Skip to product information
1 of 3

Castles & Crusades: Players Handbook

Castles & Crusades: Players Handbook

Regular price $39.99
Regular price Sale price $39.99
Sale Sold out
Shipping calculated at checkout.
Quantity

With Iron Heel the World Grinds Away

Plunge into worlds of fantastic adventure where dragons lie and the undead stalk the shades of your mind’s imaginings, where creatures of legend plunder wealth through the horror of their passage. Monsters grim and foul taunt with the ecstasy of gold and glory. Upon the heels of these foes stalk heroes of great might; those who take up sword and shield, who harness eldritch might, those who traverse the narrow corridors in search of sport and those who serve a purpose greater than all the others: Heroes, Freebooters, Mercenaries, and Adventurers.

A Game That is Yours to Command!

Castles & Crusades is a fantasy role playing game with countless possibilities. The Players Handbook allows you to take up the sword and shield, the staff or bow; to arm yourself as you desire and wander upon planes of your own imagination to reap the harvest of adventure.

Designed for use with multiple players, Castles & Crusades puts you in charge of the adventure path. Included within are all the rules of play, how to get started in your very own role playing game, how to run the game and play in it.

Its easy-to-learn, attribute-based rules system allows players to choose among 13 archetypal character classes and 7 races with which to create their characters. Spells, equipment, fast-paced combat rules, and all essential information needed to play a game of Castles & Crusades are in this book.

With Castles & Crusades, your imagination is the field of play. The story is one of your own making.

Updated content removes the SRD and OGL material.

What You Find In The C&C Players Handbook:

  • C&C: The RPG: In the opening pages, we explain the tools you will need and how to play a game of Castles & Crusades. We explain the basics of the attribute check system, the Siege Engine, and touch on attribute modifiers and attribute checks.
  • The Classes: In this second section, the PHB delves into the classes. From the Fighter to the Wizard, it presents 13 classes to choose from, as well as various customizable options, such as multi-classing or class-and-a-half. Each class description includes all the relevant info from skills to weapons they use. Artists Peter Bradley and Zoe DeVos bring each class alive, depicting both male and female versions. (Check out the Adventurers Backpack for even more classes!)
  • The Races: Expand your character with one of seven races: human, elf, dwarf, halfling, half-elf, gnome, and half-orc. Each unique race includes different mechanics, strengths and weaknesses, and a wealth of background information that any character or player could make brilliant use of. As with the classes above, our art team depicts both male and female versions!
  • Completing the Character: Here the Players Handbook delves into names, how to create background and personality, alignment, equipment, and other necessary details to help you bring the character you want to play to the table.
  • Magic: Magic unleashes a whole new dimension of play at the tabletop and C&C has plenty of it. Here we explore the four major spellcasters — Cleric, Druid, Wizard, and Illusionist — how they cast spells, and the spells they cast. From the Cleric’s spiritual weapon to the Illusionist’s healing ability, it is all here.
  • Spells: Hundreds of spells put into simple words and lists with terminology, descriptions, and all the required information for your table to run smoothly: range, saving throws, casting time, duration, and more.
  • The Castle Keeper & the Game: This section expands upon the Siege Engine and how to play using attribute checks. It is simple, extremely versatile, and allows for immediate resolution of conflict for expanded story development. All of this is covered, along with how to roleplay, what you need, expectations, and examples. (Don’t miss the Castle Keepers Guide for more optional rules!)
  • Combat: This section explores the easy-to-learn combat system. It includes how to begin and run fights, necessary stats and rolls, surprise, initiative, non-lethal combat, melee and ranged, unarmed, situational modifiers, armor class, maneuvers, hit points, and damage. (Dive into Monsters & Treasure for enemies and monsters!)
  • Turning Undead: The cleric and paladin both have special abilities when it comes to controlling or destroying the undead. All of that is covered here.
  • Hit Points & Damage: Life is precious! This section explains how health works in C&C and provides detailed info on the many ways damage is encountered.
  • Rewards: How to award treasure and experience points, allowing characters and the game to advance — literally to the next level.
  • Movement, Spell Resistance, Languages, Vision & Time: These sections cover various game aspects. Each is clearly explained to support fast and effective use at the table.
  • Example of Play: The book is wrapped up with an example of play. Learn how to do it from the creators!
  • Spell Reference Table: A handy chart for referencing the spells in this book in a concise, stat block format.
View full details