TEXT: QUICK START RULES
  1
  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 6, “Dice”; page 7-8, “The Six At-
  tributes”, “Generating Attribute Scores”, “Attribute Modifiers”, and the attribute modier 
  table; page 8, “Class Description Terminology”; pages 9 to 30, 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 31, the description of languages, size, movement, typical classes, attribute 
  modifiers, class modifiers; page 32-37, the “Abilities” subsection of each race; pages 38-
  39, “Alignment”, “Law and Chaos”, “Good and Evil”, “Alignments”; page 40, “Starting 
  Coin”; equipment lists on pages 40-43; pages 44-45, “Determining Encumbrance”, “Ad 
  Hoc Encumbrance”, “Encumbrance Formula”, “Worn and Capacity Objects”, “ Affects 
  of Encumbrance”; all text appearing on pages 46-104; pages 112-113, “Types of Saving 
  Throws”; all text appearing on pages 114-120; page 120-121, “Damage”; page 121-122, 
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  “Movement”, “Spell Resistance”, “Languages”, “Vision”, “Time”. 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, Il-
  lusionist, 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), Neu-
  tral 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.
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  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 Doyle and Stephen Chenault
  Castles & Crusades: Demo Light Rules, Copyright 2007, Troll Lord Games; 
  Authors Davis Chenault and Mac Golden.
  Castle Zagyg is copyright Trigee Enterprises, 2007
  A Guide and Rules System for Fantasy Roleplaying
  Authors: Davis Chenault & Mac Golden
  Cover art, interior art, logos 
  and logo designs by: 
  Peter “20 Dollar” Bradley, 
  Cover Design and Layout by  Peter Bradley
  With Steve Chenault, Mark Sandy 
  and Todd Gray
  Castle Zagyg adventure Jeffery Talanian
  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
  ©2007 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, SIEGE 
  engine,  Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logos 
  are Trademarks of Troll Lord Games. All Rights Reserved.
  For more information on Castles & Crusades, and 
  related products or  to Join the Castles & Crusades 
  Society please contact us at:
  Troll Lord Games
  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
  
  CASTLES & CRUSADES
  2
  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.
  
  QUICK START RULES
  3
  CREATING THE CHARACTER
  W
  ith the exception of the Castle Keeper, each person playing Castles & 
  Crusades creates a character to use during the game. To create this 
  character, the player begins by simply imagining the type of character he or she 
  desires to play, be it a wandering barbarian, reclusive wizard, travelling dwarf, 
  noble elf, a dastardly villain or virtuous knight. The player begins by generating 
  attribute scores with dice rolls. Attribute scores define the character’s physical and 
  mental traits. Next, the player chooses a class, or profession, for the character that 
  best fits how the character is imagined. In 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 technical game-related aspects of the character, such as 
  combat bonuses, as well as the character’s persona and history. These steps are 
  outlined below and detailed in their appropriate sections.
  IMAGINE A CHARACTER: Decide, in a general manner, the type of 
  character desired. Is the character a noble dwarf fighter, a haggard half-orc 
  barbarian, or a disdainful elf knight? Literature, film, theater and comic 
  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 
  character, you can build upon these examples to create complex villainous 
  montages or even more profoundly heroic and noble characters. Stretch your 
  imagination! Create the character as you imagine him or her to be. In the 
  end, imagination is the only limit when creating a persona. 
  ROLL ATTRIBUTES: Each character has six attributes, generated by rolling 
  dice. The attributes are: strength, dexterity, constitution, intelligence, 
  wisdom and charisma. Each attribute has an impact on the game and can 
  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 concept, desired 
  class and desired race.
  CHOOSE A CLASS: A class is a basic concept upon which the character 
  is modelled. This is one of the more difficult aspects of character creation 
  because each class represents an archetype found in literature, film or within 
  roleplaying games themselves. Each class should be very broadly interpreted. 
  It is possible to have wildly diverse characters that are members of the same 
  class. Classes should be considered examples or technical extrapolations of 
  archetypes that provide a broad representation for the type of character 
  desired. This is necessary in order to accommodate the needs of the player 
  and the setting where the character’s adventures occur. 
  Each of the thirteen classes has unique abilities and specialized areas of 
  knowledge: 
  The Fighter is a warrior with great prowess on the battlefield. 
  The Rogue is a rapscallion and an opportunist. 
  The Wizard is a practitioner of powerful arcane magics. 
  The Cleric is avowed to a deity and dispenses divine justice. 
  CHOOSE A RACE: Select a race that best fits your imagined character 
  concept. In Castles & Crusades, one can choose the versatile human, a 
  long-lived elf, a wilful dwarf, a curious gnome, a quick-footed halfling, a 
  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 
  race prior to making a selection. In particular, ensure that the race selected 
  does not have cultural or personality characteristics that conflict harshly 
  with the persona of the character you wish to create. 
  FLESHING OUT THE CHARACTER: The most important step in character 
  generation comes last: detailing the character’s persona. The player fleshes 
  out the details of the character’s personality, physical description, world view, 
  background, goals and motivation – including the moral “alignment” best 
  suited to the character’s personality. Then the character’s starting money is 
  determined and the player equips the character with clothing, armor, weapons 
  and other adventuring gear. The player also determines the character’s hit 
  points – that measure of a character’s ability to survive damage. 
  ATTRIBUTES
  Attributes represent a character’s physical and mental traits. 
  All characters in Castles & Crusades have six attributes: 
  Strength (Str)
  Intelligence (Int)
  Dexterity (Dex)
  Wisdom (Wis)
  Constitution (Con)
  Charisma (Cha)
  Each attribute has a numeric score ranging from 3 to 18. Each attribute score also 
  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.
  There are two types of attributes: primary and secondary. Of the six attributes 
  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 
  character uses a class ability, such as a rogue attempting to pick a fat giant’s 
  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 
  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 
  successfully performing the task. The same principle holds true for the other 
  aspects of the game in which an attribute check is required.
  Attribute checks are explained in greater detail later (see The Castle 
  Keeper and the Game - Attributes and the Game). For now, just remember 
  that the selection of primary and secondary attributes significantly affects 
  the possibility of success for many actions in the game. Attribute checks 
  associated with a primary attribute are significantly more likely to succeed 
  than those actions performed with a secondary attribute.
  THE SIX ATTRIBUTES
  STRENGTH: This attribute reflects physical strength, including the ability to lift or 
  move heavy objects and make powerful attacks. The modifier affects melee combat 
  and damage, and all checks for which strength is the primary influence. Characters 
  can military press 10x their strength and dead lift 15x their strength score.
  DEXTERITY: This attribute represents a character’s reflexes, manual 
  dexterity and hand-eye coordination, including the ability to dodge and 
  defend against attacks. The modifier affects armor class, ranged combat 
  and all checks involving dexterity.
  CONSTITUTION: This attribute reflects overall health, and also represents 
  a character’s ability to withstand pain, suffer physical damage, avoid fatigue 
  and fight off sickness or poison. The modifier affects hit points, and it 
  applies to all checks involving constitution as the prime influence. 
  INTELLIGENCE: This attribute reflects mental aptitude. It represents a 
  character’s ability to learn quickly, apply that learning effectively and use 
  deductive reasoning. The modifier affects the number of arcane spells a 
  character can cast each day, the number of languages a character can learn 
  and all checks involving intelligence as the prime influence. 
  WISDOM: This attribute reflects depth of personal experience, the ability 
  to make well-considered decisions or judgments, and represents a spiritual 
  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 
  wisdom as the prime influence. 
  CHARISMA: This attribute represents strength of personality, willpower, 
  leadership and attractiveness. It is the degree to which a character is 
  able to influence others. The modifier affects other creatures’ loyalty and 
  reactions to the character, the number of undead the character can turn 
  and all checks involving charisma as the prime influence.
  
  CASTLES & CRUSADES
  4
  GENERATING ATTRIBUTE SCORES
  Attribute scores are generated by rolling 3d6. The player adds the results of 
  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 
  score is assigned to one attribute, in any order the player chooses. When 
  assigning attribute scores, the player should consider the race and class of the 
  character being created. A character’s race may raise or lower an attribute 
  score, and certain attribute scores may affect a character’s class abilities.
  Normally, attribute scores only increase or decrease during the course of a game 
  as a result of magic, poison, curses or other extraordinary events. Should an 
  attribute score change during game play, the modifier changes to correspond to 
  the new score, if applicable. It is possible for an attribute score to fall below 3 or 
  exceed 18 during game play. However, attribute scores for characters that fall 
  outside of this range are rare, and are usually associated with monsters, powerful 
  magical items or other entities controlled by the Castle Keeper.
  ATTRIBUTE MODIFIERS
  Each attribute score has a corresponding modifier that can alter die rolls in the 
  game. The modifier is a number added to (or subtracted from) a roll of the dice 
  when a character uses an attribute to take an action, make a saving throw or use 
  a class ability. For example, a character attempting to bend the bars of a prison 
  cell would have his or her strength modifier applied to the roll. The amount of 
  damage delivered to a foe is likewise affected by the attribute modifier. A positive 
  modifier is called a bonus and a negative modifier, a penalty. Higher attribute 
  scores have higher bonuses, and lower attribute scores have larger penalties. So, 
  whether fighting a nasty troll, a hungry wyvern or avoiding the gaze of a gorgon, 
  attribute modifiers play a decidedly important role in the game. 
  PRIMARY AND SECONDARY ATTRIBUTES
  There are two types of attributes in Castles & Crusades: primary and 
  secondary. Primary attributes are those physical or mental abilities in which a 
  character is particularly well trained or very experienced in using. Secondary 
  attributes are those the character uses with only average skill. A player selects 
  the character’s primary attributes after choosing a class and race.
  Human characters have three primary attributes. Demi-human races (dwarf, 
  elf, gnome, half-elf, halfling and half-orc) have only two primary attributes. 
  Each class has one primary attribute associated with it that cannot be 
  changed. The player selects the others. So, a human character receives one 
  primary attribute designated by the class and the other two are selected by 
  the player. If playing a demi-human character, the player can select only one 
  additional primary attribute. For example, the primary attribute for the ranger 
  class is strength. If the player chooses to play an elf, he or she selects one of 
  the five remaining attributes as the other primary attribute. If it were a human 
  ranger, the player would select two more primary attributes rather than just 
  one. The remaining attributes are considered to be secondary.
  ATTRIBUTE CHECKS
  As mentioned before, the distinction between primary and secondary 
  attributes is important. Almost all non-combat actions in Castles & Crusades 
  for which the Castle Keeper deems a roll is necessary to determine success or 
  failure are resolved by an attribute check.
  Every check has an associated attribute. Whenever one of these checks is made, 
  a d20 is rolled by the player. Attribute and level modifiers are added to this roll, 
  if applicable. If the result is equal to or greater than a number generated by the 
  Castle Keeper, called the challenge class, then the attribute check is successful. 
  The challenge class is a number generated by the Castle Keeper that 
  represents the degree of difficulty for performing that action. The challenge 
  class is generated in two steps. The first is ascertaining the challenge base. 
  This is determined by whether or not the associated attribute is a primary or 
  secondary one. If the associated attribute is a primary attribute, the challenge 
  base is 12 and if it is a secondary attribute, the challenge base is 18. Next, the 
  Castle Keeper adds or subtracts the challenge level to the challenge class. The 
  challenge level represents the degree of difficulty the Castle Keeper believes 
  appropriate for the action being taken. This usually ranges between 0 and 10, 
  but can go higher. The sum total is the challenge class, and the player must 
  roll higher than that to successfully perform the action.
  For example, a 3rd level elf ranger with a 15 wisdom as a primary attribute 
  attempts to track a pair of wily kobolds through a mountain pass. The 
  player rolls a d20 and adds the ranger’s level (+3), attribute modifier 
  (+1) and racial bonus (none) to the roll. If the number generated is equal 
  to or higher than the challenge class determined by the Castle Keeper, the 
  attempt is successful and the ranger is able to track the kobolds to their 
  secret lair. The challenge class is the combination of the challenge base 
  (12) and the challenge level (assume a 3 as the trail is a few days old) 
  for a total of 15. The player rolls a 13 and adds 4 for a total of 17. This is 
  greater than the 15 necessary so the ranger successfully tracks the kobolds 
  to their dark and foreboding lair atop craggy hill.
  A more thorough discussion of the rules and use of checks, called the SIEGE 
  engine™, is located in the Castle Keeper’s section of the rules. For now, it is just 
  important to understand that checks involving the use of a primary attribute are 
  far more likely to be successful than checks involving secondary attributes.
  ATTRIBUTE MODIFIERS
  1
  2-3
  4-5
  6-8
  9-12
  13-15
  16-17
  18-19
  -4
  -3
  -2
  -1
  0
  +1
  +2
  +3
  CASTLES & CRUSADES IS ONE OF THE BEST SELLING FANTASY 
  ROLE–PLAYING GAMES OUT THERE TODAY! WHY? BECAUSE IT IS FAMILIAR 
  THE MOMENT YOU PICK IT UP, IT’S EASY AND FUN. 
  THE COMPLETE RULES COME WITH ALL THE TRADITIONAL RACES, CLASSES, SPELLS, 
  MAGIC ITEMS, AND EVERYTHING ELSE YOU’VE COME TO EXPECT IN FRPGS!! 
  WHAT ARE YOU WAITING FOR? JOIN THE CRUSADE TODAY!!
  
  QUICK START RULES
  5
  CLASSES
  T
  he character classes each represent a broad archetype. Although each 
  character of a particular class is bound by certain similarities, players 
  should utilize the archetype template to build a unique character and create a 
  unique persona. The class describes a character’s capabilities in the game, and 
  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 
  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.
  There are many types of character classes: 
  Fighters are brave warriors who take up arms to meet their foes in the crucible 
  of battle. Fearless, they don themselves in the accoutrements of battle, 
  relying upon their superior martial skills to overcome obstacles. 
  Rogues, rapscallions and the like make their living through nefarious and 
  occasionally dastardly deeds. Living on the ethical edge and spending 
  much of their lives avoiding harsh justice, these fearless villains are found 
  in all walks of life. 
  Wizards delve into the mysterious worlds of the arcane and wield magic like 
  a weapon of war. They are often possessed of an overwhelming thirst for 
  knowledge and, as often as not, power.
  Clerics are spiritually bound to a deity. They are usually members of religious 
  orders, though some choose to live as wandering hermits. They wield the 
  magic of the divine and, fortified with the armaments of war, become 
  powerful emissaries for their causes. 
  The class descriptions define the parameters and abilities of each class. It may 
  be beneficial for a player to consult other chapters for details about saving 
  throws, combat or spell use before selecting a class. Each class description 
  includes many features: the prime attribute, hit dice, alignment, weapons 
  allowed and other aspects of the class. Most of the information needed by 
  players is in this section. Familiarization with the class and its features is 
  essential to playing the class well.
  CLASSES AND THE CASTLE KEEPER
  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 
  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 
  should consider creating an adventure according to the classes chosen by the 
  players. For example, if a player decides to play a rogue who is the scion of 
  a wealthy family and decides that this rogue enjoys pilfering the treasuries 
  of family acquaintances, then planning an adventure in a dungeon atop a 
  remote mountain wouldn’t work out too well.
  Maintaining a constant dialogue between the Castle Keeper and the players 
  is important to an enjoyable game of Castles & Crusades. The Castle Keeper 
  bears an awesome responsibility in the role of entertainer. To manage this, the 
  players and the Castle Keeper should come to an understanding prior to play 
  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 
  classes properly, and for helping players choose a class that best fits the type of 
  adventurer they envision.
  CLASS DESCRIPTION TERMINOLOGY
  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 bonus is added to 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. A character may also wear any armor, but if the armor type does 
  not appear in the list, the character cannot use any of their class abilities while 
  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 
  listed in each class description. However, Class Reference Table 1 is supplied as 
  a quick reference for all the classes. 
  The armor use restrictions reflect that class’s training and experience and 
  the limitations of it. Classes with no familiarity with certain types of armor 
  cannot be expected to wear them and act without their abilities being 
  hampered. For example, the rogue Felthing has grown up on the streets of 
  Margleburg and has never before worn any armor other than leather and 
  padded. When Felthing puts on his first set of full plate mail, it is likely that a 
  certain amount of discomfort and restriction would hamper Felthing’s ability 
  to pick a pocket. This being the case, armor is restricted to reflect that class 
  archetype’s background.
  This does not mean that the rogue would be unable to wear plate mail. 
  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 
  restrictions apply to many of the classes and in several cases only restrict 
  the use of certain class abilities. The rogue and assassin have variable 
  effects as described in their class descriptions.
  EXPLORE YOUR BOUNDARIES. C&C IS DESIGNED TO ALLOW YOU TO 
  SHAPE AND MOLD IT AS YOU PLAY. YOUR IMAGINATION IS THE LIMIT! 
  PUSH IT!
  
