castles & crusades ck screen with house rules
DESCRIPTION
CK (GM) Screen for Castles & Crusades, featuring the core rules plus some additional house rules and optional add-ons from the Castle Keeper's Guide.TRANSCRIPT
1
CHARACTER BASICS
Determining Challenge Class
Challenge
Class
=
Challenge
Base
+
Challenge
Level
CC CB CL
Difficulty of
the task
18
see House
Rules
HD or Level
of the
opponent
SIEGE ENGINE
Instead of the usual 12/18 Challenge Base (CB), all CBs are 18. A
character rolling against one of their Primes simply receives a +6
to their roll.
The Rule of Thumb
General Difficulty Challenge Level (CL)
Easy task 1-5
Difficult task 6-10
Very difficult task 11-15
Heroic task 15-20
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
Saving Throws
1d20 + Attribute Modifer + Level
Type Attribute
Breath Weapon Dex or Con
Charm Cha
Confusion Wis
Death Attacks Cha
Disease Con
Energy Drain Con
Fear Cha
Gaze Attack Wis
Magic/Illusion Int or Wis
Paralysis/Constriction Str
Petrification/Polymorph Wis
Poison Con
Spells Varies – see spell description
Traps Dex
HOUSE RULES
HIT POINT KICKER
All PCs receive an HP kicker at 1st level equal to their Constitution
score.
CRITICAL HITS
A Critical Hit occurs on a natural “20” on an attack roll and deals
double damage. This is expressed by doubling the number of dice
rolled, plus all damage bonuses that would apply to that roll.
ADDITIONAL CLASS ABILITIES
• Assassin / Bard / Monk / Ranger / Rogue: Gain the
following maneuver: Tumble.
• Barbarian: Gain the following maneuver: Hold The Line.
• Cleric: May cast any Cure spell spontaneously (uses a spell
slot of the appropriate level).
• Druid: May cast Endure Elements spontaneously (uses a 0-
level spell slot).
• Fighter: Gain the following maneuvers: Combat Reflexes and
Hold The Line.
• Illusionist: May cast any 0-level spell spontaneously.
• Knight / Paladin: Gain the following maneuver: Combat
Reflexes.
• Wizard: May cast Detect Magic spontaneously (uses a 0-
level spell slot). May cast a single Orb spell at will; choose
the type of damage it deals at character creation: acid, cold,
electricity, fire, negative energy, poison, or positive energy.
ORB SPELL (Wizard house rule)
CT 1 Range 30 feet D instant
SV dexterity half SR yes Comp V, S
Make an attack roll, but use your Intelligence as a bonus to hit
instead of Strength or Dexterity. On a successful hit, you deal 1d4
damage of the type originally chosen at character creation (acid,
cold, electricity, fire, negative energy, poison, or positive energy).
The target may save for half damage.
This spell is unique in that it does not require any type of
preparation, does not use up spell slots, and can be cast at will by
any Wizard. Only the damage type needs be chosen during
character creation; this can never be changed.
