Castle Keeper’s Guide; (B) logos, identifying marks, and trade
dress; (C) all artwork, logos, symbols, graphic designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual representations;
(D) logos and trademarks, including Castles & Crusades, Castle Keeper, SIEGE engine,
and Troll Lord Games, or any other trademark or registered trademark clearly identied
as product identity by the owner of the product identity, and which specifically excludes
the open game content.
an indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
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a challenge to the ownership of that Product Identity. The owner of any Product Identity
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8. Identication: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated
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11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written permission from
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12 Inability to Comply: If it is impossible for You to comply with any of the terms
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13. Termination: This License will terminate automatically if You fail to comply with
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breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of
the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc; A thors
Jonathan Tweet, Monte Cook, Skip Williams, based on original m terial by E. Gary
Gygax and Dave Arneson.
Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games;
Authors Davis Chenault and Mac Golden.
Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Gamees;
Authors Robery Doyel and Stephen Chenault
Castles & Crusades: Players Handbook, 2nd Printing, Copyright 2006, Troll Lord
Games; Authors Davis Chenault and Mac Golden.
Castles & Crusasdes: The Rising Knight, Copyright 2004, Troll Lord Games;
Authors Davis Chenault.
OPEN GAME LICENSE Version 1.0a:
The following text is the property of Wizards
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CASTLES & CRUSADES
We offer this book as an ode to the years of fun in game and play
and to the creative might and best of friendships
bound within the very person of E. Gary Gygax,
for whom none of what came before,
nor any that must come after, would be possible.
Thank you Gary.
†
Acknowledgements
I
n the immortal days of our youth we found high adventure and fought many a campaign against all manner of villainy and evil. We slew dragons, brought
down corrupt tyrants, explored uncharted territories and freed the world of grotesque creatures of mythical proportions.
We were heroes on a crusade. These youthful adventures were brought to us by Gary Gygax through the medium of role play and the fantastic game that made
it all possible. We bring you our own game now, one that we hope captures those early days of grand quests and exploration. The Castles & Crusades role playing
game pulls on those early experiences and makes them real again.
First and foremost, we would like to thank E. Gary Gygax for sharing his wonderful vision with the rest of us, for without it, none would have followed. Our hats
are off to you good sir.
It is impossible to thank every person who has helped see this project through and insure that it was finally completed. The Troll Lords are personally indebted
to a great many members of the Castles and Crusades Society for such unflagging support and help over the past year. There are no words which can suffice to
express our heartfelt appreciation. So let us just say Thank You!
A Special Thanks to
Casey (Fiffergrund) Canfield, Josh (Cheeplives) Chewning, Mike (Sir Sieg) Stewart, Robert (Serleran) Doyel, Colin Chapman, Kenneth J. (Banabus) Ruch, Chris
(epochrpg) Rutcowsky, Steve (Bloodymage) Willet, David (DCAS) Smith, David (Grubman) Bezio, Mark (Gutboybarrelhouse) Bittinger, Hiryu, Mike (Mahar-
vey) Harvey, Gabor (Melan) Lux, J. Mance (Melkor) Haines , Robert (SirUlfric) Fisher, William (WDSmith) Smith
Shotwick Manor
John Behnken, Casey Canfield, Lorinda Sanford, Cindy Seiffert, Keith
Seiffert, Rob Dingman, Kelley Garcia, Dave VanVessem, Scott MacMillan
Minion of Arioch
Kenneth Ruch (CK, Servant of Chaos), Maggie Ruch (Helga Heals), R. Lee
Crabtree (I’m not short I’m playing a gnome), Jesse Crabtree (I’m play testing
for two), Mike Fowler (who Da Monk), Rex Soderquist (I rolled a 1 again!)
Dave Chismer (D man)
Fellowship of Foragers
Marv Breig (Finarvyn, Earl of Stone Creek), Alan Bean (glassjaw Captain
Wee Willie) Anna Breig (Serendipity the Drow Druid), Dardrae Breig (Dante
the Defiler Sorceress), Kaylina Breig (Kaywen the Elven Princess), Ryan Breig
(Rynolas the Elven Archer), Paul Luzbetak (Bastion the Acquirer), Kristina
Kober (Trasen the Elven Valkyrie of the Venom-dagger)
Jackal’s Knights
Joseph (The Jackal) Hepler, Krystyna (Lady Banshee) Hepler, Bryan Clark,
Jason (Shag) Zeh, Justin (Violentzeh) Zeh
Grubbys Gals
David (Grubman) Bezio, Colette Bezio, Dana Cox
Lords of the Cup
Steve Willet, Joe Costa, Mat Erwin, Grant Kopecki,
Mike Peterson and Billy Vitro
The Mad Trepekans
Jason Coplen
De Equites Vulgaris
J. Mance Haines (CK), Zachariah (Beazt) Hardilek, Chris (Two-Fisted Mon-
key) Lee, William (Super Size My Ass) Clark
Emerald Fire
Mike (CK) Stewart, Elizabeth (Valeris) Stewart, Robert (Twiggy) Hall,
Nick (Swiggy) Nelson, Chris (Danger Ranger) Yard, Martha (You Dropped
This!) Yard, Rita (I’m praying not checking for traps!) Kelly, Chris (Mr.
