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TLG 80041 C&C Classic Vol. 1 Men & Magic
TLG 80041 C&C Classic Vol. 1 Men & Magic
Volume 1 of Four
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INTRODUCTION
A world of heroism and epic adventure lives inside each of our minds. We can all
imagine a world where stalwart knights battle ancient dragons, powerful wizards duel
one another with mighty magics and the brave-of-heart rescue mystic artifacts from
the clutches of evil villains.
These are the kinds of adventures many of us create in our minds on lazy afternoons,
reading through our favorite novels. A pair of nefarious thieves make their way through
serpentine alleys and rambling cities, seeking fortune and fame. A band of desperate
heroes battle against an inevitable apocalypse, standing for justice and honor as the
world succumbs to chaos and evil. A fellowship of brave adventurers descends into
dungeons deep beneath the earth in search of treasure and glory or undertakes the
eternal struggle against evil, battling foes across wasted and barren plains.
We imagine other worlds and mystical places fraught with danger. In these worlds of
fantasy, magic is real and heroes abound.
Welcome to the Castles & Crusades role playing game, where these imaginings come
to life…
GENERATE ATTRIBUTES
Your attributes are the core of your character. They define his or her special physical
and mental capabilities and limitations. Attributes are ranked from 3-18 and generat-
ed by rolling dice. Record your attributes and their associated bonuses, as the entire
system revolves around these scores! There are six attributes:
Strength: Your character’s physical power and might
Dexterity: Your character’s nimbleness and coordination
Constitution: Your character’s endurance and toughness
Intelligence: Your character’s learning and reasoning
Wisdom: Your character’s common sense and perceptiveness
Charisma: Your character’s attractiveness, willpower and force of personality
CHOOSE A CLASS
Now you want to choose a character class, the basic framework upon which you
will build your character. Each of these classes represents a broad archetype you
may have seen in various fantasy film, television and literary sources, and each of-
fers specialized areas of skills and knowledge in the context of the game. In Castles
& Crusades Classic, there are four character classes:
The Cleric is avowed to a deity and dispenses divine justice. They are healers and
effective against vampires, zombies and undead.
The Fighter is a warrior with great prowess on the battlefield.
The Thief is a rapscallion, thief and expert treasure hunter, able to break into secured
buildings and strike unseen from the shadows.
The Wizard is a practitioner of powerful arcane magics, wresting mystical forces from
the very weave of the cosmos and shaping them into astounding effect.
Each class is detailed in its own section hereafter, which includes the class’ special
abilities, powers and role in the game.
CHOOSE A RACE
Your race defines your species. In the Classic Castles & Crusades RPG, the worlds of
the cosmos are populated by many different intelligent species. Your characters will bat-
tle orcs, goblins and creatures from beyond the pale, while treating with elves, dwarves
and fey. There are four races from which players can choose in this game. They are:
Humans: The most populace race in the multiverse, humans are adaptable, ubiquitous,
and encompass the entire range of personality types and career paths.
Elves: These are fey creatures who are long-lived (some say immortal) and are attuned
to the magical forces of the world. They are serene and wise, but often also come
across as haughty and arrogant.
Dwarves: Gruff and dour, but honorable and unflinchingly loyal, they are short, stout min-
ers and craftsmen. A subterranean race, they love precious metals and gems, and are well-
known for their stonemasonry and weapon-smithy. They live for several hundred years.
Halflings: The size of a human toddler, these creatures live somewhat longer than
humans. They are silent and fearless, but love nothing more than a good pipe, a good
meal, and the comforts of home.
For additional races, including gnomes, half-orcs and half-elves, check out the Castles
& Crusades Player’s Handbook!
FINISHING TOUCHES
After you record your class and race abilities, you will need to choose an Alignment,
which is a description of your character’s moral and ethical outlook on the universe.
More on this can be found later in this booklet.