AEG TOOLBOX INDEX
The Wilderness
Wilderness 5-20
Civilization / Castles & Keeps 21-30
Air & Sea 31
Encounters by Location 32-44
Encounters by Creature Type 45-72
Dungeons
Dungeons 71-94
Encounters 95-110
Cities
Cities 111-148
Encounters (Sewers) 149
NPC Vital Stats
Name (choose table, roll 1d20) p. 152-3
Race (1d4/2 for table or choice, roll
1d20)
p. 154-5
Class (roll 1d20) p. 155
Alignment (roll 1d20) p. 155
Agenda (roll 1d10) DMG2 p. 32
Secrets (roll 1d10) DMG2 p. 32
Origin & Family (roll 2d20, apply one to
each table)
p. 155
Concepts (roll 1d6 [re-roll 6s] for table,
roll 1d20)
p. 155-7
Motivations (roll 1d8 [re-roll 8s] for
table, roll 1d20)
p. 158-9
Traits (roll 1d6 [re-roll 6s] for table, roll
1d20)
p. 159-60
Taboos (roll 1d20) p. 160
Appearance & Dress (roll 2d20, apply
one to each table)
p. 160-1
More NPC Tables
Weapons / Armor / Equipment / Effects p. 161-3
NPC Encounter Conditions I - V 163-4
NPC Magic / Spellcasters 165-171
NPC Hirelings I – VII 172-3
Merchant Houses 174
NPC Heroes 174-8
Animal Companions & Mounts
Dogs 179
Horses 180
Mount Names 180
2
VISION & LIGHT
Vision
Type Effects
Deepvision 120’
See in complete darkness
Twilight Vision Up to 1 mile
Must have ambient light
Darkvision 60’
See in complete darkness
Dusk Vision Normal range
Must have moon, star or natural
ambient light
Light Sources (4e DMG p. 67)
Source Radius
feet/squares Brightness Duration
Candle 10’ / 2 Dim 1 hour
Torch 25’ / 5 Bright 1 hour
Lantern 50’ / 10 Bright
8 hrs /
pint of
oil
Campfire 50’ / 10 Bright 8 hrs
Sunrod 50’ / 10 Bright 4 hrs
Phosphorescent
fungi 50’ / 10 Dim Ongoing
Brazier 50’ / 10 Bright 8 hrs
Fireplace/oven 20’ / 5 Bright
8 hrs /
load of
fuel
Forge 10’ / 2 Bright
8 hrs /
load of
fuel
Magma 200’ / 40 Bright Ongoing
Magical Dagger 10’ / 2 Dim Ongoing
Magical Sword 20’ / 4 Dim Ongoing
TRAVEL & ENCUMBRANCE
Encumbrance
Encumbrance
Category Effect
None No effect
Light 1/4 move, +1 CL to all DEX checks
Moderate 1/2 move, +2 CL to all DEX checks
Heavy 3/4 move, +4 CL to all DEX checks,
lose DEX bonus to AC
Overburdened 1 foot/round, auto-fail all DEX checks,
lose DEX bonus to AC
On foot – miles/day
Burden
Terrain
Normal Rugged Very
Rugged
Light 30 20 10
Moderate 20 10 5
Heavy 10 5 2
Mounted – miles/day
Mount
Terrain
Normal Rugged Very
Rugged
Light 60 25 5
Medium 40 20 5
Heavy 30 15 5
Draft 30 15 5
Cart* 25 15 -
Wagon* 25 10 -
*Road, track or open terrain only.
ADVENTURING
The “DM’s Best Friend”
Especially favorable circumstance +2
Particularly unfavorable circumstance -2
Search / Perception Checks
(better of INT or WIS)
Easy Anything valuable in a chest full of
junk; something small or subtle but
otherwise in sight
Difficult A valuable item tucked away in an
unlikely place; a secret latch or
compartment
Very Difficult A secret door
Skill Challenges
1. Goal
2. Level and Challenge Classes (CC)
• Vs. Difficult CC
• Later uses of same skill vs. Very Difficult CC
• Group Check v Easy CC (1/2 group = success)
3. Complexity (CPX)
CPX Successes Advantages DCs
1 4 - 4 mod
2 6 - 5 mod, 1 hard
3 8 2 6 mod, 2 hard
4 10 4 7 mod, 3 hard
5 12 6 8 mod, 4 hard
4. Primary and Secondary Skills
5. Consequences
a. Success, or Stages of Success
b. Failure, or Stages of Failure
c. XP rewards
Advantages (examples)
• Success v. Very Difficult CC counts as 2 successes
• Success v. Very Difficult CC removes 1 failure
• Success v. Easy CC acts as success v. Difficult CC
• Later uses of same skill v. Difficult CC
3
INTOXICATION
Rules modified from Tales from the Floating Vagabond
Alcohol costs and Intoxicant Points can be found in AEG
Toolbox p. 132-133
1. Compare the # of Intoxicant Points (IPs) imbibed
in 1 hour to the character’s Constitution score
(+6 if CON is Prime).
2. If IPs > Constitution Score, make a CON check.
a. Success = Sobriety goes down one level
(see chart).
b. Failure = Sobriety goes down two levels
(see chart).
