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Amazing Adventures Players Handbook - Print
$456 purchasedFrom savage lost Atlantis to the furthest reaches of the stars… Amazing Adventures is the next level of SIEGE Engine role playing. Using the same celebrated rules as Castles & Crusades, this multi-genre role playing game gives you a universal rulebook to capture any style of fantasy you want, with simple, attribute-check-based mechanics that are built for lightning-fast play that’s also worlds of fun. Whether you’re looking to portray Musketeers and pirates in the 16th century, fearful colonists dealing with the dark unknown in the black forests of the New World, modern demon hunters fighting horrors of the Deeper Dark in the back alleys of cities, or explorers on the new frontier of deep space in the far-flung future, Amazing Adventures has what you need. Within this book you will find: A wealth of flavorful character classes to build almost any archetype you can imagine, including the arcanist, demon hunter, investigator, powered, gadgeteer, raider, socialite, pugilist, hooligan, and others! Generic character classes, traits, and backgrounds to allow you to further tailor your character to your needs. An intuitive powers and gadgets system based off of tailoring spell effects A point-based magic system that draws upon the mystical energies of the land The full SIEGE Engine mechanic, exactly as you know it from Castles & Crusades, with no learning curve needed! Fate Points to allow for heroic deeds and a little luck when you need it the most Dozens of modern firearms with basic and advanced rules Full vehicle combat rules and stats for a wealth of vehicles And more! Don’t wait! Get your hands on the SIEGE Engine game that lets you take your games anywhere in the multiverse and beyond with Amazing Adventures!EditIncludes 1 item
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×1Amazing Adventures Players Handbook PRINT
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Amazing Adventures Players Handbook - PDF
$180 purchasedFrom savage lost Atlantis to the furthest reaches of the stars… Amazing Adventures is the next level of SIEGE Engine role playing. Using the same celebrated rules as Castles & Crusades, this multi-genre role playing game gives you a universal rulebook to capture any style of fantasy you want, with simple, attribute-check-based mechanics that are built for lightning-fast play that’s also worlds of fun. Whether you’re looking to portray Musketeers and pirates in the 16th century, fearful colonists dealing with the dark unknown in the black forests of the New World, modern demon hunters fighting horrors of the Deeper Dark in the back alleys of cities, or explorers on the new frontier of deep space in the far-flung future, Amazing Adventures has what you need. Within this book you will find: A wealth of flavorful character classes to build almost any archetype you can imagine, including the arcanist, demon hunter, investigator, powered, gadgeteer, raider, socialite, pugilist, hooligan, and others! Generic character classes, traits, and backgrounds to allow you to further tailor your character to your needs. An intuitive powers and gadgets system based off of tailoring spell effects A point-based magic system that draws upon the mystical energies of the land The full SIEGE Engine mechanic, exactly as you know it from Castles & Crusades, with no learning curve needed! Fate Points to allow for heroic deeds and a little luck when you need it the most Dozens of modern firearms with basic and advanced rules Full vehicle combat rules and stats for a wealth of vehicles And more! Don’t wait! Get your hands on the SIEGE Engine game that lets you take your games anywhere in the multiverse and beyond with Amazing Adventures!EditIncludes 1 item
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×1Amazing Adventures Players Handbook PDF
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Amazing Adventures Chronicle Keepers Guide - Print
$277 purchasedThis book is your companion for running the world’s greatest gun-toting, sword-wielding, starfighter-flying, gadget-making, superpowered, science, sorcery, horror, multi-genre role playing game, powered by the SIEGE Engine! Herein you will find additional character and rules options, streamlined firearms rules, advanced vehicle combat rules, cinematic unarmed combat, rules for dark pulp sorcery, monsters as player characters, and so much more! You’ll discover advice on a wealth of tropes for different types of games, from weird westerns to cosmic horror, urban fantasy to space opera and far beyond; running a game, creating adventures that work, and how to find your own path to becoming a great CK. A companion for Amazing Adventures Player’s Handbook, and the Castles & Crusades Castle Keeper’s Guide!EditIncludes 1 item
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×1Amazing Adventures Chronicle Keepers Guide PRINT
