Wizards Tower and Basic Rules
Wizards Tower and Basic Rules
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Roll Attributes: Each character has six attributes, generated by rolling THE SIX ATTRIBUTES
dice. The attributes are: strength, dexterity, constitution, intelligence, Strength: This attribute reflects physical strength, including the ability to
wisdom and charisma. Each attribute has an impact on the game and can lift or move heavy objects and make powerful attacks. The modifier affects
significantly influence class selection. After rolling the dice to generate melee combat and damage, and all checks for which strength is the primary
these scores, you can choose how those scores are placed. Naturally, it influence. Characters can military press 10x their strength and dead lift
is important to place the scores in a manner that reflects your character 15x their strength score.
concept, desired class and desired race.
Dexterity: This attribute represents a character’s reflexes, manual
Choose A Class: A class is a basic concept upon which the character is dexterity and hand-eye coordination, including the ability to dodge and
modelled. This is one of the more difficult aspects of character creation defend against attacks. The modifier affects armor class, ranged combat
because each class represents an archetype found in literature, film or and all checks involving dexterity.
within roleplaying games themselves. Each class should be very broadly Constitution: This attribute reflects overall health, and also represents a
interpreted. It is possible to have wildly diverse characters that are members character’s ability to withstand pain, suffer physical damage, avoid fatigue
of the same class. Classes should be considered examples or technical and fight off sickness or poison. The modifier affects hit points, and it
extrapolations of archetypes that provide a broad representation for the applies to all checks involving constitution as the prime influence.
type of character desired. This is necessary in order to accommodate the
Intelligence: This attribute reflects mental aptitude. It represents a
needs of the player and the setting where the character’s adventures occur.
character’s ability to learn quickly, apply that learning effectively and use
Choose A Race: Select a race that best fits your imagined character deductive reasoning. The modifier affects the number of arcane spells a
concept. Each race is unique and has its own special abilities, capacities, character can cast each day, the number of languages a character can learn
culture and personality. Closely examine each race prior to making a and all checks involving intelligence as the prime influence.
selection. In particular, ensure that the race selected does not have cultural Wisdom: This attribute reflects depth of personal experience, the ability
or personality characteristics that conflict harshly with the persona of the to make well-considered decisions or judgments, and represents a spiritual
character you wish to create. . connection to a deity. The modifier affects the number of divine spells that
can be cast each day, attempts to turn the undead and all checks involving
Fleshing Out The Character: The most important step in character wisdom as the prime influence.
generation comes last: detailing the character’s persona. The player fleshes
out the details of the character’s personality, physical description, world Charisma: This attribute represents strength of personality, willpower,
view, background, goals and motivations – including the moral “alignment” leadership and attractiveness. It is the degree to which a character is
best suited to the character’s personality. Then the character’s starting able to influence others. The modifier affects other creatures’ loyalty and
money is determined and the player equips the character with clothing, reactions to the character, the number of undead the character can turn
armor, weapons and other adventuring gear. The player also determines and all checks involving charisma as the prime influence.
the character’s hit points – that measure of a character’s ability to survive
damage. GENERATING ATTRIBUTE SCORES
Attribute scores are generated by rolling 3d6. The player adds the results of
ATTRIBUTES the three dice together to create a total score that ranges between 3 and 18.
This process is repeated six times. Once the six scores are generated, each
Attributes represent a character’s physical and mental traits. score is assigned to one attribute, in any order the player chooses. When
assigning attribute scores, the player should consider the race and class
All characters in Castles & Crusades have six attributes:
of the character being created. A character’s race may raise or lower an
Strength (Str) Intelligence (Int) attribute score, and certain attribute scores may affect a character’s class
Dexterity (Dex) Wisdom (Wis) abilities.
Constitution (Con) Charisma (Cha)
Normally, attribute scores only increase or decrease during the course of
Each attribute has a numeric score ranging from 3 to 18. Each attribute
a game as a result of magic, poison, curses or other extraordinary events.
score also has a corresponding modifier, which is a bonus or penalty
Should an attribute score change during game play, the modifier changes
added to or subtracted from certain die rolls during the game as detailed
to correspond to the new score, if applicable. It is possible for an attribute
throughout the rules.
score to fall below 3 or exceed 18 during game play. However, attribute
ATTRIBUTE CHECKS
As mentioned before, the distinction between primary and secondary
CLASSES
attributes is important. Almost all non-combat actions in Castles &
Crusades for which the Castle Keeper deems a roll is necessary to determine CLASS DESCRIPTION TERMINOLOGY
success or failure are resolved by an attribute check.
Prime Attribute: There is one prime attribute designated for each class.
If the character is human, the player is allowed to choose two more prime
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.
Hit Dice (HD): This is the die type rolled, at each level, for the character’s
hit points. The constitution modifer is added to, or subtracted from, the
result whenever hit points are rolled. The results are cumulative, so a 5th
level barbarian has 5d12 hit points.
Alignment: The suggested alignment for the class.
Weapons: All members of the class are proficient in the use of every
weapon on this list. If a character uses a weapon that does not appear on
this list, the character suffers a –4 penalty on all the “to hit” rolls with that
weapon.
Armor: All members of the class are proficient in the use of every armor
type on this list.
