Monday, December 8, 2025

Five new magical scrolls for Castles & Crusades rpg Plus Guardians

 Castles & Crusades (C&C), with its SIEGE Engine, is built on a foundation of classic fantasy, making scrolls a core part of its magic item economy.



In C&C, a scroll is typically a single-use spell that can be cast by an Arcane or Divine caster (often without needing to prepare the spell), and sometimes even by a non-caster with an appropriate attribute check (a Challenging or Difficult check against a Prime or Secondary attribute).
A mere scroll lying on a table is less exciting than one fiercely protected by a challenging guardian whose nature reflects the scroll's magic.

Here are five guardians, one for each of the new scrolls, designed for a party around level 5-7 in Castles & Crusades, with a focus on integrating the SIEGE Engine mechanics.


 Guardians for the Scrolls

1. Guardian of the Scroll of Warded Passage: The Null-Golem

  • Location: The entrance to a forgotten dwarven treasury or a magically sealed hall.

  • Nature: An animated construct made of densely packed, inert stone. Its purpose is to physically ignore and neutralize any disruptive magic or tampering.

  • Threat Focus: Immunity to non-magical and lower-level magical effects, requiring strategic use of high-level or non-magical damage.

Null-Golem (Construct)C&C Stats
CL: 6AC: 18
HP: 60HD: 8
STR: Prime (16)DEX: Secondary (8)
INT: Secondary (6)WIS: Secondary (10)
CON: Prime (18)CHA: Secondary (3)
Attack: Slam (Melee), $1D10 + 3$ damageMove: 20 ft.
Special Defenses:Immunity: Immune to all non-magical weapon damage (except blunt weapons). Magic Dampening: Any offensive spell of 3rd level or lower cast within 10 ft. of the Golem has its effective level reduced by 1 (potentially neutralizing it).
Challenge: $15$ vs. STR, $18$ vs. CON, $13$ vs. DEX, $13$ vs. WIS, $15$ vs. INT, $10$ vs. CHA

2. Guardian of the Scroll of the Earth-Binder's Grip: The Clay-Warped Sentinel

  • Location: A natural cavern deep beneath an ancient temple dedicated to a forgotten earth deity.

  • Nature: A grotesque sentinel formed of living, sentient clay and soil, constantly shifting and anchoring itself to the floor.

  • Threat Focus: Area control and battlefield immobilization, reflecting the scroll's effect.

Clay-Warped Sentinel (Elemental)C&C Stats
CL: 7AC: 16
HP: 75HD: 10
STR: Prime (18)DEX: Secondary (10)
INT: Secondary (5)WIS: Secondary (12)
CON: Prime (20)CHA: Secondary (3)
Attack: Crushing Fist (Melee), $2D6 + 4$ damageMove: 10 ft. (cannot fly or swim)
Special Attack: Anchor Slam (1/rd): Targets a 15 ft. radius; all creatures must make a Saving Throw vs. Dexterity or be Immobilized for 1 round as sticky mud and clay bind them. (CK Check $15$)
Special Defenses:Weakness: Takes double damage from cold and water effects. Regeneration: Recovers $1 \text{d} 4$ HP per round if standing on earth/stone.
Challenge: $15$ vs. STR, $18$ vs. CON, $13$ vs. DEX, $13$ vs. WIS, $13$ vs. INT, $10$ vs. CHA

3. Guardian of the Scroll of Hidden Resonance: The Echo-Beast

  • Location: A vast, acoustically strange chamber or an abandoned library filled with illusions.

  • Nature: A predatory creature of pure sound and shadow, capable of masking its presence until it strikes.

  • Threat Focus: High damage ambushes from unexpected locations; it uses the resonance of its environment against the party.

Echo-Beast (Aberration)C&C Stats
CL: 5AC: 17
HP: 45HD: 6
STR: Secondary (14)DEX: Prime (20)
INT: Secondary (10)WIS: Secondary (12)
CON: Secondary (14)CHA: Prime (18)
Attack: Shadow Claw (Melee), $1D8 + 2$ damageMove: 40 ft.
Special Defense: Invisibility: Always invisible unless it attacks. Harmonic Scream (1/encounter): Can force one target to make a Saving Throw vs. Constitution (CK Check 15) or be Deafened for 1d6 rounds.
Challenge: $13$ vs. STR, $13$ vs. CON, $15$ vs. DEX, $13$ vs. WIS, $13$ vs. INT, $15$ vs. CHA

4. Guardian of the Scroll of the Merciful Strike: The Penitent

  • Location: A small, austere shrine or a cloister-like cell within a larger dungeon complex.

  • Nature: A fallen cleric or saint bound to protect the scroll as an act of eternal penance. It fights only to subdue, not to kill.

  • Threat Focus: Non-lethal combat, forcing the party to fight without inflicting killing blows, reflecting the scroll's purpose.

The Penitent (Undead)C&C Stats
CL: 4AC: 15
HP: 40HD: 5
STR: Secondary (15)DEX: Secondary (12)
INT: Prime (14)WIS: Prime (18)
CON: Secondary (12)CHA: Prime (16)
Attack: Blessed Fists (Melee, Subdual), $1D6$ damage + knocks prone on a successful Saving Throw vs. Dexterity failure (CK Check 12).Move: 30 ft.
Special Ability: Aura of Peace: All successful attacks made by creatures within 10 ft. of the Penitent are automatically considered Subdual Damage.
Challenge: $13$ vs. STR, $13$ vs. CON, $13$ vs. DEX, $15$ vs. WIS, $15$ vs. INT, $15$ vs. CHA

5. Guardian of the Scroll of Shifting Shadows: The Cloaked Stalker

  • Location: A hall or cave system filled with intricate columns, stalagmites, or statues, creating many areas of deep shadow.