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Amazing Adventures Chronicle Keepers Guide - PDF
$181 purchasedThis book is your companion for running the world’s greatest gun-toting, sword-wielding, starfighter-flying, gadget-making, superpowered, science, sorcery, horror, multi-genre role playing game, powered by the SIEGE Engine! Herein you will find additional character and rules options, streamlined firearms rules, advanced vehicle combat rules, cinematic unarmed combat, rules for dark pulp sorcery, monsters as player characters, and so much more! You’ll discover advice on a wealth of tropes for different types of games, from weird westerns to cosmic horror, urban fantasy to space opera and far beyond; running a game, creating adventures that work, and how to find your own path to becoming a great CK. A companion for Amazing Adventures Player’s Handbook, and the Castles & Crusades Castle Keeper’s Guide!EditIncludes 1 item
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×1Amazing Adventures Chronicle Keepers Guide PDF
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Amazing Adventures Codex Monstorum - Print
$277 purchasedIncludes 1 item
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×1Codex Monstorum PRINT
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Amazing Adventures Codex Monstorum - PDF
$180 purchasedIncludes 1 item
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×1Codex Monstorum PDF
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Free Fire Zone - Print
$1015 purchasedSomewhere, sometime in the future, catastrophe has come to earth… Leap from your bunker with what supplies you can carry strapped to your back, stuffed in your pockets, or carried in your bare hands, because the world’s end has come to your door. One resounding explosion has cut the water to your little world and catastrophe looms. The walls you built no longer matter, the food you’ve rationed, though it too has almost run its course, will do nothing for the water you need. No. The only hope for survival lies beyond the steel door of your home turned trap. And beyond that door the ratta-tat-tat of machine gun fire and small explosions creep ever closer. Get up and move, or spend your last few days with bloated tongue and madness. Enter now the Free Fire Zone, and know, that here, everyone is a target. This Amazing Adventures scenario is designed for 4-6 players of 1st level, customized by the Chronicle Keeper.EditIncludes 1 item
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Free Fire Zone - PDF
$613 purchasedSomewhere, sometime in the future, catastrophe has come to earth… Leap from your bunker with what supplies you can carry strapped to your back, stuffed in your pockets, or carried in your bare hands, because the world’s end has come to your door. One resounding explosion has cut the water to your little world and catastrophe looms. The walls you built no longer matter, the food you’ve rationed, though it too has almost run its course, will do nothing for the water you need. No. The only hope for survival lies beyond the steel door of your home turned trap. And beyond that door the ratta-tat-tat of machine gun fire and small explosions creep ever closer. Get up and move, or spend your last few days with bloated tongue and madness. Enter now the Free Fire Zone, and know, that here, everyone is a target. This Amazing Adventures scenario is designed for 4-6 players of 1st level, customized by the Chronicle Keeper.EditIncludes 1 item
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×1Free Fire Zone PDF
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Two Five Zero - Print
$1033 purchasedSomewhere, sometime in the future, catastrophe has come to earth. Gamma radiation is real. You can feel it. It seethes beneath your skin, coiling in its own dialectic madness, altering the building blocks of you. Death is the avenue before you, for to mutate is to become something else entire. What is you, will become it; a nightmare others must destroy. But there is hope. While there is breath in your body, there is hope! Pick up your weapons, your gear, your med kit, and plunge into the twisted streets of a world washed in gamma radiation where humans battle mutants and monsters of myth come to life. Where myths might just be the road to salvation. This Amazing Adventure scenario is designed for 4-6 players of 2nd – 3rd level.EditIncludes 1 item
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Two Five Zero - PDF
$618 purchasedSomewhere, sometime in the future, catastrophe has come to earth. Gamma radiation is real. You can feel it. It seethes beneath your skin, coiling in its own dialectic madness, altering the building blocks of you. Death is the avenue before you, for to mutate is to become something else entire. What is you, will become it; a nightmare others must destroy. But there is hope. While there is breath in your body, there is hope! Pick up your weapons, your gear, your med kit, and plunge into the twisted streets of a world washed in gamma radiation where humans battle mutants and monsters of myth come to life. Where myths might just be the road to salvation. This Amazing Adventure scenario is designed for 4-6 players of 2nd – 3rd level.EditIncludes 1 item
