Castles & Crusades is a rules light, fantasy role playing game. Its easy to learn attribute-based rules system allows players to choose among 13 archetypal character classes and 7 races to create their characters. Spells, equipment, fast-paced combat rules, and all essential information needed to play a game of Castles & Crusades is in this book.
Alea Iacta est - The die is cast! Troll Lord Games is proud to announce the special edition of their best selling and most popular product, the Castles & Crusades Players Handbook. For stalwart fans and collectors, this uses the 2nd edition of the C&C Players Handbook and has a leatherette cover.
Alea Iacta Est - The die is cast!
Need monsters to challenge your player's and treasures to award them? This is the book. From dragons to goblins, giants to fairies, ancient artifacts of great power and mundane magical items, this is the essential book of monsters and treasures for the Castles & Crusades Role Playing Game
In this book you will find a wealth of information about monsters and the treasures they keep. Combined with the Castles & Crusades Players Handbook, you have all you need to play a game of high adventure with Castles & Crusades.
From dragons and giants to gargoyles and satyrs, there are over 200 monsters detailed in this volume, enough to challenge and entertain novice and experienced players alike.
There are also rules for creating monsters of one's own design.
Details for monster combat, spell casting, breath weapons, movement and poisons alike are all within these pages. Using the easy to learn rules for the Castles & Crusades roleplaying game, this volume makes managing monsters an easy, fun and near effortless undertaking.
Magical weapons, rings, rods, staves and many other devices such as artifacts and cursed items are also detailed within the Castles & Crusades Monsters & Treasure guide.
Methods for awarding treasure, magic item creation, poisons and a host of other information are also made available to aid the Castle Keeper in developing and playing an exciting and rewarding game of Castles & Crusades.
From dragons to goblins, giants to fairies, this is the essential book of monsters for the Castles & Crusades Role Playing Game. In this book you will find a wealth of information about monsters and the treasures they keep. Combat, spell casting, breath weapons, movement, poisons, treasures, magic creation, magic items and much more lies within these pages.
The Castles & Crusades Combat Screens are a Quad-Fold Screen system for use with the Castles & Crusade Role Playing Game. They contain all the helpful charts and combat rules for the beleaguered Castle Keeper and the come with a free adventure: The Golden Familiar!
The Character Reference Sheets Contain six different double sided character sheets; four each for each Attribute: The Fighter/Ranger (Strength), Wizard/Illusionist (Intelligence), Cleric/Druid (Wisdom), Rogue/Assassin (Dexterity), Barbarian/Monk (Constitution) and Knight/Paladin/Bard (Charisma). Designed to facilitate attribute check rules system, these sheets include room to record all the character's vital stats from Hit Points, Armour Class, to weapons used and spells known. On the front of each sheet is hand list of your classes abilities and room to record your racial abilities. Plenty of room is given for what's important to your character and to the game.
The town of Ludensheim has grown fat with wealth in the passing years and its citizens become accustomed to the spoilage and ease of life under their lord, Baron Dietbold the Fell Axe. But what brings this new found wealth that so satiates the citizens of Ludensheim while the lands about languish in squalor. Surely, say many, ill gotten gains and tainted wealth have flowed into the coffers of Baron Dietbold.
Called to seek out the source of Dietbold's wealth and power, one runs the gamut of greedy merchants, corrupt sheriffs, and the diabolical machinations of those who seek conquest of this land. More foulness is afoot in Ludensheim than in all the towns of the Hruesen combined and many a desperate battle will be fought before justice is served.
From the makers of the Castles & Crusades roleplaying game comes the fourth adventure for heroes of great renown in a war of intrigue and devilish doublecrossing.
For 3-5 characters, levels 4-6. The Adventure continues!
Castles & Crusades Setting by Troll Lord Games
The World of Aihrde is the official Castles & Crusades adventure setting. The book comprises a detailed history in which the whole of the world's development is laid out as a penelopian tapestry. Aihrdes unique design allows Castle Keepers and Players alike to customize and adapt this unfolding tapestry of adventures to their own design and style of play.
