Showing posts with label Castles and Crusades. Show all posts
Showing posts with label Castles and Crusades. Show all posts

July 8, 2025

My Dungeon Master Tool Kit - My Dungeon Master Binder: Part 3 - NPCs


Alrighty, getting back to it - here is the next part in my Dungeon Master binder. NPCs!

Counter intuitively, the one key thing I do not have in my NPC section is a list of ready-to-go names. Why? Because:

  1. I have names from the C&C Castle Keeper Screen in the Combat Section, and
  2. I use Knave 2e for a ton of random tables (Knave 2e is an excellent toolbox for any D&D-ish game).

Another useful NPC source: Castles & Crusades NPC Almanac Sketches. While I didn't print it out for my binder (it's freaking large), this is a great resource worth having. Like most C&C material, it's easily usable with any D&D-related game (particularly those in the OSR).

Okay, so what do I actually have in the binder?  

Well, a touch of art of course. This one is by the ever-reliable Vigil Finlay.


First off, I have some homemade sheets detailing key players from Dirty Bowbe's Roadhouse in my Haunted Highlands campaign.

I have a few key pages from the The Miscellaneum of Cinder by Jeff Reints of Jeff's Gameblog fame. (I posted a link to the Scribd site version because the free copy at that Jeff posted on Lulu is now a dead link.)
  • Namely, the Six Sages and...
  • ... People to Meet.

Then I have two items by the ever-great DM Samuel (aka Iron Neuron Enterprises):


These could just as easily be placed in the Encounters section of my binder, but I have them in the NPCs section for the time being.

While DM Samuel is typically a C&C gamemaster, these could easily be used in most D&D-style games.

And then last, but not least a few gems by Azukail Games. This fellow cranks out a ton of reasonably priced and useful random tables. These aren't bare bones tables. They give a bit of detail to get your Dungeon Master mind following. He makes things for just about every system you can think of and, if that isn't enough, many are system agnostic.

In my binder, I have:

Here is an example:

Here is an example:

Here is an example:



In the next post, I'll have more Azukail Games resources (and others).

Next up - Encounters!


June 28, 2025

My Dungeon Master Tool Kit - My Dungeon Master Binder: Part 2 - COMBAT

Continuing my posts about my Dungeon Master binder, I'll start with the first section: "Combat." The section could just as easily be labeled "Rules," but, for me, it's the combat stuff I need to have at the ready.

Let's take a tour of my Combat section...

Page 1: Badass Conan art by Travis Charest 

Page 2: One of my favorite D&D art pics - Thor by Jim Rosolof from the 1e AD&D Deities & Demigods.

Next, I have my critical hit and miss tables, namely “Great Hits & Terrible Misses” from Crusader Journal #7 by Jeffrey P. Talanian (who now has his own excellent RPG, Hyperborea). While made for C&C, they would work fine with any D&D-style system.

Then I have my cheat sheets. This includes homemade sheets that I made using Marq (Canva would also work well). Obviously, good ol' Word or Google Docs would probably be fine, but Marq made it easier to rearrange tables, etc. 

I also have the official Castles & Crusades table sheets that came with the Reforged Kickstarter.

Then, to cap it off, I have pages from the Castles & Crusades Castle Keeper ScreenMost systems have printable versions of their GM screens on DriveThruRPG, so those are a great source of pages like this. 


Next post, I'll go over my NPC section.  Stay tuned!

June 20, 2025

My Dungeon Master Tool Kit - My Dungeon Master Binder: Part 1

It's been a while. Time to come back out of the shadows for a it. 

Let's chat about a quintessential part of the DM's toolbox - the Dungeon Master binder. For other DM kit stuff, see my other posts about my Dungeon Tool KitI said that Part 6 was the final... but I lied.

If you don't get this reference, we can't be friends.

Now, if you're one of my eight fans out there, you might be saying, "Wait, Double D, didn't you already write about a DM notebook (Rocketbook)?"  And I would say, "Nay, my dear plebeian. That notebook serves a different function: namely prep notes and in-game notes." A DM binder is a storehouse of useful materials meant for use at the table.

I can't believe I found an image that explains that there are different types of tables.

After a lot of trial and error, I've whittled my binder's contents down to four key sections.