3. Subtract a number of IPs off the total equal to
your Constitution score
4. At each level starting at “Happy” or less, make a
second CON check for each remaining full IP
imbibed (with a CL according to the chart
below).
a. Success = Sobriety goes down one level
(see chart).
b. Failure = Sobriety goes down two levels
(see chart).
5. At each level starting at “Wasted” or higher,
make a CON check (with a CL according to the
chart below) at the end of each hour.
a. Failure = roll 1d6
i. 1-4 = Pass out
ii. 5-6 = Throw up
Sobriety Level CL Effects*
Sober - -
Happy 2 -1
Tipsy 4 -2
High 6 -3
Wasted 8 -4
Blotto 10 -5
Soaked 12 -6
*Penalty effects Dex, Int, Wis, and Cha scores.
Recovering From Intoxication
1. Roll on the following chart based on Intoxication
Level to determine how quickly you recover
from intoxication.
2. If your character uses a stimulant, apply the
appropriate multiplier to the time rolled to
determine when your character recovers.
Intoxication
Level
Recovery
Time (hours)
Stimulant Effect
Mild Strong
Happy 1d4/2 x 0.80 x 0.50
Tipsy 1d6/2 x 0.80 x 0.50
High 1d4+1 x 0.85 x 0.55
Wasted 1d6+1 x 0.85 x 0.55
Blotto 2d4 x 0.90 x 0.55
Soaked 1d6+4 x 0.95 x 0.60
Mild stims: no harmful side effects.
Strong stims: have a 5% chance per application of causing
a permanent -1 Constitution score.
Mild Stimulants
Might include tea, vitamin-rich fruits (such as
oranges and bananas), or concoctions made from
special herbs or nuts.
• Can be found through foraging and herb lore
(WIS check) – Easy task
• Can be created through alchemical means (INT
check) – Easy task
Strong Stimulants
Might include coffee or various herbal/alchemical
concoctions.
• Can be found through foraging and herb lore
(WIS check) – Difficult task
• Can be created through alchemical means (INT
check) – Difficult task
MAGIC & SPELLS
DF (Divine Focus) – Item of spiritual significance (holy
symbol) that channels deific power. Not consumed.
F (Focus) – A physical component that focuses the spell’s
energy. Not consumed.
M (Material) – Physical substance or object used to power
the spell. Generally consumed.
S (Somatic) – Measured and precise hand movements; the
character must have at least one hand free.
V (Verbal) – Spoken incantation; the character must be
able to speak in a clear, strong voice.
Confusion
1d10 Behavior
1 Wander away for 1 turn (unless prevented)
2-3 Attempt mundane task for 1 round
4-6 Do nothing for 1 round
7-8 Try to locate lost items for 1 round
9 Attack nearest creature for 1 round
10 Act normally for 1 round
Scrying Modifiers
Caster knows the character well +5
Caster has only met the character -5
Caster has only heard of the character -10
Caster has no knowledge of the character -15
Caster has likeness of the character (picture, doll, etc.) +5
Caster has a possession of the character’s +5
Caster has a body part of the character’s (lock of hair,
fingernail)
+5
Character is on a different plane -15
Teleportation Location Familiarity
Familiarity On
Target
Off
Target
Similar
Area Mishap
Very familiar 01-97 98-99 100 -
Studied carefully 01-94 95-97 98-99 100
Seen casually 01-88 89-94 95-98 99-100
Viewed once 01-76 77-88 89-96 97-100
Description 01-52 53-76 77-92 93-100
False destination
(1d20+80) - 81-92 93-100 -
4
COMBAT
The Combat Round
1. Surprise Check
Each party rolls 1d6
• 1-2 = Surprised
• If both parties are surprised, nothing happens
• If one party is surprised, the attackers get 1
round of free actions
2. Initiative
1d10, Players win ties
*Creatures with reach interrupt attackers who don’t
have reach, effectively setting their Initiative as 1
higher than the interrupted creature
3. Fundamental Actions
• Attack or cast a spell
• Movement:
o 1/2 move and still attack
o Full move, jog (move x2), or run (move
x4) but cannot attack
• Use an ability
• Use an item that is easily accessible
• Ready an item from a pack or otherwise stowed
to be used in a subsequent round
Situational Modifiers
Defender is prone or blind +5
Defender is prone and defenseless +10
Defender at lower elevation
• Defender potentially uses helmet AC instead of
standard armor bonus
+1
Defender is stunned or cowering +2
Defender is invisible or attacker is blind -10
Melee attack from mount/unstable platform -2
Ranged attack from mount/unstable platform -4
Flank attack +1
Rear attack* +2
*Rog and Asn do NOT gain this bonus – they receive
their class ability’s bonus to Rear Attacks instead
Concealment
Defender is… Mod.