A world like no other, Aihrde has a true coherent historical framework, with a depth unreached by any other adventure setting. From the cosmological origins of its creation, to the inner world, to the Winter Dark Wars, Aihrde offers a complete picture for any adventurers background. Aihrdes unique features are only strengthened by its familiar trappings and classic feel of dragons, orcs, goblins, elves, dwarves and more. These classic aspects of most fantasy worlds are highlighted by wholly original creatures such as the Gottland Trolls whose life times of evil deeds root them to the ground like old trees . . . .
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For the Castles and Crusades role-playing game this first adventure allows erstwhile heroes to test their mettle in the heat of combat.
Gary Gygaxs Castle Zagyg: The East Mark Gazetteer Folio Edition is a 9" x 12" pocket folder containing the 24-page Gazetteer of the East Mark, the 48-page adventure module Mouths of Madness (for 3 - 6 player character of levels 1st - 3rd) with 3 accompanying maps.
This book consists of the town of Yggsburgh and its Environs, which include the town of Garham and 60 different geographic locales, each with their own peculiarities and adventures. The map charts over 1500 square miles of adventuring terrain, allowing the inclusion of Yggsburgh and Environs into almost any fantasy campaign setting.
The Castle Zagyg City Expansion series explores each district of the Free Town in tremendous detail. Individually treated each inter-connecting district is presented in its own book with accompanying maps. Loaded with adventure hooks, intrigue, thousands of non-player characters, and scores of encounter locations, the Yggsburgh City Expansion Books present the greatest town in gaming history in all its glorious detail.
Yggsburgh City Expansion: Storehouse District
The Storehouse District of the Free Town of Yggsburgh contains warehouses, residences, shops, services, and five major Guild Halls. Here dwell a mix of Yggsburgh's working class: artisans, tradesmen, laborers and not a few of the criminal underclass. Visit the River Rat Tavern, where rough rivermen, ne'er-do-wells, doxies, and thieves dwell. Also nestled within this district of clustered brick and stone buildings is the Outland Temple of Andvari, where dwarves, gnomes, and halflings congregate. Interesting characters populate the Storehouse District, such as the diabolical Dalbid Yeerouf, the eccentric half-elf, Jackdaw Gooseberry, the mysterious child, Darlene Vale, and the enchanting thief, Melanie Hogan. Indeed, the Storehouse District is more than its mere name suggests -- it is a distinct and integral component of the Free Town of Yggsburgh, filled with plot, intrigue, and interesting characters.
Castle Zagyg: City Expansions
South of the fabled Castle Zagyg lies the Free Town of Yggsburgh, a heavily fortified community of some 25,000 residents, with another 10,000 or so persons dwelling on the lands it claims as its own. The town is constructed on a rock bluff where the River Nemo is joined by the Urt River, an area that encompasses about one square mile. The town proper is comprised of 19 districts, fenced in by walls, towers, bastions, and gatehouses. Five more districts, "The Outs",comprise its suburban areas, most of which are east, across the Yggsburgh Canal. Together these 24 districts make up the ordered and prosperous Free Town of Yggsburgh.
The Crater of Umeshti is a good old fashioned dungeon crawl. Characters enter the Crater and delve into its depths. They find foes both great and small and face them in battles of blade or wit in order to relieve them of their treasure. They face puzzles, traps, and uncover secrets and mysteries which inevitably lead the characters to greater power and fortune. For 4-6 characters of levels 3-5.
Long before the Archmagi Zagyg moved into the deeps of the great castle that came to bare his name, he took up his dwelling in a house north of the fledgling town of Yggsburgh.
The house there he built of stone, and around it a great fence.
Here he hid himself away, nestled in the deeps of the Menhir hills. But one day, without warning the wizard gathered his books and charts, his beakers and jars and all the myriad materials of his studies, closed its doors and removed himself from the Chateau. There in the Menhir Hills lies the Dark Chateau and the wealth of the Magis youth, all tokens for the taking if the adventurer be brave and have the fortitude to bury his comrades in the halls of the dead. An adventure module for 3-6 characters of 1st - 3rd level.
Return to the Crater of Umeshti!
As is whispered throughout The Duchy of Karbosk, the Crater of Umeshti holds many secrets both wondrous and deadly. Now delve deeper than ever before as the portals to the next three levels in this epic dungeon dive are unlocked at long last!