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×1Two Five Zero PDF
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Rise of the Red God - Print
$1024 purchasedLost for ages, deep in a misty green jungle lie an ancient decrepit, crumbling, edifice… Stumbled upon only recently, its rediscovery swept through academia only to be shortly forgotten. Its purpose and people unknown and its remoteness in the inhospitable jungle discouraged further investigation. What few archaeologists managed their way there claim it to be either a temple or some type of religious site dedicated to a long-forgotten god from the Thurian Age, tens of thousands of years before our time. Ignored and left to the jungle, the complex was thought to be only visited by occasional hunters, loggers, or even looters. Now, dreadful rumors are swirling, fearful stories being told, and spine-tingling tales whispered along the byways of that jungle. An interested party needs someone to investigate and discover the truth behind the stories of great evils, deities from the dawn of time, cults, sacrifices, murder, kidnappings, and of that phrase whispered only in the ear, Blood Imperator. Only the bravest, strongest, and those with staggering willpower can manage the ravenous appetite of primordial hatreds and chthonian gluttony. And this is what it will take as someone must stand between the world as we know it and a crimson tide of bloodshed, chaos, and destruction that will be unleashed by the Rise of the Red God. This product is suitable for characters from levels four to sixth.EditIncludes 1 item
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×1Rise of the Red God PRINT
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Rise of the Red God - PDF
$615 purchasedLost for ages, deep in a misty green jungle lie an ancient decrepit, crumbling, edifice… Stumbled upon only recently, its rediscovery swept through academia only to be shortly forgotten. Its purpose and people unknown and its remoteness in the inhospitable jungle discouraged further investigation. What few archaeologists managed their way there claim it to be either a temple or some type of religious site dedicated to a long-forgotten god from the Thurian Age, tens of thousands of years before our time. Ignored and left to the jungle, the complex was thought to be only visited by occasional hunters, loggers, or even looters. Now, dreadful rumors are swirling, fearful stories being told, and spine-tingling tales whispered along the byways of that jungle. An interested party needs someone to investigate and discover the truth behind the stories of great evils, deities from the dawn of time, cults, sacrifices, murder, kidnappings, and of that phrase whispered only in the ear, Blood Imperator. Only the bravest, strongest, and those with staggering willpower can manage the ravenous appetite of primordial hatreds and chthonian gluttony. And this is what it will take as someone must stand between the world as we know it and a crimson tide of bloodshed, chaos, and destruction that will be unleashed by the Rise of the Red God. This product is suitable for characters from levels four to sixth.EditIncludes 1 item
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×1Rise of the Red God PDF
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Rings of the Red God - Print
$1022 purchasedOrnduhl, the Red God, a deity who had been lost to the annals of history has returned and more dangerous than ever with the unveiling of the mighty and terrible Rings of Brass… Rings of the Red God is a sequel to Rise of the Red God with three adventures and source material describing the Rings of Brass on Earth and the terrible power these portals through time and space represent. The adventures herein see our heroes battling to control or destroy these rings, while visiting alien worlds and uncovering conspiracies that could affect all of reality! In Oracles of Destiny, the heroes are in a race with a wicked sorcerer to recover an ancient treasure, The Sibylline Books. Should this magus get the books first, the world may very well be plummeted into an age of darkness and chaos like never before. In Island of the Lost, a plane goes down, vanishing off radar in the South Pacific. When snippets of a distress call are heard from an empty stretch of ocean, our heroes are called in to find the survivors from a heretofore uncharted island. What they discover is that it will take more than a simple life raft to battle cannibalistic savages, gigantic apes and prehistoric monsters, as an erupting super volcano threatens to consume the island. In Planet of Darkness, while battling a criminal cult, the heroes find themselves suddenly transported to another world of super science, barbarism, and Nazism. They must race against time to stop the Nazis from getting hold of advanced weapons technology while finding a way home themselves. This product is suitable for characters of any levels, customized by the Chronicle Keeper.EditIncludes 1 item