  1. Combat:  Handy rule reference sheets, mainly for combat.
  2. NPCs:  NPC resources, such as summaries of frequently encountered NPCs and tables for working up NPCs on the fly.
  3. Encounters:  Random encounter tables, short encounter write-ups, and ready to go monster stats.
  4. Treasure - Treasure tables for cool loot and such. These are things you don't find in your Game Master guide of choice.

I will detail what I have in each of these sections in upcoming posts. To start, I'm going to focus on the actual physical binder that I use.

So let's get into it.

My current binder of choice is this expandable binder. I'm assuming that a lot of my fellow gamers are office supply nerds like me (and if I'm wrong, don't shatter my dreams). As such, you'll appreciate this.

Here is the pre-nerdified Amazon photo.


Here is the post nerdified version in action.

Quick note: I found the cool "Hack n' Slash" graphic from Reddit and it was made by CastleGrief. This dude needs to start making shirts and stickers.

Okay. So why this binder? Well, because it's expandable. I apparently have a thing for things that grow in size. It isn't overly bulky like a traditional hardback binder, but isn't limp like a soft binder (insert joke about DD liking it hard here).

Other things that I find useful:

Clear sheet protectors.

  • Print out all the good stuff you have from DriveThruRPG and put it in your binder.
  • Get to your good stuff fast.  Also handy for your hardcopy RPG books.
  • Sounds like something dirty.
  • Not a big fan of plastic? Use these for your printouts.
  • Punch them holes, bitch.
More to come!

March 2, 2025

Resources for Converting D&D to Castles & Crusades (Repost)

 


Convert or else!
UPDATED on March 2, 2025 to fix the links! (Updated from the 4/12/2012 post)

I've noticed that people come across my blog a lot while searching for help for converting Dungeons & Dragons to Castles & Crusades. Here are a few great resources for converting D&D to C&C (whether it's Basic, 1e, 2e, 3e, 3.53, and not sure about 4e).

Troll Lord Games, the makers of C&C, have an official guide for converting from 5e: 

The Other Side blog has a few posts about it:

Duke Omote's Advanced Castles & Crusades Page - This page has all kind of rules expansions that incorporate rules from various D&D editions into C&C.  For example, Omote has rules for Skills and Talents (a.k.a. Feats) that might make converting PCs easier. If you are looking to convert older D&D to C&C, he has rules for Racial Classes and more.

The Crusader's Companion -  Peter J. Schroeder compiled a ton of great gamer-created C&C rules into this impressive tome and it is just awesome. It includes a lot of d20 SRD monsters, items, spells, etc. that aren't in the C&C core rules. Also, the Castle Keepering chapter has a Conversion section that provides tables and charts to help you convert D&D materials from other editions into C&C (as well as Pathfinder).

The Castle Keepers Guide - While it doesn't deal with conversion specifically, it does include rules for Skills and Advantages (aka Feats) that might make converting 3.0 or 3.5 D&D to C&C easier.

March 1, 2025

Free Compact Character Sheet & Template


I worked up some small character sheets for Castles & Crusades.  However, I created a template you can modify in Canva for any system:
I plan to use these as CK (DM/GM/judge) "cheat" sheets of the players' PCs, but they could also be used for NPCs.  I made two versions: one that uses the new "reforged" term of "Disposition" term, and one that uses the older "Alignment" term.



Download here: link


Download here: link


November 13, 2024

Castles & Crusades Rules Reference Sheets

[updated 3/2/2025 to add link to a template]

Castles & Crusades is the perfect mid-point between enough rules and rules-light.  Still, my players and I sometimes need help to know what's what. To reduce time looking up rules at the table, I created these reference sheets. I also use them as GM screen inserts. 

"Spell Books" by Tsabo6

Remember, you can get a free copy of the Players Handbook right here: link 

Enjoy! 

Downloadable link: Dungeoneering Dad's Castles & Crusades Reference Sheets: link 

I made this with with Marq, which is a great free resource.

- Editable template here: link

October 14, 2024

My Castles & Crusades House Rules: Part 6 - Miscellany & Weirdness


"DMing the Planes" by Cory Trego-Erdner
Here is a hodgepodge of various rules and weird things to wrap up these C&C house rules posts.