Face Lord Ulzar the Gargoyle whose aerial minions defend the endless shaft from prying eyes of treasure seekers and would be heroes. Traveling ever downward, find the hidden base of Snaalrak, bugbear raider and soldier of fortune, and former pit champion of the Undercity of Ulgakur, now rebel and outlaw from that mysterious city of wickedness and pain!
A Voyage to the Deeper Darkness!
Here along the banks of the Eibon river an unforeseen terror awaits amongst the reservoirs and lakes of the Darkness. Are the heroes brave enough to face the madness that crawls amongst the flooded halls of the old dwarven foundry? Are they strong enough to overcome the madness that they will surely find?
The Deeper Darkness is the first sequel to the epic dungeon exploration begun in The Crater of Umeshti. Pitting adventurers against tests of wit, strength, and magical power, The Deeper Darknes ensures challenges for a variety of play styles. Suggested character levels range from 4th-8th with scalability to insure exciting role play and action adventure for a variety of character classes.
These are the books of the Lesser Dragons, beasts who dwell in the shadows of the greater wyrms of legend and lore.
Some herein are the progenitors of the whole species, remnants of a time before the dragons were the masterly lords they have become. Still some others have forgotten what they knew and descended from the power of their ancestors. They have become less than their mighty for bearers. They are every bit as magical, sometimes intelligent, but above all else they are dragons and dangerous creatures to cross or malign. Indeed, some would account these lesser drakes as far more dangerous, for they are driven by primeval forces, forces far greater than those conjured by the wise. They are driven by instinct and they feed on the fear of men.
"So, you're going down to Dro Mandras, aye? A war going on down there, friends, and any fellow as goes to the city is sure to be drafted into the struggle, no matter what. Hell, even I got a badge!" The fellow paused, leaning on his long-bladed spear, and he reached under the loin-skin mantlet he wore over his steel breastplate and withdrew some form of badge, showing it off to the travelers.
"This says I'm some sort of militia captain or whatever. No matter to me, all it really means is I can kill fer the Duke if I wish, and pay out his bounties on any of tha' vagrants in the area. Of course, though, there seemed to be a lot more of me catching and collecting and less o' me paying out before you lot showed up.
Not far from the Crater of Umeshti, in the Haunted Highlands, stands the city of Dro Mandras. It serves as the capitol of the Duchy of Karbosk and is its largest and most populated trade center. It's the only regional settlement that could qualify as true civilization by any standard. But little of that remains now, for the orc hordes have issued from their holes and hovels and laid waste to the region and sacked much of the city. With a tenuous grasp, the Duke holds sway to some parts of his precious city, but much lies under the iron-shod heels of the orcs and is crowned, not with ducal laurels, but rather with wreaths of blackened smoke.
Venture forth from your hard-fought campaigns in the Highlands, cast aside your dark memories of the Crater, and join the Duke in the defense of a city on the brink. War! War! War! Give your all for the war and save the city that is the gateway to civilization!
Dro Mandos is a scaled adventure and allows CKs and players latitude in running low- to mid-level games in the confines of the city. The areas of adventure detailed within this tome are fluid rather than static.
Beneath the crisp clear air of the worlds surface lies dungeons, deep and cold, where stone passages lead to hidden chambers and rooms of treasure and wealth. In dungeons are the lost chambers of other worlds where mysteries belie the truth of past labors. But the shadows dark hide monsters both foul and fair. Creatures who feast upon the unwary stalk these chambers and the undead are ever present. However, it is in dungeons that adventurers always seek their fare. Gold, glory, fame and more lie in the forgotten tombs of dead kings, in wizards maze or the warriors stronghold.
Since the advent of fantasy gaming dungeons have been a mainstay at any gamers table. They offer quick adventure with little need for backdrop or story and capture the mood and essence of adventuring. Making dungeons can however, be time consuming and difficult. And more often than not dungeons that are thrown together create haphazard adventures that savvy players can pick up on.
Engineering Dungeons brings the wearied Castle Keeper the tools to entice the imagination, to create, wholesale, from scratch, a varied array of dungeoneering experiences. You will find the means to determine monsters, their treasures, their lairs . . . who, where, and why a dungeon exists, and even flavorful aspects of the dungeon environment, such as light, air condition, and odors. Traps, of all sorts, designed to function as a universal difficulty system, are waiting... and so is adventure.
