Castles & Crusades Player Reference – World of Greyhawk Edition
Introduction: Why This Chart Exists

In the chaotic whirl of battle—whether amidst the haunted glades of the Gnarley Forest, deep in the dungeons beneath the Temple of Elemental Evil, or while defending the borders of the Viscounty of Verbobonc—combat is more than mere swordplay and hit rolls. Fighters, rangers, borderers, and war-priests wield not just steel, but tactics.
Yet, in the rules of Castles & Crusades, formalized conditions and special combat maneuvers are largely left to GM adjudication. This reference chart was created to bridge that gap—drawing inspiration from D&D 5e mechanics while rooted firmly in the SIEGE Engine spirit. It equips players and GMs alike with quick, consistent rulings for the most common effects in martial and magical conflict.
Use this chart to enhance drama, encourage tactical creativity, and deepen immersion in your campaign. Whether your fighter seeks to bash a cultist with their shield, or a rogue wants to leap-kick a bandit from a rooftop, the rules now ride beside you.
“True mastery of battle lies not in the blade... but in knowing when not to swing it.”
– Sir Garn Velmor, Knight-Baronet of the Gnarley Watch
Combat Conditions
Condition | Effects |
---|---|
Blinded | -5 AC; -10 on attack rolls; lose Dex bonus to AC; move at half speed; –4 to Str/Dex checks; no sight |
Bleeding | HP loss per round (CK discretion) until treated |
Confused | Acts randomly each round (may babble, attack nearest creature, flee, etc.) |
Cowering | No actions, -2 AC, lose Dex bonus to AC |
Dazed | Can take no actions; suffers –2 AC |
Deafened | Can’t hear; may be surprised; limited communication |
Defenseless | -10 AC, helpless, +4 melee to-hit; eligible for coup de grâce |
Entangled | Move at half speed; cannot run or charge; –2 on attack rolls; –4 Dex (affects AC considered partially restrained |
Exhausted | -6 Str & Dex, half speed; becomes Fatigued after 1 hour rest |
Fatigued | -2 Str & Dex, no charge/run |
Frightened | Must flee; -2 to attack rolls, saving throws, ability checks, and skill checks |
Grappled | -4 to-hit, -10 AC, considered prone/helpless |
Incorporeal | Immune to nonmagical attacks; only harmed by magic, +1 weapons, or spells |
Invisible | +10 AC, ignores enemy Dex bonus to AC, +2 to-hit |
Paralyzed | -10 AC, helpless, no actions |
Prone | -2 melee to-hit, -5 AC melee, +4 AC vs. ranged; must spend movement to stand |
Sickened | -2 to attack, damage, saves, skills, and ability checks |
Sleeping | -10 AC, wakes on damage, begins prone |
Slowed | Half movement, fewer actions (DM rules) |
Stunned | Drops held items, -2 AC, loses Dex bonus to AC, no actions (1d2 rounds) |
Unconscious | -10 AC, helpless |
Combat Maneuvers
Maneuver | Effect |
---|---|
Bullrush w/ Shield | Combine Shield Blow + Charge + Overbearing; damage + prone + stun |
Charging | Declare before initiative. Move to engage. On hit: +2 damage, –4 AC for the entire round. |
Close Supporting Fire | When firing into melee: roll of 2–4 hits an ally. Roll again vs ally’s AC; if successful, apply normal damage. |
Disarm | Roll to-hit vs AC 18 + target’s level + Dex mod. On hit, disarm target. |
Dodge | Announce before round; no action that round. +2 AC vs up to 3 attackers you’re facing and aware of. |
Evade | Announce before round; no action that round. +4 AC vs one opponent in melee. |
Flank / Rear / Above | +1 / +2 / +1 to-hit respectively |
Kick / Vault Kick | Move 10'; knock prone (vaulting adds damage) |
Offensive Focus | Announce before round. +3 to-hit, but –6 AC that round. |
Push | -2 to-hit, Str check or move foe 1d10 ft |
Parry / Dodge / Evade | Parry: +4 AC, no attack; Dodge: +2 AC all foes; Evade: +4 AC vs one target |
Reach Weapons | Auto-initiative on first round when closing combat |
Receiving Charge | Brace spear or polearm. On hit vs charging foe: double damage. |
Shield Blow | -6 to-hit, 1d2 damage, Con Save or Stunned (1d2 rounds) |
Shield Protect | No attack; grant ally shield & Dex bonus to AC |
Shield Wall | 4+ allies interlock shields: +4 AC each, +2 on Strength checks vs pushes, etc. |
Terrifying Blow | On natural 20, attacker may force morale check (CK discretion). |
Trip Attack | Attack vs AC 18 + target’s Dex mod + level. On success, target is knocked Prone. |
Two-Weapon Fighting | Main: -3 to-hit; Offhand: -6; adjust by Dex; Str adds to damage only. |
Vault Kick | Use a polearm or staff to leap and kick: knock Prone, deal damage (CK discretion). |
Suggested Saving Throws (C&C Style)
Condition | Save Type (Guideline) |
---|---|
Stun, Daze | Constitution |
Fear, Confusion | Wisdom |
Fatigue/Exhaustion | Constitution |
Entangled/Trip | Strength or Dexterity |
Sleep/Unconscious | Constitution (magical sleep) |

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