D6) Walker, Koni (I’m a fairy darn it!) Woodruff, Allen (Always a Dwarf)
Woodruff, Eric (Let ME open the door instead of the Thief!) Martin, Jen-
nifer (Jayde) Hamilton, Heath (Lawful Good stinks!) Vercher
Sapphire Rune
Jesse Hall, Vincent Watkins, Chris Hill, Edward Bromble
Southron
David Lunsford, Tim McKee, Rand Hargrove
Luddville
Greg Geilman, Kara Geilman, Ray Quinn, Daniel Saldana, Ben Steele and
Mary Watts
Arch Fiends
Lucias Meyer, George Albanis, Jeff Knight, Lauire Lesage-Knight,
Joe Selby, Jeff Waltersdorf
The Throng of Ten
Scott Moore, Tim Sullivan, David Wagner, Ed Bass,
Cindy Moore, Mark Golden
2
PLAYERS HANDBOOK
WHERE ROLLPLAYING AND ROLE PLAYING MEET
I
run my games fairly consistently. All of my games combine intense interaction between the players and myself with quick-moving, heart-stopping combats.
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.
3
CASTLES & CRUSADES
TABLE OF CONTENTS
ACKNOWLEDGMENTS
2
Combat
78
FOREWORD
3
Combat Terms
78-79
Surprise
79
INTRODUCTION
5
Initiative
79
CREATING THE CHARACTER
6
Combat Actions
80
Non-lethal & Multiple Actions
80
ATTRIBUTES
6-7
Movement in a Combat Round
80
Generating Attribute Scores
7
Charging
80
Primary and Secondary Attributes
7
Melee Combat
80
CLASSES (grouped by prime attribute)
8
Ranged Combat
81
Class Reference Table 1: Armor, Shields, Helms
9
Unarmed Combat
81
Grappling
81
STR
Fighter
10
Pummelling
81
DEX
Rogue
11-12
Overbearing
81-82
CON
Monk
13-14
Touch Attack
82
INT
Wizard
14-15
Situational Modifiers
82
WIS
Cleric
15-16
Armor Class
82
CHA
Knight
16-18
Hit Points
83
RACES
19
Damage
83
Racial Ages
19
Weapon
83
Dwarf
20-21
Magic
83
Elf
21-22
Subdual
84
Half-elf
22-23
Falling
84
Halfling
23
Turning Undead
84-85
Human
23-24
Number Turned
84
COMPLETING THE CHARACTER
24
Turned & Destroying Undead
84
Persona
24-25
Evil Clerics
85
Alignment
25
Paladins
85
EQUIPMENT
26
Rewards
85
Starting Coin
26
Experience Points
85
Equipment Lists
27-29
Gaining Levels
85
Encumbrance
30
Treasure
85
Movement
85-86
MAGIC
31
Spell Resistance
86
Preparing Spells
31-32
Languages
86
Acquiring New Spells
32-33
Vision
86
Castings Spells
33
Time
86
Using Scrolls
33
The Adventuring Party
86-87
Spell Description Format
34
Example of Play
87-88
Saving Throw
35
HERE, THERE BE MONSTERS!
89-99
Spell Resistance
35
Spell Lists
36
Basilisk, Bugbear, Centaur
91
Cleric
36-37
Chimera, Red Dragon
92
Wizard
37-40
Bronze Dragon, Ettin, Fleshcrawler
93
Spell Format
40
Gargoyle, Ghoul, Hill Giant
94
Spell Descriptions
41-72
Gnoll, Goblin, Harpy
95
THE CASTLE KEEPER & THE GAME
73
Hobgoblin, Kobold, Lizardfolk
96
With an Iron Thumb: Rules
73
Manticor, Nymph, Ogre
97
The Rules as Servant
73
Attributes & the Game
74
Orc, Satyr
98
Using Attribute Checks
74-76
Tavis Wyrm, Toad (giant), Wyvern
99
Adding Character Levels
76
The Rising Knight - Adventure
100
Saving Throws
76-78
4
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