FIGHTER (strength)
ABILITIES For example, a rogue wearing chainmail, which confers a 15 armor class,
suffers a -3 penalty to all ability checks (15-12=3). The same rogue using a
Weapon Specialization: At 1 level, the fighter can choose one weapon
st
large shield suffers a -4 penalty to all ability checks. If the same rogue used a
with which to specialize. All weapons are eligible, including ranged
metal great helm as well, the total penalty would be -5.
weapons such as the bow or sling. The weapon with which the fighter
specializes is usually common to the fighter’s culture or society, but it need
not be. The Castle Keeper and player should consult to determine which Back Attack: A rogue normally avoids face-to-face combat if possible,
weapons are available for specialization, bearing in mind culture, location preferring instead to use stealth to catch an opponent unaware. A rogue
and availability. able to attack an opponent from the rear and who is unaware of the rogue’s
presence, gains a bonus to hit and to damage. To catch an opponent
The fighter can only choose one weapon with which to specialize. Once unaware, a rogue must make a successful move silently check to sneak up
chosen, the weapon cannot be changed. For fighters between 1st and 6th behind the foe, or make a successful hide check while behind the opponent.
level, this specialization imparts a +1 bonus to hit and a +1 bonus to A rogue that succeeds in one or the other of these can make a back attack
damage when being used. At 7th level and above, the bonuses increase to a at a +4 bonus to hit. A successful hit inflicts double the normal damage.
+2 to hit and +2 to damage.
When making a back attack, a rogue must use a close-quarters melee
Combat Dominance: At 4th level, the fighter gains an extra attack with weapon. This weapon must be shorter than the character’s arm. A rogue
any weapon when fighting opponents with 1 hit die. In order to use can only back attack living creatures that have a discernible anatomy. The
this ability, the fighter must direct all attacks in a combat round against rogue must be able to see the target well enough to pick out a vital spot,
opponents that meet these criteria. The fighter can split the available and then must be able to reach it.
attacks among qualified opponents as desired. This ability improves as the
fighter progresses in levels. The fighter gains an additional attack for every As the rogue gains experience, the damage inflicted increases. At 5th level,
four levels gained after 4th level. So, at 8th level, the fighter is allowed a a back attack deals triple damage, and at 9th level a back attack inflicts
total of three attacks, and so on. quadruple damage. A back attack cannot be combined with the sneak
attack ability. This ability is affected by wearing armor not on the armor
PRIME ATTRIBUTE: Strength list for the rogue.
ALIGNMENT: Any
HIT DICE: d10 Cant’: Rogues often use a street language known only to those in the trade,
WEAPONS: Any called cant. Code words, hand signals, demeanor, and other signs comprise
ARMOR: Any the cant. The cant can be used to convey complex ideas. The language
ABILITIES: Weapon specialization, combat dominance, extra attack may vary to some degree both geographically and culturally, making cants
unique to each region, city, or even within a city. This ability is affected by
Level HD BtH EPP wearing armor not on the armor list for the rogue.
1 d10 +1 0
Climb (Dexterity): This extraordinary ability allows a rogue to climb up,
2 d10 +2 2,001
down, or across a slope, wall, steep incline (even a ceiling with handholds),
3 d10 +3 4,001 or unusually angled natural or man made slope or incline that others would
4 d10 +4 8,501 find impossible to climb. When doing so, the rogue moves at one-half the
5 d10 +5 17,001 character’s normal speed. A failed climb check means that the character
6 d10 +6 34,001 makes no progress. A check that fails by 5 or more means that the character
falls from the currently attained height, and must suffer falling damage.
ROGUE (dexterity) Rogues can not carry anything in their hands while climbing. When
climbing typical natural slopes and man made inclines, such as a cliff faces
The archetypical ne’er-do-wells, rogues can be scions of the wealthiest
or steep steps, a rogue does not need to make an attribute check to climb
families or simple street urchins. Some make their living by burglary,
the surface. This ability is affected by wearing armor not on the armor list
robbing wealthy merchants and pilfering the goods of many a palace.
for the rogue.
Others pick the pockets of the unwary, from the simple traveller to the
noble lord. Still others find their skills best suited to plundering dungeons, Decipher Script (Intelligence): This ability allows a rogue to decipher
unraveling riddles in dark caves, and stealing treasure from the forgotten writing in an unfamiliar language, a message written in an incomplete
places of the world, avoiding the laws and the lawmen of the more civilized or archaic form or a message written in code. If the check succeeds, the
areas of the world. character understands the general content of a piece of writing. It takes
2d8 turns to decipher each page of a script. The attempt may be made only
Rogues must be exceedingly dextrous. A rogue must be nimble of hand and
once per writing.
foot. They must be quick of wit and mind.