Upon the windswept slopes of the hooked peak known as the Sickle lies the entrance to an ancient testing ground. Here, in days past, a sect of wizards, druids, and powerful warriors built their abode. A great store of wealth and knowledge they brought to their temple, built in the hopes of finding the secret of eternal peace. Legends tell of a day when the mountain shook, and the sky turned crimson and black, and great magics were flung across the foothills in an epic struggle..and then the Sickle grew quiet, and has remained that way for eons.
These legends linger in the memories of only a few. In the town of Brionne, at the base of the Sickle, the stories are spun of the Mountain as a source of fabulous wealth and unimaginable power. Only the very brave, or very foolish, would dare to seek their fortunes in its forsaken halls.
The Fingers of the Forsaken Hand is a Castles & Crusades adventure designed for six to eight characters of 8th-10th level.
Castles & Crusades Adventrue by Goodman Games
The Dread Crypt of Srihoz was first released as a d20 module in the Dungeon Crawl Classics line. Now this classic adventure is available in an officially licensed Castles & Crusades edition! Specially authorized by Troll Lord Games, The Dread Crypt of Srihoz is a classic fantasy adventure perfect for a C&C campaign.
For leagues uncounted, a path has followed the tortured contours of a cliff which hangs over the storm-battered shore of the icy northern seas. The eternally damp rock is covered in places by a sickly film of grey mosses and lichens, which is the sum total of all the life forms able to scratch out an existence in this gods-forsaken hell. For atop the cliff stands the entrance to the dread crypt of Srihoz, a vampire of ancient name and deadly reputation. Only the bravest adventurers dare enter this place...
Upon the bloody northern marches lies a curious Roadhouse. Here are gathered the flotsam of the world: miscreants, mercenaries, soldiers of fortune, adventurers. Dirty Bowbe's they call it and its as rough and safe a sanctuary as any will find in those dark and bloody grounds! For once, long ago, a Kingdom thrived here and the wealth of its coffers flowed across the lands as honey from a jar. But those days are long past and nothing but memories remain . . . memories and the shadows of yesterday.
To the northeast of Dirty Bowbe's lie the ruins of Bortenski and the hazardous wastes known as the Witch Moor. To the north lies the village of the Ugashtan and further still lie the broken crags of the Mythnoc Cairns where the proud barbarian people once buried their cherished dead. To the Northwest stand the tall trees of the Grove of the Green Man, where the druids who worship the old ways still rule.
Four short adventures, plus a stand alone fantasy RPG setting! Welcome to the Haunted Highlands, an adventure setting for the Castles & Crusades fantasy role playing game. In the haunted highlands, players face dangerous foes as they attempt to collect bounties and challenge foes as they carve a name for themselves in a land fraught with peril.
Included here are three developed areas of adventure, two fully detailed and distinct Karboskian cultures and of course the infamous and always rowdy Roadhouse. The Roadhouse serves as a unique gathering place for adventurers and scoundrels where stories may be swapped, bounties collected and adventurers recruited, should they be brave enough to face the challenges which the highlands have in store.
The Haunted Highlands includes four short adventures for varying character levels and offers a stand alone fantasy role playing setting ready to be dropped into any campaign.. Extensive random encounter tables allow for continuing wilderness adventure. Details on a brand new pantheon featuring over a dozen new deities and one new monster help bring life to your new Castles and Crusades campaign.
The Death in the Treklant Series: I1 Into the Unknown: Vakhund, I2 Under Dark and Misty Ground: Dzeebagd and I3 Dogs of War Felsentheim
The Dampfrat is a dismal upland swamp fed by hot springs, geysers and innumerable underground waterways. To enter the Dampfrat, one must travel through an uplift of steep cliffs, precipitous rock faces, and boulder fields called the Shatten Escarpment. The lands of the Dampfrat are ostensibly controlled by the Zjerd, ruthless and warlike goblinoid tribes adapted to these swamplands. Yet, the Zjerd exert little true control over these lands. Other denizens walking its dark pathways include giants, trolls, wolves, bandits and the dreaded saber toothed tiger (The Zwetter Rorer).
