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Death of Chivalry Spreads

The document titled 'Death of Chivalry' narrates the aftermath of King Arthur's death and the chaos that ensues in the continent, with Saxons and Fae vying for power. It depicts the decline of Camelot and the Knights of the Round Table, highlighting the struggles of the remaining Britons and their attempts to restore chivalry amidst treachery and conflict. The narrative sets the stage for a world where heroic deeds and sacrifices will determine the fate of the land, as various factions navigate the power vacuum left by Arthur's demise.

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0% found this document useful (0 votes)
58 views34 pages

Death of Chivalry Spreads

The document titled 'Death of Chivalry' narrates the aftermath of King Arthur's death and the chaos that ensues in the continent, with Saxons and Fae vying for power. It depicts the decline of Camelot and the Knights of the Round Table, highlighting the struggles of the remaining Britons and their attempts to restore chivalry amidst treachery and conflict. The narrative sets the stage for a world where heroic deeds and sacrifices will determine the fate of the land, as various factions navigate the power vacuum left by Arthur's demise.

Uploaded by

fernadps42
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

DEATH OF CHIVALRY

1
DEATH OF CHIVALRY
Book By A.R. Knight
King Arthur is dead; mortally wounded by his own bastard
child Mordred who also perished of his wounds at Arthur’s
hands. With heroes from both sides dead; the continent is in a Art By:
state of uncertainty and chaos. Saxons push forward into
Logres, Camelot falls to the treacherous King Mark, the [Link]
Knights of the Round Table are but a distant memory; ghosts
of a time that once was and is no longer. Dead People
It is a time of fear, but also of opportunity; of heroes and The Public Domain
villains; a time where the fate of the continent will be decided
by Chivalry and Devilry. Will the Britons hold their lands
against Saxon and Fae invaders, or will the Fae reclaim the
land and return it to the beauty of nature?

Some will die and some will live, shaping the continent
through heroic deeds and sacrifices.

Death of Chivalry is an independent produc�on by A.R. Knight and is not affiliated


with Ockult Örtmästare Games or Stockholm Kartell. It is published under the
MÖRK BORG Third Party License.

MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.


ARTHUR’S BRITONS

ANGLO-SAXON
FAE LANDS

THE REMAINING KINGDOMS GOVERN


THEMSELVES AWAY FROM THE WAR
LOTHIAN
BETWEEN ARTHUR’S LANDS AND THE
JOYOUS GARD ANGLO-SAXONS. SOME AID ARTHUR’S
MERLIN’S PRISON
LL
BRITONS; OTHERS HAVE MADE UNEASY
’S WA
HAD RIAN ALLIANCES WITH THE SAXONS, HOPING TO
REMAIN NEUTRAL.

CUMBERLAND THE LOTHIAN KINGDOM WELCOMES


WARRIORS FROM ALL OVER THE CONTINENT,
DESPERATE TO FIGHT BACK THE FAE THAT
ARE RAVAGING THEIR LANDS BEFORE THEY
CAN REACH HADRIAN’S WALL.
R EST
N’S
OL O
ACC
A
NG

CYMRU LOGRES
LI
A

THORNBUSH

T
KEN RBURY
CAMELOT
LE
AST
GEL C TE
TA CAN
TIN
LL
NWA
COR
AFTERMATH OF CAMLANN
Mordred’s Pagan allies remain, figh�ng amongst themselves for leadership. The Saxons Lancelot retreats in disgrace to his castle, alone and
press North led by Mordred’s sons, the sha�ered Britons unable to repel their invasion. despondent. Sir Bors follows with the remaining
knights, hoping to one day restore chivalry and honor
Fae see the fall of Camelot as a means to retake the natural world. Hadrian’s Wall begins to to a land that has forgo�en it.
crumble under their constant a�acks, releasing Fae Creatures into Briton
Camelot burns. King Mark “The Betrayer King” of
Cornwall seizes the opportunity to destroy the city
brick by brick

Art
Fae and Pagan Av hur ’s
alo
mourn the fallen n. broke
Ma
Mordred. His ny n bod
pra y
body is taken in y f is b
or r
his ough
secret by a coven ret t to
urn
of Saxon Witches on
ed
ay.

And so fell Mordred, Son of Arthur; King of the Pagans, And so fell Arthur, Son of Uther; King of the Britons,
Friend to the Fae-Folk Leader of the Knights of the Round Table

6 7
CAMELOT Burned to the ground by the Betrayer King of Cornwall, the
Ruins of Arthur’s Kingdom remain as a solemn reminder of a
nobler �me.