Move Silently (Dexterity): This ability allows a rogue to move so silently Sneak Attack: At 4th level, a rogue has learned to adapt back attack
that others cannot hear the movement. The rogue can use this ability both skills to more general situations. When an opponent or victim is aware
indoors and outdoors. A rogue can move up to one-half the character’s of the rogue, but unsuspecting of an attack, a rogue can use the sneak
normal speed at no penalty. At more than one-half and up to the character’s attack ability. For example, a rogue could be having a conversation with
full speed, the character suffers a -5 penalty. It’s practically impossible (-20 a potential victim while hiding a poisoned stiletto up his sleeve, intending
penalty) to move silently while running or charging. To move silently and to strike once a piece of vital information is learned. Or, a rogue could
hide, see the hide ability. This ability is affected by wearing armor not on be perched in the shadows of a tree, waiting for the perfect opportunity
the armor list for the rogue. to fire a crossbow. Unlike the back attack, sneak attack situations do not
necessarily require a previously successful hide or move silently check,
Open Lock (Dexterity): A rogue can use this ability to open any sort of although the Castle Keeper could require success in one or both, depending
mechanical lock that would normally require a key to open. A successful upon the circumstances if necessary. The opponent is not allowed to roll for
check indicates the lock has been opened. This ability requires the use of a initiative until the round following the attack.
set of rogue’s tools, including picks, blank keys, wires or other appropriate
tools. A rogue may only make one attempt per lock. If that attempt fails, A rogue making a sneak attack gains a +2 bonus to hit and a +4 bonus
the rogue cannot try to open the same lock again until gaining one more to damage. Ranged weapons can be used for sneak attacks if the target is
level as it is beyond the current ability of the rogue to pick it. Only wearing within 30 feet. A rogue cannot aim with deadly accuracy from beyond that
a metal or large gloves affects this ability negatively. range. A sneak attack cannot be combined with back attack.
Pick Pocket (Dexterity): A rogue can use this ability, on a successful This ability is affected by wearing armor not on the armor list for the rogue.
dexterity check, to remove the contents of a pocket or pouch (or otherwise
take something from a person) without being noticed. Success may require PRIME ATTRIBUTE: Dexterity
the rogue to cut the purse or pouch from the target. A penalty to check is HIT DIE: d6
equal to the level or hit dice of the targeted victim. ALIGNMENT: Any
This ability also allows the rogue to perform “sleight of hand” maneuvers. A WEAPONS: Blowpipe, broadsword, cat-o-nine-tails, cestus, club, dagger,
successful dexterity check indicates the rogue has hidden or moved an item dart, light hammer, hand axe, hand crossbow, javelin, knife, light crossbow,
in such a manner so that observers are not aware of where the item has longsword, mace, main gache, quarterstaff, rapier, sap, shortbow, short
been hidden. Such typical maneuvers are hiding a coin, sliding a card up a sword, sickle, sleeve tangler, spiked gauntlet, sling, whip
sleeve, performing the shell game, and the like. A penalty to the check may ARMOR: Leather armor, leather coat, and padded
T hough they come from many walks of life, all wizards have a few
characteristics in common. They are intelligent, observant, diligent
and have an exacting eye for detail. Their unyielding search and thirst for
ARMOR: None
ABILITIES: Spell casting
knowledge of the eldritch powers often generates a self-serving egomania
Level HD BtH EPP
in the most powerful of wizards. And, as they become ever more competent
in harnessing eldritch sorceries and bending the world about them to their 1 d4 0 0
will, they suffer little distraction and afford interlopers little forgiveness 2 d4 +1 2,601
when their work is interrupted. 3 d4 +1 5,201
4 d4 +1 10,401
A wizard’s pursuits and studies, along with their intense focus upon the
5 d4 +1 20,801
arcane, mean a life of laboring over ancient tomes of knowledge. This
leaves wizards little time to learn and become proficient in any but the most 6 d4 +2 42,501
common of weapons, and not at all capable of using armor that hinders the SPELL BOOK: The number of spells that a wizard has in their spell book
intricate somantic movements needed to cast some of their most powerful at the beginning of play is equal to the number of spells they can cast at
spells. Yet this matters little to them, as wizards realize their wits and arcane first level. For example, a 1st level wizard or illusionist with 14 Intelligence
powers are far more powerful than any sword, and that conjured servants can cast four 0 level spells and three 1st level spells (2 + 1 bonus). So, the
offer far more protection than any armor could possibly manage. character would begin play with a spellbook containing four 0 level and
three 1st level spells. The spells in the spell book can either be chosen by
ABILITIES the Castle Keeper, the player, agreement between the two or randomly (use
the Spell List Charts below).
Spells: A wizard casts arcane spells. Wizards can only cast a limited number
of spells, from each spell level, per day. The Wizard and Illusionist Spells Per
Day Table lists the number of spells per day a wizard may cast of each spell WIZARD SPELLS PER DAY
level. For example, a 5th level wizard can cast five 0 level spells, four 1st Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
level spells, two 2nd level spells and one 3rd level spell per day.
1 4 2
A wizard must prepare spells before casting them by studying from a spell 2 4 3
book. While studying, the wizard decides which spells to prepare. 3 4 3 1
4 4 3 2
Bonus Spells: With a high intelligence score, a wizard gains bonus spells. 5 5 4 2 1
6 5 4 3 2
If the character has an intelligence of between 13-15, they receive an extra
CLERIC (wisdom)
Clerics are warrior-priests. They are religious by nature and can be found in
service to a pantheon of deities or eternally bound to serve only one. From
their deity or deities, the cleric receives divine powers and act as conduits
of the power of their deity upon the planes of men. Yet these powers come
at a high cost in service, devotion and loyalty. A cleric’s divine connection
to a deity is of supreme importance. This spiritual connection allows them
to better understand the motives and will of their deity and to more capably
and earnestly enact the deity’s desire.