  CASTLES & CRUSADES
  6
  FIGHTER (STRENGTH)
  F
  rom the maelstrom of war and conflict great warriors arise, tested on 
  and mastering the brutal fields of battle. These combatants nobly make 
  war against cruel overlords and barbarous hordes, or are driven to conquest 
  and brutish slaughter by depraved spirits and malignant desires. Found in 
  all societies and amongst all peoples for whom battle is a constant, these 
  are those who turn to the sword and might of arm to defeat their foes and 
  fulfil their desires. Kings and tyrants, warriors and brigands, foot soldiers and 
  raiders, adventurers and treasure hunters; these are all fighters. 
  The fighter is the archetypical warrior, superior to all other classes in armed 
  combat. Fighters come from every geographic region and occupy all social 
  strata. They are born with a strength of will and spirit that leads them to 
  seek the field of battle. They find the clash of metal and the ring of steel 
  invigorating at times, and necessary at others. Fighters do not live in fear of 
  the melee; they face their foes with gritted teeth and steely determination, 
  longingly anticipating the next test of their strength and skill. All fighters, 
  regardless of background, are characterized by the will and ability to use their 
  brute strength and swift sword to solve problems or overcome foes. Fighters 
  are a unique breed and make their own way in the world, for ill or good.
  Fighters depend on heavy armor and weaponry that require great strength and 
  skill to wield properly. Whether sallying forth with a massive double bladed 
  battle axe, or a delicately balanced saber of the finest steel while sheathed in 
  plates of shiny metal, or hefting only a shield on the blood washed fields of 
  combat, the mighty arm of these warriors rise and the weak fall beneath it. 
  And it is the strength that carries fighters through the laborious contests of 
  steel that mark their daily lives.
  Many cultures have unique weapons, and warriors in those cultures are often 
  trained in their use, wielding them as if extensions of their bodies. However, 
  all weapons, regardless of make, function to the same end and the well-trained 
  and highly skilled fighter intuitively knows the best manner in which to use 
  them. Fearsome with any weapon, the fighter is an opponent that only the 
  foolish underestimate and the weak regret offending.
  As with weapons, the use of heavy armor is demanding upon the body. When 
  worn by those unfamiliar with its weight and bulk, armor can be a hindrance to 
  movement. It requires great strength and knowledge to properly wear any armor 
  and maintain one’s skill of hand while so donned. Fighters are accustomed to the 
  bulk and weight of armor, knowing how to manage and adjust their thrusts and 
  parries when wearing it. Once trained, a fighter knows how to adjust his or her 
  fighting style to the weight and load of any armor in order to use it effectively. 
  ABILITIES
  WEAPON SPECIALIZATION: At 1st level, the fighter can choose one weapon 
  with which to specialize. All weapons are eligible, including ranged 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 weapons are available for 
  specialization, bearing in mind culture, location and availability.
  The fighter can only choose one weapon with which to specialize. Once 
  chosen, the weapon cannot be changed. For fighters between 1st and 6th 
  level, this specialization imparts a +1 bonus to hit and a +1 bonus to 
  damage when being used. At 7th level and above, the bonuses increase to 
  a +2 to hit and +2 to damage. 
  COMBAT DOMINANCE: At 4th level, the fighter gains an extra attack with 
  any weapon when fighting opponents with 1 hit die. The opponents must 
  also have a hit die type of d6 or smaller. In order to use this ability, the fighter 
  must direct all attacks in a combat round against opponents that meet these 
  criteria. The fighter can split the available attacks among qualified opponents 
  as desired. This ability improves as the fighter progresses in levels. The fighter 
  gains an additional attack for every four levels gained after 4th level. So, at 
  8th level, the fighter is allowed a total of three attacks, and at 12th level, 
  the fighter gains four attacks against these opponents. This ability does not 
  combine with the Extra Attack ability described below. This ability is only 
  useable with melee weapons and cannot be applied to ranged combat. 
  For example, an 8th level fighter is battling 5 kobolds in a dank cavern. 
  The kobolds are 1 hd and have a d4 hit dice type. When it comes time to 
  attack, the fighter is allowed three swings against the kobolds; one swing 
  for the class and two swings for the Combat Dominance ability. The 
  fighter can choose to attack one kobold three times or three different 
  kobolds one time each.
  PRIME ATTRIBUTE: Strength
  ALIGNMENT: Any
  HIT DICE: d10
  WEAPONS: Any
  ARMOR: Any
  ABILITIES: Weapon specialization, combat dominance, extra attack
  Level 
  HD 
  BtH 
  EPP
  1 
  d10 
  +1
   0
  2 
  d10 
  +2 
  2,001
  3 
  d10 
  +3 
  4,001
  4 
  d10 
  +4 
  8,501
  ROGUE (Dexterity)
  A
  ncient cities with high towers and crumbling walls, sprawling towns along 
  coastal highways, villages, castles and hamlets all have one thing in common. 
  They all have rogues in their environs. Their names vary: thieves, rapscallions, 
  cut-purses, footpads, confidence men, fences, burglars, sharpers, pick-pockets or 
  highwaymen. Their methods vary as widely as their names, but their goals and 
  the theme of their lives are constant. Rogues steal from others. They gather ill 
  gotten goods for their own pleasure or needs and care not a whit for payment or 
  compensation of those they take from. Rogues make their living in the shadows, 
  through stealth, deceit and thievery, or at times, in service to some greater purpose 
  known only to themselves. Rogues are, simply, the ultimate thieves.
  The archetypical ne’er-do-wells, rogues can be scions of the wealthiest 
  families or simple street urchins. Some make their living by burglary, robbing 
  wealthy merchants and pilfering the goods of many a palace. 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, unravelling riddles in dark 
  caves, and stealing treasure from the forgotten places of the world, avoiding 
  the laws and the lawmen of the more civilized areas of the world.
  To perform their many acts of daring rogues manage on a routine basis, they 
  must be exceedingly dextrous. A rogue must be nimble of hand and foot. They 
  must be quick of wit and mind. When these traits are perfectly combined into 
  a seamless coordination of mental acumen and hand-eye coordination, the 
  rogue becomes a foe to be feared and friend never to be trusted.
  It is true that there is no honor among these rogues. Every valuable is a potential 
  source of income, and every circumstance an enticement to misdeed. They are 
  driven by an anarchic soul and the outcast’s disdain for common ethics where few 
  laws are considered sacred and no oath is made that is not to be broken. Their 
  only brotherhood is that of their confederations and guilds of like minded thieves, 
  who are as loyal to one another as they are to anything else. These guilds provide 
  protection and organized rackets, but have little more staying power than the 
  strength of their leadership to manage an unruly and rebellious membership.
  There are the rare exceptions to this generally dispiriting lot. There are burglars 
  who steal only from wealthy and evil overlords, rob dragon’s hordes, or pilfer the 
  treasuries of malicious and cruel tyrants. However, they too are driven by the same 
  forces that inspire other rogues, for it takes a wily and wilful individual to crawl 
  down dark forbidding corridors and face down dragons for a peek at their hordes.
  Rogues try to avoid combat as much as possible. Though not cowardly, they 
  simply find the phrase “better to live and fight another day” more meaningful and 
  applicable than anything to do with honor, pride or recognition of their martial 
  prowess. Further, one might actually die in combat, and that has little value to 
  anyone, especially to the rogue in question. As such, their weapons are generally of 
  the smaller variety and not very impressive, being knives, daggers, saps and such, or 
  
  QUICK START RULES
  7
  those that can be used from a great distance such as bows, slings and darts.
  Neither do rogues have much regard for shields and armor as these hinder 
  movement and make even simple tasks difficult. And, since rogues avoid 
  combat as much as possible, armor becomes a useless accoutrement in most 
  cases and in a city, attracts more attention than most rogues desire. 
  ABILITIES
  SPECIAL: Rogues favor light armor, as it allows them to better ply their 
  stealth abilities. Rogues may wear leather armor, a leather coat, or padded 
  armor, and can employ small shields without any penalty to the use of 
  their abilities. They may also wear leather helmets. A rogue may wear any 
  other type of armor, but the character may suffer a penalty when using 
  class abilities and wearing these armors as noted in the ability description. 
  The penalty is equal to -1 for each point above armor class 12 that the 
  armor confers. Restricted helmets and shields cause the rogue to suffer a –1 
  penalty to all abilities. All penalties are cumulative.
  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 large shield suffers a -4 penalty to all ability checks. If the same 
  rogue used a metal great helm as well, the total penalty would be -5. 
  BACK ATTACK: A rogue normally avoids face-to-face combat if possible, 
  preferring instead to use stealth to catch an opponent unaware. A rogue 
  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 
  unaware, a rogue must make a successful move silently check to sneak up 
  behind the foe, or make a successful hide check while behind the opponent. 
  A rogue that succeeds in one or the other of these can make a back attack 
  at a +4 bonus to hit. A successful hit inflicts double the normal damage. 
  When making a back attack, a rogue must use a close-quarters melee 
  weapon. This weapon must be shorter than the character’s arm. A rogue 
  can only back attack living creatures that have a discernible anatomy. The 
  rogue must be able to see the target well enough to pick out a vital spot, 
  and then must be able to reach it.
  This ability is affected by wearing armor not on the armor list for the rogue. 
  CANT: Rogues often use a street language known only to those in the trade, 
  called cant. Code words, hand signals, demeanor, and other signs comprise 
  the cant. The cant can be used to convey complex ideas. The language 
  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 wearing armor not on the armor list for the rogue. 
  CLIMB (Dexterity): This extraordinary ability allows a rogue to climb up, 
  down, or across a slope, wall, steep incline (even a ceiling with handholds), 
  or unusually angled natural or man made slope or incline that others would 
  find impossible to climb. When doing so, the rogue moves at one-half the 
  character’s normal speed. A failed climb check means that the character 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. Rogues can not 
  carry anything in their hands while climbing. When climbing typical natural 
  slopes and man made inclines, such as a cliff faces or steep steps, a rogue does 
  not need to make an attribute check to climb the surface. 
  This ability is affected by wearing armor not on the armor list for the rogue. 
  DECIPHER SCRIPT (Intelligence): This ability allows a rogue to decipher writing 
  in an unfamiliar language, a message written in an incomplete or archaic form or 
  a message written in code. If the check succeeds, the 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 once per writing. 
  A rogue may use this ability to decipher arcane script if a successful check is made 
  at a penalty of -10. This ability may not be used to decipher divine scrolls. 
  HIDE (Dexterity): Rogues use this ability to conceal themselves from others. A 
  successful check means that the rogue is hidden so well as to be almost invisible. 
  The rogue can move up to one-half normal speed and remain hidden. Hide 
  checks suffer no penalty in this circumstance. At more than one-half and up to 
  full speed, the character suffers a -5 penalty to the check to remain hidden. It’s 
  practically impossible (-20 penalty) to hide while running or charging.
  If the character is being observed, even casually, they cannot hide. If 
  observers are momentarily distracted, though, the character can attempt 
  to hide. While the observer averts its attention from the character, the 
  character can attempt to get to a hiding place. This check, however, is at a 
  –10 penalty because the character has to move quickly to the hiding place. A 
  rogue cannot hide if there is nothing to hide behind or conceal oneself with. 
  Deep shadows can count as concealment at the Castle Keeper’s discretion.
  Rogues cannot hide and move silently at the same time until they reach 3rd 
  level. At this level and beyond, a rogue can attempt both but must make a 
  successful conceal and move silent check at -5. In this case, movement is 
  reduced to one quarter the normal movement rate. 
  This ability is affected by wearing armor not on the armor list for the rogue. 
  LISTEN (Wisdom): A rogue can use this ability to listen intently and hear 
  noises that others might not detect, even through an obstacle such as a 
  door. Generally, a successful check indicates that the rogue has detected 
  some sort of noise. Success indicates the rogue can hear soft sounds, like a 
  whisper or cat stalking, while outside or in the open and up to a range of 
  30 feet. It also indicates success if the rogue is listening for sounds on the 
  other side of a door, but the rogue must be adjacent to the door. However, 
  exactly what is heard is up to the Castle Keeper’s discretion as each case is 
  unique. If listening through a stone wall, the rogue suffers a -10 penalty to 
  the check. For other materials, vary the penalty as appropriate. A rogue can 
  retry this ability once a round.
  Only wearing a metal or large helmet affects this ability negatively.
  MOVE SILENTLY (Dexterity): This ability allows a rogue to move so 
  silently that others cannot hear the movement. The rogue can use this 
  ability both indoors and outdoors. A rogue can move up to one-half the 
  character’s normal speed at no penalty. At more than one-half and up to 
  the character’s full speed, the character suffers a -5 penalty. It’s practically 
  impossible (-20 penalty) to move silently while running or charging. 
  To move silently and hide, see the hide ability. This ability is affected by 
  wearing armor not on the armor list for the rogue. 
  OPEN LOCK (Dexterity): A rogue can use this ability to open any sort of 
  mechanical lock that would normally require a key to open. A successful 
  check indicates the lock has been opened. This ability requires the use of a 
  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, 
  the rogue cannot try to open the same lock again until gaining one more 
  level as it is beyond the current ability of the rogue to pick it. 
  Only wearing a metal or large gloves affects this ability negatively.
  PICK POCKET (Dexterity): A rogue can use this ability, on a successful 
  dexterity check, to remove the contents of a pocket or pouch (or otherwise 
  take something from a person) without being noticed. Success may require 
  the rogue to cut the purse or pouch from the target. A penalty to check is 
  equal to the level or hit dice of the targeted victim.
  This ability also allows the rogue to perform “sleight of hand” maneuvers. A 
  successful dexterity check indicates the rogue has hidden or moved an item 
  in such a manner so that observers are not aware of where the item has been 
  hidden. Such typical maneuvers are hiding a coin, sliding a card up a sleeve, 
  performing the shell game, and the like. A penalty to the check may be applied 
  if there is an observer present that is determined to note where an item is 
  moved. This penalty is equal to the wisdom attribute bonus for the observer.
  This ability is affected by wearing armor not on the armor list for the rogue. 
  TRAPS (Intelligence): A rogue may use this ability in three manners: finding, 
  disabling or setting traps. Each use requires a separate attribute check and 
  each check may be made only once in a given circumstance. The player must 
  also describe how the actions are being performed to use this ability. 
  To find a trap, a rogue spends time intently studying and searching an area 
  to deduce possible trap locations. It takes one round to locate a trap in a 
  
  CASTLES & CRUSADES
  8
  specific area such as a lock or a doorknob, and one turn to locate a trap in 
  a 10 by 10 foot area. A successful check indicates the rogue finds one trap, 
  if any are present. The trap discovered is the simplest or most obvious trap 
  in the area. If multiple traps are in an area, multiple successful checks are 
  required to find them all. A rogue can find magical traps with this ability, 
  although it may be much more difficult than finding mundane traps. The 
  Castle Keeper determines any penalties to the check basing those penalties 
  on the level or hit dice of those who set them.
  To disable a trap, a rogue must first know its location. Once a trap is located, a 
  successful check means the rogue has disarmed the trap. The attempt can only 
  be made once and failure indicates that the rogue set off the trap. A rogue can 
  disarm a magic trap, although it may be much more difficult than disarming 
  a mundane trap. In most cases, rogue’s tools are needed to disarm a trap. 
  Generally, it takes 1d4 rounds to disarm a trap, depending on its complexity. 
  To set a trap, or to reset a previously disabled trap, a rogue must make a 
  successful traps check. If a rogue is resetting a trap that was previously disabled, 
  the rogue gains a +5 bonus to the check. The amount of time required to set or 
  reset a trap depends on the complexity of the trap, typically taking 1d4 rounds.
  Locating traps is not affected by the armor worn. However, disabling and 
  setting traps is affected by wearing armor not on the armor list for the rogue. 
  SNEAK ATTACK: At 4th level, a rogue has learned to adapt back attack skills 
  to more general situations. When an opponent or victim is aware of the rogue, 
  but unsuspecting of an attack, a rogue can use the sneak attack ability. For 
  example, a rogue could be having a conversation with a potential victim while 
  hiding a poisoned stiletto up his sleeve, intending to strike once a piece of vital 
  information is learned. Or, a rogue could be perched in the shadows of a tree, 
  waiting for the perfect opportunity to fire a crossbow. Unlike the back attack, 
  sneak attack situations do not necessarily require a previously successful hide 
  or move silently check, although the Castle Keeper could require success in 
  one or both, depending upon the circumstances if necessary. 
  A rogue making a sneak attack gains a +2 bonus to hit and a +4 bonus 
  to damage. Ranged weapons can be used for sneak attacks if the target is 
  within 30 feet. A rogue cannot aim with deadly accuracy from beyond that 
  range. A sneak attack cannot be combined with back attack.
  This ability is affected by wearing armor not on the armor list for the rogue. 
  PRIME ATTRIBUTE: Dexterity    
  HIT DIE: d6     
  ALIGNMENT: Any
  WEAPONS: Blowpipe, broadsword, cat-o-nine-tails, cestus, club, dag-
  ger, dart, light hammer, hand axe, hand crossbow, javelin, knife, light 
  crossbow, longsword, mace, main gauche, quarterstaff, rapier, sap, short-
  bow, short sword, sickle, sleeve tangler, spiked gauntlet, sling, whip
  ARMOR: Leather armor, leather coat, and padded (see special rule 
  above)
  ABILITIES: Back attack, cant, climb, decipher script, hide, listen, move 
  silently, open lock, pick pockets, traps, sneak attack
  Level 
  HD 
  BtH 
  EPP
  1 
  d6 
  0 
  0
  2 
  d6 
  +1 
  1,251
  3 
  d6 
  +1 
  2,501
  4 
  d6 
  +1 
  6,001
  13+ 125,000 per level
  WIZARD (Intelligence)
  A
  mong all peoples are those who strive to understand the oft-forbidden and 
  widely feared arcane magics of the multiverse. These few must have no fear 
  in their quest for knowledge, as delving into the arcane involves powers and energies 
  poorly understood by those bound to mortal planes. If not harnessed with care, un-
  leashing these magics can cause catastrophes of great proportion and slay those who 
  dabble in this art. The reward, however, for the diligence and willingness to plumb the 
  depths of these magical energies is potentially great indeed. Wizards bind themselves 
  to this task, seeking to master eldritch sorceries and unravel the riddles and mean-
  ings of the world. They use their powers to reshape the world around them and bring 
  princes and kings to their knees.
  Wizards are the archetypical magic-users, and they are vastly superior to 
  all others at understanding and harnessing the magic that ebbs and flows 
  through the multiverse. They come from all social strata and can be found 
  in all positions in society. They are often employed by kings, nobles, religious 
  houses or other powerful individuals to whom they act as guides and advisors. 
  In court, many seek to dominate courtly politics, and often succeed. More 
  often though, wizards work in solitude, far away from the prying eyes and 
  keen ears of enemies, spies and other wizards who often consider them to 
  be untrustworthy and dangerous competitors in the quest for arcane lore. In 
  wind-swept towers or dank dungeons, far from the din of civilization, such 
  wizards find the solitude, quiet and safety necessary to pursue their research 
  and carry out their oft-times dangerous experiments.
  Though 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 knowledge of the eldritch 
  powers often generates a self-serving egomania 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 will, they suffer little distraction and 
  afford interlopers little forgiveness when their work is interrupted.
  Woe to the foes of these powerful magic-users. Incurring their wrath can 
  mean the unleashing of horrid and terrible magics few can comprehend, and 
  fewer still are capable of combating. A wizard’s enemies are laid waste by 
  balls of blue flame and bolts of lightning called from elemental planes or even 
  by servants of the rulers of the nether worlds, conjured forth to act on the 
  wizard’s behalf. They can make objects disappear and transport themselves 
  many miles away, see into the darkness and build walls of force no man can 
  pass. The greatest of wizards are powerful beyond measure. 
  A wizard’s pursuits and studies, along with their intense focus upon the 
  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 common 
  of weapons, and not at all capable of using armor that hinders the intricate 
  somantic movements needed to cast some of their most powerful spells. Yet 
  this matters little to them, as wizards realize their wits and arcane powers are 
  far more powerful than any sword, and that conjured servants offer far more 
  protection than any armor could possibly manage.
  ABILITIES
  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 
  level. For example, a 5th level wizard can cast five 0 level spells, four 1st level 
  spells, two 2nd level spells and one 3rd level spell per day.
  A wizard must prepare spells before casting them by studying from a spell book. 
  While studying, the wizard decides which spells to prepare. Spell memorization 
  and spell descriptions are covered in detail in Magic (Pg 8).
  BONUS SPELLS: With a high intelligence score, a wizard gains bonus spells. 
  If the character has an intelligence of between 13-15, they receive an extra 
  1st level spell. If the intelligence score is 16 or 17, the wizard receives an 
  extra 2nd level spell, and if 18 or 19, the wizard receives an extra 3rd level 
  spell. Bonus spells can only be acquired if the wizard is at a high enough 
  level to cast them. Bonus spells are cumulative. 
  For example, a 4th level wizard with an 18 intelligence receives four 0 
  level spells, four 1st level spells, and three 2nd level spells. No bonus 3rd 
  level spell is acquired until the wizard reaches 5th level.
  PRIME ATTRIBUTE: Intelligence
  ALIGNMENT: Any
  HIT DICE: d4
  WEAPONS: Club, dagger, dart, staff
  ARMOR: None
  