Dice Rolls
  • Only dice rolled on the table count. If a die hits the floor, it will be re-rolled.
  • Cocked die rolls are re-rolled.





Gnomish Healing Brandy

(originally posted here)


Rationale:

"Beer Drinking Gnome" by brizzledood

  • By the book, potions of cure light wounds (a.k.a. potions of healing) go for 300 gp a pop.  That is a bit pricey for low-level PCs, but I like how C&C keeps magic a bit rare and didn't want to mess with that.  Gnomish Healing Brandy was my answer; a good dose of healing for a reasonable cost, but with some side-effects.  It should be suitable for any D&D-style game.

Cost:

  • 50 gp
  • Note: price may vary by availability and how willing the gnome brewer is to sell to non-humans

Description:

  • An amber liquor that smells richly of honey and blackberries. It tastes overly sweet, but it is light and easy going down the hatch. The brandy is usually bottled in a drinking gourd. The recipe is a closely guarded secret.

Effect:

  • Heals 1d6 HP, but the character must make a constitution save (CL 0) or suffer -1 to hit and -1 to AC for 1d4 rounds due to the extreme buzz.
  • A flask contains one dose and multiple doses can be taken (1 per round).  However, a save must be made for each dose and the effects are cumulative.
  • For example, a character that took two doses would make a save for each dose and, if both saves failed, the character would suffer -2 to hit and -2 to AC.
  • The CK may rule that failed saves result in other ill effects (e.g., troubling casting spells, penalties to dexterity or charisma checks, etc.)
  • The character must be conscious or, at the least, at 0 HP to take a dose.


Carousing Mishaps

by Jeff Rients  (also available in Fight On! Issue #4)

  • These tables are now ubiquitous, but you gotta love the original.
  • Please see Jeff's blog for the details! - Party Like It's 999




On Being Turned to Stone compliments of Jonathan Drain

  • A character turned to stone can attempt to strike a heroic pose in order to make a better looking statue. If sold, his statue fetches 100 gp times the result of a Charisma check.

October 7, 2024

My Castles & Crusades House Rules: Part 5 - Experience Points & Gaining Levels


"Netease-Black Bind" by Yin Yuming
Experience Point (XP) Award Nominations
  • In addition to XP earned for monster slaying, treasure, story bonuses, etc., characters may earn XP for good game play by the player. 
  • After each session, players can send the Castle Keeper (CK) a message nominating anyone (including themselves) that did a great job at the session. 
  • Although players can provide their nominations publicly, an email or a private message is preferred. 
  • Players are encouraged to nominate themselves because often something subtle, but important, goes overlooked by the group or CK.
    • Once the CK receives the nominations, they evaluate them, consider the session themselves, and issue out XP Awards accordingly.
    • "Good game play" can be anything that contributes to the game session overall. 
      • Examples of good game play:
        • kicked ass in combat in a particular fashion
        • did something really cool in combat, even if it wasn’t overly effective
        • two words: Epic Fail
        • role-played very well
        • busted up the group in laughter
        • pleased the CK in some inane manner
        • brought pie
        • got the CK drunk

    "Mentor of the Meek" by algenpfleger

    No Training Required to Level Up

    • Per the Players Handbook, a character has to train after earning enough XP to level up.
    • House rule: Whenever a character has enough XP, they level up whenever they're able. Meaning, you don't level up in the middle of an encounter, but pretty many other time. 
    Rationale: XP is hard-earned. No sense delaying the fun of leveling up.  Besides, XP is an abstraction so why stress about it?  Besides, I don't reminder Conan or Strider stopping every to train.

    "Pirate Treasure" by Miggs69

    All Loot and Monster XP is Shared

    • Per the Players Handbook:
      • Monsters defeated (not necessarily slain): XP is shared for all party members.
      • Money acquired (e.g., coins, gems, jewelry, etc.):  XP is shared for all party members.
    • House rule: Magic item XP is also shared throughout the party, not just the individual PC. This XP is immediate (rather than for only the individual character that acquires it and only after using it for a while).
    Rationale:  Assigning XP to only the character who acquires a magic item can encourage some weird competition/envy/annoyance among a group. It seems unfair to doubly reward the character/player - they get both the advantage of the item and also the XP value?  It's pretty rare for a character to get a magic item without the help of other party members.  Also, I reward the XP once acquired, rather than after use, simply because it's a book-keeping headache otherwise.


