To capture the "Lost World" feel of Castles & Crusades, these encounters are designed to emphasize the pulp-adventure roots of the genre. I’ve organized these into a d100 table categorized by the type of threat or wonder encountered. This is going to pick right up from D100 Inner Earth Encounters Table for Castles & Crusades, Xul’Abas the Ossified NPC, New Monster Ossified Ghoul (Undead), & New Dungeon - The Echoing Sepulcher.
In Castles & Crusades terms, many of these creatures can be found in the Monsters & Treasure guide, but I have included flavorful descriptions to help you wing the stats if needed.
D100 Prehistoric Encounters
| Roll (d100) | Category | Encounter Description |
| 01–10 | Apex Predators | A Tyrannosaurus Rex is feasting on a fresh kill; it is territorial and aggressive. |
| 11–18 | The Swarm | A cloud of Giant Dragonflies (Anisoptera) obscures vision; 1d6 are hungry enough to attack. |
| 19–25 | Gentle Giants | A herd of Brontosauri crosses the path. The ground shakes; movement is impossible without a Dex check. |
| 26–32 | Stalkers | 1d4 Saber-Toothed Cats (Smilodons) tracking the party from the tall grass. |
| 33–38 | The Sky | A Pteranodon dives from the cliffs, attempting to snatch a Small-sized party member. |
| 39–45 | Lost Tribes | A hunting party of Neanderthals (6-12) wielding flint spears. They are wary but open to trade. |
| 46–50 | Tar Pits | A section of the trail is a hidden Tar Pit. A distressed baby Mammoth is trapped inside. |
| 51–56 | Armored Tanks | An Ankylosaurus is agitated by a parasite; it swings its tail club at anything that moves. |
| 57–62 | Avian Terror | A Terror Bird (Phorusrhacos) sprints toward the party at incredible speed. |
| 63–68 | Mega-Fauna | A Giant Sloth (Megatherium) is lazily eating trees. It is peaceful unless its meal is interrupted. |
| 69–73 | Venomous | A nest of Titanoboa (Giant Constrictor Snakes). The alpha is 40 feet long. |
| 74–79 | Primitive Magic | An ancient Monolith humming with primal energy. Touching it grants a +1 to Prime checks for 1 hour but causes fatigue. |
| 80–85 | The Pack | 2d6 Deinonychus (Raptors) using flanking maneuvers and "distraction" tactics. |
| 86–90 | Volcanic | A sudden Steam Vent erupts. Everyone must make a Save vs. Breath Weapon or take 2d6 heat damage. |
| 91–95 | The Scavengers | 1d8 Hyenodons waiting for the party to finish a fight so they can move in. |
| 96–99 | Cave Denizens | A Cave Bear protecting its cubs in a shallow overhang filled with shiny "trash" (treasure). |
| 100 | The Apex | A Giganotosaurus fighting a Triceratops. The collateral damage is the primary threat. |
Running the Environment
To make these encounters feel authentic to the Castles & Crusades "SIEGE Engine" system, consider applying these environmental modifiers:
Primitive Gear: If the party is using standard metal armor, the humidity and acidic swamps may cause it to rust or degrade over 1d4 weeks without specialized oil.
The Primeval Jungle: Navigation (Survival) checks are Challenged (CL) by the density of the flora. A failed check might lead the party directly into one of the "Tar Pit" or "Venomous" encounters above.
Foraging: Standard rations are unnecessary if a Ranger is present, as the flora is lush, but 1 in 6 plants are Toxic (Save vs. Poison).
CK Tip: Don't just track HP. Use the prehistoric setting to threaten the party's resources. A Pteranodon might not kill a fighter, but it might fly off with the party's primary pack containing all their rope and torches.
To provide the most useful stats for your Castles & Crusades game, I have scaled these for a Mid-Level Party (Levels 5–7). In C&C, the Challenge Level (CL) represents the number added to the base SIEGE Engine check (usually 12 or 18) for the players to succeed in saves or specialized maneuvers against the beast.
Here are four iconic encounters from the table with full SIEGE-ready stats:
1. The Apex: Tyrannosaurus Rex
The ground doesn't just shake; it rhythmically thuds as this multi-ton nightmare emerges from the treeline.
HD: 12d10 (75 hp)
AC: 17
Attacks: Bite (3d8) or Tail Slap (2d10)
Special: * Frightful Presence: On a charge, targets must make a Charisma Save (CL 12) or be shaken (-2 to hit) for 1d4 rounds.
Swallow Whole: On a natural 19 or 20 bite roll against Medium or smaller targets, the victim is swallowed.