  QUICK START RULES
  9
  ABILITIES: Spell casting
  Level 
  HD 
  BtH 
  EPP
  1 
  d4 
  0 
  0
  2 
  d4 
  +1 
  2,601
  3 
  d4 
  +1 
  5,201
  4
  d4 
  +1 
  10,401
  SPELL BOOK: The number of spells that a wizard or illusionist has in their spell 
  book at the beginning of play is equal to the number of spells they can cast 
  at first level. For example, a 1st level wizard or illusionist with 14 Intelligence 
  can cast four 0 level spells and three 1st level spells (2 + 1 bonus). So, the 
  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 the Castle 
  Keeper, the player, agreement between the two or randomly (use the Spell List 
  Charts starting on page 54 for wizards and page 57 for illusionists).
  WIZARD SPELLS PER DAY
  Level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th
  1 
  4 
  2
  2 
  4 
  3
  3 
  4 
  3 
  1
  4 
  4 
  3 
  2
  CLERIC (Wisdom)
  U
  pon the fields of battle, where good and evil struggle, there stride holy 
  warriors dedicated to the service of a deity, their martial ability en-
  hanced by divine dispensation. They obey the will of the gods, and influence 
  others through faith in their deity’s tenets, action on the field of battle, and by 
  bringing justice or retribution to their foes . 
  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. 
  Typically, a cleric wields the same weapon or type of weapon favored by the 
  character’s deity or pantheon. They do this to better follow the precepts of 
  and emulate their deity. Beyond these, clerics prefer to use those weapons that 
  allow them a better chance to subdue and convert enemies instead of killing 
  them outright. Through this they gain converts and servants to serve them and 
  thence their deity. On the field of battle, where clerics spend much of their lives, 
  they wear any armor necessary to see them through the day and on to victory.
  Clerics who generally act in ways opposed to their deity’s alignment and 
  purposes, and who grossly violate the code of conduct expected by their deity, 
  lose the use of all divine abilities and capacities for advancement, wandering 
  alone and cursed until they atone for their wrongs.
  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 and Druid Spells Per Day Table shows the number of spells per 
  day a character of the class may cast. Clerics prepare spells each day through 
  prayer to their deity or deities, followed by contemplation and study. 
  BONUS SPELLS: High wisdom indicates a greater divine connection. 
  Clerics with a high wisdom gain bonus spells. If they have a wisdom of 
  13-15, they receive an extra 1st level spell. If the wisdom score is 16 or 17, 
  they receive an extra 2nd level spell and if 18 or 19, an extra 3rd level spell. 
  Bonus spells can only be acquired if the cleric is at a high enough level to 
  cast them. Bonus spells are cumulative.
  TURN UNDEAD (Wisdom): A cleric has the ability to turn, or even destroy, 
  undead monsters. To turn undead, a cleric must declare the attempt as an 
  attack and then make a successful wisdom attribute check. The character 
  must display a holy symbol toward the undead and utter a prayer, chant or 
  other invocation of the character’s deity. Turn undead is considered a special 
  attack and takes one round. Turn undead has a maximum range of 60 feet.
  Turning undead consists of channelling divine power. The ability to channel 
  divine power is measured by the cleric’s own willpower. Accordingly, 
  charisma, not wisdom, affects the number of undead creatures that are 
  turned with a successful turn undead check. In most cases, the number 
  of undead turned will be 1d12 plus the cleric’s charisma modifier. When 
  a cleric is five or more levels higher than the undead being turned, the 
  undead are instead destroyed. 
  Evil clerics may, instead of turning undead, control them. An evil cleric 
  must be at least five levels higher than the hit dice of the undead sought to 
  be controlled. Evil clerics can also turn paladins.
  Turn undead is covered in greater detail in Turning Undead, page 17.
  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 
  which they worship. If no single deity is worshipped and a pantheon is 
  instead worshipped, weapon selection is limited to the pantheon’s major 
  deities or the deity most closely associated with the activities the cleric 
  intends to undertake. 
  PRIME ATTRIBUTE: Wisdom
  HIT DICE: d8
  ALIGNMENT: Any
  WEAPONS: Special, club, crowbill hammer, dagger, light or heavy 
  flail, light hammer, light or heavy mace, morningstar, quarterstaff, war 
  hammer
  ARMOR: Any
  ABILITIES: Spells, turn undead
  Level 
  HD 
  BtH 
  EPP
  1 
  d8 
  +0 
  0
  2 
  d8 
  +1 
  2,251
  3 
  d8 
  +1 
  5,001
  4 
  d8 
  +2 
  9,001
  CLERIC SPELLS PER DAY
  Level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th
  1 
  3 
  1
  2
  4 
  2
  3 
  4 
  2 
  1
  4 
  4 
  3 
  2
  
  CASTLES & CRUSADES
  10
  RACES
  T
  here are seven races: human, dwarf, elf, gnome, half-elf, halfling, and half-
  orc. Choosing a race is a vital part of character creation. Race establishes 
  a character’s abilities and weaknesses. In a more literary sense, the character’s 
  race helps to define the character’s identity. Where attributes and class answer 
  very important questions about the character, race is an equally if not more 
  important defining factor in a character’s persona. Imagine a short, stocky, dour- 
  faced, bearded warrior girded in iron, with a fearsome axe and rimmed shield 
  – you could very well be imagining a dwarf. Imagine a character that is tall and 
  lithe, clear of vision, has golden hair, and is wrapped in the mysticism of the fey, 
  and you could be imagining an elf. Characters that are small and nimble, with 
  strong hearts, might just be halflings. If your image is of a tall bearded man, 
  wrapped in the shimmering folds of a vermilion robe while leaning on a staff, it’s 
  probably a human. A broadly built character of grim countenance, brutish line-
  age, and mean disposition may be a half-orc. These are a few of the many possi-
  bilities that the player can select. The races are designed to have some latitude, 
  allowing the player room to create a personal flavor for their character.
  When choosing a race, the player should make an effort to understand the basic 
  personality and culture of the selected race. Whether using the social descriptions 
  developed for Castles & Crusades, or creating your own societies and cultures, 
  successful roleplaying results from a melding of the character’s personality with 
  its racial background. Furthermore, each race has a number of inherent racial 
  abilities. These range from full vision in inky blackness, to finding hidden doors, to 
  hiding well in the wilderness. Read the description of each race carefully, to gain 
  familiarity with their extraordinary abilities and limitations. 
  Each race has certain physical characteristics that make it unique. These 
  characteristics are not only reflected in their various abilities, but also in 
  their basic attributes. Each race, except humans and half-elves, requires 
  adjustments to certain attributes. The modifications listed below are the 
  modifications made to a character’s attribute score.
  For ease of reference, each race has a standard descriptive block that briefly 
  describes the racial appearance, society and culture, and other racial traits.
  LANGUAGES: This is a list of languages that members of the race are likely 
  to learn in typical circumstances. The languages on this list can change 
  at the Castle Keeper’s discretion. Characters with high intelligence have 
  the potential to learn a number of additional languages. The number of 
  additional languages is equal to the intelligence modifier.
  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 
  to a height of between 4’5” and 6’9”.
  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 movement 
  rate, and running or sprinting quadruples the normal movement rate. 
  TYPICAL CLASSES: Each race is most commonly associated with the listed classes. 
  This list of preferred classes can be changed at the Castle Keeper’s discretion, but 
  both Castle Keeper and player should confer prior to making a decision. 
  ATTRIBUTE MODIFIERS: This refers to the modifications that are 
  applied to the attributes of all members of a given race. 
  CLASS MODIFIERS: Several of the races have modifiers that apply to class 
  abilities.
  The races described in the Players Handbook all age at differing rates. Elves 
  and humans have significantly different life spans. These are described below. 
  Ages are given in years. The ages listed below denote the age at which that 
  race enters that age category. For example, a 1001 year old elf is considered 
  old. The ages listed below should be considered default ages but the Castle 
  Keeper is encouraged to adjust them as fits their campaign.
  When using the age of a character as a significant part of their background, the Castle 
  Keeper should be aware of the significant impact that lengthy ages of several decades 
  or more would have on that character’s personality. Such a character’s worldly 
  knowledge and even the way they interpret and perceive the world around them 
  would be affected. Further, a character’s realization that they have only a few decades 
  to live as opposed to several dozen decades further impacts their personality.
  RACIAL AGES
  RACE 
  MIDDLE 
  OLD 
  VENERABLE 
  AGE LIMIT
  Human 
  35 
  53 
  70 
  +2d20
  Dwarf 
  225 
  350 
  550 
  +2d%
  Elf 
  500 
  1000 
  1500 
  +6d%
  DWARF
  D
  warves hail from the depths of the earth, and have lived there for ages beyond 
  count. Much like the stone they resemble, dwarves possess great fortitude and 
  an indomitable will of granite. They are a proud, loyal, and honorable people, with 
  lives said to be as long as the tunnels they delve beneath wind-scoured mountains. 
  Reknowned for their stonework and metal crafting, dwarves expend much of their 
  lives perfecting their skills and mining ever deeper for rare ores and gems. There, in 
  those dark recesses, the dwarves have unearthed many abominations and clashed 
  with ferocious enemies, for the underworld is home to innumerable, and usually 
  baneful creatures, who consider dwarves their mortal foes.
  DESCRIPTION: Dwarves resemble the rock and stone they so love. They 
  are short, stocky and muscled from years of labor at the forge, or from 
  tunnelling through the earth. Dwarves grow long beards and moustaches 
  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 
  fissured, even at an early age. Their deep-set eyes tend to be blue, hazel or 
  gray and sharp enough to pierce the gloom of the underworld.
  PERSONALITY: Dwarves feel bound by codes of honor that obligate them 
  to kin and kingdom. They consider themselves eternally beholden to their 
  parents and immediate kin, for their parents brought them into the world. 
  Likewise, the dwarven kingdom serves as both guardian and a source of 
  succor, so an enormous debt is also owed to the dwarf’s kingdom and 
  homeland. These are debts many dwarves consider irredeemable. At its 
  most extreme, the code obliges dwarves to sacrifice all in the name of kith, 
  kin and kingdom, even if the cause is unjust or hopeless.
  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.
  Dwarves place high value on their skills both as craftsmen and warriors 
  – and rightly so. Dwarves are meticulous and patient. All possess an expert’s 
  attention to detail, and granite determination, regardless of the undertaking 
  at hand. Their expertise in the crafting of metal is without equal in the world, 
  and their steadfastness in battle is as certain as a mountain is strong. 
  Dwarven stubbornness is nothing more than an expression of the codes of 
  loyalty, debt, obligation and the determination they project into their daily 
  lives. Dwarves are slow to shift loyalties and loathe breaking oaths, doing 
  so only in dire circumstances. The word of a dwarf is as valuable as gold 
  and gems, flowing from generations of tradition and belief. Many mistake 
  the dwarven disposition for greed and avariciousness, and some believe 
  dwarves simply take advantage of all they can in both business and war. In 
  reality, the dwarven personality stems from a sense of duty, loyalty and just 
  compensation enforced by centuries of tradition.
  RACIAL AFFINITIES: Dwarves associate with many demi-humans and 
  humanoids, though their relations are poor with almost all of them. Relations with 
  elves are often strained – dwarves do not understand elven psychology, and do 
  not consider their codes of honor to be particular or reliable. Dwarves work well 
  with halflings in business matters, but tend to limit interactions to commercial 
  relationships. Human cultures and society vary widely, so dwarven relationships 
  with humans vary widely as well. To dwarves, humans can appear as honorable as 
  any dwarf, or as loathsome as a goblin. Dwarves often consider gnomes to be their 
  friends and allies. Gnomish culture most closely mirrors dwarven social and cultural 
  mores. However, certain gnomish characteristics can ignite a dwarf’s short temper, 
  particularly if gnomes and dwarves find themselves coveting the same resources. 
  
  QUICK START RULES
  11
  Dwarves bear great enmity for goblins, orcs and their kin, for they are 
  locked in a timeless struggle beneath the earth. With these creatures, 
  dwarves have few dealings other than by the sharp edge of a sword or axe. 
  Another hated enemy of the dwarves are the ogres and giants often found 
  in mountainous passes. Giants treat dwarves as a tasty food source, and 
  ogres prey upon tempting dwarven caravans. Dwarves are always wary of 
  these enemies, and war with them constantly.
  ENVIRONMENT: Most often, dwarves live beneath the earth in great halls of 
  stone, stretching for miles under expansive mountain chains. These dwarven 
  kingdoms often extend deep into the bowels of the earth as they mine ever 
  further for precious metals and stones. Some clans, however, spend much of 
  their lives above ground, building tunnels only for mining, and not as abodes. 
  These dwarves live in areas where massive underground stoneworks are 
  difficult to build, due to lack of proper stone or simple impracticality. Small 
  dwarven communities can be found in even the most remote of environs, for 
  dwarves explore the world’s borderlands, ever searching for new veins of ore.
  RACIAL TRAITS AND ABILITIES
  ANIMOSITY (Elves): The disparate personalities of dwarves and elves have 
  resulted in eons of misunderstandings, squabbles and even wars between 
  the two races. Dwarves consider elves to be disloyal and untrustworthy 
  partners in war or trade. As a result, dwarves suffer a -2 penalty to charisma 
  checks when dealing with elves to whom they are not closely associated. 
  DEEPVISION: Ages spent beneath the earth in the dark and quiet places 
  of the world have imbued dwarves with the ability to see in darkness 
  where a human would find it impenetrable. This vision extends up to 120 
  feet in even the darkest of nights and deepest of tunnels. Colors tend to 
  erode with deepvision, and objects appear in many shades of gray. It is 
  otherwise like normal sight, and dwarves can function well with no light 
  at all. Bright 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 extinguished before gaining full use of deepvision.
  DETERMINE DEPTH AND DIRECTION: The world beneath mountains 
  and in the deeps of the earth is the natural home of the dwarf. Dwarves can 
  sense their approximate depth underground as naturally as a human can sense 
  which way is up. The dwarf can determine direction underground just as easily.
  ENMITY (Goblins/Orcs): Eternal wars against goblins and orcs have 
  created an undying crucible of hatred for these vile creatures. When in 
  combat against goblins or orcs, this fury and hatred allows dwarves a +1 
  bonus to hit these creatures. Dwarves have a similar distrust of half-orcs. 
  Dwarves find inter-breeding with goblinoids to be the worst of all sins, 
  and their powerful antipathy towards pure goblinoids negatively affects 
  dwarven relations with half-orcs. Dwarves suffer a -4 to charisma checks 
  when interacting with half-orcs, goblins and orcs.
  DEFENSIVE EXPERTISE (Giants/Ogres): Long regarded as a food 
  source by many giants, dwarves have developed considerable expertise 
  in fighting them. Combined with their small size, this tactical expertise 
  allows dwarves to offer resistance to the powerful giants. When fighting 
  giants or ogres, dwarves receive a +4 bonus to armor class. 
  RESISTANT TO ARCANE MAGIC: As unshakeable as granite or iron, 
  dwarves are particularly resistant to arcane magic. They receive a +3 
  bonus to all saving throws against arcane spells and spell-like effects. 
  RESISTANT TO FEAR: Dwarven loyalty, duty, stubbornness and honor 
  lend them courage where other races might falter. Dwarves receive a +2 
  bonus to all saving throws against fear.
  RESISTANT TO POISONS (Constitution): Dwarves are imbued with great 
  constitutional fortitude. Poisons that might fell a normal human are less likely 
  to affect a dwarf. Dwarves receive a +2 bonus to all poison saving throws. 
  STONECRAFT (Wisdom): Dwarves spend much of their lives carving 
  halls, castles and underground fortresses out of solid rock, so they possess an 
  extensive knowledge of stoneworking and construction. They possess almost 
  a sixth sense in this regard which gives them various bonuses and abilities. 
  Dwarves are capable of spotting unusual or unique construction or 
  stonework features including new construction, unfamiliar architecture, 
  sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and 
  secret or concealed doorways constructed or disguised as stone. A dwarf 
  passing within 10 feet of one of these features is entitled to a wisdom 
  check at +2 to recognize the feature, as if actively looking for it. Should a 
  dwarf actively search for these features, the bonus to the wisdom check is 
  +4. When examining a feature, a successful wisdom check reveals other 
  bits of knowledge, such as which race created the feature, its approximate 
  age, and if applicable, the approximate value of a stone or metal object.
  LANGUAGES: Common, Dwarven, Gnome, Goblinoid, Halfling, 
  Elven, Ogrish, Giant, Troll
  SIZE: Small
  MOVEMENT: 20 feet
  TYPICAL CLASSES: Fighter, Rogue, Barbarian, Cleric, Bard
  ATTRIBUTE MODIFIERS: +1 Constitution, -1 Dexterity
  ROGUE AND ASSASSIN MODIFIER: +2 find traps in structures only
  ELF
  E
  lves are an ancient, almost timeless, race. They embody the grace and 
  beauty of the natural world: as well as its strength, and at times, its 
  unremitting wrath and fury. Elves live exceedingly long lives, giving them a 
  degree of patience unknown to other races, and affording them the opportunity 
  to acquire a vast knowledge of the world and its history. This makes elves well 
  informed and sage-like in their depth of knowledge and perspective. This, 
  combined with their natural dexterity and lithe movement, makes them appear 
  almost ethereal to those who behold them for the first time. 
  DESCRIPTION: Elves vary in size and coloration, depending on their nature. 
  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 height, and 
  weigh around 115 lbs. Their “ethereal” nature lends them an unnatural grace 
  and beauty. Elves have thin, sharp facial features with large, searching eyes that 
  can vary widely in color. Their ears are long, tapering to a point at the ends, and 
  they often wear their hair long and unrestrained.
  PERSONALITY: Elves, being long-lived, possess tremendous patience. An 
  overriding sense of near-immortality affects an elf’s every thought and 
  action. Other races misinterpret this patience as indolence, laziness and an 
  uncaring attitude, since other races cannot afford to wait decades to act on 
  a matter. Elves know that they have time to act, for the centuries stretch 
  before them where other races have mere decades. When pressed, however, 
  elves are capable of quick deliberation and speedy action, though usually 
  not as quick as their shorter-lived allies might prefer. 
  Elves relish beauty, both natural and crafted. Their farsighted vision allows 
  them to see the shapes of things to come, and more, they can see the 
  shapes of things that could be. Where others might see a young sapling 
  that one day must grow into a great oak, an elf sees a sapling that, molded 
  with care and patience, can grow into a tree of great trunk and arching 
  branch 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 dwell, and cultivate trees and gardens over many years, thus molding 
  their surroundings to create a garden of beauty in the natural world. They 
  apply 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 same attention is given to the crafting of weapons and armor, to spells, 
  and even to the care of beasts. All things flourish under an elf’s care if given 
  time and safety from the world’s interruptions.
  An elf’s shaping of the world is accomplished with time. Time is the 
  essential element in creating any item of beauty and time is something 
  many elves have. The same applies to an elf’s use of magic. When magic is 
  crafted by an elf, it is treated with the same care and patience that the elves 
  apply to all things. Time is the forge upon which arcane forces are shaped 
  and bent to perfection. Flawless and powerful magical spells and items are 
  greatly valued and coveted by the other peoples of the world and by elves as 
  well. When complete, elven magics are of divine perfection and immense 
  power; but more than this, their beauty is beyond comparison and oft times, 
  beauty is the source of its magical power. 
  