Deities can be of any ethos or morality: from good to evil, and from lawful
to chaotic. All of the deities have priests and devotees who serve and
worship them but the cleric is always of like mind and nature as the deity
they worship. They never falter in carrying out their duties lest they face
the most horrible of retribution and suffer the interminable revenge of an
angered and betrayed power.
ABILITIES
Spells: A cleric casts divine spells. The spells available are listed on the cleric
spell list. A cleric is limited to a certain number of spells of each spell level
per day. The Cleric Spells Per Day Table shows the number of spells per day a
Turn Undead (Wisdom): A cleric has the ability to turn, or even destroy, When choosing a race, the player should make an effort to understand
undead monsters. To turn undead, a cleric must declare the attempt as an the basic personality and culture of the selected race. Whether using the
attack and then make a successful wisdom attribute check. The character social descriptions developed for Castles & Crusades, or creating your own
must display a holy symbol toward the undead and utter a prayer, chant societies and cultures, successful roleplaying results from a melding of the
or other invocation of the character’s deity. Turn undead is considered a character’s personality with its racial background. Furthermore, each race
special attack and takes one round. Turn undead has a maximum range of has a number of inherent racial abilities. These range from full vision in
60 feet. inky blackness, to finding hidden doors, to hiding well in the wilderness.
Turning undead consists of channelling divine power. The ability to channel Languages: This is a list of languages that members of the race are likely
divine power is measured by the cleric’s own willpower. Accordingly, to learn in typical circumstances. The languages on this list can change
charisma, not wisdom, affects the number of undead creatures that are at the Castle Keeper’s discretion. Characters with high intelligence have
turned with a successful turn undead check. In most cases, the number the potential to learn a number of additional languages. The number of
of undead turned will be 1d12 plus the cleric’s charisma modifier. When additional languages is equal to the intelligence modifier.
a cleric is five or more levels higher than the undead being turned, the
undead are instead destroyed. Size: Each race varies in size, but all fall into the broad categories of medium
or small. Small indicates a height of between 3’6” and 4’5”. Medium refers
Evil clerics may, instead of turning undead, control them. An evil cleric to a height of between 4’5” and 6’9”.
must be at least five levels higher than the hit dice of the undead sought to
be controlled. Evil clerics can also turn paladins. Movement: The movement rate is provided in feet. It refers to the distance
a character can normally move in one round. Jogging doubles the listed
Turn undead is covered in greater detail in Turning Undead, below. movement rate, and running or sprinting quadruples the normal movement
rate.
Weapon Selection: The cleric is only allowed to use certain weapons.
One weapon must be identical to the major weapon in use by the deity Typical Classes: Each race is most commonly associated with the listed
which they worship. If no single deity is worshipped and a pantheon is classes. This list of preferred classes can be changed at the Castle Keeper’s
instead worshipped, weapon selection is limited to the pantheon’s major discretion, but both Castle Keeper and player should confer prior to making
deities or the deity most closely associated with the activities the cleric a decision.
intends to undertake.
Attribute Modifiers: This refers to the modifications that are applied to
PRIME ATTRIBUTE: Wisdom the attributes of all members of a given race.
HIT DICE: d8
Class Modifiers: Several of the races have modifiers that apply to class
ALIGNMENT: Any abilities.
WEAPONS: Special, club, crowbill hammer, dagger, light or heavy flail, light
hammer, light or heavy mace, morningstar, quarterstaff, war hammer
ARMOR: Any DWARF
ABILITIES: Spells, turn undead Dwarves hail from the depths of the earth, and have lived there for ages
beyond count. Much like the stone they resemble, dwarves possess great
Level HD BtH EPP fortitude and an indomitable will of granite. They are a proud, loyal, and
1 d8 +0 0 honorable people, with lives said to be as long as the tunnels they delve
2 d8 +1 2,251 beneath wind-scoured mountains.
3 d8 +1 5,001
Description: Dwarves resemble the rock and stone they so love. They
4 d8 +2 9,001 are short, stocky and muscled from years of labor at the forge, or from
5 d8 +2 18,001 tunnelling through the earth. Dwarves grow long beards and moustaches
6 d8 +3 35,001 that are considered a symbol of maturity and honor; the most renowned
dwarves have great, thick beards sweeping to their feet. From hours at the
forge and difficult work at the mines, dwarven skin is dark, ruddy, and
CLERIC SPELLS PER DAY
fissured, even at an early age. Their deep-set eyes tend to be blue, hazel or
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th gray and sharp enough to pierce the gloom of the underworld.
1 3 1
2 4 2 Personality: Dwarves feel bound by codes of honor that obligate them
3 4 2 1 to kin and kingdom. They consider themselves eternally beholden to their
4 4 3 2 parents and immediate kin, for their parents brought them into the world.
5 4 3 2 1
6 5 3 3 2 The dwarves are also bound to another code that, at its simplest, requires
just compensation to be paid for service dutifully rendered. This code
guides all of their business and interpersonal dealings.
