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. It includes expanding the character, magic and mana, expanding equipment, NPCS, world building, cities, dungeons, air and water adventures, equipment wastage, using land as treasure with titles, going to war, monster ecology, futuristic settings, advancing the game, siege engine expansions, treasure, personal combat rules, skill packages, critical hit tables and dealing with character death! Table of Contents 1. 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. 2. 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. 3. 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). 4. 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. 5. 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. 6. 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. 7. 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. 8. 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. 9. 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. 10. 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 grove and the king or queen of vast realms. Rank/title is assigned by level if that is the direction desired. 11. Going to War: Here we explore mass combat and introduce a system fully explored in Fields of Battle that allows your table to conduct massive battles with minis, chits or home made pieces. From morale to siege engines it covers the vast array of encounters that afflict armies in the field. It touches on sea battles as well. 12. Monsters: Here the most common monsters are discussed, their ecological niches, geological niches, and geographic regionalization. From arrow hawks to ogre magi the host of monsters supplies the game master with a mountain of material to enhance game play and offer a lead into other monster development. Basic encounter tables serve to get you started. 13. The Future: An introduction to the Siege Engine as it applies in a host of different game genres: space age, horror fiction, pulp noir, post apocalyptical and more. It includes guidelines on how to introduce your standard classes into these genres with little
Castles & Crusades Castle Keepers Guide
$37.99
This guide provides advanced tools for world-building and game management, fostering skills in planning, writing, and systems moderation.
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