Castles & Crusades Castle Keepers Guide 3rd Printing
This is the 3rd printing! Also¸ please note that this PDF comes with both covers¸ the standard and the alternative cover¸ within the same PDF. The Castle Keepers Guide includes a host of new material for the role playing enthusiast; from world creation¸ to dungeon designs¸ managing non-player characters¸ character attributes at high levels¸ spell use and cost¸ equipment its use and wastage¸ the tumult of storms¸ from warfare to combat¸ monsters¸ treasure¸ death and more. The Castle Keepers Guide provides the CK and the Player with a host of new tools for their use; tools designed to enhance play¸ not hinder it; designed to be malleable from gaming table to gaming table. Table of Contents Expanding the Character: In this chapter we explore new attribute modifiers¸ god like attributes¸ beauty as an attribute¸ creating new races and role playing examples. Magic: Digging into the magic using classes with spellbooks¸ starting spells¸ components¸ pricing magical components¸ playing without components¸ wands and holy symbols¸ illusion magic as healing¸ buying¸ selling and trading spells¸ scroll use¸ non caster scroll use and so much more. Expanding Equipment: A fresh look at equipment includes types of carrying items¸ stabling¸ costs of lodging and meals¸ a complete illustrated study of wagons with costs¸ speed and cargo¸ a similar treatment of boats and ships¸ general equipment and a new look at backpacks (abbreviated from the Adventurers Backpack ). NPCs: A complete breakdown and explanation of the three types of NPCs (Adherents¸ Hirelings and Henchmen)¸ how to use them¸ what their skills are¸ tracking loyalty¸ hiring them permanent or part time and developing their personalities. World Building: A guide on building your own world¸ beginning with planetary design and exploring everything from plate tectonics to weathering. Ten different types of climates are discussed and a host of biomes. Terrain¸ weather¸ movement charts and historical ages are all covered in this chapter. A complete how to will get you started on your world building journey. The City: In creating urban environments we explore populations¸ governments¸ culture¸ economic systems¸ economic systems¸ cost of goods and bartering¸ social stratification¸ types of religions and how to integrate them. Also it explores the types of settlements from the single dwelling to the metropolis¸ fully illustrated. Occupations¸ construction and criminal codes round out the chapter. Dungeons: Beginning with a study of light¸ temperature¸ humidity and movement underground it expands in to caves and types of caves (erosional¸ solution caves¸ coastal and so on)¸ to terminology of both caves and underground structures: dungeons. A look at ecosystems¸ building dungeons¸ tunnels¸ gases and traps rounds the chapter out. Everything you need to know to build a complete dungeon. Air and Water Adventures: Chapter 8 allows you to expand you adventure into heights its never been. Movement in the air and under water as well as combat¸ combat maneuvers¸ spells¸ magic underwater and monsters with aerial combat ratings. Equipment Wastage: Role playing equipment is a wonderful tool that every CK should learn to do. From equipment wear and tear to destruction in combat¸ from both mundane¸ magical and monstrous means (what does dragon fire do to +1 armor?). This section is filled with examples and charts to help you along. Land as Treasure : In this chapter we explore using land as treasure¸ where noble titles mark the characters and NPCs with title¸ rank¸ stipends¸ men at arms¸ offerings and so much more. Broken down by class it allows for the master of the druid's gro