Close
Close
Advanced Search

Castles & Crusades Castle Keepers Guide 4th PrintingClick to magnify
Full‑size Preview
https://watermark.drivethrurpg.com/pdf_previews/310800-sample.pdf

Castles & Crusades Castle Keepers Guide 4th Printing

ADD TO WISHLIST >

This is the 4th 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

  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 effort. Also find guns, canon and laser weapons, all the tools needed to launch a game in a new genre.
  14. Advancing the Game: A complete break down for starting and continuing RPG sessions. This chapter is dedicate to novice and experienced game masters. Addressing such issues as game balance, leveling, mood, tone, as well as awarding experience and managing expectations.
  15. The Siege Engine: Here we break apart the Siege Engine. The extremely simple game mechanic is driven by a variety of processes and game design theory. Learn how to expand, change or mold the Engine to your game and table. It further explores attributes and their never end value at the table.
  16. Treasure: A new look at an old subject. Exploring treasure as a backdrop and role playing tool from quests to unusual coins. Here we discuss extraordinary items, precious metals, gems and more. It includes such subjects as class restrictions and hiring magical services. Scrolls, silver items, destroying and purchasing magic items, treasure is explored for top to bottom.
  17. Combat: Here we explore the nature of combat at the table, how to run combat and how to pace it. It also expands the idea of inter personal combat with critical hit tables, critical fumble tables and host of combat maneuvers as well as attribute checks, line of sight, ranged, damage reduction and a host of other optional elements.
  18. Skill Packages: In skill packages we demonstrate the versatility of the game by paving the way for the CK to allow players extraordinary skills that go beyond the class and race skills outlined in the Players Handbook. From orc hunters to elves with enhanced empathy. Furthermore it opens a world of secondary class skills such as armorer, hunter etc.
  19. Character Death: Lastly we explore the deaths of characters, both the loved and unloved. We look at the impact of their death and explore ways in which they day from combat to disease. It includes a system for Luck Points, Hero Points and more.

The Castle Keepers Guide is a tool box with almost limitless optional rules, ideas, concepts and theories. A tool box you will want at your table, no matter what game you play.

Authors: Written by Stephen Chenault, Davis Chenault, Casey Christofferson, James M. Ward, Mike Stewart, Mark Sandy, Jason Vey, and Robert Doyel.

Art: With art from Peter Bradley, Jason Walton, Zoe DeVos and the wonderful Alyssa Faden!

pixel_trans.gif
pixel_trans.gif
 
 Customers Who Bought this Title also Purchased
pixel_trans.gif
pixel_trans.gif
Reviews (0)
Discussions (7)
Customer avatar
G. Tyler E May 02, 2023 9:40 pm UTC
So is this supposed to be pathfinder specific or is this a setting nonspecific tome?
Reply
Customer avatar
Richard H June 25, 2023 12:00 pm UTC
It's Castles and Crusades, it's own system. This is basically the GM's guide.
Customer avatar
Cory D January 24, 2023 8:26 pm UTC
So I have to repurchase this if I have an earlier version, to get the newer version?
Reply
Customer avatar
Stephen C January 25, 2023 5:11 pm UTC
No, it should have sent you an email to update if you purchased the 3rd printing.
Customer avatar
Jason T September 03, 2022 3:53 am UTC
PURCHASER
To the publisher: the red banner front cover added to the 22-Aug PDF update has a much smaller page size at 9.84 x 12.7 cm when compared to other pages at 21.59 x 27.94 cm (US Letter). Could the front cover page size be fixed?
Customer avatar
George W November 12, 2021 1:52 am UTC
Expanded characters levels 13th-24th was moved to the players handbook- ( forthcoming? )

This printing is basically for those who don't own the 2nd printing of guide, like me.
Customer avatar
Friar Z November 04, 2021 5:14 pm UTC
Why was the section on expanding characters from 13th-24th level removed in this printing?
Reply
Customer avatar
Samuel D January 04, 2022 4:35 am UTC
PURCHASER
They moved it to the 8th printing of the PHB
Customer avatar
Matt A August 31, 2021 3:49 pm UTC
The Full-size Preview only gives one page, table 14.2 for keeping track of consumables. Expected a somewhat broader look at the contents. :-)
Customer avatar
Dani J August 26, 2021 1:33 am UTC
PURCHASER
From the content list I see no big difference from 2nd printing. Is there added feature or is it mostly incorporated erratas and fixed typos?
Reply
Customer avatar
Scott N August 26, 2021 2:20 pm UTC
Same here, I have just about all the 7th printings of C&C stuff, so what's the point of getting the same-o-same-o book again?
Browse Categories
$ to $
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!















Product Information
Gold seller
Pages
352
Publisher Stock #
TLG 80154
File Size:
122.35 MB
Format
Original electronic Click for more information
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
pixel_trans.gif
Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
File Information
Watermarked PDF Click for more information
Watermarked PDF

These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase.

Warning: If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you.

Here is a sample of a page from a watermarked title:

File Last Updated:
January 23, 2023
This title was added to our catalog on April 22, 2020.