CL: 12
2. The Pack: Deinonychus (Raptor)
These aren't mindless lizards; they watch your formation for gaps and communicate with chirps and clicks.
HD: 4d8 (20 hp)
AC: 15
Attacks: 2 Talons (1d6), 1 Bite (1d4), 1 Sickle Claw (2d4)
Special: * Pounce: If they move and attack in the same round, they gain all four attacks.
Pack Tactics: +1 to hit for every other raptor currently engaged with the same target.
CL: 4
3. The Sky: Pteranodon
A shadow passes over the party, and suddenly the Wizard is twenty feet in the air, dangling by their robes.
HD: 3d8 (15 hp)
AC: 14
Attacks: 1 Beak (1d8)
Special: * Snatch: If the Pteranodon hits with a beak attack, it can attempt a Strength check (CL 3) to grapple and fly away with any creature weighing 150 lbs or less.
Dive: +2 to hit and double damage on its first attack if it dives from at least 50 feet.
CL: 3
4. Primitive Magic: The Monolith (Environmental)
A weathered stone pillar covered in glowing blue spirals. It feels like the heartbeat of the world.
Interaction: A character may spend a turn meditating at the stone.
Check: Wisdom or Intelligence Save (CL 6).
Success: The character’s "Primal Spirit" is awakened. They gain a +2 bonus to all Prime checks and may add +1d6 damage to one attack or spell. This lasts for 1 hour.
Failure: The raw energy is too much. The character is Stunned for 1 round and takes 1d6 non-lethal damage.
CL: 6
CK Design Note: Adjusting the Challenge
In Castles & Crusades, the difficulty is highly modular.
To make it harder: Increase the CL (Challenge Level). This directly makes it harder for the players to save against the creature's special abilities.
To make it "Ouchier": Don't just add HP; give the dinosaurs a Bonus Action or a "Tail Swipe" that triggers when a player misses them in melee.
In Castles & Crusades, the "Lost World" setting demands treasure that feels weighty, primitive, and distinct from the standard "Longsword +1" found in a medieval dungeon.
The following d100 table uses the Loot Categories found in the Monsters & Treasure guide but reskins them for a prehistoric environment.
D100 Prehistoric Loot Table
| Roll (d100) | Loot Category | Item Description |
| 01–15 | Common Materials | A bundle of 2d6 Obsidian Shards. Can be knapped into arrowheads or daggers (Breaks on a natural 1). |
| 16–25 | Natural Jewelry | A necklace of Saber-toothed Cat fangs and turquoise beads (Value: 50gp to a collector). |
| 26–35 | Primitive Arms | A Mammoth-Rib Greatclub. Deals 2d6 damage but requires Str 15. |
| 36–45 | Survival Gear | A Giant Sloth Hide Cloak. Grants +1 to saves vs. Cold; grants a +2 to hide in forest terrain. |
| 46–50 | Primal Artifact | A Polished Amber Sphere with a prehistoric wasp inside. Can be used as a Focus for Druids/Wizards. |
| 51–56 | Exotic Trophies | A T-Rex Skull. Intact. Worth 500gp if transported back to a civilized Sage or Museum. |
| 57–62 | Alchemical | 1d4 jars of Refined Tar. Can be used like Oil to create fire traps or coat a 10ft area to slow enemies. |
| 63–68 | Tribal Heirlooms | A Neanderthal Ceremonial Mask. Grants +2 to Charisma checks when dealing with primitive tribes. |
| 69–73 | Magic: Weapon | "The Fang of the World": A +1 dagger made from a Dragon’s tooth. Deals +1d6 acid damage to reptilian foes. |
| 74–79 | Magic: Armor | Ankylosaurus Plate: +2 Breastplate made of natural osteoderms. Light enough to not count as Heavy Armor. |
| 80–85 | Consumables | Fermented Jungle Berry Juice. Functions as a Potion of Heroism but causes a -2 to Dexterity for 1 hour. |
| 86–90 | Rare Mineral | A Meteoritic Iron Ore chunk. Unworked, but a master blacksmith could forge a weapon that bypasses magic resistance. |
| 91–95 | Mount/Pet | A Pteranodon Egg. Intact and warm. Could be hatched and trained with a successful Handle Animal check (CL 10). |
| 96–99 | Ancient Relic | The Sun-Stone Tablet. An ancient map etched in stone showing a hidden "Valley of the Gods." |
| 100 | Legendary | The Heart of the Volcano: A red ruby the size of a fist. It radiates heat and acts as a Ring of Fire Resistance while held. |
Special Property: The "Fragile" Keyword
In a prehistoric Castles & Crusades game, many items (especially obsidian and bone) are sharper than steel but less durable.