The Kingdom that once was, and never shall It is said one can s�ll hear the fes�ve spirits of the Knights of the
be again. Round Table, feas�ng and boas�ng of their accomplishments.

Others say the site is haunted and that these spirits are in a
state of unrest and confusion brought on by Fae magics.

Few dare to find out which rumor is true…

8 9
CANTERBURY The Saxon seat of power in Kent. Here Mordred was crowned
King, se�ng off the chain of events that would end in the Ba�le
of Camlann. Now, Mordred’s sons Melehan and Melou reign over
the disparate Pagan forces, hoping to once again unify them as
their father did, though many doubt them due to their age and
inexperience, instead forming their own kingdoms under Warrior
Kings such as Earnmmund of Sussex and the Pagan’s own “boy
king” Cynred of Anglia.

1 1
CORNWALL

Home to the “Betrayer King” Mark of Cornwall who hides


from jus�ce in Tintagel Castle. The cruel tyrant rules with an
iron fist, silencing those within his walls who dare doubt the
king’s ac�ons or dare speak of the Britons favorably.

Elsewhere, Sir Constan�ne of Cornwall gathers brave kinsmen


in the kingdom under his own banner in hopes of regrouping
with Lancelot and Sir Bors and declaring himself King of the
Britons as Arthur’s designated heir. Constan�ne is an
honorable man with a chivalric code; yet he does not have the
charisma or tac�cal genius of Arthur.

Cornwall is beset by both the vengeful Britons, as well as the


Saxons from the West who work their way towards its
borders.

1 1
JOYOUS GARD

A relic of happier �mes and nobler men, Lancelot’s castle sits


as a monument to the days of old; much like its ruler.
Lancelot the once proud exemplar knight now haunts the
halls of Joyous Gard like a ghost; disgraced from his affair
with Guinevere and betrayal of Arthur, a broken man
haunted by the voices of friends of old.

Joyous Gard is also home to the remaining forces of Briton,


under the command of the brave Sir Bors who seeks to
restore chivalry and honor to the kingdom and repel the
Saxon invaders. In these dark �mes, Bors is spread thin, and
few remain who would pledge themselves to his service;
seeing the �mes of Arthur as a long-gone dream that the
world has awoken from.

1 1
MERLIN’S PRISON

The eternal tomb of the wizard Merlin,


trapped within a stone unable to escape or
perish. Merlin earned this fate in his lus�ul
pursuit of the Lady of the Lake Nimue.

Merlin’s unwanted advances could only go


so far before being punished; and a�er
many months of warnings, Nimue cast an
unbreakable curse, trapping Merlin
forevermore.

Students flock to Merlin’s Prison, hoping to


hear him in their mind and learn his magics.

1 1
HADRIAN’S WALL
The crumbling remains of a Roman wall built as the last
line of defense against the Fae of the North. With the
death of Arthur and the Fall of Camelot, the wall has
been le� unmanned, and its decaying magic defenses
have allowed a variety of Fae to slip past it into Logres.

The Pagans seek to reach this wall and destroy it,


allowing the Fae to retake the land for nature with their
Pict thralls.

However, many conquest-minded Saxons have grown


ambi�ous and do not seek the return of the Fae when
they could instead build kingdoms in this land for
themselves.

1 1
ACCOLON’S REST

A beautiful mountainside ruin protected from the rest of


Logres by an enchanted forest, only allowing in those the
Ruler of this realm, Morgan Le Fay, sees as worthy of
entering. Here Morgan resides following her return from
Avalon after delivering Arthur’s body to its mythic shores.
By her side is her reanimated skeleton lover Accolon, who
perished years ago at this very spot.

Morgan has grown tired of the Pagan-Briton conflict and


plays both sides to her benefit; often disguised as a wise old
crone or a Pagan Goddess. Both sides have grown to fear
her forest, and take paths around it in order to avoid
incurring the Sorceress’s wrath.