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Rings of the Red God - PDF
$613 purchasedOrnduhl, the Red God, a deity who had been lost to the annals of history has returned and more dangerous than ever with the unveiling of the mighty and terrible Rings of Brass… Rings of the Red God is a sequel to Rise of the Red God with three adventures and source material describing the Rings of Brass on Earth and the terrible power these portals through time and space represent. The adventures herein see our heroes battling to control or destroy these rings, while visiting alien worlds and uncovering conspiracies that could affect all of reality! In Oracles of Destiny, the heroes are in a race with a wicked sorcerer to recover an ancient treasure, The Sibylline Books. Should this magus get the books first, the world may very well be plummeted into an age of darkness and chaos like never before. In Island of the Lost, a plane goes down, vanishing off radar in the South Pacific. When snippets of a distress call are heard from an empty stretch of ocean, our heroes are called in to find the survivors from a heretofore uncharted island. What they discover is that it will take more than a simple life raft to battle cannibalistic savages, gigantic apes and prehistoric monsters, as an erupting super volcano threatens to consume the island. In Planet of Darkness, while battling a criminal cult, the heroes find themselves suddenly transported to another world of super science, barbarism, and Nazism. They must race against time to stop the Nazis from getting hold of advanced weapons technology while finding a way home themselves. This product is suitable for characters of any levels, customized by the Chronicle Keeper.EditIncludes 1 item
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×1Rings of the Red God PDF
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Shadows of the Red God - Print
$1020 purchasedA Shadow Rises from the Distant Past… During an extravagant gala in New York City attended by luminaries of the metropolis, all was going as planned. But whose plan? Mysterious forces are unleashed during the ceremony creating undead horrors that terrorize everyone in attendance. Shadows of the Red God presents three adventures that take the player characters on a world-spanning adventure against a dark cult, lost for millions of years, and stunningly tied to another world, a world once known as Aihrde. An unusual request to track down a missing scholar takes the heroes from the Louisiana Bayou to long abandoned ruins in the deserts of Saudi Arabia crossing paths with Voodoo Queens and Nazi cultists along the way. After becoming entangled in an Allied spy operation, the characters discover a plot to unearth horrific technologies from the dawn of time and plans for an invasion of some alien species. When their enemy escapes under mysterious circumstances, the heroes uncover a scheme to summon a strange deity from another world, another dimension, from the shadows of a distant past. It is a race against time as our heroes dash across the world, tracking a would-be prophet of the dark being known only as The Red God. This product is suitable for beginning characters, advancing heroes from levels one to 5th through a trilogy of adventures.EditIncludes 1 item
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×1Shadows of the Red God PRINT
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Shadows of the Red God - PDF
$613 purchasedA Shadow Rises from the Distant Past… During an extravagant gala in New York City attended by luminaries of the metropolis, all was going as planned. But whose plan? Mysterious forces are unleashed during the ceremony creating undead horrors that terrorize everyone in attendance. Shadows of the Red God presents three adventures that take the player characters on a world-spanning adventure against a dark cult, lost for millions of years, and stunningly tied to another world, a world once known as Aihrde. An unusual request to track down a missing scholar takes the heroes from the Louisiana Bayou to long abandoned ruins in the deserts of Saudi Arabia crossing paths with Voodoo Queens and Nazi cultists along the way. After becoming entangled in an Allied spy operation, the characters discover a plot to unearth horrific technologies from the dawn of time and plans for an invasion of some alien species. When their enemy escapes under mysterious circumstances, the heroes uncover a scheme to summon a strange deity from another world, another dimension, from the shadows of a distant past. It is a race against time as our heroes dash across the world, tracking a would-be prophet of the dark being known only as The Red God. This product is suitable for beginning characters, advancing heroes from levels one to 5th through a trilogy of adventures.EditIncludes 1 item