Finally, you will choose your Equipment. No adventurer is worth their salt without a
sword or mighty axe to swing, without a wizard’s staff and spell book, without their
thief’s set of lock picks or their cleric’s holy symbol. A detailed list of equipment and
information about the coinage of the world can be found at the end of this book.
ATTRIBUTES
You have six attributes which define the physical and mental abilities of your PC. These
abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.
Write these on a piece of notebook paper use the character sheet found in this box.
Each ability will be ranked between 3 and 18. Roll 3d6, six times, and record the
results on scratch paper. You can then arrange these scores among the six attributes
as you see fit. Next to each ability, note its score as well as its attribute modifier from
the table below:
ATTRIBUTE MODIFIERS
1 2-3 4-5 6-8 9-12 13-15 16-17 18
-4 -3 -2 -1 0 +1 +2 +3
CHARACTER CLASSES
The four character classes in Classic Castles & Crusades are the Cleric, Fighter,
Thief and wizard. Each of these brings specific archetypal abilities to the table, and
ideally, an adventuring group will have at least one of each of these, though it is entire-
ly possible to run a game without all four, and still have a great time.
It’s necessary to understand the terminology used in each class so that you can follow
along. The following terms are used throughout:
Prime Attribute: as described earlier, this is the class-designated Primary Attribute.
Hit Dice (HD): The type of die rolled at each level for hit points. Characters add
their constitution modifier to this roll at each level. Thus, for a fighter, who has a d10
HD, with a constitution of 18 (+3), he will roll 1d10+3 at each level. At fourth level
he will have a total of 4d10+12 hit points.
Weapons: This is a list of weapons in which the character class is trained for use.
Using a weapon not on this list imposes a -4 penalty to hit in combat. See Volume 3:
Adventures in the Wilderness & Underworld for information on how combat works.
Armor: This is a list of all the armor with which a character is proficient. Wearing
non-proficient armor means characters may not use their class abilities unless the
description of the ability states otherwise.
Abilities: This is a list of the special abilities each class has. Each ability is explained
in detail. If the ability has an attribute in parentheses, an attribute check using that
attribute must be successfully completed to use the ability.
Level: A character’s experience level. As characters gain experience points (EPPs),
they will increase in level and thus increase their abilities and power.
Bonus to Hit (BtH): Added to a d20 along with strength (for melee) or dexterity (for
ranged) bonuses when attempting to make an attack.
Experience Point Progression (EPP): A table which lists the experience points (EP)
required to advance in levels. For example, a 4th level fighter needs 17,001 EP to reach
5th level.
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. 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.
Abilities
SPELLS: A cleric casts divine spells. The spells available are listed on the cleric
spell list. A cleric is limited to a certain number of spells of each spell level per day.
The Cleric Spells Per Day Table shows the number of spells per day a character of the
class may cast. Clerics prepare spells each day through prayer to their deity or deities,
followed by contemplation and study. Spells and spell casting are covered in detail in
Volume 2: Eldritch Enchantments
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.
For example, a 4th level cleric with an 18 wisdom receives four 0 level spells, four 1st
level spells and three 2nd level spells. No bonus 3rd level spell is acquired until the
cleric reaches 5th level.
TURN UNDEAD (WISDOM): A cleric has the ability to turn, or even destroy,
undead monsters. 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. Accord-
ingly, 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. Turn
undead is covered in greater detail in Volume 3: Adventures in the Wilderness and
Underworld.
WEAPON SELECTION: The cleric is only allowed to use certain weapons. They
can, if they choose, pick a weapon off the list that is identical to the major weapon in
use by the deity which they worship. If no single deity is worshipped and a pantheon
Abilities
WEAPON SPECIALIZATION:
At 1st level, the fighter can choose
one weapon with which to spe-
cialize. All weapons are eligible,
including ranged weapons such as
the bow or sling. The fighter can
THIEF (DEXTERITY)
The archetypical ne’er-do-wells, thieves 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 traveler to the noble lord. Still others find their skills best suited to plun-
dering dungeons, unraveling riddles in dark caves, and stealing treasure from forgotten
places, and avoiding the laws and lawmen of the more civilized areas of the world.