1/4 concealed (light fog) -2
1/2 concealed (dense fog, dim light) -4
3/4 concealed (near darkness) -6
Completely concealed -10
Cover
Defender has… Modifier
1/4 cover +2 AC
1/2 cover +4 AC
3/4 cover +6 AC
Full cover +10 AC
Ranged Combat
Close range (listed range) -
Medium range (range x2) -2
Long range (range x3) -6
Grenade-Like Missiles
Miss Distance
1d6 feet (1d2 squares)
Optional:
Close range = 1d4 feet (1 square)
Long range = 1d8 feet (2 squares)
Hit Points and Dying
0 HP
• Fall unconscious
• Recover consciousness in 1d6 hours and can 1/2
move at that point, but otherwise cannot act
• Healing spells take effect immediately
-1 to -6 HP
• Fall unconscious
• Begin healing after 24 hours
• Magic healing can only raise you to 0 HP; normal
healing begins after that
-7 to -9 HP
• Start losing 1 HP/round on the following round
• Require first aid/magic healing to be administered in
order to stop this HP loss
• Begin normal healing 24 hours after being stabilized
-10 HP
• Death occurs immediately
• Only spells or effects such as resurrection,
reincarnation, or bribes to the DM can remedy death
Turning Undead
1. WIS check on undead up to 60 feet away
2. FAIL = cannot turn those undead for 24 hours
3. SUCCESS = Turn undead
• 1d12 + CHA bonus common undead are turned,
or
• 1d6 + CHA bonus extraordinary undead are
turned, or
• 1 + CHA bonus unique undead are turned
TURNED UNDEAD
Turned undead flee at full movement for 10 rounds if they
can. Otherwise, they are cowering (+2 bonus to hit them).
If the character that turned them approaches within 10
feet or attacks, the turning is broken.
DESTROYING UNDEAD
If the character that turned the undead is 5+ levels higher
than the HD of the undead, the undead are instead
destroyed.
If the character is 10+ levels higher than the HD of the
undead, then the maximum number of undead the
character could have turned are instead destroyed.
5
OFFENSIVE MANEUVERS
CHARGE
• Melee attack preceded by a run or jog (minimum full move
required)
• +2 damage (negated if charge is interrupted by a successful
attack)
• -4 penalty to AC until next round
DISARM
• Must be a Ftr, Rgr, Knt, Rog, Asn, Clr, or Pal
• Attack vs. AC 18 + opponent’s HD/Level + DEX bonus
GRAPPLE
• Attacker rolls d20 + STR bonus + BtH
• Defender’s AC = 12 + STR bonus (+6 if STR is Prime) + DEX
bonus + 2 per size difference larger
• HIT = defender is prone and defenseless
o Defender must break a grapple with a successful
grapple check as their action
OVERBEARING
• Attacker rolls d20 + STR bonus + [DM’s discretion] BtH
• Defender’s AC = 12 + STR bonus (+6 if STR is Prime) + BtH + 2
per size difference larger
• HIT = defender knocked prone until the end of the round,
takes 1-2 subdual damage
• Attacker is at -2 AC until the end of the round
PUSH (house rule)
• Melee attack preceded by a run or jog (minimum full move
required)
o If you have a shield in hand, add it’s normal AC
bonus to the attack roll (usually a +1 or +2)
• No damage; instead, you push the opponent 5’ away from
you (i.e. either directly away from your trajectory or up to 90
degrees from your trajectory)
• +5’ per 10 above their AC on your attack roll
• You must advance into the space(s) that they vacated
(essentially moving with them)
Note: Pushing an opponent into dangerous terrain allows them to
make a Saving Throw immediately before entering that terrain. If
they succeed, all further movement ends for both characters.