Fragile Rule: If a player rolls a Natural 1 on an attack roll with an obsidian or bone weapon, the weapon must make a Saving Throw (CL 5) or shatter, becoming useless.
Masterwork Primitive Gear
If you want to reward players without using "Magic," offer Masterwork Primitive items:
Knapped Obsidian Edge: +1 to Damage (but still Fragile).
Dire-Wolf Fur Lining: +1 to AC against non-magical projectiles.
Fire-Hardened Wood: +2 to the weapon's Saving Throw against breaking.
In Castles & Crusades, the "Lost World" setting demands treasure that feels weighty, primitive, and distinct from the standard "Longsword +1" found in a medieval dungeon.
The following d100 table uses the Loot Categories found in the Monsters & Treasure guide but reskins them for a prehistoric environment.
D100 Prehistoric Loot Table
| Roll (d100) | Loot Category | Item Description |
| 01–15 | Common Materials | A bundle of 2d6 Obsidian Shards. Can be knapped into arrowheads or daggers (Breaks on a natural 1). |
| 16–25 | Natural Jewelry | A necklace of Saber-toothed Cat fangs and turquoise beads (Value: 50gp to a collector). |
| 26–35 | Primitive Arms | A Mammoth-Rib Greatclub. Deals 2d6 damage but requires Str 15. |
| 36–45 | Survival Gear | A Giant Sloth Hide Cloak. Grants +1 to saves vs. Cold; grants a +2 to hide in forest terrain. |
| 46–50 | Primal Artifact | A Polished Amber Sphere with a prehistoric wasp inside. Can be used as a Focus for Druids/Wizards. |
| 51–56 | Exotic Trophies | A T-Rex Skull. Intact. Worth 500gp if transported back to a civilized Sage or Museum. |
| 57–62 | Alchemical | 1d4 jars of Refined Tar. Can be used like Oil to create fire traps or coat a 10ft area to slow enemies. |
| 63–68 | Tribal Heirlooms | A Neanderthal Ceremonial Mask. Grants +2 to Charisma checks when dealing with primitive tribes. |
| 69–73 | Magic: Weapon | "The Fang of the World": A +1 dagger made from a Dragon’s tooth. Deals +1d6 acid damage to reptilian foes. |
| 74–79 | Magic: Armor | Ankylosaurus Plate: +2 Breastplate made of natural osteoderms. Light enough to not count as Heavy Armor. |
| 80–85 | Consumables | Fermented Jungle Berry Juice. Functions as a Potion of Heroism but causes a -2 to Dexterity for 1 hour. |
| 86–90 | Rare Mineral | A Meteoritic Iron Ore chunk. Unworked, but a master blacksmith could forge a weapon that bypasses magic resistance. |
| 91–95 | Mount/Pet | A Pteranodon Egg. Intact and warm. Could be hatched and trained with a successful Handle Animal check (CL 10). |
| 96–99 | Ancient Relic | The Sun-Stone Tablet. An ancient map etched in stone showing a hidden "Valley of the Gods." |
| 100 | Legendary | The Heart of the Volcano: A red ruby the size of a fist. It radiates heat and acts as a Ring of Fire Resistance while held. |
Special Property: The "Fragile" Keyword
In a prehistoric Castles & Crusades game, many items (especially obsidian and bone) are sharper than steel but less durable.
Fragile Rule: If a player rolls a Natural 1 on an attack roll with an obsidian or bone weapon, the weapon must make a Saving Throw (CL 5) or shatter, becoming useless.
Masterwork Primitive Gear
If you want to reward players without using "Magic," offer Masterwork Primitive items:
Knapped Obsidian Edge: +1 to Damage (but still Fragile).
Dire-Wolf Fur Lining: +1 to AC against non-magical projectiles.
Fire-Hardened Wood: +2 to the weapon's Saving Throw against breaking.
In Castles & Crusades, a legendary item like The Heart of the Volcano is more than just a stat-booster; it is a "Lore Item" that can drive an entire campaign arc.
The Heart of the Volcano
Type: Legendary Wondrous Item (Artifact) Weight: 5 lbs. (Size of a human heart)
Backstory: The Blood of the Fire-God
Legends of the Sun-Eaters (a lost clan of proto-humans) speak of a time when the sky turned black for a generation. To keep their people from freezing, the clan’s High Shaman journeyed into the bowels of the Great Smoking Maw—the world's most active volcano.