MEN & MAGIC 13
To perform their many acts of daring
thieves manage on a routine basis,
they must be both nimble of hand
and foot and quick of wit and mind.
When these traits are perfectly com-
bined into a seamless coordination of
mental acumen and hand-eye coordi-
nation, the thief becomes a foe to be
feared and friend never to be trusted.
Thieves 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 any-
thing to do with honor, pride or rec-
ognition of their martial prowess.
Further, one might actually die in
combat, and that has little value
to anyone, especially to the thief in
question. As such, their weapons are
generally of the smaller variety and
not very impressive, being knives,
daggers, saps and such, or those that
can be used from a great distance
such as bows, slings and darts.
Thieves have little regard for shields
and armor as these hinder movement and make even simple tasks difficult. Since
thieves avoid combat as much as possible, armor becomes a useless accouterment in
most cases.
Abilities
SPECIAL: Thieves favor light armor, as it allows them to better ply their stealth
abilities. While a thief may wear any other type of armor, the character may suffer a
penalty when using class abilities and wearing these armors as noted in their armor list.
The penalty is equal to -1 for each point above armor class 12 that the armor confers.
Restricted helmets and shields cause the thief to suffer a –1 penalty to all abilities. All
penalties are cumulative.
BACK ATTACK: A thief normally avoids face-to-face combat if possible, preferring
instead to use stealth to catch an opponent unaware. A thief able to attack an oppo-
nent from the rear, who is unaware of the thief’s presence, gains a bonus to hit and
to damage. This ability requires a successful move silently check to sneak up behind
the foe, or a hide check while behind the opponent. If successful, the thief can make
a back attack at a +4 bonus to hit. A hit inflicts double damage. At 5th level, this
increases to triple damage, and at 9th, quadruple damage is inflicted. When making a
ABILITIES
SPELLS: A wizard casts arcane spells. Wizards can only cast a limited number
of spells, from each spell level, per day. The wizard 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 Volume
2: Eldritch Enchantments.
BONUS SPELLS: With a high intelligence score, a wizard gains bonus spells. If
the character has an intelligence of between 13-15, they can memorize an extra
1st level spell. If the intelligence score is 16 or 17, the wizard can memorize an
extra 2nd level spell, and if 18 or 19, the wizard can memorize an extra 3rd level
18 CASTLES & CRUSADES
spell. Bonus spells can only be acquired if the wizard is at a high enough level to
cast them. These bonus spells are cumulative.
DWARF
Dwarves hail from the depths of the earth, and have lived there for ages beyond count.
Much like the stone they resemble, dwarves possess great 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. Renowned 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 are bound by codes of honor that obligate them to kin and
kingdom. At its most extreme, the code obliges dwarves to sacrifice all in the name of
20 CASTLES & CRUSADES
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 de-
tail, 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 infamous; they 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. Everything a dwarf does stems from a
sense of duty, loyalty and just compensation enforced by centuries of tradition.
RACIAL AFFINITIES: 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 bear great enmity for goblins, orcs, ogres, giants and all orcish,
goblinoid and giant races.
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 met-
als 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 en-
virons, for dwarves explore the world’s borderlands, ever searching for new veins of ore.
ELF
Elves 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, 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. Gen-
erally, 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 overrid-
ing sense of near-immortality affects an elf’s every thought and action. Other races
misinterpret this patience as indolence, laziness and an uncaring attitude, but in truth
HALFLING
Halflings appear, upon first sight, to be small, well-nourished humans. They share
many of the mannerisms and habits of their larger cousins, but a closer look reveals
they have large, hairy feet and rather wide eyes displaying the temperament of wily
farmers. Halflings are generally an agrarian people, preferring open pastures and lush
farmlands to cities or other places crowded with tall folk. They get along well with
most peoples, but rarely leave the safety of their homes and communities. Even when
they do, it is generally only at the behest of others. Meticulous and prosperous, hal-
flings enjoy good food, relaxation and a quiet life.
