The Castle Keepers Guide (On Sale Now)
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
- 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.
- 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.
- 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).
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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!
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