  CASTLES & CRUSADES
  12
  This love for beauty and the desire to shape the world brings elves their 
  greatest joy and greatest sorrow. Their timeless vision allows them to see 
  both the beauty and the tragedy in all things, so that elves are filled with 
  overflowing joy and limitless sorrow. Looking into their future, they see 
  their lives and creations becoming marred and spoiled by others, be they 
  dwarf, human, orc or even the ravages of time.
  These qualities imbue most elves with a fatalism of surpassing depth. Their 
  near-immortality creates a peculiar unease with death for their attachment 
  to the living world is more profound and deeply felt than that of most other 
  races. Together, these conflicting notions of time create a burgeoning and even 
  contradictory desire to control and even stop the advancement of time, the forge 
  of their life’s creation and the crucible of their doom. In many ways, elves become 
  mired in their history, and change little as the world changes around them. At 
  times, this leads elves to avoid many situations that don’t directly threaten them, 
  or that they feel would bring unnecessary harm to their creations.
  RACIAL AFFINITIES: Most elves prefer the company of other elves. They 
  associate well with halflings and gnomes, but generally do not live in close 
  proximity to settlements of those races. 
  Humans present interesting dilemmas for elves to ponder, for humans combine 
  the most noble and ignoble aspects of all creatures. As such, elves are very 
  selective about their human associations and have a guarded approach to their 
  interactions with humans. Dwarves are treated with an aloofness bordering on 
  disdain; for elves find them nearly unfathomable save for one commonality. 
  Elves, like dwarves, also dislike and distrust all goblinoid races. 
  ENVIRONMENT: Elves prefer living in serene environments, far from turbulent, 
  troubled lands. Often associated with forests and wilderness areas, elves will 
  also live in open savannah or dense urban environments of their own making. 
  Elvish cities are different from human settlements, having more in kin with 
  dwarven settlements – both races tend to incorporate natural surroundings 
  into both their architecture and living spaces in their communities.
  RACIAL TRAITS AND ABILITIES
  ENHANCED SENSES: Elvish physiology is blessed with enhanced vision and 
  hearing. Elves can see farther than humans in just about every circumstance, 
  including torchlight, and can see clearly enough to read a road sign or spot a 
  shield device up to two miles distant when outside during the day. They can 
  also hear very well, and receive a +2 bonus to all checks involving listening.
  TWILIGHT VISION: Even under starlight, moonlight or torchlight, elves 
  have exceedingly good vision. They can distinguish color and detail under 
  these conditions for up to one mile but only if they are outside. 
  MOVE SILENTLY (Dexterity): This ability allows an elf to move silently 
  in wilderness areas. The elf can move up to one-half normal speed at no 
  penalty. At more than one-half, and up to the character’s full speed, the 
  character suffers a -5 penalty to the check. It’s practically impossible (-20 
  penalty) to move silently while running or charging.
  SPELL RESISTANCE: Elves are particularly resistant to spells and spell-
  like abilities that charm or unnaturally cause sleep. When making saving 
  throws against these types of spells, an elf receives a +10 bonus.
  SPOT HIDDEN DOORS (Wisdom): Elvish vision and keen senses allows 
  them to spot secret, hidden and concealed doorways. An elf merely passing 
  within 5 feet of a secret, hidden or concealed doorway is entitled to a wisdom 
  check to spot the door, as if the elf were actively looking for it. When an elf 
  actively searches for such doorways, the bonus to the wisdom check is +2.
  WEAPON TRAINING: Elves are taught the ways of combat at a young 
  age, and their long lives allow them to become skilled in weapons favored 
  by their society. Elves begin play with a +1 bonus to hit with one of the 
  following weapons: composite longbow, composite shortbow, longbow, 
  shortbow, longsword or shortsword.
  LANGUAGES: Common, Elf, Dwarf, Gnome, Goblin, Halfling, and Orc
  SIZE: Medium
  MOVEMENT: 30 feet
  TYPICAL CLASSES: Fighter, Ranger, Rogue, Wizard, Druid, Knight, Bard
  ATTRIBUTE MODIFIERS: +1 Dexterity, -1 Constitution
  RANGER MODIFIER: +2 move silent, +2 to find traps
  ROGUE AND ASSASSIN MODIFIER: +2 listen, +2 move silent, 
  +2 Find traps
  HUMAN
  H
  umans are the most diverse of the races. Their strength and power 
  derives from their adaptability to different environments, cultures 
  and societies. Where the other races are tied to the world around them in 
  one manner or another, humans alone have no innate affinity for the world, 
  beyond that of a master craftsman to his tools and creations. Their ability 
  to adapt allows humans to maintain close contact, and even intermingle 
  with demi-humans and humanoids, if they deem it necessary, expedient, or 
  desirable. Diversity is a hallmark of this race and humans can be any class.
  DESCRIPTION: Humans range greatly in height and weight, and in other 
  physical features such as skin and hair color. Males typically stand between 
  5 feet 6 inches and 6 feet 2 inches, with females being slightly shorter, 
  although both sexes occasionally exceed the average height. Humans 
  tend to adapt physically to their environments, leaving some with pale 
  skin coloration in cold climates and others with darker skin coloration 
  in warmer climates. Since humans are exceedingly migratory, however, 
  these generalizations do not always apply. Human weight also varies 
  extraordinarily and is as much dependent on diet as culture.
  PERSONALITY: As with their physical traits, humans range greatly in 
  temperament. They seem to the longer-lived races to move through life 
  with a speed born of desperation. Their short lives give them a burning 
  desire to create and control the world around them and their own 
  mortality. This causes humans to see the world in a unique fashion. All 
  things are tools to humans in their quest for immortality. 
  Humans lack empathy for the other races, especially elves. Their short lifespans 
  create an awareness of the importance of things few others understand. Life is 
  precious, and the wealth of it must not be wasted on frivolous things. In the 
  passage of history, death marks one’s life and can give it meaning and only 
  through a life well spent can one gain immortality. Oft times the world’s greatest 
  heroes are humans, who consider themselves to be in conflict rather than 
  harmony with the world, and willingly lay their lives low in that eternal struggle. 
  Humans are born with an innate spirit of competition that configures itself 
  into a race for grand achievements, and a constant striving to rise above 
  their circumstances. Whether to the benefit or detriment of those around 
  them, many humans act only with regard to their own needs and from a 
  sense of superiority over all other races and beasts. 
  RACIAL AFFINITIES: Humans interact well with most other races. They 
  have no innate prejudices, but are often taught at a young age who is an 
  enemy and who is a friend. A human’s enemies and friends are determined 
  more by expediency and mutual benefit rather than any innate prejudice. 
  ENVIRONMENT: Humans can be found in any environment or climate, 
  though they usually prefer to live above ground. 
  RACIAL TRAITS AND ABILITIES
  PRIMARY ATTRIBUTES: Because of the unique nature of humankind, 
  humans choose an additional primary attribute, for a total of three.
  LANGUAGE: Common
  SIZE: Medium
  MOVEMENT: 30 feet
  TYPICAL CLASSES: Any
  ATTRIBUTE MODIFIERS: None
  
  QUICK START RULES
  13
  COMPLETING THE CHARACTER
  T
  he last and most important step in character creation is to create the 
  character’s persona. Attributes, class and race are the framework of the 
  character. Finishing the character requires adding detail to the characters that 
  dice or rules have little impact on. The character’s persona is made up by 
  their motivations and fears, their looks and alignment, their deity, name and 
  purchasing equipment, etc. This can be done in great detail or more generally, 
  according to players preference.
  After generating the final statistics related to class and race, the player should 
  determine the character’s physical description, decide on any particular mannerisms 
  and at least get in mind the basics of a personality. Some players may want to go 
  further and develop a world view, background and motivation. Some of the 
  character’s traits are quantified in game terms such as alignment, which summarizes 
  the character’s overall worldview. Finally, the player equips the character with 
  clothing, armor, weapons and adventuring gear, and then chooses spells. 
  PERSONA
  The character’s persona and appearance are entirely the choice of the player 
  designing that character, keeping in mind the campaign setting and the needs 
  of the Castle Keeper and other players. A character’s appearance is the perfect 
  opportunity to establish the persona the player envisions for the character. Choose 
  hair and eye color, body size, build, looks, and mannerisms. Does the dwarf have a 
  pot belly with a crooked nose or stocky with broad shoulders? Pay attention to the 
  type of equipment the character will use. Does the fighter carry a simple wooden 
  warboard or heavy kite shield? These small details help to establish a character’s 
  personality and is an excellent manner with which to convey it.
  Once the appearance is finished, consider the character’s personality traits. 
  Is the character hot-tempered, mild mannered, mean spirited, slow witted, 
  determined, arrogant or any other of the vast sum of traits to choose from? 
  The list of personality traits is inexhaustible. It is worth bearing in mind that 
  personality traits may be influenced by both the character’s race and class: 
  a roguish character of halfling ancestry is likely significantly different than a 
  roguish character of elven ancestry.  
  ALIGNMENT
  Alignment represents the basic and most essential aspects of a character’s 
  worldview and moral outlook. Alignment is a description for the fundamental 
  moral outlook of every sentient creature. Is the character good or evil, chaotic,  
  lawful or even neutral? Alignment is a very basic description and acts as an ethical 
  and motivational guide for characters, non-player characters and monsters. 
  Alignment categories are fairly general and there is much room for 
  interpretation within each category of alignment. A lawful good character may 
  be a wandering knight devoted to the service of his liege lord or some higher 
  calling, intent upon stamping out evil in the land. On the other hand, a lawful 
  good wizard may devote himself to acquiring ancient arcane magic in order 
  to create a library for the benefit of all. A chaotic evil rogue may be a bandit 
  robbing whomever and wherever he can for his own personal hedonistic desires, 
  or a cleric devoted to the wanton destruction of man’s accomplishments and 
  eradication of those with whom the cleric disagrees. There is great variation 
  within each of the nine alignment categories described below. They should be 
  used as a general guideline for motivation, actions, ethos and worldview.
  There are nine possible alignments: lawful good, neutral good, chaotic good, 
  lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. 
  Each alignment, except true neutral, is composed of two aspects. 
  CHOOSING A DEITY
  In fleshing out the character, it helps to choose a deity or pantheon of deities 
  whom the character calls upon (or even curses) in times of need. A deity adds a 
  depth to the character that cannot be captured in any other way. When Quintus 
  Marius Antoninus draws his gladius to give combat, he calls to his ancestors to 
  welcome him on the Elysian Fields, where he may live in happiness, free of care, 
  forever. A shout like this from a player before a combat begins is likely to charge 
  everyone at the table and capture both the spirit of the character and the game. 
  Here is a man who fears war, but never death, for at the end of the sword lies his 
  reward. It’s a simple matter that goes a long way toward developing the character’s 
  personality and background and inherently adds theater to game play. 
  Choice of a deity is not required. Yet, in a world of fantasy where deities are 
  presumed to exist, it is an oft overlooked aspect of character creation. After 
  all, what is a norseman without Valhalla? It is important to note that these 
  deities do not exist, and if you find yourself shouting for Valhalla or the Elysian 
  Fields every morning before you plunge your spoon into your cereal then you 
  should seek medical attention immediately.
  Players should consult with their Castle Keeper when choosing their 
  deities. You should not feel restricted to the mantra of having one deity, 
  or even a named deity. The ancient Athenians paid homage to Athena, 
  but they sacrificed and even called upon Poseidon before they crossed the 
  sea. Polytheistic societies tend to be open in their religious devotion, with 
  gods rising and waning in power. In monotheistic societies, one deity reigns 
  supreme. Animistic societies turn to a host of spirits for their explanations 
  of the world. In short, take into consideration the kind of religious society 
  the character comes from. Consult with the Castle Keeper to work out what 
  is best for the theme of the game and the idea of the character, and choose 
  accordingly. Garnok, a half-orc fighter, might call upon Kain, the god of war, 
  whilst he wades with sword and shield through a howling pack of iron clad 
  goblins; when he must choose whether to leap across a 60 foot bottomless 
  chasm while wearing iron mail, he seeks inspiration from Finarkin, the god 
  of wisdom; all the while, he’ll still be carrying a small pouch around his neck 
  with iconographic figures of his totems in it.
  Clerics and druids draw their power from the deity, pantheon of deities or 
  whatever supernatural forces they have allegiance to. In choosing a deity, 
  consultation with the Castle Keeper is necessary to learn more about a particular 
  deity or pantheon and what benefits they can give a cleric as well as what is 
  required of that cleric. Though clerics are restricted in their choice of weapons, 
  it is not uncommon for this restriction to be ignored, allowing the character to 
  wield a weapon similar to that of their deity or from the pantheon worshipped. 
  Odin bore a spear in his battles with the giants and Kali and is often seen with a 
  bow. His devoted followers might likewise accoutre themselves. Castle Keepers 
  may allow cleric’s to use a weapon associated with a patron deity.
  The cleric and druid must hold true to the common belief system of their 
  deity. They must be the same alignment as their deity and possess the same 
  world view. A cleric who pays homage to a goddess of wisdom should not 
  approach problem-solving with unreasoning violence, but rather with calm 
  and wisdom. A druid who needlessly destroys flora and fauna is certainly 
  breaking a covenant with their deity. Clerics and druids who break with their 
  deity or act against them are denied their spells and abilities.
  Clerics, and even some druids, require holy symbols or icons representing 
  their deities or the supernatural powers. These symbols serve as a conduit 
  between the deity and the character. They range in size, shape and form, and 
  can be worn as necklaces, pendants, bracelets, rings or any other jewelry. 
  Rods, staves, wands, sceptres and even weapons can serve as holy symbols. 
  The shape and design of the symbol should be limited only by the type of deity, 
  style of game, and the imagination of the player.
  
  CASTLES & CRUSADES
  14
  STARTING COIN
  Every character begins the game with some coin of the 
  realm. The amount depends upon the character’s class 
  and is listed below. However, that can be amended to fit 
  the needs of the campaign. Less coin should be made 
  available in grittier or low fantasy campaigns and more 
  coin made available in high fantasy campaigns. Social 
  standing can also affect the amount of coin available.
  The following equipment list contains the cost, effects, 
  and weight for each item. It is not an exhaustive list, so 
  the Castle Keeper should expand it as needed, basing 
  prices on comparable items in this list.
  EQUIPMENT
  ARMOR
  ARMOR TYPE
  COST
  AC BONUS
  Cloth
  2 gp
  +1
  Padded
  5 gp
  +1
  Leather
  10 gp
  +2
  Cuir Bouille
  35 gp
  +2
  Ring Mail
  40 gp
  +3
  Studded leather
  25 gp
  +3
  Chain shirt
  100 gp
  +4
  Scale Mail
  50 gp
  +4
  Breastplate
  200 gp
  +5
  Chainmail
  150 gp
  +5
  Banded Mail
  250 gp
  +6
  Splint Mail
  200 gp
  +6
  Platemail
  600 gp
  +7
  Full Plate
  1500 gp
  +8
  Buckler
  15 gp
  +1
  Shield, 
  3 gp
  +1
  Shield, Large
  7 gp
  +2
  Coif, Chain Mail
  20 gp
  +4
  Coif, Leather
  4 gp
  +2
  Helm, Norml
  10 gp
  +5
  Helm, Great
  20 gp
  +8
  WEAPONS
  WEAPON
  COST
  DMG
  Axe, Hand or Throwing
  8 gp
  1d6
  Axe, Two-Handed
  20 gp
  1d12
  Bardiche
  8 gp
  1d10
  Battleaxe
  10 gp
  1d8
  Club
  —
  1d6
  Crowbill
  10 gp
  Cutlass
  10 gp
  1d6
  Dagger
  2 gp
  1d4
  Flail, Light
  8 gp
  1d8
  Flail, Heavy
  15 gp
  1d10
  Halberd
  10 gp 
  1d10
  Hammer, Light
  1 gp
  1d4
  Lance, Light
  6 gp
  1d6
  Lance, Heavy
  10 gp
  1d8
  Longspear
  5 gp
  1d8
  Longsword
  15 gp
  1d8
  Lucerne Hammer
  60 gp
  1d12+1
  Mace, Light
  5 gp
  1d6
  Mace, Heavy
  12 gp
  1d8
  Morningstar
  8 gp
  1d8
  Partizan 
  10 gp
  1d10
  Pick, Light
  4 gp
  1d4
  Pick, Heavy
  8 gp
  1d6
  Pike & Awl Pike
  5 gp
  1d8
  Quarterstaff
  —
  1d6
  Ranseur
  10 gp
  2d4
  Rapier
  20 gp
  1d6
  Scimitar
  15 gp
  1d6
  Scythe
  18 gp
  2d4
  Spear
  2 gp
  1d8
  Sword, Bastard
  35 gp
  1d10
  Sword, Short
  10 gp
  1d6
  Sword, 2-Handed
  50 gp
  2d6
  Trident
  15 gp
  1d8
  Voulge
  12 gp
  1d10
  War Hammer
  12 gp
  1d8
  MISSILE/RANGED
  WEAPONS
  COST
  DMG/RANGE
  Arrow (20)
  2 gp
  —/—
  Bolts (10)
  1 gp
  —/—
  Crossbow, Light
  35 gp
  1d8/80 ft.
  Crossbow, Hand
  100 gp
  1d4/30 ft.
  Crossbow, Heavy
  50 gp
  1d10/120 ft.
  Dart
  5 sp
  1d4/20 ft.
  Javelin
  1 gp
  1d6/30 ft.
  Longbow
  75 gp
  1d8/100 ft.
  Longbow, Comp.
  100 gp
  1d8/110 ft.
  Shortbow
  30 gp
  1d6/60 ft.
  Shortbow, Comp.
  75 gp
  1d6/70 ft.
  Sling
  —/
  1d4/50 ft.
  COMMON EQUIPMENT
  ITEM
  COST
  Armor and Weapon 
  Oil
  1 gp
  Backpack
  2 gp
  Barrel
  2 gp
  Bedroll
  1 sp
  Blanket
  5 sp
  Boots Heavy
  1 gp
  Boots, Soft
  4 sp
  Case, Map/Scroll
  1 gp
  Chalk (per piece)
  1 cp
  Chest, Empty
  2 gp
  Cloak
  5 sp
  Clothing
  1-10 gp
  Crowbar
  2 gp
  Flask
  3 cp
  Flint and Steel
  1 gp
  Grappling Hook
  1 gp
  Hammer
  5 sp
  Holy Symbol
  1-100 gp
  Holy Symbol, Silver
  10-1000 gp
  Holy Water 
  (in glass flask)
  30 gp
  Ink 1 oz.
  8 gp
  Lantern, Bullseye
  12 gp
  Lantern, Hooded
  7 gp
  Lockpick Set
  30 gp
  Mirror, Small Steel
  10 gp
  Oil (1 pint)
  1 gp
  Pack, Shoulder
  2 gp
  Parchment (10 pcs)
  5 gp
  Pole, 10 ft.
  2 sp
  Pouch, Large
  1 gp
  Pouch, Small
  5 sp
  Quill
  1 sp 
  Razor
  5 sp
  Rope, Hemp (50 ft.)
  1 gp
  Rope, Silk (50 ft.)
  10 gp
  Sack, Small
  1 sp
  Sack, Large
  5 sp
  Shovel
  2 gp
  String (50 ft.)
  4 sp
  Tent
  10 gp
  Tinderbox
  1 sp
  Torch
  1 cp
  Whetstone
  1 gp
  PROVISIONS
  Item
  Cost
  Ale, Flask
  4 cp
  Rations (1 day)
  5 sp
  Rations (1 week)
  3 gp
  Wine, Common
  2 sp
  Wine, Fine
  10 gp
  MOUNTS, LIVESTOCK AND TACK
  Item
  Cost
  Cart
  15 gp
  Chariot
  100 gp
  Dog
  5 gp
  Donkey
  8 gp
  Feed (per day)
  5 cp
  Horse, Heavy
  200 gp
  Horse, Light
  75 gp
  Mule
  25 gp
  Pony
  30 gp
  Riding Equip
  36 gp
  Wagon 
  35 gp
  Warhorse, Heavy
  400 gp
  Warhorse, Light
  150 gp
  Warpony
  100 gp
  