Journey deeper into the treacherous goblin kingdoms in search of Evanna, daughter of the House Rothenheimer. But beware or the Maelstrom will drag you into the dark plots that surround her. Why was her father murdered? What secrets does she hold? Perhaps the answers lie below, in the dungeon beneath the ruined tower of Dzeebagd.
Dzeebagd is a Dungeon in every since of the word. The wilds around this old ruin are filled with monsters to challenge the most daring of adventurers but the dungeon itself is filled with ancient mysteries that only the very clever, very strong or very luck are like to survive.
Under Dark and Misty Ground: Dzeebagd is a classic dungeon adventure designed for play with the Castles & Crusades Role Playing Game. Under Dark and Misty Ground is designed for 4-8 characters and has a challenge level of 2-4.
Shall you claim the glory of heroes, or accept your doom?
You have raised the ire of the goblin warlord, and now you flee his kingdom with war parties hot on your trail. You must reach the borderland town of Felsentheim, for if you do not, no alarm will sound to harken the coming of the Dogs of War and your bodies will lie in the forest grass, forgotten by all but the worms!
Dogs of War, is a C&C System adventure for 4-6 characters with a challenge level of 3-5. It provides intense action, including a large-scale siege, and it requires heroes of high mind and daring spirit. Such heroes shall linger long in the halls of memory.
Tis said of that ancient brooding forest that even before the world grew accustomed to the light of day, that her stems were grown high and her eves already dark and contemplative. If ever those ancient trees have pondered, however, then it was in silent expectancy, brooding on a bent that only they and perhaps a few others may know, for it has never been theirs to speak with vocal tongue. Mayhap they ponder simple things, or maybe they wonder on the many creatures which have come to crawl the earth since those days before days, for all manner of beasts and monsters have come from the outlands to slip into obscurity underneath the shadowy vale of the Darkenfold.
Comes complete with Area Map of the Darkenfold Forest!
Mortality of Green includes an area map of the Darkenfold forest, information on the villages of Ends Meet and Greenbriar, hand outs for the players, and new monsters for the Referee. The module is designed for and easily accommodates into any campaign setting, including the Winter Dark Campaign Setting. It is especially good for a single nights play.
Designed for 4-8 characters of levels 3-5. It is particularly suited for a ranger or druid.
The Mysterious Tower was first released as a d20 module in the Dungeon Crawl Classics line. Now this classic adventure is available in an officially licensed Castles & Crusades edition!
Specially authorized by Troll Lord Games, The Mysterious Tower is a classic fantasy adventure perfect for a C&C campaign.
The characters come across an ancient wizard's tower. The nearby keep has been reduced to rubble over the ages, but the tower is in perfect condition. It is surrounded by an impenetrable force field that cannot be breached - not even by the ghost of the long-dead wizard, who has been trapped within for centuries. Surely there must be great treasure within this magical abode. But how to get to it?
An all-new adventure for the C&C system! The heroes are hired by a wealthy noble in exile to save his long-lost father, a king imprisoned in the tower of the wizard Egarim. First they must traverse a dangerous swamp and overcome a fearsome black dragon to reach Egarim's tower. They'll face deadly traps, ingenious riddles, and heinous monsters collected from all over the world until they find the missing king trapped within a crystal sphere!
A world of heroism and epic adventure lives inside each of us. 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. With the Castles & Crusades roleplaying game from Troll Lord Games, you can take the role of a hero seeking adventure in a fantastic world populated by mythic creatures and legendary beasts. Or, as the Castle Keeper, you can design the worlds and stories that make up the game, guiding friends and fellow gamers through epic adventures in your own wondrous settings.
The Secret of Smugglers Cove was first released as a d20 module in the Dungeon Crawl Classics line. Now this classic adventure is available in an officially licensed Castles & Crusades edition! Specially authorized by Troll Lord Games, The Secret of Smugglers Cove is a classic fantasy adventure perfect for a C&C campaign.
In this adventure, the coastal village of Fair Haven needs the characters' help. For decades, Fair Haven has relied upon its lighthouse to guide merchant vessels into port. But on a recent stormy night, the lighthouse suddenly failed. The trading ship Nymph's Kiss was dashed on the rocks, and smugglers have already raided the wreck. Somebody has to restore the lighthouse, but the locals are afraid to go near because it shows all the signs of being haunted. Yet there might be more to the story, since there's something living in the sea caves below...