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×1Shadows of the Red God PDF
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The Ruins of Ends Meet - Print
$1020 purchasedAn old town nestled beneath the comforting branches of a fold of dark oaks, elms and locust trees… Few people live here anymore. Gardens that have long since returned to the wild crowd the dirt streets and paths that lead up to houses left empty too long. Birds abound, singing and calling to one another, filling the rustic old town with a joyful sound that belies the decrepit nature and ruins of all her structures. Houses, once white, with tall windows and fences are gray with age and weathered, beaten by time and decay. Somewhere a hound bays mournfully. Its voice is mournful, promising something long forgotten, much like the little town. But it’s here you were supposed to go. Here you were to meet the man in green. This old town that time seems to have forgotten. This product is suitable for characters of any levels, customized by the Chronicle Keeper.EditIncludes 1 item
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×1Ruins of Ends Meet PRINT
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The Ruins of Ends Meet - PDF
$63 purchasedAn old town nestled beneath the comforting branches of a fold of dark oaks, elms and locust trees… Few people live here anymore. Gardens that have long since returned to the wild crowd the dirt streets and paths that lead up to houses left empty too long. Birds abound, singing and calling to one another, filling the rustic old town with a joyful sound that belies the decrepit nature and ruins of all her structures. Houses, once white, with tall windows and fences are gray with age and weathered, beaten by time and decay. Somewhere a hound bays mournfully. Its voice is mournful, promising something long forgotten, much like the little town. But it’s here you were supposed to go. Here you were to meet the man in green. This old town that time seems to have forgotten. This product is suitable for characters of any levels, customized by the Chronicle Keeper.EditIncludes 1 item
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×1Ruins of Ends Meet PDF
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Castles & Crusades Players Handbook - Print
$364 purchasedA Game That is Yours to Command! Castles & Crusades is a fantasy role playing game with countless possibilities. The Players Handbook allows you 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 to with which 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 of the class. (Check out the Adventurers Backpack for even more classes!) The Races: Expand your character with one of seven races. You can choose from seven different races: human, elf, dwarf, halfling, half-elf, gnome, and half-orc. Each unique race includes different mechanics, their 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. (Explore the Adventurers Armory mountain of weapons!) Magic: Magic unleashes a whole new dimension of play at the table top 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 Illusionists’ 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 anything else can be answered in this segment of the Player’s Handbook. 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 as well as how to role play, what you need, expectations and a plethora of examples on how to use the attribute check system. (Don’t miss the Castle Keepers Guide for more optional rules and a mountain of material on how to play!) Combat: Here the book explores the painless to learn combat system. It includes how to begin and run fights, the 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 detailed entries on all manner of enemies and monsters to use in your combats!) Turning Undead: The cleric and paladin both have special abilities when it comes to controlling or destroying the undead. All that is covered here. Hit Points & Damage: Life is precious! This section explains how health works in C&C and gives heavily detailed information on the various ways that damage is encountered. Rewards: How to award treasure and experience points, allowing the characters and the game to advance, literally to the next level. Movement, Spell Resistance, Languages, Vision & Time: All of these sections discuss the various aspects of the game that come into play. Each is dealt with and explained, making deployment at the table fast and easy. Example of Play: The book is wrapped up by an example of play. Learn how to do it from the creators! Spell Reference Table: A handy chart that allows for referencing the spells in this book in a “stat block” form.EditIncludes 1 item
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×1Castles & Crusades Players Handbook PRINT
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Castles & Crusades Players Handbook - PDF