  QUICK START RULES
  15
  MAGIC
  Magic lies at the heart of fantasy.
  In Castle & Crusades wizards and clerics cast spells. The method of preparation 
  and the casting of a spell is generally the same for both classes. They must 
  prepare their spells daily for casting. This applies to both arcane and divine 
  magic. However, differences do exist between arcane magic and divine magic, 
  including the details of preparation, casting, and spell acquisition.
  TERMINOLOGY
   Magic in Castles & Crusade is defined by a language of game terms with which 
  Castle keepers and players of spell-casting characters should be familiar. 
  ARCANE MAGIC: The type of magic learned by wizards.
  DIVINE MAGIC: The type of magic granted to clerics by deities.
  SPELL: The formula a character uses to harness magic and give it form.
  SPELL SLOTS: The number of daily spells for each level that a character can 
  cast as shown by the tables appearing in the character’s class description. 
  BONUS SPELLS: Additional spells that can be cast each day due to high 
  attribute score.
  KNOWN SPELLS: The spells in a wizard’s spell book or the spells allowed by a 
  cleric’s deity from which a character can select and prepare daily spells.   
  PREPARED SPELLS: The spells a character has memorized. 
  SPELL RESISTANCE: A special ability possessed by certain monsters and 
  characters that may negate spells cast against them. (See page 26.)
  WIZARDS
  Wizards learn complex, arcane formulas to harness magic and create magical 
  effects.
  These spells are known as arcane spells, and a wizard inscribes them in his 
  own, individually unique language in a spell book. A wizard must study their 
  spell book each day in order to prepare spells for casting. Wizards learn and 
  add new spells through gaining a level, copying from another spellbook, 
  finding scrolls and new spellbooks, or through research. As described in the 
  wizard class, the wizard’s level limits the number of spells the wizards can 
  prepare and cast each day. A wizard’s high intelligence score might allow the 
  wizard to prepare bonus spells each day as well. 
  Each day, a wizard memorizes and prepares spells. A wizard must have 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 character 
  already had prepared from the previous day or those not yet used. A wizard 
  needs to sleep and rest for eight hours each day before preparing spells. In 
  addition, it takes 15 minutes per spell for a wizard to study a spell 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 the wizard’s 
  daily limit for each spell level. 
  Once a wizard prepares a spell, it remains in the character’s mind until the 
  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 
  attacks from monsters can wipe a prepared spell from a character’s mind.
  CLERICS
  Clerics cast spells through divine dispensation. A cleric’s deity allows the 
  cleric access to certain powers in order to express his will upon the in the 
  world. Clerics must pray or meditate to receive their spells and need not study 
  to access them. However, a cleric must follow the precepts of their deity or risk 
  losing access to this awesome power.   
  Clerics select and prepare spells ahead of time through prayer and meditation 
  at a particular time of day. Some deities set the time or impose other special 
  conditions for granting spells to their clerics. The time 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 cleric spell lists unless the 
  character’s deity imposes a restriction.
  Characters who can cast divine spells undertake a certain amount of study of 
  divine magic between adventures. Each time a character receives a new level 
  of divine spells, the character learns new spells from that level automatically. 
  A high wisdom is a boon and allows the cleric to cast extra spells if they have 
  attained the class level required to cast that spell level.
  CASTING A SPELL
  Most spells take 1 round to cast. A spell that takes 1 round to cast comes 
  into effect during the caster’s turn for that round. Spells that take more than 
  1 round to cast come into effect during the caster’s initiative turn on the last 
  round of the casting time for the spell. Many spell durations are measured in 
  rounds, minutes, hours, or some other increment. When the time is up, the 
  magic goes away and the spell ends.
  A character must make all pertinent decisions about a spell (range, target, 
  area, effect, etc.) when the character begins casting. The character must 
  make some choice about whom the spell is to affect or where the effect is to 
  originate, depending on the type of spell.
  Most harmful spells allow an affected creature to make a saving throw to 
  avoid some or all of the effect. A saving throw against the character’s spell has 
  a challenge level equal to the level of the spell caster.
  SPELLS
  Each spell in the list below follows the same format. The spells are categorized 
  alphabetically by level. Following the spell’s name is the effect and the casting 
  details of the spell. A spell with an asterisk (*) next to it means it is reversible 
  for the opposite effect.
  CLERIC SPELLS 
  0-LEVEL CLERIC SPELLS (ORISONS) 
  1. 
  Detect Chaos/Evil/Good/Law: Reveals the chosen aspect in 
  creatures, spells, or objects within 50 ft. for 10 min/lvl.
  2. 
  Detect Poison: Detects poison in one creature or small object 
  touched. 
  3. 
  Light: An object shines like a torch for 10 min/lvl.
  4. 
  Purify Food and Drink *: Purifies 1 cu. ft./level of food or water.
  1ST-LEVEL CLERIC SPELLS 
  1. 
  Bless *: Allies within 50 ft. gain +1 attack and +1 on saves 
  against fear for 1 turn/lvl. 
  2. 
  Command: One subject obeys one-word command for 1 round. 
  3. 
  Cure Light Wounds *:  Cures 1d8 +1/level damage (max +5). 
  4. 
  Detect Undead: Reveals undead within 60 ft. for 1 minute/lvl.
  5. 
  Protection from Chaos/Evil/Good/Law: Creature touched gains 
  +2 AC and saves against chosen aspect for 2 rds/lvl.
  6. 
  Sanctuary: Opponents can’t attack the caster, and the caster can’t 
  attack for 1 rd/lvl. 
  2ND-LEVEL CLERIC SPELLS 
  1. 
  Aid: Target gains +1 to hit and on fear saves for 1 turn/lvl, and 
  1d8 temporary hp. 
  2. 
  Darkness: 20-ft. radius sphere of supernatural darkness lasting 10 
  min/lvl. 
  3. 
  Delay Poison: Stops poison from harming subject for 1 hour/
  level. 
  4. 
  Hold Person: Holds one person helpless for 1 round/level. 
  5. 
  Remove Paralysis: Frees one creatures from paralysis, hold, or 
  slow. 
  6. 
  Silence: Negates sound in 15-ft. radius for 1 min/lvl.
  WIZARD SPELLS 
  0-LEVEL WIZARD SPELLS (CANTRIPS)   
  1. 
  Dancing Lights: Creates figment spheres of light or humanoid 
  shape for 1 minute
  2. 
  Detect Magic: Detects spells and magic items within 50 ft for 1 
  min/lvl..
  3. 
  Light: An object shines like a torch for 10 min/lvl.
  
  CASTLES & CRUSADES
  16
  4. 
  Prestidigitation: Performs minor trick or task, such as change 
  color, open box, hide item, mend cloth.
  1ST-LEVEL WIZARD SPELLS 
  1. 
  Comprehend Languages: Understands all spoken and written 
  languages for 10 min/lvl.
  2. 
  Hold Portal: Holds doors shut for 1 min/lvl. 
  3. 
  Magic Missile: Strikes for 1d4+1 hp; +1 missile/two levels above 
  1st. 
  4. 
  Read Magic: Reads magical writings, scrolls, and spellbooks for 
  10 min/lvl.
  5. 
  Shield: Blocks magic missiles, conveys +1 to saves, AC 18 (hand-
  hurled), AC 17 (other ranged), AC 14 (other attacks). 
  6. 
  Shocking Grasp: Touch delivers 1d8 +1/level hp electricity 
  damage. 
  7. 
  Sleep: Put 2d4 HD of creatures into comatose slumber for 1 
  min/lvl.   
  8. 
  Spider Climb: Grants ability to walk on walls and ceilings for 10 
  min/lvl. 
  2ND-LEVEL WIZARD SPELLS 
  1. 
  Acid Arrow: Strikes for 2d4 hp + 2d4 hp each round for every 
  three caster lvls.
  2. 
  Invisibility: Subject is invisible for 10 min./level or until it 
  attacks. 
  3. 
  Knock *: Opens or locks door, item, chest, etc, even if magically 
  held. 
  4. 
  Levitate: Subject moves up and down at caster’s direction for 10 
  min/lvl. 
  5. 
  Locate Object*: Senses direction toward object (specific or 
  type). 
  6. 
  Mirror Image: Creates decoy duplicates of the caster (1d4 +1/
  three levels, max 8).
  7. 
  Strength: Subject gains 1d4+1 Str for 1 hr./level. 
  8. 
  Web: Sticky webs fill 25 x 25 ft. area immobilizing creatures failing 
  Dex save. 
  THE CASTLE AND ITS KEEP
  The rules are the easy part
  The following section delves further into the rules the Castle Keeper needs 
  to know in order to run an effective and enjoyable game. However, from the 
  outset, several of the Castle Keepers responsibilities and the game’s nature 
  need discussing. 
  Designing a gaming session or series of sessions interlocked by plot or theme 
  can be an onerous task but a very fulfilling one as well. To do so requires 
  the Castle Keeper to create a plot or environment in which the players find 
  great interest. The players must overcome challenges, be they monsters or 
  traps, conquering evil demons, pillaging dungeons, defeating dragons or even 
  rescuing the damsel in distress. There is no limit to plots and story lines a 
  Castle Keeper might develop in order to entertain the players. Imagination is 
  the only limit to your creations - everything is possible in a fantasy world.
  To find this balance takes time and experience, so no easy, foolproof method 
  can be offered but some friendly advice is proffered.  If you start off with these 
  few pieces of advice, you will be well on your way to creating memorable and 
  fun adventures. Do not make insurmountable tasks or monsters so easy to 
  overcome as to present no challenge. Both can damage a game. Do not give 
  away too much treasure or magic nor too little. Do not be afraid to allow a 
  character to die or live. Do not solve problems for the players. Do not force 
  players to take certain actions; allow for fluid plots, encourage the players to 
  use their imagination and create a tale to which the players write an ending.
  Now, on to more rules.
  RULE ONE
  The first rule of Castles & Crusades is that all rules are servants of the game. 
  This is an important concept to bear in mind and the most important rule 
  in Castles and Crusades. The rules are designed to allow for an even playing 
  field. They are a set of guidelines from which everyone can begin playing 
  with one another in a consistant and mutually digestible manner. However, 
  to further the ends of playing the game, the Castle Keeper is encouraged to 
  change, amend, add to or subtract from the rules as fits the needs of the 
  adventure, the players or the overall feel of the game.
  The rules are your servant not your master!
  ATTRIBUTES & THE GAME
  Throughout the game, the Castle Keeper and players must resolve whether 
  or not specific actions succeed or fail. These actions might include tracking 
  a band of goblins, detecting a trap, swimming a mighty river or resisting the 
  effects of a giant snake’s poison. To resolve these situations and others, a 
  player rolls a d20 and adds the character’s level and the attribute modifier of 
  one of the character’s six attributes that is being checked against. If the total 
  score exceeds the number representing the difficulty of conflict requiring the 
  check, the character succeeds.  
  This simple attribute check mechanic for resolving conflicts underlies the 
  whole of the game and is called the SIEGE engine™. The name SIEGE 
  engine™ reflects the attribute check because all conflicts in Castles & 
  Crusades involve an attacker and a defender, just as if an army were laying 
  siege to a castle’s walls. The SIEGE engine™ mirrors the game’s story-based 
  theme of characters seeking to overcome the challenges before them.
  Before describing the SIEGE engine attribute check in more detail, it is 
  important to note that only those activities which have a significant chance 
  of failure, as determined by the Castle Keeper, should be resolved by a dice 
  roll. In most cases, narrative development and not chance should guide the 
  game. Judicious use of the attribute check is essential to maintaining the fast 
  flow of action and adventure. There are instances in which the attribute 
  check is required. These include all class ability checks and saving throws, 
  and those other instances where the Castle Keeper deems a check necessary 
  to resolve a conflict. 
  Once it is decided an attribute check is needed, the Castle Keeper must 
  identify the attribute to be checked against. In most cases, the answer is 
  obvious. In the case of class abilities and saving throws, the appropriate 
  attribute has already been identified. With class abilities, the associated 
  attribute is in the ability’s description. For example, when Melth the rogue 
  picks a pocket, a dexterity attribute check must be made to determine success. 
  Saving throws, which are discussed below, list their associated attribute. 
  Non-specified situations requiring a check are typically easy to resolve as well. 
  The attribute descriptions located at the beginning of the book should aid 
  in deciding which attribute to associate with specific actions. For example, 
  Bjorn attempts to push a statue over onto the kobold war chief Krublet. The 
  statue is exceedingly heavy, even for the great Bjorn. The Castle Keeper might 
  require an attribute check against Bjorn’s strength.
  Once the associated attribute is chosen, the Castle Keeper must calculate 
  the character’s chance of success. The chance of success is determined by a 
  number called the challenge class (CC). The challenge class mirrors armor 
  class in that to succeed, the attribute check result must be greater than or 
  equal to the challenge class. 
  To determine the challenge class, two simple steps are required. The Castle 
  Keeper must determine the base chance of success (challenge base), and the 
  level of difficulty of the challenge involved (challenge level).  
  The first step in calculating challenge class is to determine the challenge 
  base (CB). The challenge base is always either a 12 or an 18. Challenge 
  base is dependent on whether or not the attribute being checked against is 
  a character’s prime attribute or secondary attribute. If the attribute is prime, 
  the challenge base is 12. If the attribute is secondary, the challenge base is 18. 
  Returning to our example, Bjorn the fighter has a strength prime attribute. 
  Thus, the challenge base for his action would be 12. If Bjorn were a wizard, 
  and strength was a secondary attribute, his challenge base would be 18.
  The second step in calculating challenge class is determining the conflict’s 
  challenge level (CL). The Castle Keeper has vast discretion in determining 
  challenge level. Although the task sounds difficult, it is actually fairly easy. 
  Challenge level is nothing more than the level of difficulty of the action 
  attempted or the reaction made.
  