Deepvision: Ages spent beneath the earth in the dark and quiet places of ELF
the world have imbued dwarves with the ability to see in darkness where Elves are an ancient, almost timeless, race. They embody the grace
a human would find it impenetrable. This vision extends up to 120 feet in and beauty of the natural world: as well as its strength, and at times, its
even the darkest of nights and deepest of tunnels. Colors tend to erode unremitting wrath and fury. Elves live exceedingly long lives, giving them
with deepvision, and objects appear in many shades of gray. It is otherwise a degree of patience unknown to other races, and affording them the
like normal sight, and dwarves can function well with no light at all. Bright opportunity to acquire a vast knowledge of the world and its history.
lights, such as from a lantern or other light source, spoil deepvision. A
dwarf requires one turn to adjust his or her eyes when a light source is Description: Elves vary in size and coloration, depending on their nature.
extinguished before gaining full use of deepvision. Generally, elves are light skinned and pale in color, although light green
skin hues are not unknown. At maturity they average 5 feet 6 inches in
Determine Depth And Direction: The world beneath mountains and in height, and weigh around 115 lbs. Their “ethereal” nature lends them an
the deeps of the earth is the natural home of the dwarf. Dwarves can sense unnatural grace and beauty. Elves have thin, sharp facial features with large,
their approximate depth underground as naturally as a human can sense searching eyes that can vary widely in color. Their ears are long, tapering to
which way is up. The dwarf can determine direction underground just as a point at the ends, and they often wear their hair long and unrestrained.
easily.
Personality: Elves, being long-lived, possess tremendous patience. An
Enmity (Goblins/Orcs): Eternal wars against goblins and orcs have overriding sense of near-immortality affects an elf’s every thought and
created an undying crucible of hatred for these vile creatures. When in action. Other races misinterpret this patience as indolence, laziness and an
combat against goblins or orcs, this fury and hatred allows dwarves a +1 uncaring attitude, since other races cannot afford to wait decades to act on
bonus to hit these creatures. Dwarves have a similar distrust of half-orcs. a matter. Elves know that they have time to act, for the centuries stretch
Dwarves find inter-breeding with goblinoids to be the worst of all sins, before them where other races have mere decades. When pressed, however,
and their powerful antipathy towards pure goblinoids negatively affects elves are capable of quick deliberation and speedy action, though usually
dwarven relations with half-orcs. Dwarves suffer a -4 to charisma checks not as quick as their shorter-lived allies might prefer.
when interacting with half-orcs, goblins and orcs.
Elves relish beauty, both natural and crafted. Their farsighted vision allows
Defensive Expertise (Giants/Ogres): Long regarded as a food source by them to see the shapes of things to come, and more, they can see the shapes
many giants, dwarves have developed considerable expertise in fighting of things that could be. Where others might see a young sapling that one
them. Combined with their small size, this tactical expertise allows dwarves day must grow into a great oak, an elf sees a sapling that, molded with
to offer resistance to the powerful giants. When fighting giants or ogres, care and patience, can grow into a tree of great trunk and arching branch
dwarves receive a +4 bonus to armor class. that will lord over the forest. This sight grants them the patience to make
a craft of their natural environment. They shape the rocks where they
Resistant To Arcane Magic: As unshakeable as granite or iron, dwarves dwell, and cultivate trees and gardens over many years, thus molding their
are particularly resistant to arcane magic. They receive a +3 bonus to all surroundings to create a garden of beauty in the natural world. They apply
saving throws against arcane spells and spell-like effects. this same care to shaping and drawing out the natural beauty in all things,
from simple stones and gems to gardens, forests and hills. Likewise, the
Resistant To Fear: Dwarven loyalty, duty, stubbornness and honor lend
same attention is given to the crafting of weapons and armor, to spells, and
them courage where other races might falter. Dwarves receive a +2 bonus
even to the care of beasts. All things flourish under an elf’s care if given
to all saving throws against fear.
time and safety from the world’s interruptions.
Resistant To Poisons (Constitution): Dwarves are imbued with great
These qualities imbue most elves with a fatalism of surpassing depth. Their
constitutional fortitude. Poisons that might fell a normal human are less
near-immortality creates a peculiar unease with death for their attachment
likely to affect a dwarf. Dwarves receive a +2 bonus to all poison saving
to the living world is more profound and deeply felt than that of most
throws.
other races. Together, these conflicting notions of time create a burgeoning
Stonecraft (Wisdom): Dwarves spend much of their lives carving halls, and even contradictory desire to control and even stop the advancement
castles and underground fortresses out of solid rock, so they possess an of time, the forge of their life’s creation and the crucible of their doom.
Each day, a wizard memorizes and prepares spells. A wizard must have 4. DETECT POISON
Detects poison in one creature or small object.
access to a spell book to study. Until the wizard prepares spells from a spell
book, the only spells the wizard has available to cast are the ones that the 5. ENDURE ELEMENTS
character already had prepared from the previous day or those not yet used. Protection from natural elements and weather.
A wizard needs to sleep and rest for eight hours each day before preparing 6. FIRST AID
spells. In addition, it takes 15 minutes per spell for a wizard to study a spell Bandages bleeding wound.
book and memorize the spell for the day. The same spell can be prepared for
use more than once each day. Each preparation counts as one spell toward 7. LIGHT
Object shines like a torch.
the wizard’s daily limit for each spell level.