$181 purchasedA Game That is Yours to Command! Castles & Crusades is a fantasy role playing game with countless possibilities. The Players Handbook allows you 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 to with which 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 of the class. (Check out the Adventurers Backpack for even more classes!) The Races: Expand your character with one of seven races. You can choose from seven different races: human, elf, dwarf, halfling, half-elf, gnome, and half-orc. Each unique race includes different mechanics, their 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. (Explore the Adventurers Armory mountain of weapons!) Magic: Magic unleashes a whole new dimension of play at the table top 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 Illusionists’ 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 anything else can be answered in this segment of the Player’s Handbook. 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 as well as how to role play, what you need, expectations and a plethora of examples on how to use the attribute check system. (Don’t miss the Castle Keepers Guide for more optional rules and a mountain of material on how to play!) Combat: Here the book explores the painless to learn combat system. It includes how to begin and run fights, the 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 detailed entries on all manner of enemies and monsters to use in your combats!) Turning Undead: The cleric and paladin both have special abilities when it comes to controlling or destroying the undead. All that is covered here. Hit Points & Damage: Life is precious! This section explains how health works in C&C and gives heavily detailed information on the various ways that damage is encountered. Rewards: How to award treasure and experience points, allowing the characters and the game to advance, literally to the next level. Movement, Spell Resistance, Languages, Vision & Time: All of these sections discuss the various aspects of the game that come into play. Each is dealt with and explained, making deployment at the table fast and easy. Example of Play: The book is wrapped up by an example of play. Learn how to do it from the creators! Spell Reference Table: A handy chart that allows for referencing the spells in this book in a “stat block” form.EditIncludes 1 item
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×1Castles & Crusades Players Handbook PDF
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Castles & Crusades Castle Keepers Guide - Print
$453 purchasedExpand Your Game! 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. It 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. It includes expanding the character, magic and mana, expanding equipment, NPCS, world building, cities, dungeons, air and water adventures, equipment wastage, using land as treasure with titles, going to war, monster ecology, futuristic settings, advancing the game, siege engine expansions, treasure, personal combat rules, skill packages, critical hit tables and dealing with character death! What You Find In The C&C Castle Keepers Guide: 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.EditIncludes 1 item
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×1Castles & Crusades Castle Keepers Guide PRINT
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Castles & Crusades Castle Keepers Guide - PDF
$181 purchasedExpand Your Game! 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. It 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. It includes expanding the character, magic and mana, expanding equipment, NPCS, world building, cities, dungeons, air and water adventures, equipment wastage, using land as treasure with titles, going to war, monster ecology, futuristic settings, advancing the game, siege engine expansions, treasure, personal combat rules, skill packages, critical hit tables and dealing with character death! What You Find In The C&C Castle Keepers Guide: 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.EditIncludes 1 item
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×1Castles & Crusades Castle Keepers Guide PDF
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Castles & Crusades Monsters & Treasure - Print
$454 purchasedBeasts of legend and myth, monsters great and small, these are the minstrel’s fare: dragons, giants, orcs, foul-minded fey, the dreaded hydra, the riddling sphynx, the naga, wyverns, griffons and so very much more. Monsters & Treasure contains over 400 monsters for your Castles & Crusades game. Each entry consists of an in-depth description of the monster, along with its nature, habits, the territories they occupy, their predilections, and all other relevant material. Each entry contains all the statistical information required to run the monster at any game table. Including over mountains of treasure, both magical and mundane, as well as how to roleplay monsters, handling combat with monsters, creating monsters and defining and awarding treasures. Contained within this book is a wealth of information for the Castle Keeper. Along with the monsters and are hundreds of unique treasure items, advice on roleplaying monsters, handling combat with monsters, creating monsters, rules for awarding treasures and creating magic items.EditIncludes 1 item