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  The simplest way to determine challenge level is by referencing the level or 
  hit dice of the non-player character or monster to which the character making 
  the check is acting against or reacting to. In such cases, challenge level is 
  equal to the level or hit dice of the non-player character or monster involved. 
  A monster’s challenge level is equal to its hit dice; a spell’s challenge level is 
  equal to the level or hit dice of its caster; a trap’s challenge level is equal to 
  the level of the person who set it. For instance, if an 8 hit dice creature uses 
  a paralyzing gaze ability on a character, the challenge level would be 8. If a 6th 
  level wizard cast a spell on a character for which a saving throw is allowed, 
  the challenge level would be 6. If a rogue attempts to deactivate a trap set by 
  another 4th level rogue, the challenge level would be 4.  
  There are more arbitrary situations that require the Castle Keeper to create 
  an adequate challenge level. If a character is attempting a task such as making 
  an extraordinary jump or swinging on a rope to grab an object, the Castle 
  Keeper needs to assign a difficulty to the task. A good way to assign such a 
  challenge level is to think of the task’s difficulty as if it were a monster, and 
  then assign a challenge level equal to the hit dice of the monster imagined. 
  In this way, a level or hit dice can be assigned tasks such as swimming a river, 
  knocking down a door, jumping a pit or catching a falling object.  For example, 
  a character might wish to jump over a 6 foot wide pit. Assuming the character 
  is unarmored and has room to run and jump, this is a fairly easy task that is 
  perhaps equivalent to the degree of difficulty involved in a 1st level fighter 
  combating a 1 HD monster. Thus, the Castle Keeper assigns a challenge level 
  of 1. However, if the character is heavily weighted down, leaping across the 
  space could be deemed a 2 or higher.  
  As a rule of thumb, a challenge level of 1 to 5 is adequate for easy tasks. For 
  difficult tasks, a challenge level of 6 to 10 works well. For very difficult tasks, 
  a challenge level of 11 to 15 suffices. Heroic actions require a challenge level 
  of 15 to 20 or even higher. When in doubt, err on the low side since it never 
  hurts a game to have a character succeed in something difficult.
  After the challenge base and challenge level are determined, the Castle 
  Keeper adds them together. The sum is the challenge class for the attribute 
  check. The score is the number which the player must beat on the check. 
  In short, the process of the attribute check involves the player rolling a d20 
  and adding the character’s level and the appropriate attribute modifier. 
  That total number must be equal to or greater than the challenge class, as 
  determined by the Castle Keeper.
  Before concluding, it is recommended that the Castle Keeper keep the 
  challenge class secret. By keeping it secret, anticipation and the unknown 
  thrill of success or failure is maintained in the game. Simply telling the player 
  that the attribute check is made against a prime attribute or secondary 
  attribute conveys an idea of the base chance of success, and allows the player 
  to make the attribute check roll. The player would then convey the total 
  result to the Castle Keeper without knowing what score is needed to succeed. 
  The Castle Keeper then narratively describes success or failure.
  SAVING THROWS
  A saving throw is simply an attribute check made by a player for the character 
  to avoid damage or other unwanted alteration or harm caused by a creature, 
  situation, or effect during game play whether the gaze of a basilisk, the 
  breadth of a dragon, a spell or even a trap. A player makes a saving throw 
  in the same manner an attribute check is conducted. The following are the 
  most common types of saving throws in Castles & Crusades. They are dealt 
  with individually as each is unque and needs explanation. The Castle Keeper 
  should also be able to better extrapolate from the following how to associate 
  attributes and actions. 
  TYPES OF SAVING THROWS
  There are six different kinds of saving throws. They correspond to the 
  six attributes: strength, intelligence, wisdom, dexterity, constitution, and 
  charisma. Any effect that causes a saving throw is associated with an 
  attribute. The situations and effects that trigger a saving throw generally fall 
  into one of the following categories. This list is not definitive.
  SAVE TYPE
  CATEGORIES
  STRENGTH
  Paralysis, Constriction
  INTELLIGENCE
  Arcane Magic, Illusions
  WISDOM
  Divine Magic, Confusion, Gaze Attack, Polymorph/
  Petrification
  DEXTERITY
  Breath Weapon, Traps
  CONSTITUTION
  Disease, Energy Drain, Poison
  CHARISMA
  Death Attack, Charm, Fear
  VARIABLE
  Spells (see spell descriptions)
  BREATH WEAPON (Dexterity or Constitution): Any character caught 
  in the area of effect of a breath weapon must make the appropriate saving 
  throw or suffer the breath weapon’s full effects. The type of saving throw 
  necessary is described with the monster or spell which causes the saving 
  throw. Generally, the character must dodge the effects of a breath weapon, 
  so a dexterity check is appropriate, but on occasions gaseous clouds require 
  a constitution saving throw.
  CHARM (Charisma): Charm spells or spell-like abilities allow a charisma 
  saving throw to avoid being overcome by the charm.  A failed save means 
  the character suffers the effect of the charm spell.  
  CONFUSION (Wisdom): Confusion spells or spell-like abilities allow a 
  wisdom saving throw to avoid being overcome by confusion. A failed save 
  means the character becomes confused for an amount of time as specified 
  by the spell or ability.  
  A confused character’s actions are determined by a 1d10 roll, re rolled 
  each round with the following results: 1 wander away (unless prevented) 
  for 1 minute (and don’t roll for another random action until the minute is 
  up); 2-6 do nothing for one round; 7-9 attack the nearest creature for one 
  round; 10 act normally for 1 round. Any confused creature who is attacked 
  automatically attacks the attackers on the next turn. 
  DEATH ATTACKS (Charisma): Death attacks are rare and only a few 
  monsters and the rare artifact have them. In most cases, death attacks 
  allow the victim to make a charisma save to avoid the affect, but if the save 
  fails the character will die instantly. 
  DISEASE (Constitution): When a character is injured by a disease attack 
  such as from a ghoul, touching an item smeared with diseased matter or 
  consumes disease-tainted food or drink, the character must make an 
  immediate constitution saving throw. If the character succeeds, the disease 
  has no effect, for the immune system has fought off the infection. If failed, 
  damage occurs after an incubation period. The description for each disease 
  will give the details on the effects following the incubation period. It is 
  recommended that the Castle Keeper roll these constitution saving throws 
  for the player so that he doesn’t know whether the disease has taken hold.
  ENERGY DRAIN (Constitution): An energy drain attack takes away levels 
  or attribute scores from the victim unless a successful saving throw is made. 
  Most energy drain attacks require a successful melee attack. Mere physical 
  contact is not enough. The full effect of an energy drain, such as the 
  number of levels taken away, is specified in the monster, magic item or spell 
  description causing the drain. If it is not specified, one level is removed.
  A character who loses a level this way suffers the effects of the drain immediately. 
  The character loses one hit die of hit points of the appropriate class, and all other 
  class abilities are reduced to the new level. If a familiar or companion creature 
  has abilities tied to a character who has lost a level, the creature’s abilities are 
  adjusted to fit the character’s new level. The victim’s experience point total is 
  immediately set to the midpoint of the previous level.  
  Characters drained below 1st level becomes a 0 level character with no class 
  or abilities. A character drained below 0 level is instantly slain. Depending 
  on the creature that killed the character, the character may rise the next 
  night as a monster of that kind. If not, the character rises as a wight. 
  Lost levels or attribute scores remain until removed by spell, such as 
  
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  restoration, or other means. Sometimes, level or attribute loss is temporary 
  and will return to normal in a day’s time.
  A creature gains temporary hit points each time it successfully uses a natural 
  energy drain ability. Unless specified otherwise, the creature gains the amount 
  of hit points that the victim loses. Energy drain through spell or magic item does 
  not grant temporary hit points unless their description indicates otherwise.
  FEAR (Charisma): Spells, magic items and certain monsters can affect 
  characters with fear. The character facing a monster who emanates fear 
  or who has a spell cast upon him makes a charisma saving throw to resist 
  the effect. A failed roll means that the character is affected by the fear, as 
  detailed in the spell or monster description.  
  GAZE ATTACK (Wisdom): Each character within range of a gaze attack 
  must attempt a saving throw each round at the beginning of his turn. 
  Generally the character can avoid the gaze with a successful wisdom check. 
  In many instances, the situation is more appropriately handled without a 
  saving throw through narrative and role playing. If necessary, the Castle 
  Keeper may require a saving throw. Failure indicates the character was 
  unable to avoid the gaze and suffers its effect. 
  MAGIC/ILLUSION (Intelligence or Wisdom): This category is for spells 
  cast by creatures or from scrolls. It is a catch all for magic not covered by 
  one of the other saving throw categories. 
  Arcane or divine spells cast by a magic item or other object, or a spell-like ability 
  possessed by a creature or item usually allow a saving throw to negate, lessen, 
  avoid or resist their effect. If the type of magic is arcane, then an intelligence 
  saving throw is made. If divine, then a wisdom saving throw is made.   
  In some cases, the specific effect of the spell calls for another type of saving 
  throw. All charm spells, whether cast by creature, item or spell-like ability 
  make a charisma saving throw (see above). Other saving throw categories 
  not covered by this catch all would include paralysis, polymorph, energy 
  drain, death attack and fear. 
  PARALYSIS/ CONSTRICTION (Strength): Some monsters and spells 
  have the supernatural or spell-like ability to paralyze or hold victims, 
  immobilizing them through magical means. Paralysis works on a character’s 
  body, but a character can usually resist it with a strength saving throw. The 
  effects of spell, monster constriction and/or paralysis are discussed above in 
  the spell descriptions or in Monsters & Treasure. 
  PETRIFICATION/ POLYMORPH (Wisdom): Arcane and divine magics 
  can cause creatures and characters to change their shapes, sometimes 
  against their will. The victim may make a wisdom saving throw to resist 
  the polymorph. Polymorphed creatures retain their own minds, but have 
  new physical forms.
  A petrified character is not dead if a majority of the body is intact. No movement 
  or actions of any kind can be made, not even mental ones while petrified. 
  Strength and dexterity scores are effectively (but not actually) reduced to 0. 
  There is no awareness of what is occuring since all of the senses have ceased 
  operating. If a petrified character cracks or breaks but the broken pieces are 
  joined with him as he returns to flesh, he is unharmed. If the character’s petrified 
  body is incomplete when it returns to flesh, the body is also incomplete. 
  POISON (Constitution): When a character takes damage from  a poisoned 
  weapon, an item smeared with contact poison, consumes poisoned food or 
  drink or is otherwise poisoned, he must make a constitution saving throw. 
  If he fails, he suffers the poison’s initial damage (usually ability damage). 
  Even if he succeeds, he typically faces more damage a short time later. 
  Sometimes, the additional damage allows for another saving throw. 
  SPELLS (Variable): Arcane and divine spells sometimes allow a saving throw 
  to negate, lessen, avoid, or resist the effect. Each spell description indicates 
  the type of saving throw including those spells cast from scrolls, wands, 
  rings or other magical devices. 
  TRAPS (Dexterity): When a character sets off a trap, a dexterity saving throw is 
  allowed to avoid all or some of the effects of the trap. Each trap is unique and the 
  effects of a successful or failed saving throw should be designated beforehand. 
  SPELL RESISTANCE 
  SPELL RESISTANCE (SR) is a special defensive ability. A defender’s spell resistance is 
  like an armor class against magical attacks. If a spell is being resisted by a defender 
  with spell resistance, the caster of the spell must make a check (1d20) at least 
  equal to or greater than the creature’s SR for the spell to effect that creature. 
  Spell resistance applies even if a given spell also allows a creature a saving 
  throw. The effects of SR, if any, are applied first, and then the creature may 
  also make a Save. In most cases, SR applies only when a resistant creature is 
  targeted by the spell, not when a resistant creature encounters a spell that is 
  already in place, such as a wall of iron.
  TURNING UNDEAD
  The cleric has the ability to turn undead, allowing the cleric to cause undead 
  creatures such as skeletons, ghasts, ghouls and even vampires to turn away from 
  the cleric and possibly flee or cower in fear. Turn undead is a special attack.
  To turn undead, the cleric must have a holy symbol device and show it to the 
  undead creature. Turn undead is a wisdom attribute check for the cleric. The 
  challenge level for the turning is the monster’s hit dice. So, a cleric rolls a 
  d20, adds his level and wisdom bonus. This must be greater than 12 plus the 
  hit dice of the creature being turned to be successful.  The number of undead 
  turned is 1d12 plus the cleric’s charisma score modifier.
  GAINING LEVELS
  Characters gain levels as they adventure. Gaining levels equates to becoming 
  better and more experienced at one’s chosen profession. To gain a level, the 
  character must accumulate enough experience points to meet the next levels 
  experience point progression (EPPs). The EPPs for each class are located in 
  the appropriate class description and are gained by successfully completing an 
  adventure, killing foes, successfully performing actions, collecting treasure or 
  possibly as rewards for good role playing. The Castle Keeper awards experience 
  points as described in the rules but always has the right to add or subtract 
  experience points for role playing well or poorly. Details on awarding experience 
  points are located in the Monsters and Treasure Guide and only outlined here.
  Experience points are awarded by the Castle Keeper to the players either 
  on an individual basis or collectively. The experience points awarded are 
  for monsters killed or overcome, treasure acquired, good role playing and 
  successful adventuring. 
  Monster experience points are located in the monster manual. Experience points 
  awards for treasure acquired is equal to the gold piece value of all the treasure 
  picked up in the course of adventuring. Optionally, the Castle Keeper may not 
  allow this or only some percentage of  the treasure’s value as this may speed up 
  the rate of level progression depending on the amount of treasure acquired. For 
  experience points awarded for defeating monsters and role playing see the Monster 
  and Treasure Guide. Bear in mind, the Castle Keeper does not have to award this 
  amount if the player did a poor job of role playing but can if he wants to. 
  Once enough experience points are acquired to advance a level, the character 
  must train for the number of weeks equal to the level reached before receiving 
  the benefits of that level. For example, a 6th level cleric, upon acquiring the 
  experience points necessary to reach 7th level, must train for 7 weeks before 
  receiving the benefits of that level. Once training is completed, the character 
  gains the extra hit points, spells or abilities that level confers upon the class.
  COMBAT
  INTRODUCTION
  Much of the excitement playing Castles & Crusades occurs during combat. 
  Whether a knight facing a horde of bloodthirsty orcs, a rogue facing off with 
  a nefarious pirate or a cleric cornering an evil demon, the ensuing combat is 
  often the climax of many roleplaying sessions. Combat is also the nexus of many 
  rules in Castles & Crusades. Managing that combat is often a challenging affair 
  as the Castle Keeper must not only know all the rules but, to maintain a sense 
  excitement through description and action, the Castle Keeper must know how 
  to apply the rules fluidly as part of the roleplaying experience. 
  To facilitate this, the rules for combat have been kept as simple as possible 
  with much maneuver room left for Castle Keeper caveat to enable a narrative 
  development that is equally as important to the game as the rules. The rules 
  
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  have been designed to organize the action in combat but, as the essence of 
  combat is its narrative, an understanding and manipulation of these rules to 
  support the narrative is also essential. 
  OUTLINE OF A COMBAT ROUND
  Combat occurs in rounds. Each participant acts in an order established by the roll 
  of a die (d10), called initiative. Characters take an action like moving, attacking 
  and opponent, quaffing a potion, or casting a spell. When a character swings or 
  engages in melee, the player rolls a die (d20) to hit the opponent. If the resulting 
  number is greater than the armor class of the character’s opponent, a hit is scored. 
  If the hit is successful, damage is determined. If a character casts a spell, the affects 
  occur immediately unless noted otherwise in the spell description. Creatures 
  follow the same procedure, only the Castle Keeper manages those actions.     
  SAMPLE COMBAT ROUND
  With a furious scream and battle axe in hand, Angthar, a fighter, leaps off a 
  narrow ledge into a troop of goblins scouting near his village. He lands amidst 
  them, reigning blows left and right as they scratch and claw to get away from 
  Angthar’s deadly blade.
  The Castle Keeper and the player both roll to determine if the goblins are surprised 
  by Angthar’s sudden attack. A d10 is used to determine who goes first in the 
  combat round. The Castle Keeper rolls a 4 for the goblins and the player rolls a 7 
  for Angthar. Angthar, a 5th level fighter, gets to swing first. The player rolls a d20 
  and adds Angthar’s strength bonus (strength 14, +1 attack bonus) and bonus to hit 
  (+4) to the roll. The player rolls a 12, then adds a +1 and +4 for a total of 17. The 
  goblins are only wearing leather armor so have an armor class of 12. Angthar hits a 
  goblin with his battle axe. The battle axe does 2-8 (2d4) damage. The player rolls 
  the 2d4 and adds +1 to the roll (Angthar’s strength bonus) for a total of 6 points of 
  damage. The goblin only has 4 hit points so dies with one swing of the battle axe.
  Angthar lands a devastating blow upon one goblin, cleaving it down before it 
  could even pull out its sword to defend himself. But the goblin captain screams 
  a blood curdling war cry and charges into the fray while his warriors attack 
  the lone barbarian in their midst. It is the goblins turn to swing for an attack. 
  Angthar is surrounded and the goblins get six attacks. Luckily, Angthar is 
  wearing magical chainmail taken from a giant’s treasure horde some years ago.
  COMBAT TERMS
  The following is a list of common terms use for combat rules.
  ATTACK ROLL: This is a d20. When making a melee attack, a d20 is rolled, 
  modifiers added and subtracted to determine if an attack is successful.
  BONUS TO HIT: This is a feature distinct to each class and is added to the 
  attack roll.
  CLOSING: This is the determination of who sees whom and how they act in 
  order to move into contact with one another.
  COMBAT ROUND: This is the amount of time it takes for all those involved in 
  the round to take an action or move.
  DAMAGE: If an attack is successful, damage is delivered. The amount depends 
  on the weapon or item being used.
  ARMOR CLASS: All monsters or player characters attacked have an armor 
  class. In large part, this is dependent on the type of armor being worn but in 
  some cases armor is natural and just an abstraction for how difficult it is to 
  strike and damage an object or creature. Armor class normally ranges from 10 
  to 20 but can extend even higher.
  HIT POINTS: This is the amount of damage a character, creature or object can 
  take before being killed or broken.
  INITIATIVE:  This is a roll used to determine the order of action in a combat 
  round. Initiative is determine by the roll of a d10.
  RANGED COMBAT: Melee with ranged weapons, that is, weapons that are 
  thrown or propelled and can strike at a distance of greater than ten feet.
  COMBAT ROUND
  The combat round is ten seconds long during which all the characters and monsters  
  get a chance to act. Generally, only one action is allowed. A round is about 10 
  seconds long but this is more an abstraction than an exact amount of time.
  SURPRISE
  Surprise is a situation in which an one party catches another party unawares 
  and unprepared for combat. Before any other action takes place, surprise must 
  be determined. For this to happen, both parties must be 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 possible. In those instances in which surprise is 
  possible, there is always a chance something could go awry and the surprise does 
  not occur, so a determination must be made. There are two types of surprise. One 
  is that in which an ambush occurs and the other is an accidental encounter. In 
  both cases, if the surprise is successful, the surprising party is allowed one free 
  round of activity. This is followed by normal combat rounds.
  ACCIDENTAL ENCOUNTER: This occurs if both parties are unaware of one another 
  and suddenly come upon each other. One or both parties can be in motion. In 
  this case, each side makes a dexterity check. If it 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 proceeds as normal. If one party succeeds 
  in the dexterity check while the other fails, the failing party is surprised. This 
  allows the surprising party one full free round of action while the surprised party 
  is not allowed to act. If both fail the dexterity check, no surprise occurs and the 
  round proceeds as normal. To make a dexterity check for accidental surprise, the 
  character or monster with the greatest chance for success makes the check. 
  AMBUSH: The other type of surprise occurs when one party lies in wait for 
  another. In this case, the surprising party must have prepared an ambush and be 
  well hidden. It is up to the Castle Keeper to decide if this is even possible or if the 
  characters or monsters have the capacity to manage such an action. To determine 
  if the ambush is successful, the ambushing party 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 determination of surprise is made. In this case, the ambushed 
  party has no chance of surprising the ambushers though, only preventing a 
  surprise. If both fail, the round proceeds as normal. As with accidental surprise, 
  the character or monster with the highest chance for success rolls the check.
  INITIATIVE
  The order of action in a combat round is determined by an initiative roll. Each 
  combatant or party rolls a d10. Those with the highest number go first and 
  actions descend from there. There are two manners of establishing initiative.  
  Initiative is individual. Each party member rolls for initiative and each monster 
  encountered rolls initiative. All involved then act when it is their turn. In the 
  case of ties, the one with the highest dexterity goes first. In case of equal dexterity, 
  initiative between those is determined by the higher dexterity score and if that is 
  equal, a simultaneous action occurs. This method has the advantage of allowing 
  more individualized action and better replicates the unorganized sense of action 
  on the battlefield. Initiative is staggered each round. Staggering initiative means 
  that the parties re-roll initiative each round.
  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 medium size or 
  smaller creature, in the first round only, they are allowed to swing at opponents 
  first if they approach within ten feet regardless of initiative and if they have not 
  already taken an action that round. This counts as an action for that round.
  For example, Hambone the Halfling draws his short sword and charges a 
  gnarly stone giant who just crushed his companion with a mighty oaken club. 
  Screaming in a rage driven by revenge and loss, Hambone leaps forward. 
  The stone giant, mirthless and fearless, sweeps his club around aiming at 
  Hambone’s head. Hambone ducks and dodges as he charges and Stankee 
  the stone giant’s massive club glances off Hambone’s shoulder as the halfling 
  moves in and slices a gash in Stankee’s leg.
  In this instance, initiative is rolled. Hambone gets a 9 and the stone giant 
  gets a 3. Hambone wins initiative and acts first. He intends to charge forward 
  and attack the stone giant. In so doing, Hambone must move 15 feet and 
  attack. The stone giant is large and Hambone is small. The stone giant has an 
  effective closing range of 10 feet and as Hambone enters that 10 foot radius, 
  the stone giant is allowed to swing. The giant swings and hits the halfling. 
  
