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Jonathan Reed
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Crypts And Things Pdf 32 aufhebungsvertrag th: A Review and Analysis


Crypts and Things: A Swords and Sorcery Roleplaying Game




Do you love stories of brave heroes fighting against evil tyrants and foul demons in a world full of mystery and danger? Do you enjoy games that are simple to learn but rich in flavor and options? Do you want to experience the thrill of exploring ancient ruins, dark dungeons, and haunted lands? If you answered yes to any of these questions, then Crypts and Things is the game for you.




Crypts And Things Pdf 32 aufhebungsvertrag th


Download File: https://www.google.com/url?q=https%3A%2F%2Ftinourl.com%2F2ubVv0&sa=D&sntz=1&usg=AOvVaw2rYhkhXt3ox-GlqtrNenRA



Crypts and Things (C&T) is a roleplaying game based on the classic Swords and Wizardry system, but with a twist. It is inspired by the works of Robert E. Howard, Clark Ashton Smith, Fritz Leiber, Michael Moorcock, and other masters of sword and sorcery fiction. It is set in Zarth, a dying world where dark forces are at work. It is a game where magic is dangerous and corrupting, where sanity is fragile and easily lost, where death lurks around every corner.


In this article, I will give you an overview of what Crypts and Things is all about, how to create your own character, how to play the game, what kind of adventures you can expect, and where to find more information. I will also provide you with three sample adventure modules that you can use to start your own campaign. By the end of this article, you will have everything you need to dive into the world of Crypts and Things.


Creating a Character




The first step to play Crypts and Things is to create your own character. Your character is your alter-ego in the game world, your representative in the stories that you will create with your friends. Your character has four main attributes: Strength, Dexterity, Constitution, and Charisma. These attributes represent your physical and social abilities. You generate them by rolling four six-sided dice (4d6) and adding them together. You can assign them as you wish to your attributes.


Next, you choose your character's class. Your class determines your role in the game, your skills, your abilities, and your limitations. There are four classes in Crypts and Things: Barbarian, Fighter, Sorcerer, and Thief. Each class has its own advantages and disadvantages, and its own flavor and style. Here is a brief description of each class:


  • Barbarian: You are a savage warrior from the wild lands, a master of sword and axe. You are strong, brave, and fierce, but also impulsive, reckless, and uncivilized. You have a special ability called Berserk, which allows you to fight with extra ferocity at the cost of your sanity.



  • Fighter: You are a skilled combatant, a veteran of many battles. You are proficient with all kinds of weapons and armor, and you know how to survive in any situation. You have a special ability called Combat Sense, which allows you to act faster and more accurately in combat.



  • Sorcerer: You are a wielder of arcane power, a student of the occult. You can cast spells that manipulate reality, but at a price. Magic is dangerous and corrupting in Zarth, and every time you use it, you risk losing your sanity and your soul. You have a special ability called Spell Casting, which allows you to cast spells from a list of 50 spells divided into five levels.



  • Thief: You are a cunning rogue, a master of stealth and trickery. You can sneak, pick locks, disarm traps, climb walls, and backstab your enemies. You have a special ability called Thievery, which allows you to perform these feats with ease.



After choosing your class, you also choose your character's life events. These are random events that happened in your character's past that shaped their personality and destiny. They can be positive or negative, and they can give you bonuses or penalties to your attributes, skills, or abilities. They also provide you with hooks for your character's background and motivation. There are 20 life events for each class, and you roll 1d20 to determine yours.


Finally, you choose your character's spells if you are a sorcerer, or your character's equipment if you are not. Spells are divided into five levels, from 1 to 5, and each level has 10 spells to choose from. You start with three spells of level 1, two spells of level 2, and one spell of level 3. You can learn more spells as you gain experience in the game. Equipment includes weapons, armor, tools, and other items that you can use in your adventures. You start with a fixed amount of gold pieces (gp) depending on your class, and you can buy equipment from a list of common items.