8. PURIFY FOOD AND DRINK
Once a wizard prepares a spell, it remains in the character’s mind until the
Purifies 1 cu. ft./level of food or water.
character triggers it or until the character abandons it. Upon casting, the
spell is purged from the character’s mind. Certain other events, such as the
disruption of a spell during casting, the effects of magic items, or special
1ST-LEVEL CLERIC SPELLS
attacks from monsters can wipe a prepared spell from a character’s mind.
1. BLESS*
Allies gain +1 to hit and +1 on saves against fear.
Clerics
Clerics cast spells through divine dispensation. A cleric’s deity allows the 2. BLESS WATER*
cleric access to certain powers in order to express his will upon the in the Makes holy or unholy water.
world. Clerics must pray or meditate to receive their spells and need not 3. COMMAND
study to access them. However, a cleric must follow the precepts of their Subjects obey one-word command for 1 round.
deity or risk losing access to this awesome power. 4. CURE LIGHT WOUNDS*
Clerics select and prepare spells ahead of time through prayer and Cures 1d8 damage.
meditation at a particular time of day. Some deities set the time or impose 5. DETECT SECRET DOORS
other special conditions for granting spells to their clerics. The time Reveals hidden doors within 60 ft.
required to prepare spells is eight hours of rest followed by 15 minutes of
prayer or meditation for each spell. A cleric may pick any spell from the 6. DETECT UNDEAD
Reveals undead within 60 ft.
cleric spell lists unless the character’s deity imposes a restriction.
Closing: This is the determination of who sees whom and how they act
in order to move into contact with one another. INITIATIVE
Combat round: This is the amount of time it takes for all those involved The order of action in a combat round is determined by an initiative roll.
in the round to take an action or move. Each combatant or party rolls a d10. Those with the highest number go first
and actions descend from there.
Damage: If an attack is successful, damage is delivered. The amount
depends on the weapon or item being used. For those with weapons of greater than 10 foot length facing those with
weapons of less than 6 foot length and when a large creature is fighting a
Armor Class: All monsters or player characters attacked have an armor medium size or smaller creature, in the first round only, they are allowed
class. In large part, this is dependent on the type of armor being worn but in to swing at opponents first if they approach within ten feet regardless of
some cases armor is natural and just an abstraction for how difficult it is to initiative and if they have not already taken an action that round. This
strike and damage an object or creature. Armor class normally ranges from counts as an action for that round.
10 to 20 but can extend even higher.
Hit Points: This is the amount of damage a character, creature or object Combat Actions
can take before being killed or broken.
In a combat round, the players and their opponents are able to take many
Initiative: This is a roll used to determine the order of action in a actions including drawing weapons, attacking, moving, casting spells,
combat round. Initiative is determine by the roll of a d10. turning undead, firing missile weapons, and quaffing potions to name just
a few. The actions available in a single round are listed below. The list is
Ranged Combat: Melee with ranged weapons, that is, weapons that are not exhaustive and it is up to the Castle Keeper to adjudicate as to how
thrown or propelled and can strike at a distance of greater than ten feet. long many actions take place and whether or not they can occur in a single
round. Following the list is a more detailed explanation of those actions.
Combat Round
The combat round is ten seconds long during which all the characters and Attack Cast Spell
monsters get a chance to act. Generally, only one action is allowed. A Use Class Ability Use Item
round is about 10 seconds long but this is more an abstraction than an Charge Full move
exact amount of time.
Full Move: If no other action is taken, a character or creature can move
up to their full movement. This includes jogging (2x normal move rate)
SURPRISE and running (4x normal move rate).
Surprise is a situation in which an one party catches another party
unawares and unprepared for combat. Before any other action takes place,
Attack: This is melee. The attacker is allowed to attack for full effect,
including ranged attacks. This can be accompanied by a short move. This
surprise must be determined. For this to happen, both parties must be
is covered under in greater detail under melee below.
unaware of the other or one or the other must be attacked so suddenly as
to be unable to have had time to prepare for actions. In many instances,
the Castle Keeper must make decisions as to whether surprise is actually Cast Spell: A character is allowed to cast one spell. Several spells require
possible. In those instances in which surprise is possible, there is always two or more rounds to cast, in which case the character must wait until the
a chance something could go awry and the surprise does not occur, so a following round for the affects of the spell to take place. This action can be
determination must be made. There are two types of surprise. One is that in accompanied by a short move only. This move is not in addition to normal
which an ambush occurs and the other is an accidental encounter. In both movement.
cases, if the surprise is successful, the surprising party is allowed one free
round of activity. This is followed by normal combat rounds. Use Class Ability: The character or monster is allowed to use any
class ability that they have. Most class abilities take only one round to
Accidental Encounter: This occurs if both parties are unaware of accomplish. Those that do not are described as such in the appropriate
one another and suddenly come upon each other. One or both parties class ability. This action can be accompanied by a short move only. This
can be in motion. In this case, each side makes a dexterity check. If it move is not in addition to normal movement.
is successful, they have surprised the other party. It is possible that both
parties can be surprised, in which case, surprise is negated and the round Use Item: An item that is carried and is readily available can be used.