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×1Castles & Crusades Monsters & Treasure PRINT
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Castles & Crusades Monsters & Treasure - PDF
$182 purchasedBeasts of legend and myth, monsters great and small, these are the minstrel’s fare: dragons, giants, orcs, foul-minded fey, the dreaded hydra, the riddling sphynx, the naga, wyverns, griffons and so very much more. Monsters & Treasure contains over 400 monsters for your Castles & Crusades game. Each entry consists of an in-depth description of the monster, along with its nature, habits, the territories they occupy, their predilections, and all other relevant material. Each entry contains all the statistical information required to run the monster at any game table. Including over mountains of treasure, both magical and mundane, as well as how to roleplay monsters, handling combat with monsters, creating monsters and defining and awarding treasures. Contained within this book is a wealth of information for the Castle Keeper. Along with the monsters and are hundreds of unique treasure items, advice on roleplaying monsters, handling combat with monsters, creating monsters, rules for awarding treasures and creating magic items.EditIncludes 1 item
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×1Castles & Crusades Monsters & Treasure PDF
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Castles & Crusades Codex Infernum - Print
$278 purchasedCreatures of the infernal planes are unadulterated evil. Evil defines them. They are not capable of good or acts of kindness or mercy. They have no conception of sacrifice, courage, joy or any emotion. They do not feel humiliation or understand it. If made to crawl in the mud and play the part of a cowed beast, they do so. They have no ability to feel for others, no empathy for the plight of sorrow. They are wretched creatures, pathetic in their self-absorbing madness of being. They are evil, pure and simple. But evil carries many faces, and demons and devils are as different as night and day. Evil defines them all, but the nature of that evil sets them apart. This is the Codex Infernum, a catalog of hundreds of demons and devils. Within these pages you’ll find everything you need to know about arch, greater, lesser and minor devils. With that comes all you’ll need to know about the demon lords, and the major, lesser and minor demons. Hundreds of entries, each depicted in glorious color. The Infernal Planes await the chorus of evil. It has arrived.EditIncludes 1 item
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×1Castles & Crusades Codex Infernum PRINT
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Castles & Crusades Codex Infernum - PDF
$186 purchasedCreatures of the infernal planes are unadulterated evil. Evil defines them. They are not capable of good or acts of kindness or mercy. They have no conception of sacrifice, courage, joy or any emotion. They do not feel humiliation or understand it. If made to crawl in the mud and play the part of a cowed beast, they do so. They have no ability to feel for others, no empathy for the plight of sorrow. They are wretched creatures, pathetic in their self-absorbing madness of being. They are evil, pure and simple. But evil carries many faces, and demons and devils are as different as night and day. Evil defines them all, but the nature of that evil sets them apart. This is the Codex Infernum, a catalog of hundreds of demons and devils. Within these pages you’ll find everything you need to know about arch, greater, lesser and minor devils. With that comes all you’ll need to know about the demon lords, and the major, lesser and minor demons. Hundreds of entries, each depicted in glorious color. The Infernal Planes await the chorus of evil. It has arrived.EditIncludes 1 item
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×1Castles & Crusades Codex Infernum PDF
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Castles & Crusades Codex Exaltum - Print
$279 purchasedUpon wind-swept battlefields they seek the glory of the gods. With weapons of steel, fire, and ice, stout shields, and sorcery, they drive ever onward, seeking the grandeur of conflict with creatures of terrible wrath or beasts of legend. In all hours of every day, they gird themselves for war and struggle, to drive those evil beings of foul intent to doom and oblivion. But before glory can be obtained, before the gods can be exalted, they must face and overcome those that would oppose them: demons, devils, and all the forces of darkness. The great hosts of the celestials are as numerous as the stars in the sky. Some are violent warriors, while others are wondrous and wise, some are helpful but many are horrific and baleful to the unwary or undeserving. But they are all creatures defined by their servitude and their dedication to being agents of cosmic balance, far beyond the ken of the noble adventurer. This is the Codex Exaltum, a catalog of scores of celestial creatures. Within these pages you’ll find everything you need to know about angels, divine mounts, the Knight’s Stag, River Boon and so much more. Scores of entries, each depicted in glorious color. Further, Codex Exaltum touches on true names, exorcism, possession and more. The Choirs of good have arrived.EditIncludes 1 item