How to Play




Once you have created your character, you are ready to play Crypts and Things. The game is played by a group of people who sit around a table (or online) and tell stories together. One person is the Game Master (GM), who acts as the narrator, the referee, and the controller of the game world. The other people are the Players, who control their own characters and decide what they do in the game world.


The game is divided into sessions, which are usually two to four hours long. Each session consists of a series of scenes, which are situations where the characters interact with the game world and each other. The GM describes the scene to the Players, who then tell the GM what their characters do or say in response. The GM then tells them what happens as a result of their actions or words.


the action fails. Sometimes, the result of the dice roll can also affect the degree of success or failure, such as causing extra damage or triggering a special effect.


One of the most common situations where dice are rolled is combat. Combat is a special type of scene where the characters fight against their enemies, such as monsters, bandits, or rival adventurers. Combat is divided into rounds, which are short segments of time where each character can act once. The order of actions is determined by rolling dice and adding the character's Dexterity attribute (called Initiative). The higher the result, the sooner the character can act. Each character can perform one of the following actions in their turn: attack, cast a spell, move, use an item, or do something else.


To attack an enemy, the character rolls one or more dice (depending on their weapon) and adds their Strength attribute (called Damage). The enemy rolls one or more dice (depending on their armor) and adds their Constitution attribute (called Defense). If the Damage is higher than the Defense, the enemy takes the difference as damage and loses that amount of hit points (hp). Hit points represent the character's health and endurance. If a character's hp reaches zero or below, they are unconscious or dead.


To cast a spell, the character must first spend a number of magic points (mp) equal to the level of the spell. Magic points represent the character's arcane power and mental stability. If a character's mp reaches zero or below, they are exhausted or insane. Then, the character rolls one or more dice (depending on the spell) and adds their Charisma attribute (called Spell Power). The GM sets a difficulty level for the spell (called Spell Resistance), which is usually between 3 and 18. If the Spell Power is equal to or higher than the Spell Resistance, the spell succeeds; if it is lower than the Spell Resistance, the spell fails. Some spells have additional effects or conditions that are described in their descriptions.


Another important aspect of Crypts and Things is sanity and corruption. Sanity represents the character's mental health and resistance to horror. Corruption represents the character's moral integrity and purity of soul. Both sanity and corruption are measured by points that range from 0 to 100. The higher the points, the better; the lower the points, the worse. Sanity and corruption can be affected by various factors in the game, such as witnessing terrifying events, using dark magic, performing evil deeds, or being exposed to unnatural forces. Losing sanity or corruption can have negative consequences for the character, such as developing phobias, compulsions, mutations, or curses.


The Continent of Terror




The setting of Crypts and Things is Zarth, a continent that was once a paradise but is now a dying world. Zarth is a place where ancient civilizations have fallen into ruin, where dark gods and demons plot to destroy everything, where magic is a curse rather than a blessing, where life is cheap and brutal. Zarth is a place where only the strong, the cunning, and the lucky can survive.


Zarth is divided into several regions, each with its own history, culture, and challenges. Some of these regions are:


  • The Northern Wastes: A frozen land of ice and snow, where barbarian tribes fight for survival against frost giants, white dragons, and other horrors.



  • The Western Lands: A fertile land of hills and forests, where civilized kingdoms struggle to maintain order and prosperity against invaders, rebels, and bandits.



  • The Central Plains: A vast land of grasslands and steppes, where nomadic clans roam freely and raid each other for cattle and slaves.



  • The Eastern Empire: A decadent land of cities and temples, where an ancient empire rules with an iron fist over a population of slaves and cultists.



  • The Southern Jungles: A wild land of swamps and rainforests, where savage tribes worship strange gods and practice dark rituals.



  • The Islands of Terror: A scattered land of islands and archipelagos, where pirates, smugglers, and explorers seek fortune and adventure among hidden treasures and ancient secrets.