It is said the Shaman did not find a stone, but a drop of blood shed by a Fire Giant or a primordial deity during the world's creation. He encased the liquid fire in a shell of volcanic glass (obsidian) to carry it home. The stone saved his people, but its heat eventually consumed the Shaman from the inside out. When the clan vanished, the Heart remained, hidden in a temple of basalt and ash.
Artifact Powers (C&C SIEGE Engine)
The Heart is a double-edged sword, pulsing with a low, rhythmic thrumming sound.
Radiant Warmth: The holder and all allies within 30 feet are immune to the effects of extreme cold.
Flame’s Protection: The holder gains Fire Resistance (half damage from fire-based attacks).
Primal Command: Once per day, the wielder may cast Wall of Fire or Fireball (CL 10).
The Price of Heat (The Curse): Every time a "Primal Command" power is used, the wielder must make a Constitution Save (CL 8). Failure results in 1d6 permanent HP loss as their blood begins to "simmer." This HP can only be restored by a Greater Restoration or by submerging the wielder in a glacial lake for 24 hours.
Quest Hooks
1. The Frozen Migration A massive ice shelf is moving south, threatening to crush the last remaining Neanderthal village. The village elder claims only the "Heart" can melt the path forward and save his people. The party must race against the encroaching ice to find the stone.
2. The Fire-Cult’s Resurrection A group of fanatical Fire Giant kin has occupied the Smoking Maw. They seek the Heart to ignite a dormant volcano, intending to wipe out the surrounding "green lands" to create a new empire of ash. The party is hired by a panicked Druid circle to steal the stone before the ritual is completed.
3. The Burden of the Bearer The party finds the stone in the hands of a dying explorer. He begs them to return it to the Altar of Deep Earth because the stone is "waking up." As they travel, the stone grows hotter and heavier, attracting fire-elemental predators and causing the ground to smoke wherever they camp.
Visualizing the Heart
The gem is a deep, translucent crimson. At its center, a flickering orange light dances, looking less like a reflection and more like a trapped, living flame. When held, you don't just feel heat—you feel a heartbeat.
To protect an artifact as powerful as the Heart of the Volcano, the environment itself has birthed a guardian. This creature is a Magma-Infused Smilodon, a prehistoric apex predator fused with the elemental fury of the earth.
The Cinder-Tooth (Guardian of the Heart)
This massive saber-toothed cat is composed of blackened, cracked basalt. Glowing orange lava seeps from its joints like blood, and its six-inch fangs are translucent, glowing daggers of superheated obsidian.
HD: 9d10 (60 hp)
AC: 20 (Magma-hardened stone hide)
Attacks: 2 Claws (1d8 + 4), 1 Bite (2d10 + 4)
Special Abilities (SIEGE Engine)
Heat Aura: Any creature starting its turn in a melee engagement (within 5 ft) of the Cinder-Tooth takes 1d6 fire damage from the intense heat radiating from its body.
Searing Bite: On a successful bite attack, the target must make a Constitution Save (CL 9). Failure indicates the obsidian fangs have cauterized the wound, preventing any magical healing on that wound until the "magical sear" is removed via Purify Food & Drink or a successful Wisdom (First Aid) check (CL 9).
Lava Breath (Recharge 5–6): The Cinder-Tooth exhales a 20-ft cone of molten ash. Targets take 6d6 fire damage (Dexterity Save, CL 9, for half). The area becomes "Difficult Terrain" for 3 rounds as the lava cools.
Death Throes: When the Cinder-Tooth reaches 0 HP, it doesn't just die; it shatters. All creatures within 15 ft must make a Dexterity Save (CL 9) or take 3d6 piercing damage from exploding basalt shards.
Combat Tactics
Stalking the Heat: The Cinder-Tooth is invisible to infravision because its body matches the ambient temperature of the volcanic cavern. It prefers to Surprise the party (CL 5 to detect).
Melting the Steel: If a player hits the Cinder-Tooth with a non-magical metal weapon, they must make a Strength Save (CL 4). On a failure, the weapon becomes warped by the heat, taking a permanent and cumulative -1 penalty to damage.
The Heart's Resonance: While within 30 feet of the Heart of the Volcano, the Cinder-Tooth regens 5 HP per round. To kill it, the party may need to move the Heart away from the Guardian or vice versa.
CK Meta-Note: Challenge Level
For Level 5 Parties: This is a "Boss" encounter. Ensure the players have a way to deal cold damage, which should slow the creature (reducing its AC by 2 and removing its Lava Breath for 1 round).
For Level 8 Parties: Add 2–3 Lesser Magma Cats (4 HD, no breath weapon) to flank the players while the Cinder-Tooth focuses on the primary spellcaster.
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