proceeds as normal. If one party succeeds in the dexterity check while the This includes drinking potions, using wands, casting a spell from a scroll,
other fails, the failing party is surprised. This allows the surprising party one activating magical abilities of magical artifacts, use of equipment, lighting a
full free round of action while the surprised party is not allowed to act. If torch/lantern, casting grappling hook etc. This action can be accompanied
both fail the dexterity check, no surprise occurs and the round proceeds as by a short move only. This move is not in addition to normal movement.
normal. To make a dexterity check for accidental surprise, the character or
monster with the greatest chance for success makes the check. MOVEMENT IN THE COMBAT ROUND
Once initiative or surprise is determined, those who can act are allowed
Ambush: The other type of surprise occurs when one party lies in wait for
to move. Movement rates are listed in the racial descriptions. These
another. In this case, the surprising party must have prepared an ambush
movement rates indicate the distance a character or monster can move in a
and be well hidden. It is up to the Castle Keeper to decide if this is even
round. For characters or monsters that are carrying a lot of gear, movement
possible or if the characters or monsters have the capacity to manage such
can be reduced at the Castle Keeper’s discretion. Movement is listed in
an action. To determine if the ambush is successful, the ambushing party
feet.
makes a wisdom check and so to the ambushed party. If the ambushing
party is successful and the ambushed party is not, the ambushing
party is allowed one free round of action. If both are successful, then a Normal Movement: This is the movement listed in the racial and
determination of surprise is made. In this case, the ambushed party has no monster description section. In a single round, a character or monster
chance of surprising the ambushers though, only preventing a surprise. If can move their full movement but not attack or take a full round action,
though they can draw weapons and do other simple actions.
Once defeated the creatures are driven from the plane and back Area 2 Kitchen
to hell. They howl and scream as they do so, alerting the witch Both doors open up to the kitchen. This room is in complete
above. shambles, pots and pans on the floor, the cook fire ashes all over
the place, food, much of it half eaten upon the counter tops and
Treasure: the Lemures have slain one other who approached the floor and all manner of utensils scattered all about. A large brick
tower. It is a rogue. His body is much devoured and half rotted. oven, with venting leading into the wall puts off a tremendous
It lays just off the path. He has a small stone in his pocket. It is amount of heat, making the room almost suffocating.
worn smooth. The stone is a good luck stone, anyone who has it
gains a +1 all attribute checks and saving throws. The witch’s servants, Bael and Baels live here. These imps serve
her as cooks and have made the kitchen their home. They keep
THE TOWER the oven burning to remind them of their home plane where heat
is more commonplace. The imps are evil and have been robbing
The stairs give way to a small, open, rocky ledge. The ledge at
the witch for some time. They hav stored a small treasure trove
one time had some gardens on it but these are long gone.
of items in the kitchen, all hidden inside a covered pot, pushed
The imp will not attack the party unless discovered; even then The larger room, 6, is the wizard’s private quarters. A huge
it attempts to flee. If the treasure is taken however, the imp king-size bed dominates the center of the room. An open chest
follows the party and harasses them with tricks and traps for the stands at the foot of the bed. Much of its contents, clothing and
rest of their lives if need be. It does not warn the hag nor help personal items, have been cast about the floor. Another large
her if she is attacked, wishing her death more than anything animal-hid rug lies on the floor in front of a long unused fire
else. place. Personal items abound, several cloaks on pegs, as well as
hats, drinking mug on the floor and so forth.
Reaper Miniature Note: For this encounter use Gene Van
Horne’s cool Imps, product code 06180. There are signs of a struggle in the room. The bed is ruffled and
messed up, sheets lying on the floor and some dried blood stains
Imp (These lawful evil creature’s vital stats are HD 1d8, AC the floor next to the door.
15, HP 7. Their primary attributes are physical and mental.
They attack with a bite for 1d4 points of damage and a stinger The struggle did not occur between the witch and the wizard,
for 1 point of damage. They are able to turn invisible, have an but rather between the witch and the mimic that guarded the
SR of 3 and regenerate 1 hit point per round. Their stinger has a room. This creature attacked the witch when she entered the
poison barb that can cause a further 2 points of damage.) room without the wizard, but she killed it with one of her elixirs.
The bottle of which lies on the floor.
Area 3 Upper Living Room
The stairway door opens into this room. The room is lavishly AREA 7 LABORATORY
decorated with tapestries on the walls, rugs upon the floor, and On the steps leading up to the next and final floor, just before
several torch laden wall sconces. A large, ornate table dominates the laboratory is a small bottle lying on its side.
one side of the room and several cushioned couches and chairs
the other side. It is obvious that the room is some type of living Magic Bottle: Lying in front of the door is a bright blue bottle.
room or den, probably used to entertain guests. The lid is off, but attached to the bottle’s neck by a chain. A
small amount of liquid remains in the bottle as well as a small
There is plenty of valuables in the room, the heavy tapestries, pellet. The pellet is in the neck of the bottle, not touching the
and ornate furniture, far too heavy to move about and easily liquid. If the pellet does touch the liquid is immediately turned
steal. The room is largely undisturbed. to a gas and pours out of the bottle. Anyone within 15 feet of the
bottle must make a successful dexterity save or suffer 1d6 points
AREA 4 GUEST ROOM of damage from the gas. The gas is a concoction made of plant
The door opens up on a simple guest room. A bed, well made, extract and can be neutralized. The bottle can be checked for
though dirty, stands against the inner wall. A large chest sits traps and discovered (CL 2) with a successful dexterity check.
at the foot of the bed. Several large animal skin rugs cover the
floor. A huge stained-glass window, the same that overlooks This room itself is in shambles, utterly destroyed, tables
the valley below, dominates the room. The morning sun shines overturned, benches broken, jars and other glass ware shattered
through the sun capturing the image of wizards and monster, on the floor. Extensive fire damage marks the walls so that little
that slowly scrawl across the floor as the morning wanes. remains that is useful. Three large windows look over the room;
the glass that once covered them is broken and lies upon the
The room has little of value in it. The stained glass itself depicts floor.
an image of the White Mage in an epic battle with a hydra.