    "Jewels" by Jonas Akerlund
    Monetary Values Known for Gems, Baubles, and Goods

    • When gems, jewelry, statues, and the like are acquired by the party, the CK will immediately relate the monetary value for these items.
    Rationale: This simply makes for easier book-keeping.

    September 30, 2024

    My Castles & Crusades House Rules: Part 4 - Spell Casting Rules

    Dwarves vs Duergar by Brian Paul Thomas

    Disclaimer:  Many of the rules below are not original house rules, but rather optional rules detailed in the Castle Keepers Guide.  For those, I'll focus on my rationale for choosing to use those rules more than the specific content (go read the CKG, you bastards).


    Allowed Spell Resources

    Detect Alignment and Detect Neutrality Works Only on Things, Not People

    • The detect alignment and detect neutrality spells do not function in regard to sentient beings.
    • The spells do work for insentient entities, such as magic weapons or haunted locations, because such effects are typically a function of magic or supernatural power.
    • Higher-level spells and spell-like abilities with similar capabilities function normally.
    Rationale: This spell can make interactions with NPCs and monsters too easy (especially for 0 level spells).
    Player 1: "Can we attack this guy?"

    Player 2: "I cast detect alignment."

    CK: "You're picking up evil vibes."

    Player 1: "Nice. Let's kill this dude!" 

     

    "Necromancer" by Jonathan Chong

    Spell Slots (optional rule from CKG)

    • Rather than spellcasters needing to memorize/select spells beforehand, the player uses their number of allotted spells per level as "spell slots."
    Rationale: I have nothing against the traditional Vancian magic system.  While the flexibility of spontaneous spell casting/selection is a bonus for the players, my primary reason is to keep things moving at the table.  Not always, but daily spell selection can (understandably) result in a good bit of table talk time.  The spell slot approach eliminates that.










    "Wizard" by Jonas Akerlund
    Spell Casting Focus (optional rule from CKG)
    • Spellcasters perform a ritual to charge up a special focus (e.g., a staff, wand, gem, crystal ball, holy symbol, etc.) with the spell components needed to cast that spell.  
    • When the spellcaster wishes to cast that spell, they call upon the power of those components from within the focus to do so. 
    • The player then tracks the use of the component "charge" from the focus.
    • The character then later reloads the focus after acquiring the necessary spell components.
    • If a spell doesn't require a material component, the focus isn't required.

    Rationale: In almost every D&D-ish game I've run, there has been little-to-no attention paid to spell components.  I like how the focus works like charges in a wand and the element of resource management.  I also like upping the importance of a spellcaster having a cool item. It's a concrete way to bring into play that classic image of a wizard with a staff or wand or cleric holding a holy symbol.



    "Hood" by MOONO Illustrations
    The Illusionist Makes Healing Rolls, Not the Recipient 
    (Formerly an optional rule from CKG; now the standard rule in current Players Handbook printings.)
    • One of the unique things about C&C is that the Illusionist class has access to healing spells. 
    • The idea is that Illusionist tricks the target into believing that they are healed and the target's body responds accordingly. 
    • In earlier printings of the PH, the target had to fail an intelligence save in order for the spell to work.
    • Instead of that, the Illusionist has to make the attribute check for the spell to work. 
    Rationale: Requiring the target to fail a check to get the benefit was just weird (although I understood the reasoning).  I like the idea of putting the power into the caster's court, rather than the recipient's. Given that the rule was changed, seems like I was not alone. 


    September 23, 2024

    My Castles & Crusades House Rules: Part 3 - SIEGE Checks (B.S. Bonuses & Crits)

    "Giant Slayers" by Scotchlover

    Background Story (B.S.) Bonus

    • Before a SIEGE check, if a player relates some story or experience from their character’s past that applies to the current situation, the Castle Keeper (CK) may grant a bonus to the SIEGE check roll. 
    • If a player comes up with a convincing reason, the CK may grant a bonus for a SIEGE check and/or allow the player to add the character's level to the roll in a situation where one would normally not.
    • The player must then write this information down on his character sheet and it becomes a permanent part of the character’s story.
    • For example, if the player explains that long ago his dad would take him out to pick wild blueberries, he may receive a +2 bonus to his foraging for blueberries roll (see here for more info: link).


