Showing posts with label Monsters & Treasure. Show all posts
Showing posts with label Monsters & Treasure. Show all posts

Saturday, December 13, 2025

Five new Magical Swords & Guardians for Castles & Crusades rpg

 Here are five magical swords, & guardians designed for the Castles & Crusades (C&C) RPG, each with a distinct theme, power, and potential for adventure.


That is an excellent idea! A magical sword is only as good as the peril required to obtain it.

Here are five magical guardians, tailored for a Castles & Crusades (C&C) adventure, designed to protect the swords and challenge a party's different skills.


 Magical Guardians for the Five Swords

1. Guardian of the Blade of Whispering Secrets (Long Sword)

  • Sword: The Blade of Whispering Secrets (Divination/Illusion)

  • Guardian: The Echo of the Oracle

  • Type: Aberration/Construct (Incorporeal)

  • Challenge Focus: Mentalism, Willpower Saves, and Insight

DetailDescription
Description:A shifting column of shadow and light that takes the form of the last person who lied near it. It constantly speaks in whispers that only the targeted creature can hear.
Mechanics:It attacks primarily by forcing the party to question their reality. Its main attack is a mental assault, forcing a Charisma Save (Difficulty 16) against being overwhelmed by psychic noise, causing 1d6 points of Wisdom damage on a failure.
Defense:It is incorporeal (standard immunities apply). Physical attacks are only half effective. It can only be truly damaged if the party successfully pieces together the true identity of the last honest person who entered the chamber.
C&C Note:If a character uses their Charisma Prime Attribute for the save, they gain advantage against the mental noise.

2. Guardian of Wyrmfang, The Dragonslayer (Great Sword)

  • Sword: Wyrmfang, The Dragonslayer (Abjuration/Transmutation)

  • Guardian: The Pyre Drake Golem

  • Type: Construct (Elemental Fire)

  • Challenge Focus: Raw Combat, Heat Resistance, and Tactical Positioning

DetailDescription
Description:A massive, vaguely reptilian golem constructed entirely of petrified wood and cooled magma, animated by a core of pure elemental fire. It exudes incredible heat.
Mechanics:Fiery Aura: All adjacent creatures take 1d4 points of fire damage at the start of their turn. Its physical attacks deal weapon damage plus 1d6 fire damage. It is immune to fire and takes half damage from slashing weapons.
Defense:It is extremely tough (high AC and HP). The most effective way to defeat it is by using cold damage or exploiting the surrounding environment (e.g., collapsing the ceiling on it, or luring it into a pool of water).
C&C Note:Wyrmfang itself (if held by another creature) grants a +2 bonus on Fortitude Saves against the Golem's fire damage.

3. Guardian of Starfall, Blade of the Zenith (Bastard Sword)

  • Sword: Starfall, Blade of the Zenith (Evocation/Radiance)

  • Guardian: The Shadow Sentinel

  • Type: Undead/Outsider (Shadow)

  • Challenge Focus: Light Sources, Turn Undead, and Faith

DetailDescription
Description:A figure clad in ancient, pitted armor that absorbs all ambient light. It moves with impossible silence, leaving icy trails of shadow wherever it steps.
Mechanics:Light Suppression: The Sentinel projects a field of permanent shadow in a 30-foot radius. Within this area, all light sources (torches, light spells, etc.) are suppressed. It gains advantage on attack rolls in this darkness.
Defense:It has high resistance to physical damage unless the attack comes from a magical source. It is extremely vulnerable to radiant energy. A successful Priest's Turn Undead attempt forces it to flee for $1d6$ rounds.
C&C Note:The Starfall sword, if drawn, pulses with a divine light that shrinks the Guardian's darkness field to 10 feet.

4. Guardian of The River's Kiss (Scimitar)

  • Sword: The River's Kiss (Enchantment/Illusion)

  • Guardian: The Mirror-Shaper

  • Type: Fey (Shapeshifter)

  • Challenge Focus: Dexterity, Observation, and Non-Lethal Tactics

DetailDescription
Description:A beautiful, ethereal entity that resembles a water nymph or a swift-running stream. It wields two illusory copies of The River's Kiss.
Mechanics:Blinding Speed: It has a very high AC (18+), representing its ability to dodge and weave. Reflecting Image: Once per round, it can create a perfect duplicate of itself (Illusion). The party must determine which is the true Fey before attacking. Missing the true Fey means the attack hits the illusion, which vanishes, triggering a confusion effect (Willpower Save Difficulty 14 or suffer $-2$ on next attack).
Defense:It is weak to fire and electricity. The true challenge is hitting it, not dealing heavy damage. It avoids combat if possible, preferring to disarm or incapacitate the party using complex maneuvers.
C&C Note:Characters with Dexterity as a Prime Attribute can use an action to make a Sight check (Difficulty 15) to discern the true reflection before making their attack.

5. Guardian of Bloodthirst, The Soul Leech (Short Sword)

  • Sword: Bloodthirst, The Soul Leech (Necromancy)

  • Guardian: The Crimson Host

  • Type: Swarm/Undead (Blood Fiends)

  • Challenge Focus: Area Damage, Fortitude Saves, and crowd control

DetailDescription
Description:The sword is guarded by a massive, seething swarm of tiny, winged, blood-sucking vermin, animated by the collective spite of the sword's previous victims.
Mechanics:Swarm Attack: The Host occupies a 10-foot cube and can attack every creature within that area, dealing 2d4 damage (no attack roll needed). Creatures caught in the swarm must make a Fortitude Save (Difficulty 14) or become Fatigued (suffering -1 on all checks) until the swarm is dispersed.
Defense:It is immune to single-target attacks (arrows, swords, etc.). It can only be damaged by area-of-effect spells (like Fireball) or effects that cover a large area (flamethrowers, magical wind). Attacking it with Bloodthirst causes the sword's wielder to take 1d6 damage as the swarm tries to consume the blade.
C&C Note:Spells that affect multiple targets, such as Burning Hands or Sleep, are highly effective against the low HP swarm components.