Zarth is also full of mysteries and secrets that await discovery by brave adventurers. Some of these secrets are:


  • The Greater Others: The ancient and powerful beings that created Zarth and its inhabitants, but also corrupted and doomed it. They are the source of all magic and all evil in the world. They are worshipped by cults and feared by everyone else.



  • The Works of the Greater Others: The monuments, artifacts, and creatures that the Greater Others left behind in Zarth. They are often hidden in crypts, tombs, temples, or dungeons. They are sought after by adventurers for their power and value, but also guarded by traps, curses, and guardians.



  • The Abyss: The dark dimension that lies beyond Zarth, where the Greater Others dwell. It is a place of chaos, madness, and horror. It is sometimes accessed by portals, spells, or rituals. It is the ultimate destination of all magic and all evil in the world.



What the Elder Told Me




Before you start your adventures in Zarth, you may want to know some of the legends and rumors that circulate among its people. These stories may or may not be true, but they can give you some hints about what to expect and what to avoid in your travels. Here are some examples of what the elder told me:


  • The Black Pyramid: In the heart of the Eastern Empire, there is a colossal black pyramid that rises above the city of Zalazar. It is said that it is the seat of power of the Emperor, who is actually a puppet of a Greater Other called Zalazoth. It is said that inside the pyramid, there are countless chambers full of treasures, secrets, and horrors.



  • The City of Brass: In the middle of the Central Plains, there is a hidden valley where a magnificent city of brass stands. It is said that it was built by a race of genies who came from another world. It is said that they still live there, guarding their city from intruders and trading with outsiders.



  • The Eye of the Serpent: In the depths of the Southern Jungles, there is a huge lake that is shaped like an eye. It is said that it is the eye of a Greater Other called Ssythra, who sleeps under the lake. It is said that once every thousand years, Ssythra wakes up and unleashes a flood that destroys everything in its path.



  • The Fortress of Skulls: On the edge of the Northern Wastes, there is a massive fortress made of skulls. It is said that it was built by a warlord who conquered and killed millions of people. It is said that he still lives there, immortal and insane, waiting for someone to challenge him.



  • The Isle of Dread: In the farthest reaches of the Islands of Terror, there is an island that is shrouded in mist and storms. It is said that it is the home of a Greater Other called Dagon, who rules over a horde of fish-men and sea monsters. It is said that anyone who approaches the island never returns.



Secrets of the Continent of Terror




If you want to know more about Zarth and its regions, you will need to explore them yourself and uncover their secrets. Each region has its own history, culture, and challenges that you will encounter in your adventures. Here are some details about each region:


The Northern Wastes




The Northern Wastes are a frozen land of ice and snow, where life is harsh and unforgiving. The people who live here are mostly barbarians who belong to different tribes. They are fierce warriors who value strength, courage, and honor. They worship the spirits of nature and their ancestors, and they fear the dark gods and demons that lurk in the shadows.


The Northern Wastes are also home to many dangers and enemies that threaten the barbarians and anyone who ventures into their lands. Some of these dangers are:


  • Frost Giants: These are huge humanoids who stand over 20 feet tall and have blue skin and white hair. They are cruel and greedy raiders who attack villages and caravans for food and loot. They live in caves or fortresses in the mountains or glaciers.



  • White Dragons: These are fearsome beasts that resemble giant lizards with wings and scales. They have white scales that blend with the snow, and they breathe blasts of cold air that can freeze anything in their path. They live in lairs under the ice or on high peaks.



worms, and more. Some of them are natural predators, some of them are twisted by dark magic, and some of them are servants of the Greater Others.


The Western Lands




The Western Lands are a fertile land of hills and forests, where civilization flourishes and culture thrives. The people who live here are mostly humans who belong to different kingdoms. They are noble and civilized people who value law, order, and prosperity. They worship the gods of light and justice, and they fight against the forces of darkness and chaos.


The Western Lands are also faced with many challenges and threats that endanger their peace and stability. Some of these challenges are:


  • Invaders: These are foreign enemies who seek to conquer or plunder the Western Lands for their resources or glory. They include the barbarians from the Northern Wastes, the nomads from the Central Plains, the pirates from the Islands of Terror, and the cultists from the Eastern Empire.