  • Nature: A lithe, fiendish assassin whose movements are constantly masked by shadows and dim light.

  • Threat Focus: Extreme mobility, using the shadows to make multiple sudden appearances and disappearing acts.

The Cloaked Stalker (Fey/Fiend)C&C Stats
CL: 8AC: 19
HP: 80HD: 9
STR: Secondary (12)DEX: Prime (20)
INT: Prime (16)WIS: Secondary (14)
CON: Secondary (14)CHA: Prime (18)
Attack: Shadow Rapier (Melee), $1D6 + 1$ damage + Shadow Strike: If attacking from the darkness, the attack deals an extra $2 \text{d} 6$ damage.Move: 50 ft.
Special Ability: Shadow Warp (1/round): Can teleport as a free action to any area of dim light or darkness within 30 ft. after making an attack (successful or not). Requires a Saving Throw vs. Dexterity (CK Check 18) to interrupt this teleport.
Challenge: $13$ vs. STR, $13$ vs. CON, $15$ vs. DEX, $13$ vs. WIS, $15$ vs. INT, $15$ vs. CHA

Here are five new magical scrolls, including their effects, use mechanics, and unique flavor for your campaign:


 Five New Magical Scrolls for Castles & Crusades

1. The Scroll of Warded Passage (Arcane)

This scroll focuses on protection and movement, perfect for rogues or adventurers exploring trapped ruins.

DetailDescription
Spell Level3rd Level
Magic TypeArcane
Casting Time1 Round
Duration1 Round per level of the caster (minimum 3 rounds)
EffectThe caster (or the reader) and up to two adjacent allies become immune to non-magical traps and hazards for the duration. This includes pit traps, falling rocks, poisoned needles, and pressure plate triggers. It does not protect against monsters, magical traps, or spells.
Non-Caster UseThe non-caster must succeed on a Challenging (15) check against their Intelligence or Dexterity to read the complex script without error. Failure wastes the scroll.
FlavorWritten in copper ink on parchment cured with badger fat, the script subtly glows with tiny blue runes when read aloud.

2. The Scroll of the Earth-Binder's Grip (Divine)

A powerful scroll to halt enemies or protect allies from incoming attacks by rapidly shaping the surrounding stone and earth.

DetailDescription
Spell Level4th Level
Magic TypeDivine
Casting Time1 Action
DurationInstantaneous
EffectThe ground in a 10 ft. radius around a central point chosen by the caster (up to 60 ft. away) erupts with sharp, clinging stones and roots. All creatures in the area must make a Saving Throw vs. Constitution or become Immobilized (as if entangled) for 1d4 rounds. A successful save reduces the movement speed by half for 1 round.
Non-Caster UseThe non-caster must succeed on a Difficult (18) check against their Wisdom or Strength (representing sheer force of will) to channel the Divine power. Failure wastes the scroll and deals 1d4 points of non-lethal damage to the reader.
FlavorEtched onto a brittle sheet of polished slate, the invocation crackles with static energy upon activation.

3. The Scroll of Hidden Resonance (Arcane)

A subtle but incredibly useful scroll for magical exploration and detection.

DetailDescription
Spell Level2nd Level
Magic TypeArcane
Casting Time1 Round
Duration1 Turn (10 minutes)
EffectThe caster gains the ability to "hear" the faint magical energy of nearby enchantments and creatures. The Castle Keeper (CK) must inform the caster of all magical effects, illusions, and concealed magical items within 60 feet. The caster does not learn the nature of the magic, only its presence and general direction.
Non-Caster UseThe non-caster must succeed on a Standard (12) check against their Intelligence to understand the faint vibrational frequencies of the scroll's magic. On a failure, the scroll is still consumed, but the non-caster becomes temporarily Deafened for 1d4 rounds.
FlavorWritten on a strip of cured, pale dragon hide, the ink is almost invisible until a light source is held directly against it.

4. The Scroll of the Merciful Strike (Divine)

A scroll that allows a cleric or paladin to quickly disable, rather than kill, an opponent, making it valuable for interrogation or capture.

DetailDescription
Spell Level1st Level
Magic TypeDivine
Casting Time1 Action
DurationInstantaneous
EffectThe next successful melee or ranged attack made by the caster (or the reader) within 1 round is treated as dealing Subdual Damage (non-lethal). Additionally, the target must make a Saving Throw vs. Constitution or be Stunned for 1 round, regardless of the damage dealt. If the attack is a miss, the effect is lost.
Non-Caster UseThe non-caster must succeed on a Standard (12) check against their Charisma to properly attune to the benevolent magic. Failure wastes the scroll.
FlavorA simple, rolled scroll tied with a piece of faded silver thread. The writing is in the common tongue, urging restraint and righteousness.

5. The Scroll of Shifting Shadows (Arcane)

A scroll designed for escape or tactical repositioning in dark environments.

DetailDescription
Spell Level5th Level
Magic TypeArcane
Casting Time1 Action
DurationInstantaneous
EffectThe caster (or the reader) and one adjacent ally can immediately teleport to any unlit area (total darkness or deep shadow) within 90 feet, so long as they have line of sight to the destination. They appear in the new location, gaining a +4 bonus to their Armor Class (AC) and all Saving Throws until the start of their next round.
Non-Caster UseThe non-caster must succeed on a Difficult (18) check against their Dexterity to instantly ground the complex teleportation sigils. On a failure, the scroll is wasted, and the non-caster is temporarily Blind for 1 round.
FlavorThe scroll is made of black silk parchment, the ink made from pulverized obsidian and moonstone.

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