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×1Castles & Crusades Codex Exaltum PRINT
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Castles & Crusades Codex Exaltum - PDF
$186 purchasedUpon wind-swept battlefields they seek the glory of the gods. With weapons of steel, fire, and ice, stout shields, and sorcery, they drive ever onward, seeking the grandeur of conflict with creatures of terrible wrath or beasts of legend. In all hours of every day, they gird themselves for war and struggle, to drive those evil beings of foul intent to doom and oblivion. But before glory can be obtained, before the gods can be exalted, they must face and overcome those that would oppose them: demons, devils, and all the forces of darkness. The great hosts of the celestials are as numerous as the stars in the sky. Some are violent warriors, while others are wondrous and wise, some are helpful but many are horrific and baleful to the unwary or undeserving. But they are all creatures defined by their servitude and their dedication to being agents of cosmic balance, far beyond the ken of the noble adventurer. This is the Codex Exaltum, a catalog of scores of celestial creatures. Within these pages you’ll find everything you need to know about angels, divine mounts, the Knight’s Stag, River Boon and so much more. Scores of entries, each depicted in glorious color. Further, Codex Exaltum touches on true names, exorcism, possession and more. The Choirs of good have arrived.EditIncludes 1 item
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×1Castles & Crusades Codex Exaltum PDF
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Book of Powers - Print
$1411 purchasedIncludes 1 item
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×1Book of Powers PRINT
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Book of Powers - PDF
$616 purchasedIncludes 1 item
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×1Book of Powers PDF
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Chronicle Keepers Screen - Print
$220 purchasedThe Chronicle Keepers Screen contains a host of vital information for running a game of Amazing Adventures. Made from durable, laminated, board, this four screen accordion style screen is a game saver for the beleaguered CK to keep their notes, monsters, miniatures, and dice well hidden from prying eyes and essential information for running the game at a mere glance. From the CK’s side the screen contains a wide range of useful material, allowing the CK quick reference for a wide variety of circumstances including the following and so much more. Combat Resolution Saving Throws Attribute modifiers Poison Disease Combat Maneuvers Vehicle Rules Archaic Weapons Fate Points Weapon Damage Spell Craft From the Player’s side the screens sport the Jason Walton amazing covers that reside on the Amazing Adventures Players Handbook and Amazing Adventures Chronicle Keepers Guide. This single screen is light, durable, and printed here in the United States of America.EditIncludes 1 item
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×1Chronicle Keepers Screen PRINT
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Chronicle Keepers Screen - PDF
$61 purchasedThe Chronicle Keepers Screen contains a host of vital information for running a game of Amazing Adventures. Made from durable, laminated, board, this four screen accordion style screen is a game saver for the beleaguered CK to keep their notes, monsters, miniatures, and dice well hidden from prying eyes and essential information for running the game at a mere glance. From the CK’s side the screen contains a wide range of useful material, allowing the CK quick reference for a wide variety of circumstances including the following and so much more. Combat Resolution Saving Throws Attribute modifiers Poison Disease Combat Maneuvers Vehicle Rules Archaic Weapons Fate Points Weapon Damage Spell Craft From the Player’s side the screens sport the Jason Walton amazing covers that reside on the Amazing Adventures Players Handbook and Amazing Adventures Chronicle Keepers Guide. This single screen is light, durable, and printed here in the United States of America.EditIncludes 1 item
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×1Chronicle Keepers Screen PDF
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