  • Rebels: These are internal enemies who seek to overthrow or undermine the established order of the Western Lands for their own agendas or ideals. They include bandits, outlaws, revolutionaries, heretics, and traitors.



  • Bandits: These are common enemies who prey on travelers and merchants for their wealth or goods. They include robbers, thieves, smugglers, and kidnappers.



The Central Plains




The Central Plains are a vast land of grasslands and steppes, where freedom and adventure reign. The people who live here are mostly nomads who belong to different clans. They are proud and independent people who value mobility, loyalty, and hospitality. They worship the spirits of the sky and the earth, and they respect the balance of nature and fate.


The Central Plains are also full of opportunities and dangers that attract adventurers and explorers. Some of these opportunities are:


  • Cattle: These are the main source of wealth and status for the nomads. They include horses, sheep, goats, camels, and yaks. They are used for transportation, food, clothing, trade, and tribute. They are also the main cause of conflict among the clans, who often raid each other for cattle and slaves.



  • Slaves: These are the main source of labor and entertainment for the nomads. They include prisoners of war, captives of raids, debtors of gambling, orphans of famine, and volunteers of desperation. They are used for work, service, sport, sacrifice, and pleasure. They are also a valuable commodity that can be sold or exchanged for other goods.



and wonders. They are also guarded by monsters, guardians, curses, and rivals.


The Eastern Empire




The Eastern Empire is a decadent land of cities and temples, where tyranny and corruption rule. The people who live here are mostly slaves who belong to different castes. They are oppressed and exploited people who have no rights, no freedom, and no hope. They worship the Emperor, who is actually a puppet of a Greater Other called Zalazoth. They live in fear of the dark gods and demons that control their lives.


The Eastern Empire is also a place of secrets and intrigues that tempt rebels and spies. Some of these secrets are:


  • The Black Pyramid: This is the seat of power of the Emperor, who is actually a puppet of Zalazoth. It is a colossal black pyramid that rises above the city of Zalazar. It is said that inside the pyramid, there are countless chambers full of treasures, secrets, and horrors.



  • The Cults: These are the organizations that serve the dark gods and demons that rule the Eastern Empire. They include priests, sorcerers, assassins, and fanatics. They perform dark rituals, sacrifice victims, spread lies, and plot schemes.



  • The Resistance: These are the groups that oppose the tyranny and corruption of the Eastern Empire. They include rebels, spies, heroes, and martyrs. They fight for freedom, justice, truth, and hope.



The Southern Jungles




The Southern Jungles are a wild land of swamps and rainforests, where nature and magic are strong and unpredictable. The people who live here are mostly savages who belong to different tribes. They are primitive and superstitious people who have little contact with civilization. They worship strange gods and practice dark rituals. They live in harmony with nature and its creatures.


The Southern Jungles are also a place of wonders and dangers that fascinate explorers and adventurers. Some of these wonders are:


  • The Eye of the Serpent: This is a huge lake that is shaped like an eye. It is the eye of a Greater Other called Ssythra, who sleeps under the lake. It is said that once every thousand years, Ssythra wakes up and unleashes a flood that destroys everything in its path.



  • The City of Gold: This is a legendary city that is said to be made of pure gold. It is said that it was built by an ancient civilization that vanished long ago. It is said that it contains untold riches and secrets.



  • The Lost World: This is a hidden valley where dinosaurs and other prehistoric creatures still exist. It is said that it is a remnant of a time before the Greater Others came to Zarth. It is said that it is a place of wonder and peril.



The Islands of Terror




The Islands of Terror are a scattered land of islands and archipelagos, where pirates, smugglers, and explorers seek fortune and adventure among hidden treasures and ancient secrets. The people who live here are mostly outcasts who belong to different crews. They are adventurous and daring people who value freedom, loyalty, and fun. They worship the sea and its mysteries, and they defy the law and its enforcers.


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