Five Magical Swords for Castles & Crusades

1. The Blade of Whispering Secrets (Long Sword)

  • Type: Long Sword (One-Handed/Two-Handed)

  • Aura: Faint Divination and Illusion

  • Enchantment: +1 Attack, +2 Damage

AttributeDetails
Special Power: The Inquisitor's WhisperOnce per day, the wielder may invoke the blade's power. It forces one sentient creature (that can hear) within 30 feet to make a Charisma Save (Difficulty 15). On a failure, the creature must truthfully answer the next question the wielder asks, or be struck deaf for 1d4 rounds (in a blinding flash of psychic backlash).
Flaw: The Weight of TruthIf the wielder ever uses the blade to knowingly tell a lie, they suffer a -2 penalty on all Charisma-based checks and saves for the next 24 hours.
Lore:Believed to be forged by a cynical Sylvan courtier, this blade only grants its loyalty to those who seek the unvarnished truth, no matter how painful it may be.
C&C Mechanic Note:The save is a Charisma Prime Attribute check for those with Charisma as Prime, and a standard save (d20 + level + mods) for others.

2. Wyrmfang, The Dragonslayer (Great Sword)

  • Type: Great Sword (Two-Handed)

  • Aura: Strong Abjuration and Transmutation

  • Enchantment: +2 Attack, +4 Damage

AttributeDetails
Special Power: Scale SplitterWhen attacking a creature of the Dragon type (or a creature with a naturally hardened/magical hide, GM's discretion), the sword deals an additional 1d6 points of damage and ignores up to 5 points of natural/magical AC (but not shield or worn armor AC).
Special Power: Dragon's Rebuke (Caster Only)If wielded by a character who can cast magic (Wizard, Priest, Bard, etc.), once per day as a standard action, the sword can dispel a single ongoing magical effect (spell, condition, etc.) on the wielder, requiring an Intelligence Save (Difficulty 17) to succeed.
Lore:Forged in the breath of a defeated red dragon and quenched in a frozen mountain lake, this ancient blade is heavy, crude, and singularly focused on ending the terror of the great wyrms.

3. Starfall, Blade of the Zenith (Bastard Sword)

  • Type: Bastard Sword (Requires 10 Strength to wield one-handed)

  • Aura: Moderate Evocation

  • Enchantment: +1 Attack, +1 Damage

AttributeDetails
Special Power: Celestial FlareThree times per day, the wielder can choose to substitute the sword's regular damage with a burst of intense, pure light energy. The attack is made normally, but if it hits, it deals 2d6 points of radiant damage instead of the regular weapon damage. This damage is devastating to Undead and Shadow creatures (they must make a Wisdom Save (Difficulty 13) or be Blinded for $1$ round).
Flaw: Sun's DrawIn areas of deep darkness (dungeons, night, etc.), the light-drawing nature of the sword imposes a -1 penalty on the wielder's Dexterity-based saves.
Lore:This beautifully crafted sword's hilt is made of a strange, dark metal, and the blade always seems to shimmer faintly, as if reflecting a distant star. It is a favored weapon of Paladins and those who serve the divine light.

4. The River's Kiss (Scimitar)

  • Type: Scimitar (Light, Fast)

  • Aura: Faint Enchantment and Illusion

  • Enchantment: +1 Attack, +0 Damage (Focuses on speed and defense)

AttributeDetails
Special Power: Fluid MovementThe wielder gains a +1 bonus to their Armor Class (AC) due to the blade's constant, fluid motion. Additionally, once per day, the wielder may re-roll a failed Dexterity save against an area effect (like a fireball) or a grapple attempt.
Special Power: The Gentle CutThe blade allows the wielder to deal only non-lethal damage without penalty, even to armored foes. If the attack roll exceeds the target's AC by 10 or more, the target is stunned for 1 round (Fortitude Save Difficulty 15 to avoid the stun).
Lore:A sword of peace and defense, The River's Kiss was once used by the royal bodyguards of a nomadic desert kingdom. Its movements are said to flow like water, turning aside blows before they can land.

5. Bloodthirst, The Soul Leech (Short Sword)

  • Type: Short Sword (One-Handed/Off-Hand)

  • Aura: Moderate Necromancy

  • Enchantment: +1 Attack, +1 Damage

AttributeDetails
Special Power: Life DrainWhenever the wielder deals a critical hit (a natural 20) with this sword, the wielder immediately regains 1d4 hit points. This power can only activate once per round.
Curse: Unending HungerThe blade instills a minor, but persistent, bloodlust in the wielder. After a combat encounter where the blade drew blood, the wielder must make a Willpower Save (Difficulty 13). Failure means they suffer a $-1$ penalty on all non-combat skill checks and saves until they next draw blood in anger.
Lore:A wicked blade with a crimson gleam. It is not sentient, but it hungers for vitality. Over time, those who rely on its healing power become increasingly brutal and reckless in battle.

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.