    Critical Success
    • If you roll a 20 on a SIEGE roll, good things happen.  GREAT SUCCESS. 
    • CK and/or player come up with something.

    Critical Failure
    • Likewise, if you roll a 1, bad things happen.  FRANK DREBIN ACTION.
    • CK and/or player comes up with something.

    September 16, 2024

    My Castles & Crusades House Rules: Part 2 - Combat

    Initiative

    • Initiative will be resolved by the book with the following changes/clarifications:
      • We will use a d12 instead of a d10. (Why? Because f*ck you, that's why.)
    • Ties with opponents go to the player.
    • Ties between players are resolved by the players (roll off, discussion, etc.).

    Surprise Roll
    • The CK will roll as normal. 
    • For the players, each player will roll a make a wisdom or dexterity check. 
    • The highest roll will be used for the entire group.



    Shields and Dual Weapon Wielding
    • If a PC fights with two weapons, the standard attack penalties apply if the PC wishes to attack with both weapons during the round. Otherwise, the second weapon (which must be medium or smaller), grants an AC bonus.
    Small Weapon
    • +1 to AC but only for one attack per round (which will be the first attack unless otherwise specified by the player).
    • No AC bonus versus ranged attacks.
    Medium Weapon
    • +1 to AC for all attacks that round
    • No AC bonus versus ranged attacks
    Shields
    • +1 bonus to the AC bonus listed in the Players Handbook  (i.e., +1 to whatever a shield normally gives)
    • AC bonus against both melee and ranged attacks


    Critical Success & Failures

    Critical Hits
    • A natural 20 always hits. 
    • If that is the only way the PC could hit, there is no extra bonus. 
    • Critical hits are resolved via “Great Hits & Terrible Misses” tables from The Crusader #7 (although a “00” result will result in a re-roll instead of instant death).
    • Players can always opt to do standard, critical damage instead of using the tables.
    • When a PC is the victim of a critical hit, the player can decide whether to receive the normal critical damage or to suffer the effects of the tables.
    Critical Fumbles
    • A natural 1 always misses. 
    • If the PC would normally hit (i.e., due to attack bonuses), it is simply a miss.
    • Critical hits are resolved via “Great Hits & Terrible Misses” tables from The Crusader #7 (although a “00” result will result in a re-roll instead of instant death).

    September 10, 2024

    My Castles & Crusades House Rules: Part 1 - Player Character Creation & Development


    Ensemble of Characters
    • Each player can have up three PCs at his/her disposal. 
    • This three includes any fallen PCs hoped to return to the land of the living. 
    • If a PC ever dies, the player has the option of reserving a slot for that PC or may create a new PC for that slot. 
    • Players may choose any PC prior to the session as long as we are not starting the session mid-combat. In other words, if we end one session while the party is knee-deep in the undead, the PC that was involved must still be involved in the next session. However, if the session ends with the party making camp or simply out of danger, the player can choose to use a different PC the next session. 
    • Please note, whatever items one PC carries are owned by that particular PC. On a case by case basis, the CK may allow players to have one PC give an item to another character so that character can give the item to another ensemble PC the next time that PC is played.
    Character Level
    • First level at campaign launch, afterwards 1d3 levels less than the highest level party member
    Ability Scores
    • Create 3 complete sets of stats rolling 4d6 and dropping the lowest roll.  
    • That is, the result will be three complete sets of six stats.    
    • The player picks the best set of the three, but must assign them in order: Strength,  Dexterity, Constitution,  Intelligence, Wisdom, and Charisma.
    Starting Hit Points
    • Maximum HP for level 1; new levels: reroll once if the result it a one. If the second time is also a one, it was meant to be.
    Races
    • Standard races
    Alignments
    • No evil alignments (I ain't got time for player vs. player conflict).
    Classes
    Starting Wealth
    • Standard
    Supplemental Rules