SLIDE (house rule)
• Melee attack preceded by a run or jog (minimum full move
required)
o If you have a shield in hand, add it’s normal AC
bonus to the attack roll (usually a +1 or +2)
• No damage; instead, you slide the opponent 5’ away from
you in any direction
• You do not have to advance into the space(s) that they
vacated (though you may choose to)
Note: Sliding an opponent into dangerous terrain does not allow
them a save, unless they are subject to falling, in which case they
get a Dexterity Saving Throw to catch themselves.
TOUCH ATTACK
• Defender’s AC = 10 + DEX bonus + special modifiers from
magic items and spells
TWO-WEAPON FIGHTING
• Attack with primary and secondary weapon at same time;
attacker must call which is primary weapon
• -3 penalty to primary hit roll
• -6 penalty to secondary hit roll
• Penalties can be mitigated on a 1:1 ratio by attacker’s DEX
bonus
DEFENSIVE MANEUVERS
DISENGAGE FROM COMBAT
1. Hasty Disengagement
• May move up to a run (move x4)
• -2 AC until the end of the round
• Opponent gains a free melee attack
2. Fighting Disengagement
• Move up to 1/2 move
• Cannot take any other action that round
DODGE
• Must be facing and aware of the attacker(s)
• Up to 3 dodges per round
• Sacrifice all other actions by dodging
• +2 AC
EVADE
• Evade one opponent you are facing
• +4 AC until the end of the round
SPECIAL MANEUVERS
COMBAT REFLEXES (Fighter / Knight / Paladin house rule)
Dexterity
• After you’ve already gained the initiative against an
opponent who has entered your reach, you may make
subsequent ‘reach’ attacks
• Whenever subsequent enemies enter your reach, you make
a DEX check (CL = opponent’s HD or level); if successful, you
may make another reach attack as normal
• Your initiative remains at the point in which you interrupted
the first opponent to enter your reach
• You may do this a number of times in a round equal to your
Dexterity bonus, +1 more time if DEX is a Primary attribute
DELAY (house rule)
• You delay your Initiative until any point lower in the round,
thus resetting your initiative to that lower point
• You cannot interrupt someone else’s action
HOLD THE LINE (Barbarian / Fighter house rule)
Strength
• Whenever someone enters your reach, you may forego
gaining the Initiative
• Instead, you make a STR check (CL = opponent’s HD or level);
if successful, their movement ends at the point in which
they first entered your reach
READY AN ACTION (house rule)
• You prepare a reaction to a specific trigger; once that trigger
occurs, you then interrupt and may act with your prepared
action
• Your initiative is reset to that point in the round
• If you reach your next initiative without having taken the
readied action, you don’t get the readied action
TUMBLE (Assassin / Bard / Monk / Ranger / Rogue house rule)
Dexterity
• Any time you engage an opponent with reach, you may
make a Dexterity check (CL = opponent’s HD or level); if
successful, you negate their ability to attack first and win the
initiative due to having a reach weapon
• This may also be used to negate Combat Reflexes and Hold
The Line maneuvers
6
LOYALTY, MORALE, and ATTITUDE
Base Loyalty: 0 +/- leader’s CHA mod (INT for monsters)
Loyalty / Morale Check Mental save, + Loyalty bonus (INT modifier for most monsters)
Intelligence and Morale Save Bonus
Int Score Mod Int Score Mod
Animal 1-2 -3 Superior 16-17 +2
Inferior 3-5 -2 Genius 18-21 +3
Low 6-8 -1 Supra-Genius 22-25 +4
Average 9-12 0 Deific 26+ +5
High 13-15 +1
When to Check for Morale Consequences of Failure
Faced by obviously superior force Fall back, fighting
25% of party eliminated / slain Fall back, fighting
50% of party eliminated / slain Disengage and retreat
Leader unconscious / captured Flee in panic