DESCRIPTION: Halfings average 3 feet in height and have wide, round eyes and
large feet, which are well padded and hairy. Halflings seldom need to wear shoes ex-
cept in very cold weather. Long days in the sun give a halfling’s naturally light skin
a ruddy brown tan every summer. This, their curly hair, and their thick hands all fit
their agrarian lifestyle like a well-worn frock coat. Most halflings prefer dull-colored
clothing so they won’t attract attention to themselves, but the wealthy or prideful
wear finer, brightly colored clothes to denote their status.
PERSONALITY: Halflings are jovial, friendly and hospitable, yet they prefer their own
culture to those of others. They typically eat too much and develop paunches early in
life. Indeed, to have a great paunch is considered a sign of good breeding and wealth.
Normally, halflings eat often during the day. They start the day by enjoying a breakfast,
followed by a brunch and then lunch. This often precedes an afternoon snack of cake
and tea, to be followed by supper and then a late dinner. It is said that halflings can keep
time by the grumbles and rumbles of a hungry belly. Halflings also work diligently on
their farms, houses, gardens, fences and other projects pertaining to their needs; “Relax-
ing requires a lot of work,” many halflings are wont to say. Slow to anger, halflings prefer
to settle disputes through legal means whenever possible, by appropriate compensation
when necessary and through other measures only if unavoidable.
A halfling’s desire for quiet and safety carries over to their personal lives, with only
the occasional adventurous halfling leaving home to travel the world. A mystery to
their brethren, these halflings often find themselves in the most unusual of escapades
and adventures. These situations can reveal one of the least known qualities of hal-
STARTING COIN
Every character begins the game with some coin of the realm. The amount depends
on the character’s class and is listed below. If the Castle Keeper desires, the starting
gold can be amended to suit the campaign, or characters can begin with a “standard
package” of equipment. The default assumption, however, is that you’ll buy starting
equipment with your beginning coin as follows:
STARTING GOLD
CLASS Coin
Cleric 20-200gp (2d10x10)
Fighter 30-240gp (3d8x10)
Wizard 10-100gp (1d10x10)
Thief 30-120gp (3d4x10)
Any coin that you do not spend on starting equipment, record on your character sheet.
This is the money you have in your pocket to start your adventuring career—you’ll
need it, because every night you spend at an inn costs money, as do meals at taverns!
ARMOR
Your character’s armor is what protects them in battle. Each armor has an AC rating.
To determine your character’s final AC, or defense rating, add ten to your armor’s
AC bonus plus your character’s Dexterity bonus. Record the resulting figure on your
character sheet. This is the target number opponents need to score a hit on your
character in battle.
ARMOR TABLE
ARMORS COST (GP) AC WEIGHT
Padded Armor 5 +1 10 lbs.
Leather Coat 7 +1 10 lbs.
Leather Armor 10 +2 15 lbs.
Hide 20 +3 25 lbs.
Studded Leather 25 +3 20 lbs.
WEAPONS
Weapons, as you might expect, are those armaments that allow you to defend yourself
and others and make your mark upon the world in battle. From the wickedly sharp
dagger to the massive two-handed greatsword, the weapons your character uses will
have a major effect on the world.
Ammunition
Ranged weapons require ammunition. In general, arrows cost 2gp for a score. Blow-
pipe darts cost 2 sp for a score, but poison can cost a great deal more (work with the
CK for effects and costs). Sling bullets cost 1gp for 50.
TRANSPORT
TRANSPORT COST
Cart 15gp
Coach 200gp
Donkey 8gp
Horse, light 75gp
Horse, heavy 200gp
Mule 25gp
Pony 30gp
Warhorse, heavy 400gp
Warhorse, light 400gp
War pony 100gp
Saddle and harness 21gp
Saddle bags 4gp
Saddle blanket 5gp
EQUIPMENT
EQUIPMENT COST WT CAP.
Ale, flagon 5cp n/a n/a