  CASTLES & CRUSADES
  20
  using the leverage from the charge to inflict greater damage should a hit be 
  scored. To charge, a character must either jog or run in a straight line in the 
  direction of the enemy. They must expend at least one half their run or jog 
  movement points. 
   
   
   
   
  A successful charge has two effects: a bonus to damage if a successful hit 
  is scored and a penalty to armor class for the one charging. In a charge, a 
  successful hit gives a +2 to damage but a -4 to armor class for the remainder of 
  the round. If the charge takes place such that an opponent has an opportunity 
  to swing due to length of weapon, the opponent gets to swing with the armor 
  class adjustment for the charger. If a successful hit is made, the charge attack 
  is negated, though the movement and normal attack is still allowed. 
  MELEE
  Melee occurs after characters have closed for combat and one or both swings 
  to hit an opponent for damage. Melee consists of several steps. It is important 
  to note that the to hit roll does not necessarily represent one swing, rather, it 
  represents several swings either one of which may deal a damaging blow or a 
  series of small blows that cause damage. 
  First, the character swinging rolls a d20 to hit. To this result, minimally, the 
  class’ bonus to hit is added. If applicable, many variables are added to the die 
  roll. These include but are not limited to: strength bonus, magical weapon 
  bonus, racial modifiers, class ability modifiers, back attack modifiers, spell 
  effect modifiers, combat to hit modifiers and situational modifiers. All of 
  these are covered in their appropriate section of the rules except situational 
  modifiers and combat to hit modifiers which are covered below.
  Situational modifiers are those the Castle Keeper deems appropriate for the 
  situation. These are often in those situations which are impossible to make 
  rule for and the Castle Keeper must use reason to determine what modifier 
  is applied. For example, should a character be swinging across a room on a 
  rope, holding a sword in one hand and decide to take a swing at someone he is 
  passing over, the Castle Keeper must decide the appropriate modifier to hit.
  In general, situational to hit modifiers can be broken down into three categories: 
  hard, difficult and heroic. For tasks that are hard, up to a -5 can be subtracted 
  from the die roll and for those that are difficult up to a -10 is subtracted from the 
  die roll. For heroic actions up to a -20 can be added but modifiers in that range 
  should be exceedingly rare if ever even used. The instance above is ridiculous 
  but happens in the movies all the time so will probably happen in a game at one 
  time or another. An applicable modifier would be between -4 and -8.
  Combat to hit modifiers include the following or related events. These modifiers 
  are use per Castle Keeper’s discretion though are generally applicable. 
  OPPONENT UNAWARE
  +4
  OPPONENT PRONE 
  +5
  OPPONENT PRONE AND DEFENSELESS
  +10
  OPPONENT IS AT LOWER ELEVATION
  +2
  FIGHTING FROM HORSEBACK OR UNSTABLE PLATFORM
  -2
  FIRING RANGE WEAPONS FORM HORSEBACK OR UNSTABLE PLATFORM
  -4
  After adding or subtracting all modifiers from the to hit roll, if the resulting 
  number is higher than the opponent’s armor class rating, a hit is scored and 
  damage applied.
  ARMOR CLASS
  Armor class is the defensive capacity of the opponent. It takes into account an active 
  defense (aware of the combatant), armor worn and a general ability to withstand 
  attacks. It does not represent armor alone. It can also include the toughness of hide or 
  a natural ability to avoid being hit - like a fly. Armor class is primarily determined by 
  the armor worn though as this offers the most immediate protection.
  Armor class starts at 10 and goes up as high as modifiers allow. The following 
  is a list of the armors and the modifier applied to arrive at an armor class.
  Hambone then moves in and swings himself. The round is over and the 
  rounds proceed as normal from there.
  COMBAT ACTIONS
  In a combat round, the players and their opponents are able to take many 
  actions including drawing weapons, attacking, moving, casting spells, 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 not exhaustive 
  and it is up to the Castle Keeper to adjudicate as to how 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.  
   
   
  ATTACK  
   
  CAST SPELL
   
  USE CLASS ABILITY  
  USE ITEM
   
  CHARGE  
   
  FULL MOVE 
   
  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) and 
  running (4x normal move rate).
  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 is 
  covered under in greater detail under melee below.
  CAST SPELL: A character is allowed to cast one spell. Several spells require two 
  or more rounds to cast, in which case the character must wait until the following 
  round for the affects of the spell to take place. This action can be accompanied 
  by a short move only. This move is not in addition to normal movement.
  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 accomplish. Those that do not 
  are described as such in the appropriate class ability. This action can be accompanied 
  by a short move only. This move is not in addition to normal movement.
  USE ITEM: An item that is carried and is readily available can be used. 
  This includes drinking potions, using wands, casting a spell from a scroll, 
  activating magical abilities of magical artifacts, use of equipment, lighting a 
  torch/lantern, casting grappling hook etc. This action can be accompanied by 
  a short move only. This move is not in addition to normal movement. 
  MOVEMENT IN THE COMBAT ROUND
  Once initiative or surprise is determined, those who can act are allowed to move.  
  Movement rates are listed in the racial descriptions. These movement rates 
  indicate the distance a character or monster can move in a round. For characters 
  or monsters that are carrying a lot of gear, movement can be reduced at the 
  Castle Keeper’s discretion. Movement is listed in feet. Movement is, like the 
  round, an abstraction. It is a manner of establishing the space various characters 
  and creatures can move in a given period of time. Movement can take place 
  in a straight line, curved or corner cutting. The only things that can interfere 
  with movement is running into obstacles such as tables and, importantly, other 
  creatures. There are three types of movement: normal, jog, run.
  NORMAL MOVEMENT:  This is the movement listed in the racial and monster 
  description section. In a single round, a character or monster can move their 
  full movement but not attack or take a full round action, though they can 
  draw weapons and do other simple actions.
  JOG: In this case movement is doubled. The character is considered to 
  be moving fast. As with normal movement, the character can take a half 
  movement at the jog rate and attack but take no other full round action.
  RUN: In this case movement is quadrupled. The character is considered to be 
  moving very fast. As with normal movement, the character can take a half 
  movement at the run rate and attack but take no other full round action.
  CHARGING
  Charging is a special type of movement such that after the end of the 
  movement the character or monster engages in melee and has the intent of 
  
  QUICK START RULES
  21
  ARMOR TYPE AND AC
  ARMOR
  AC
  Clothing, none
  +0
  Padded, Cloth
  +1
  Leather Cuir Bouille (boiled leather)
  +2
  Studded Leather, Hide, Ring Mail
  +3
  Chain Shirt, Scale Mail 
  +4
  Chainmail, Breastplate
  +5
  Splint Mail, Banded Mail 
  +6
  Platemail (pieces of plate and chainmail)
  +7
  Full Plate (solid metal suit)
  +8
  Shield
  +1
  Apply a character’s dexterity modifier to the character’s armor class any time that 
  character can physically react to an attack. Characters lose their dexterity modifier 
  when they are surprised, unaware of an attacker, or when they are restrained or 
  otherwise rendered immobile. Dexterity never applies to missile attacks.
  Other modifiers can apply to armor class at the Castle Keeper’s discretion depending 
  upon the nature of the combat and the situation the combatant and their opponents 
  are in. Also, many spells and magic items can be used to enhance armor class.
  Shields are a special case. The +1 modifier is used for all shields but, small 
  shield only offer the bonus against one opponent, medium shields against two 
  opponents and large shields against three opponenets.
  RANGED COMBAT
  Ranged combat is much like melee combat except it occurs with ranged 
  weapons. The differences are that for all ranged weapons, the to hit modifier 
  is not the strength bonus but the dexterity bonus. Magical bonuses apply as 
  well as any situational modifiers deemed necessary. There are no backstab or 
  back attack bonuses for ranged weapons.
  There are two type of ranged weapons, hand thrown or thrust and mechanically 
  driven. Hand thrown weapons are those whose momentum and distance cast 
  are dependent upon a character’s strength. These include javelins, daggers and 
  spears. Mechanically driven weapons are those whose momentum and thrust are 
  dependent on the mechanism which propels them forward such as crossbows and 
  bows. When a successful hit is scored with a thrown weapon, the strength bonus 
  is added to damage. Mechanical devices do not receive this bonus.
  Cover and concealment influence ranged weapon attacks. Whenever 
  an opponent is over ten feet distance from the combatant, cover and 
  concealment modifiers apply.
  CONCEALMENT
  Concealment includes those circumstances where nothing physically blocks 
  an attack, but there is something that interferes with the attacker’s accuracy, 
  causing the following to hit adjustments: 
  1⁄4 CONCEALMENT
  -2 to hit
  light fog, light foilage
  1⁄2 CONCEALMENT
  -4 to hit
  dense fog
  3⁄4 CONCEALMENT
  -6 to hit
  dense foliage, near total darkness
  FULL CONCEALMENT 
  -10 to hit 
  attacker blind, defender, invisible, total 
  darkness, pea soup fog
  COVER: A character who takes cover gains a bonus to AC, as follows:
  1⁄4 COVER
  +2 AC
  1⁄2 COVER
  +4 AC
  3⁄4 COVER
  +6 AC
  FULL COVER
  +10 AC
  Ranged weapons that miss their target continue to fly on and can potentially hit 
  another target if the ranges is under 50 feet. If the target of the attack is missed, 
  the projectile continues in a straight line and hits anything in its path. 
  Ranged weapons also have range increments listed in the weapons chart. 
  There is close, medium and far ranges. Modifiers to hit apply to each range 
  increment. If the target is in the medium range, a -2 to hit applies and if at 
  long range a -4 to hit applies.
  DAMAGE
  Hit Points represent the amount of damage, physical and mental, a character 
  or monster can take before passing out or dying. Hit points are reduced by 
  weapons damage, magical spells and poisons, amongst other things.
  If a hit is successful, damage is assessed and hit points are reduced. Damage 
  delivered from a blow by a weapon depends on the weapon being used. The 
  weapons chart in the equipment section has all the pertinent information 
  regarding damage by weapon type. Damage is applied immediately and the 
  results are immediate. If a character or monster dies as a result of the damage 
  inflicted, it gets no opportunity to swing, cast spells or anything else.
  In general, when ‘0’ Hit Points are reached, the character nearly passes out. 
  They are not dead but incapable of acting or passed out due to blood loss and 
  physical or mental damage. Those so wounded can do little more than crawl 
  from the battlefield or call out for help. They recover consciousness in 1-6 
  hours and can move at 1⁄2 their normal move rate but can not participate in 
  combat, cast spells, turn undead or other similar actions.
  At -1 to -6 hit points, the character is unconscious and needs bed rest to 
  recover unless healed. Hit points are recovered at a rate of two per day plus 
  constitution bonus if resting and being well cared for. If the conditions are 
  harsh and daily wound washing is not available, healing occurs at a rate 
  equal to the constitution bonus only (negatives are treated as 0). If magically 
  healed, the creature can only return to ‘0’ hit points and must rest 24 hours 
  before being healed again or recovering any more hit points.
  At -7 to -9 hit points, the creature is mortally wounded and loses one hit point 
  per round after reaching -7 hit points. First aid stops hit point loss but does 
  not increase hit points and 24 hours must pass before the healing process can 
  begin. The affects of magical healing occur immediately.
  At -10 hit points, death occurs. Death is irrevocable except by resurrection, 
  reincarnation or similar spells.    
  COMBAT MANEUVERS
  Players try all manner of inventive actions during combat. It is impossible 
  to enumerate and describe all the possibilities and it is unproductive to try 
  and do so. However, some of the more common combat maneuvers and their 
  effects are listed below. 
  DODGE: A character can dodge up to three attacks in a round sacrificing their 
  own attack. They gain a +2 to their armor class.
  DISENGAGING FROM COMBAT: The character is allowed to take a half move 
  with no attack and normal armor class. The attacker can follow. If the 
  character chooses to take a full move, no attack is allowed and the combatant 
  receives an extra attack at +2. 
  DISARM: A fighter, rogue, or cleric can disarm an opponent. The character must 
  successfully hit an armor class equivalent to the HD or level of the opponent +18 
  to successfully disarm him (example, a fighter would need 23 to disarm a 5 hit dice 
  creature). The opponent receives a dexterity bonus, if applicable, to his rating. 
  REAR ATTACK: Attacking a defender from behind gives the attacker a +1 
  bonus to hit. The thief does not get to add this to his back attack bonus.
  UNARMED COMBAT
  Unarmed combat is similar to armed combat except that no melee weapons are 
  used, only natural weapons, such as claws or fists. Many creatures use unarmed 
  combat when fighting. This is covered in the appropriate creature descriptions. 
  There are three essential types of unarmed combat: pummeling, overbearing 
  and grappling. Each method follows the same basic principle but with different 
  modifications to the to hit roll and type of damage inflicted. Damage receive 
  from unarmed combat is not the same as damage received in normal combat. It 
  heals at a rate of 1 point per turn plus one’s constitution bonus.
  PUMMELING: This is the use of fists, feet or other body parts to inflict damage on an 
  
  CASTLES & CRUSADES
  22
  opponent, much like a boxer or a kung-fu fighter. The combatant rolls a d20 to hit, 
  adds the strength modifier and any appropriate modifiers the Castle Keeper deems 
  necessary. A successful hit causes 1-2 hit points of damage plus a strength bonus.  
  OVERBEARING: This is use to knock an opponent down. This is a common tactic 
  in wrestling and varying styles of hand to hand combat as well as when an animal 
  charges someone and knocks them over. The combatant rolls a d20 to hit and adds 
  a strength modifier if any. Armor class is differentiated based on size. For each size 
  difference larger add 2 to the opponents armor class. For each size difference smaller 
  subtract 2 from the opponent’s armor class. If the hit is successful, the creature is 
  knocked over. One can not knock over an opponent more than two sizes larger than 
  the attacker. The creature is considered prone and any following attack receives a 
  +5 to hit. The prone creature can stand the next round and take a full round action 
  except a full move. In addition, the opponent takes 1-2 points of damage. 
  GRAPPLING: This is used to grab and hold a person as with classical wrestling or 
  when a snake constricts its body around its prey. Grappling is directed at holding 
  an opponent and subduing him. It is enacted by rolling a d20 and adding 
  strength bonus and basic attack bonus to the die roll. The opponent’s armor 
  class is based on dexterity and strength bonus as well as size. Should an attack 
  be successful, the opponent is held and can not act except to attempt and break 
  the hold. Breaking a grappling hold is done by making a combination of opposed 
  strength checks. The combatant and opponent both roll a d20 and add their 
  strength bonuses. If the one being held has the higher roll, the hold is broken. 
  CASTLE ZAGYG: THE WORKHOUSE of Yggsburgh Town                                                  by Jeffrey P. Talanian
  “When life is fraught by debt or indigence, the most impoverished citizens of 
  Yggsburgh are sentenced to serve at The Workhouse . . .” 
  The Workhouse of Yggsburgh is a large, walled in, cruciform-shaped complex 
  where debtors, orphans, paupers, the elderly and infirm are placed for relief 
  of want.  Treated briefly in Castle Zagyg Vol. I, Yggsburgh by Gary Gygax, this 
  comprehensive version of the encounter area is drawn directly from the 
  forthcoming module, Yggsburgh Town: Town Halls District from Troll Lord Games.  
  Within this encounter you will find such notable non-player characters as the 
  Warden of Debtors, Brandon Beasley; the corrupt Captain of the Guard, Basil 
  Holdar; and the rotund cleric of Berchta, Pious White.  Workhouse security 
  and staff are also detailed, as well as officer and inmate uniforms, workhouse life 
  (admission, inmate classification, rules & regulations, daily routine), and detailed 
  descriptions of the entire complex.  This excerpt also includes an adventure hook, 
  detailed maps, and a malign fey-creature drawn from folklore, the spriggan. 
  THE WORKHOUSE
  Reason: Should the characters suffer indigence or are otherwise 
  sentenced to serve for debts accrued, this is the place they will be sent. 
  Sign: Under the Yggsburgh coat of arms, an inscription reads, “For the 
  Instruction of Youth, The Encouragement of Industry, The Relief of Want, The 
  Support of Old Age, and The Comfort of Infirmity and Pain.”
  ENCOUNTER: Released from the Workhouse.
  The Workhouse is a large building complex of 120-foot frontage, with basement 
  and four floors above it.  It has a staff of 14 guards and 16 servants.  The average 
  inmate population is around 170 persons, though up to 250 inmates can be 
  accommodated.  The Office of the Warden of Debtors is located here. He is in 
  charge of the Work House and income paid down on the debt by inmates.   
  This structure is built of rough-hewn, ashlar stonework, a walled in cruciform 
  design with supervisory octagonal hub. The square-walled perimeter is a 
  12-foot single-story structure containing workshops and utility blocks that 
  enclose the inmates’ exercise yards. 
  Guards.  There are 14 guards serving here.  In charge is the Warden of 
  Debtors, Master Brandon Beasley, a square-jawed man with beady eyes and 
  broad shoulders.  He is assisted by Captain of Guards, Basil Holdar, a tall man 
  of grizzled countenance and gray-streaked hair.  Neither involve themselves in 
  combat save in the direst of circumstances, such as if the town is at war.  They 
  supervise four Serjeants of the Guard and eight guards, together maintaining 
  order in the Workhouse.
  WARDEN OF DEBTORS, MASTER BRANDON BEASLEY (He is a 5th level, lawful 
  neutral, human fighter whose vital stats are HP 25, AC 12/18.  His primary 
  attributes are strength, constitution, and dexterity.  His significant attributes are 
  strength 13, dexterity 16. He carries a longsword, club, and dagger. When arrayed 
  for battle he wears chainmail hauberk and also carries a medium shield)  
  CAPTAIN OF GUARDS, BASIL HOLDAR (He is a 6th level, lawful neutral, 
  human fighter whose vital stats are HP 30, AC 12/17. His primary attributes 
  are strength, constitution, dexterity. His significant attributes are strength 16, 
  dexterity 16.  He carries a bastard sword, club, and dagger. When arrayed for 
  battle he wears a chain hauberk.) 
  SERJEANTS OF THE GUARD X4 (They are 3rd level, lawful neutral, human 
  fighters, HP 15, AC 14.  Their primary attributes are physical.  They carry 
  scale mail, shortsword, and club.)
  GUARDS X8  (They are 2nd level, lawful neutral, human fighters, HP 10, 
  AC 13.  Their primary attributes are physical.  They carry studded leather, 
  club, and dagger.)
  Priest.  There is one cleric serving the Workhouse.  He is in charge of examining 
  admitted inmates (casting cure disease as necessary), holding chapel services, and 
  instructing youths.  Pious White is a rotund man, tonsured, with heavy jowls, ruddy 
  cheeks, pointy nose, and close-set eyes.  He is a priest of Berchta, the major goddess 
  of cleanliness and industry.  He wears a black cassock (long, close-fitting garment), 
  sandals, leather phylactery, and a helmet-shaped cloth hat colored magenta.  Pious 
  White is entrusted with the religious education of boys and girls, three hours per 
  day, six days per week.  He is unsparing of the rod with naughty boys. 
  PIOUS WHITE (He is a 7th level, lawful neutral, human cleric of Berchta 
  whose vital stats are HP 27, AC 10.  His primary attributes are intelligence, 
  wisdom, charisma.  He carries a staff and 4 potions of cure disease.  Clerical 
  spells: 0-5, 1st-4, 2nd-3, 3rd-2, 4th-1.)  He is not given to combat save in 
  direst of circumstances.
  Staff.  The serving staff of sixteen attends to the aged, infirm, and youngsters 
  under seven years of age.  They tend to the stable and see to the conveyance 
  of materials trucked in and out of this location.  They also oversee the kitchen, 
  larders, and bakehouse, among other duties.  Some of the staff reside in loft 
  apartments above the stable house just outside the workhouse proper.  The 
  serving staff are paid though must pay for their own food and accommodation 
  space, so they net about a copper a day.
  SERVING STAFF X16 (These are simple commoners.)
  Law Officer Uniforms.  The uniforms of the Law Officers working here are 
  indigo (navy blue), yellow-striped surcoats and stockings, like cloaks in colder 
  weather. All surcoats and cloaks have a red badge on them. The Warden has 
  one with a gold mace, his Captain a silver one. Serjeants have three silver 
  staves in upright position, the guards have a pair of them.
  Inmates Uniforms:
  Men.  Men are provided shirts of a pattern of broad, vertical stripes of 
  washed out blue on an off-white background, with ill-fitting trousers tied 
  with cord below the knee. In cold weather, they may be afforded a coarse 
  jacket while working in the yard. 
  Women. The women wear a shapeless, ankle length dress of similar pattern.  
  Beneath these exterior garments underdrawers are worn, a shift and long 
  stockings, with a poke bonnet on their heads.
  Boys.  Boys are provided a uniform like that of men, though these 
  are often improperly sewn and too long, so as to provide for growth but 
  impeding movement nonetheless. 
  Girls.  Girls are provided a dress of stout woolen material, good for 
  winter, but generally worn all the year round. 
  WORKHOUSE LIFE
  The Workhouse employs paupers and the indigent at profitable work, 
  whether they be needy or criminal, young or old, infirm, healthy, or insane. 
  It is difficult to distinguish this place from a house of correction, and this 
  is the intent.  Conditions are deliberately harsh and degrading in order to 
  discourage the poor from relying on relief.  
  