Leader slain or deserts Flee or surrender
Immediate Circumstances Modifier
Each enemy deserting or slain +1
Inflicting casualties w/o receiving any +2
Each ally killed -1
Taking casualties w/o inflicting any -1
Each ally deserting -1
Outnumbered and outclassed by 3:1 -2
Leader unconscious -1
50% of allies slain -1
Leader slain or deserts -3
When to Check for Loyalty Failure
Offered bribe Cooperates
Ordered to testify against leader Agrees
Has a chance to steal goods Steals
Left alone in danger or abandoned Deserts
Ordered into danger, to perform a heroic act, or
to rescue someone
Refuses
Offered surrender terms by a superior enemy Surrenders
Ordered to use / diminish magic item Refuses
Score Loyalty
< 0 None –will kill, capture, harm, or desert at first
opportunity
0-2 Disloyal – always seeks personal advantage
3-6 Little – seek own advantage at first sign of
weakness
7-10 Fair – will support if no great risk to self
11-15 Loyal – will support, even at great risk to self
> 15 Fanatical – unquestioning, no hesitation
Loyalty Base Modifiers
Enlistment / Association Modifier
Associated -1
Captured or enlisted -1
Henchman +1
Hired mercenary 0
Hired mercenary, short term -1
Slave -3
Length of Enlistment / Association* Modifier
Less than one month -1
Less than one year 0
1 to 5 years +1
More than 5 years +2
*This includes time b/t service or length of time that the PC has
been generally known and familiar to the associate
Training or Status Level Modifier
Untrained / peasant -2
Little training / levied troops -1
Newly recruited regulars 0
Trained regulars +1
Elite, sub-officers, minor officials / expert hireling +2
Guards, officers, or major officials / henchmen +3
Pay or Treasure Shared Modifier
None -2
Partial, late, or unfair -1
Average 0
Above average, choice shares +1
Exceptional, bonuses, gift items* +2
*Typically magical items if a henchman is concerned
Discipline / Activity Modifier
Lax / little -1
Firm and harsh / occasional 0
Firm and fair / often +1
General Treatment by Leader Modifier
Inhuman and heartless -2
Cruel and domineering -1*
Indifferent and uncaring or variable -1
Just and invariable +1
Just, kind, and invariable +2
*Applies only when the leader is not present, is incapacitated, or
dead; if the leader is near and in power, minuses are treated as
pluses.
Racial Preference Modifier
Hatred -2
Antipathy -1
Neutral 0
Good will +1
Preferred +2
Alignment Difference Modifier
1 place removed 0
2 places removed -1
3 places removed -2
Alignment of Leader Modifier
LG, LN +1
LE, NG, N, CG 0
CN, NE -1
CE -2
The Leader Has… Modifier
Killed faithful follower in front of witnesses -4
Tortured follower in front of witnesses -3
Reputed to have slain followers, or let them die -2
Oath breaker -1
Reputed to have tortured followers, discharged
without cause
-1
Given choice shares of treasure recently +1
Risked life for within last 6 months +1
Saved the life of, ransomed, or rescued +2
Used his own magic to save follower regularly +2
Raised, resurrected, or returned follower to life +4
Diplomacy Check CHA check; CL varies based on initial Attitude
• Improves an extra step per +5 rolled over the CC.
Starting Attitude Challenge Level*
Hostile – will take risks to harm you 20
Unfriendly – wishes you ill 15
Indifferent – doesn’t care 10
Friendly – wishes you well 5
Helpful – will take risks to help you 0
*This is in addition to the creature’s HD or level
The Request Is For…: Simple directions or advice (-2); reveal an
unimportant secret (+2); give lengthy or complicated aid (+2); give
dangerous aid (+5); reveal secret knowledge (+5 or more); give aid
that could result in punishment (+10 or more); additional requests
(+2 per request).