There is nothing of value here. The witch has destroyed it all.
AREA 5 STUDY
AREA 8 ANDRU’S PRISON
This room is Andru’s study. In the center is a large desk with
several papers upon it, a number of scientific instruments, This room was once Andru’s Star Chamber. Here he sat in quiet
ink well (now dry) and a 5-sconce candelabra. Someone has contemplation, the windows overlooking the village below. He
rifled through the desk and several drawers are open. Yet more charted the stars and watched the moon pass through the still
animal-hide rugs cover the floor, large bears with thicker fur. nights. It is now his prison.
Several book shelves line the wall disorganized and pilfered, The door opens to a foul stench. It smells of swamp
many of them thrown about the room, scorched, or otherwise grass and foul rot. Within a strange site greets you. A
damaged. Several shelves stand completely empty. man sitting upon a large ornate chair, staring at you
with a hollow gaze. His hair is long, flowing down his
AREA 6 ANDRU’S BEDROOM shoulders, even to the floor. His finger nails are long
The two doors to this room are locked and have been for some too, coiled about themselves. His skin on his hands and
time. face, the only portion of his flesh that is visible, is pale
Erza, Witch(This lawful evil creature’s vital stats are HD Her true form is of a homely, middle aged woman with long,
2d8, AC 19, HP 16. Her primary attributes are mental and dark hair. He face is lined with deep furroughs and wrinkles.
physical. She attacks with 2 claws for 1d4 points of damage
each. She can shape shift into a shadow form three times a day. Andru Meadow is still alive and once the hag dies or the
In this incorporeal form her movement is slowed to 10 feet. characters drive her off he slowly comes out of his stupor. He is
After 2 rounds of uttering incantations she is able to fly 60ft. amazed that so much time has passed, but eternally grateful to
per round. To do this she needs some item to help balance her. the characters, offering them to freely take any items that the
She is able to speak with the dead and brew potions.) hag had gathered up whether they had been his once or not.
His spell books are the only exception. These the hag never
Note: the witch drinks the sanctuary potion before the found for he hides them in a small pocket dimension hidden in
the forest.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet,
Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
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have contributed Open Game Content; (b)”Derivative Material” means copyrighted material Chenault and Mac Golden.
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Insert Name
Chaotic neutral, 2nd level halfling rogue with halfling traits.
Vital stats: HD 2d6, AC 15, and HP 9.
Primary attributes: dexterity and wisdom.
Attributes: strength 14, dexterity 17, constitution 15, wisdom 12, intelligence 14, and charisma 9.
Wears leather armor and carries a short sword (1d6); he also carries a hand axe (1d4) and cross bow with 20 bolts (1d4); sundry gear
such as thieves tool, 50’ rope, food and water, and has 40gp.
Insert Name
Neutral good 2nd level dwarf fighter with dwarven traits.
Vital stats: HD 2d10, HP 17, and AC 17.
Primary attributes: strength and constitution.
Attributes: strength 15, constitution 16, dexterity 9, wisdom 14, intelligence 13, and charisma 12.
Wears chain mail, medium shield, longsword (1d8); dagger (1d4) and spear (1d6); possesses sundry gear such as back pack, rope,
food and water as well as 20gp worth of jewelry and coin.
Insert Name
Chaotic good 3rd level elven cleric with elven traits.
Vital stats: HD 3d8, HP 21, and AC 14.
Primary attributes: wisdom and dexterity.
Attributes: strength 16, dexterity 16, constitution 10, intelligence 11, wisdom 18, and charisma 14.
Wears leather armor, and carries mace (1d8); also has a small war hammer (1d6) and sundry gear such as holy symbol, tinder box,
bandages, food, and water, a potion of healing (1d8), and 24gp worth of jewelry and coin.
Spells: 0-Level detect evil, first aid, light, purify food and drink; 1st level: cure light wounds, shield of faith; 2nd-Level: spiritual
weapon
Insert Name
Chaotic neutral 3rd level human wizard.
Vital stats: HD 3d4, HP 10, and AC 13.
Prime attributes: dexterity, intelligence, and wisdom.
Attributes: strength 12, dexterity 18, constitution 10, wisdom 14, intelligence 17, and charisma 18.
Wears cloak, normal clothes. Carries a dagger (1d4) and a staff (1d6). Also has mapping equipment and 25gp in coin and finery.
Spells: 0-Level: arcane mark, detect magic, mage hand, open/close. prestidigitation; 1st-Level: feather fall, shocking grasp, spider
climb; 2nd-level: enhance attribute.