  QUICK START RULES
  23
  Admission.  A pauper requesting relief or a debtor so sentenced to serve must sit in 
  the waiting room prior to being interviewed. They are searched, then conveyed 
  to the appropriate receiving ward -- men, women, boys, and girls; families are 
  thus split up at this point. At the receiving ward the inmate is stripped (former 
  clothes being cleaned and stored), washed, and issued a uniform. Here they 
  remain until examined by the attending cleric (Pious White), who will treat 
  them (if necessary) and determine to which classification (see below) they 
  belong.  The inmate is then conveyed to the appropriate ward.
  Inmate Classification.  
  •  Children (boys and girls) under 7 years of age.
  •  Boys ages 7 to 12.
  •  Able-bodied men, and young men of age 13+.
  •  Aged and/or infirm men
  •  Girls ages 7 to 14.
  •  Able-bodied women, and young women of age 15+.
  •  Aged and/or infirm women.
  Rules and Regulations.
  1.   All inmates (except the sick, aged and infirm, and young children) shall 
  rise, be set to work, leave off work, and go to bed as dictated.  They shall be 
  allowed intervals for their meals as notified by the ringing of a bell.  During 
  such times of meals, silence, order and decorum shall be maintained.
  2.  Boys and girls shall for at least three of the working hours every day be 
  instructed in the principles of the Tenoric Faith, and other such instruction so 
  calculated to train young people habits of usefulness, industry, and virtue.
  3.  Diet of the inmates shall be so regulated as in no case to exceed in quantity 
  and quality of food so prescribed, with the ordinary diet of the able-bodied 
  laborers be greater than that of the aged and infirm.
  4.  Any inmate residing in the workhouse of his or her own free will (and 
  not sentenced to serve by judge or law enforcer) may quit the workhouse 
  at any time. The Warden must be provided three hours previous notice; 
  however, no able-bodied inmate having a family may so quit without 
  taking the whole of such family with him or her, unless the Warden 
  otherwise directs.  Nor shall any inmate, after so quitting the house, be 
  again received into the house without a court order.
  5.  Any inmate who neglects to observe the rules as are applicable to him or her; 
  who shall make any noise when silence is ordered; use obscene or profane 
  language; by word or deed insult or revile any other inmate in the workhouse; 
  who shall not duly cleanse his or her person; neglect or refuse to work; or 
  pretend sickness; and/or disobey any of the legal orders of the Warden or other 
  superintendent, will be deemed disorderly and shall be placed in apartments 
  provided for such offenders or shall otherwise be distinguished in dress and 
  placed upon such diet as the Warden shall prescribe.
  The Daily Routine.  The workhouse day begins when the rising bell rings out at 
  dawn.  After prayers, breakfast follows. Inmates then work (see below) from 7:
  00am until noon.  After an hour for lunch, work resumes until supper from 6 
  to 7pm.  This is followed by evening prayers, then bed by 8pm at the latest:
  •   breaking stones to be sold for road making (this done in the 
  exercise yard)
  •   oakum picking — teasing out the fibers from old hemp ropes to be 
  sold to the shipwrights.
  •   corn grinding using mill stones to make flour
  •   crushing gypsum (used in plaster manufacture)
  •   chopping wood (this done in the exercise yard)
  •   laundry— cleaning uniforms.
  •   sack making (cloth and burlap)
  •   kitchen duty — cooking or serving food to other inmates, stocking 
  the stores and larder.
  •   piggery duty — cleaning the piggery, feeding the pigs, slaughtering 
  the pigs.
  •   shoveling coal, carting coal
  •   Inmates can also be hired out as cheap labor to other locations 
  as dictated by the Warden per need of the town, such as the 
  Municipal Plumbing Supply (Town Halls District #1) or Town 
  Lumberyard (Town Halls District #4). 
  Discipline.  Discipline is strict, and unruly inmates are dealt with harshly.  Refusal 
  to work or attend a chapel service can result in a bread and water diet and/or 
  confinement, as will impertinent language used against a guard.  Indecent 
  language or profanity can result in hard labor for three weeks.  Fleeing the 
  workhouse with an inmate uniform will result in a flogging at the whipping post; 
  fleeing debtors sentenced here may be branded and sent to the gaol.  Naughty 
  boys will be flogged at the whipping post, and this happens nearly every day, as all 
  boys are naughty -- it’s axiomatic!
  GROUND FLOOR  
  Waiting Hall.  Where inmates wait to be processed.
  Searching Room.  Where inmates are stripped, searched, and cleaned before 
  being sent to a receiving room.
  Porter’s Room.  Where staff will store inmates clothes and possessions; where 
  inmates uniforms are stored.
  Boys and Girls School.  Where boys (up to age 12) and girls (up to age 14) are 
  instructed in virtues of the Tenoric Faith by Pious White, including lectures 
  on being industrious and responsible citizens. 
  Bread Room.  Where bread from the Bakehouse is crated and stored.
  Bakehouse.  Where dough is rolled on a large table and bread is baked in a 
  large brick oven.
  Flour and Mill room.  Where four is ground and stored in cloth sacks.
  Coals.  Where coal (brought up from the basement) is stored for the central 
  hub furnaces, kitchen, and bakehouse.
  Work Rooms.  There are five work rooms.  One for women, girls, and boys, 
  respectively, and two for men. (Refer to “The Daily Routine” above.)
  Receiving Rooms.  There are four such wards where admitted inmates spend two 
  days being treated and interviewed.  Washing rooms are adjacent to these.
  Laundry.  Where female inmates launder.
  Refractory Ward.  Where rule-breakers can be confined.
  Dead House.  Where the dead are place until cremation at a local temple.
  Piggery and Slaughterhouse.  Where pigs are raised and butchered.
  Kitchen, Larder, Scullery.  Where inmate nourishment is produced.
  Day Rooms.  Of variable use.  Where the old and inform sit during the day, and 
  also children under 7.  When inmate population is high, these rooms can 
  be converted to bedrooms.
  Yards.  The yards are used for both work and after lunch break time/exercise.  
  The men’s yard has a well.
  Serjeants’ Station.  Where the four Serjeants of the Guard keep office and 
  station, with water closet within.
  FIRST FLOOR
  Guard Station.  Where the entire guard staff of 14 meet to break shifts, discuss 
  duties and issues, etc.  Adjoining here are a Captain’s office, strong room 
  (with 500-1,500 gold in mixed coin), and closet.
  GIRLS’ BEDROOM.  Eight double beds here in which up to 25 girls (ages 7-
  14) can sleep.
  MEN’S BEDROOMS.   Two rooms, each with 10 single beds.  These two 
  bedroom usually reserved for the aged and infirm, as less stairs are involved.
  WOMEN’S BEDROOMS.   Two rooms, each with 10 single beds.  These two 
  bedroom usually reserved for the aged and infirm, as less stairs are involved.
  DINING HALL.  Where meals are served in shifts to men, women, and children.
  CAPTAIN’S QUARTERS.  These are the private quarters of Captain Basil 
  Holdar who resides here alone, with no external family to speak of.  He is 
  provided a water closet and storage closet.  Holdar has a good eye for talent. 
  He will summon select inmates whom he believes can be of other use -- the 
  young and clever orphan with a knack for thespianism, for example.  Such 
  persons are conveyed to the Beggarmaster, “Alf” Drumly (CZY encounter #51) 
  for training.  A young man or woman who declines the “offer” is threatened 
  with pillory time at the gaol.  A secret tunnel is located in the coal storage 
  wing of the basement, and this is where the conveyance takes place.  The 
  Warden is unaware of this operation. (See basement for more.)
  
  CASTLES & CRUSADES
  24
  SECOND FLOOR
  BOARD ROOM.  Where the staff is assembled by the Warden of Debtors to 
  discuss issues and policies.  Clerk’s office is used by staff who scribe paperwork, with 
  adjacent records storage and supply closet.
  BOYS’ BEDROOM.  Eight double beds here in which up to 25 boys (ages 7-
  12) can sleep.
  MEN’S BEDROOMS.  Two rooms, each with 10 single beds.
  WOMEN’S BEDROOMS.  Two rooms, each with 10 single beds.
  CHAPEL. Devoted to Berchta, the major goddess of cleanliness and industry. 
  In the northwest and southwest corners are holy water basins.  Oak pews line 
  the center of the nave, with side aisles for standing.  In fresco running between 
  the windows north and south walls is a pastoral scene of laborers threshing a 
  field of corn.  They are all handsome, smiling people, seemingly joyful to be 
  at work.  The pulpit has a beechwood altar, and behind the altar are stained 
  glass windows.  Two staff members assist Pious White in services; he also has 
  choir boys sing at the dawn service.  When holding a service or ceremony, the 
  priest will don a surplice (white gown with wide sleeves) over his cassock and 
  a fiddleback chasuble (sleeveless, hooded vest) over all.  The vest is magenta, 
  embroidered with runes of the Tenoric faith and a depiction of Berchta -- an 
  old woman with beady eyes and a long nose.
  PRIEST’S QUARTERS.  This is where Pious White resides alone.  He has a 
  vestry closet (also with propitiate materials) and a water closet.
  THIRD FLOOR
  Children’s Bedroom. One large bedroom with 15 double beds in which up to 50 
  children (boys and girls under 7 years of age) are placed.
  Women’s Bedroom.  One large bedroom with 23 single beds.
  Men’s Bedroom.  One large bedroom with 23 single beds.
  Warden of Debtors Office.  Where the Warden of the Workhouse will hold 
  private meetings with select individuals, such as politicians, judicial 
  officials, and noblemen.  
  Warden’s Lounge/Dining Hall.  Where the Warden’s family gather.  Master 
  Beasley has a wife, Mistress Constance, and two young children.  Dining 
  table, bronze wall sconces, brass chandelier, imported rug from the Far East 
  (worth 500 gp), ivory chess set (worth 250 gp), cushioned chaise lounge, 
  and family portraits. 
  Warden’s Master Bedroom.  Where the Warden and his wife rest; four-poster, 
  oak armoire, oak bureau, and bookshelves.  One drawer in the bureau has a 
  false bottom under which 750 gp worth in assorted gems are stashed. 
  Guest Bedrooms.  One for the children, the other kept vacant for guests. Each 
  with two beds, bureau, and armoire.
  BASEMENT
  The basement of the Workhouse is a low-ceiling (5-foot) flagstone slab floor 
  with surrounding foundation of stone block and mortar.  It is of cruciform 
  shape, like the building above, the central hub being noted for its large 
  furnace where inmates will shovel coal.  
  Hub.  The furnace pipes heat to the entire central hub, lead flues running in 
  the walls.  
  North Wing.  Emergency Ward.  Kept with several pallets and straw mattresses 
  in the instance that the Workhouse becomes overpopulated.  Up to 50 
  additional inmates can be placed here in dire circumstances. 
  South Wing.  Storage area for surplus tools (many in need of repair) and 
  materials used in the work rooms.  
  East Wing.  Where food stores are kept, such as kegs of beer, barreled wheels 
  of cheese, and sacks of lentils and grain.
  West Wing.  Where coal and chopped wood is stored for the furnace.  Coal is 
  trucked to the ground floor coals room, then conveyed to this location, for 
  lack of a basement service entrance. 
  There is a secret door here that leads to the Thieves’ Guild Underground 
  (CZY encounter #52).  When the Captain of the Guards Basil Holdar so 
  arranges, young inmates of potential are sent here to shovel coal.  From 
  here they are conveyed to the Beggars’ Brotherhood (CZY encounter #51) 
  via secret passage by a pair of spriggans -- malign little people with furry 
  bodies, large luminous eyes, and long tails.  The potential “beggars” are 
  brought directly to the Beggarmaster by recommendation of the Captain, who 
  receives supplemental income from this endeavor.  The Warden of Debtors is 
  quite unaware of his main man’s duplicity, this potentially resulting in conflict 
  between the two should the Castle Keeper wish to further develop this hook.  
  SPRIGGANS X2 (These chaotic evil creatures are HD 1d8, HP 7, AC 17.  
  Their primary attributes are physical. They carry a dagger and two darts. 
  Special: invisibility, confusion.)
  The spriggans will always arrive invisible before the scheduled meeting time so 
  as to assess the situation.  If they feel the situation is dangerous or otherwise 
  threatens the secrecy of the Underground, they will hide and then flee to inform 
  their leader.  When attacking they will do so while invisible, one attempting a 
  touch attack to confuse the opponent while the other attacks with a weapon.
  ADVENTURE HOOK: Released from the Workhouse.  
  What follows is a hook that “brings the party together” at the first level when running 
  an Yggsburgh campaign -- the way the characters come to know one another, as it 
  were, at The Workhouse.  The characters are of lowly beginning, having fallen on 
  hard times and consequently convicted of indigence, either for debts accrued, or 
  possibly having checked themselves in for lack of any other alternative.  Having 
  been stripped of their clothes and washed, issued uniforms and set to work, they 
  are of the more capable sort as compared to the very young or the old and infirm.  
  They’ve been shoveling coal, breaking stone, chopping wood, crushing gypsum, 
  etc.; they attend services at the Chapel, and they sleep in rooms as appropriate to 
  gender.  Perhaps a few of the characters have gotten to know one another.  
  One morning, the Warden of Debtors summons them to his office.  By guard 
  the characters are conveyed to his third floor office where they are served 
  brandy, wine, salted fatback, and cheese -- the finest grub they’ve eaten in 
  weeks!  The Warden informs them that he’s had his eye on them each and all, 
  having been apprised of their capabilities by Pious White. He knows that they 
  are each capable of much more than the Workhouse.  He has an offer . . .   
  The offer is the purview of the Castle Keeper, who can use this hook as a segue 
  to other adventures in this series.  Perhaps the Warden offers them preset 
  equipment, armor, weapons, and transportation; alternatively, he may offer 
  them a sum of gold to be split and so used to purchase equipment.  Either way, 
  the Warden should have a reason for this sponsorship: an item he desires, 
  a percent of the future coinage won, or perhaps political recognition by his 
  peers should the characters perform some good deed in his name. 
  NEW MONSTER:
  SPRIGGAN
  NO. ENCOUNTERED: 2-5
  SIZE: small (or large)
  HD:  1(d8) +3 (or 4d8+5) 
  MOVE: 40-ft
  AC: 17 (15)
  ATTACK: by weapon type (dagger, darts)
  SPECIAL: Spells and Thief Skills
  SAVES: Physical
  INT: Average
  ALIGNMENT: Chaotic Evil
  TYPE: Fey
  TREASURE: 1
  XP VALUE: 60+3
  Spiggans are ugly, malign little (2-foot tall) people with furry skin, long 
  tails, and luminous eyes. They are found on the fringes of society -- sewers, 
  abandoned buildings, vacant areas, etc.  In their natural state they are 
  sometimes mistaken for cats.  They revel in causing mischief of the most 
  sadistic species, and are noted for being proficient thieves.  
  Combat: Spriggans often work in tandem, using their confusion and invisibility 
  powers to rob their victims and escape before violence.  Rare spriggans may 
  also use a special form of alter size in which they transform to 10-foot height. 
  In giant form, they become 4d8 (+5) HD creatures, AC 15.  
  Spell-like abilities: confusion, invisibility (1/day), as if by a 5th level caster.  1 per 10 
  spriggans can use a variant of alter size (giant) at will.
  Thief abilities: Spriggans have all the abilities of a 5th level thief with 19 
  dexterity.
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/C&C - Quick Start Rules.pdf