2 2
ABILITIES
COMBAT
EVERY ROUND EQUALS 6 SECONDS, 1 ATTACK/SPELL, 1 MOVE
STRENGTH- MELEE, LIFTING, INTIMIDATION

AGILITY- DEFENSE, RANGED, ACROBATICS, STEALTH

TOUGHNESS- HEALTH, RESIST POISON, SURVIVAL

CHIVALRY- CHIVALRIC MAGIC, PERSUASION, INSIGHT, AID INITIATIVE:


ROLL A D6;
EVENS - ENEMIES GO FIRST,
DEVILRY- DEVILISH MAGIC, DECEPTION, TRICKERY, POISON ODDS- PLAYERS GO FIRST

ABILITIES (3D6 OR CLASS) ATTACKS:

1-4 -3 MELEE: DR12 STRENGTH

5-6 -2 RANGED: DR12 AGILITY

DEFENSE: DR12 AGILITY


7-8 -1

9-12 0 Crit (Natural 20)


13-14 +1 A�ack: x2 Damage, reduce armor by one �er
15-16 +2 Defense: Free countera�ack

17-20 +3
Fumble (Natural 1)

A�ack (d4):

TESTS 1-2 Enemy gets a free countera�ack

D20 PLUS OR MINUS ABILITY/BONUS 3-4 Your weapon breaks/disarmed


VERSUS THE DR OF THE
CHALLENGE. TYPICALLY DR12. Defense: x2 damage, armor reduced one �er
MUST MEET OR EXCEED TO PASS.

2 2
FATE

All mortals fear it, some run from it, but it finds them all the
same. Fate is a gi� bestowed upon mortals by the enigma�c
Ladies of the Lake. One can use their Fate to call upon the Ladies
of the Lake for one miracle:

Deal Max Damage

Reroll a die

Lower damage taken by d6

Neutralize Crit or Fumble

Lower test DR by -4 before rolling

2 2
LE MORTE (DEATH)

DEATH AND BROKEN BODIES

At 0 HP you are Broken, roll a d4:

[Link] unconscious for d4 rounds, awaken with d4 HP.

2. Roll a d6: 1-5 = Broken or severed limb. 6 = Lost eye. Can’t


act for d4 rounds then become ac�ve with d4 HP.

3. Last Stand: death in d2 hours unless treated. Adrenaline


Rush! All tests are DR10 the first hour. DR18 the last hour as
the rush fades.

4. Dead.

At nega�ve hp….well…you’re dead

Res�ng to Avoid Death

-Take a Breather, 5 mins, recover d4 HP

-Sleep for 8 hours, recover d6 HP

-You can’t recover HP if you have an infected


wound and instead lose d4 health per day

2 2
IMPROVEMENT HORSES

Improvement occurs at the GM’s discre�on, usually at the end Being on Horseback grants you -2DR on Defense rolls, and
of a major quest. On improvement, gain a die of hp from your you can move twice in one turn. Horses have 20hp and can
class and one of the following: carry 6 normal-sized items.
A Random Spell

+1 to any Ability Score

An Addi�onal class feature from your class

Gain one addi�onal Fate per day (can only take this
improvement once)

2 2
CHIVALRY DEVILRY
EXAMPLES OF POINTS EXAMPLES OF POINTS

+1 FOR EACH CHIVALRIC SPELL +1 FOR EACH DEVILISH SPELL

+1 FOR SELFLESS ACTS (GIVING, MAKING +1 FOR SELFISH ACTS (STEALING, DECEIT)
PEACE)
+5 FOR SLAYING A SURRENDERING FOE
+5 SPARING A SURRENDERING FOE
+5 FOR PROTECTING NATURE/THE NATURAL
+5 FOR SAVING AN INNOCENT/INNOCENTS ORDER

+10 FOR SELF-SACRIFICE TO SAVE OTHERS +10 FOR ADVANCING YOURSELF AT THE
EXPENSE OF OTHERS
Periods can last as long or short as the scope of the campaign allows;
typically single year or 10 year increments

At the end of each Period, if the world’s balance weighs in favor of At the end of each Period, if the world’s balance weighs in favor of Devilry, a
Chivalry, a Chivalric Event occurs: Devilish Event occurs:

1. The Betrayer King is found and besieged in hiding in his castle in 1. The Saxons push forward from Kent into Thornbush, besieging the castle and
Cornwall by Sir Bors
threatening a further push
2. The Briton Remnant is brought under the landless King Constantine,
Arthur’s heir 2. Forests begin to retake the land that was once Camelot. The Woad hold a mock
court of their own under “King Arfor”
3. Under Constatine, the Britons take Cornwall
3. The spirits of Camlann rise as Corrupted Mordredians and march North
4.. A new Round Table is formed, with Sir Bors seeking the most righteous
and brave in the realm to fill their ranks and earn knighthoods 4. Hadrian’s Wall collapses, le�ng in every manner of mys�cal beast and Fae who
ravage Cumberland’s countryside
5. Lancelot regains his courage, calling to arms all noble knights willing to
make one last charge against the sons of Mordred
5. Nymphs flood the River Tweed, the Lothian Kingdoms become inaccessible
6. Excalibur arises, gifted from The Lady of the Lake to the most Chivalrous except via a treacherous boat journey across rough waters
Knight in the land. The scabbard remains lost.
6. The Lothian Kingdom finally falls to the Fae, Joyous Gard being the last refuge in
7. The Saxons of Kent are pushed back to Canterbury, the dark tower of the area for Britons
Mordred. Occupied lands are given to the most loyal and chivalrous
knights of the Table
7. Avalon reappears, those who venture there are never heard from again or return
8. Arthur returns from Avalon fully healed, the once and future king. with stories of great riches and magics

8. Mordred is returned to life by a coven of Pagan Witches, par�ally possessed by


the spirit of a Pagan deity.

3 3
CHIVALRIC MAGIC DEVILISH MAGIC
DR12 Devilry Check, Devilry +d4 Times/day
DR12 Chivalry Check, Chivalry +d4 Times/day
1. Words of Hope: heal d4 allies for d6 health 1. Words of Hate: d4 creatures take d6 damage
2. Uther’s Spirit: Bless an ally, their next two a�ack and defense 2. Fae Trickery: An enemy’s next a�ack is rolled twice; the
rolls are done with a +2 bonus target keeps the highest roll to defend against.
3. Righteous Fire: An enemy’s weapon becomes white-hot, 3. Entangle: Thorny vines wrap around an enemy’s legs,
dealing d4 damage and causing them to drop the weapon, locking them in place for d4 rounds and dealing d4 damage
requiring an ac�on to pick it back up each round
4. Almighty Smiter: Add d6 of damage to an ally’s next damage 4. Necromancy: Raise d4 dead targets as skeletons (hp: 4, no
roll armor, weapons they had in life or d4 claws)
5. Illusive: Create illusions around an ally, making their defense 5. Le Fay’s Folly: The target of this spell will a�ack an ally of
rolls fro d2 rounds -4DR. theirs on their next turn, seeing instead an illusion of an enemy
6. Prophecy: Gain vague visions of the future that hint at an 6. Charm: Force a Morale check, on a failure, the enemy is
important objec�ve or plot thread entranced by your beauty and will do as you say for d6 rounds
7. Get Back Thee!: Enemies within 5�. Of you are thrown 7. Siphon: Drain an enemy of 2d6 Health, gaining 2d6 health
backwards 15�. taking d6 of damage yourself
8. Trial by Fire: Create a 5�. Wide, 15�. Long wall of fire on a 8. Poison: Change an up to barrel-sized container of liquid into
spot within 15�. of you. Enemies caught within or passing a deadly poison that causes d10 damage every minute un�l
through the fire take 2d6 damage death unless you say their name, releasing them
9. Petrify: A creature within 30�. of you is frozen in place for d2 9. Dark Healing: Replace a creature’s lost limb with a new limb
rounds unable to a�ack or move. A�acks against the target are constructed of pure shadow, subtrac�ng -2 from their Chivalry
made at -2DR while petrified ability
10. Mortal Coil: Become transparent, able to pass through walls 10. Serpen�ne Disarm: An enemy’s weapon turns into a serpent
and solid objects for d10 minutes. While in this state, you cannot for d4 rounds. The serpent (hp: 2, bite d2, defends at DR8) is
a�ack or cast other spells but cannot be injured. hos�le to the enemy and upon death reverts into the weapon.

Neither Magic can be used in Medium or Heavy Armor If you fail cas�ng a spell, lose d2 hp and develop a migraine,
unable to use that specific power for d2 hours

3 3
LINEAGE

Lineage and birthright are the foundations on which


kingdoms rise and fall. Lineage carries between characters as HEIR CLASS TRAIT
their family story grows. If no heirs live, lineage is reset to zero
and you start as a member of a new family
1. A SON/DAUGHTER PARAGON OF VIRTUE BASTARD: DEDUCT -2
LINEAGE UPON ASCENSION,
Lineage Points can be spent on GAIN +1 TOUGHNESS

5 points: +1 heir, roll on heir table 2. AN UNCLE/AUNT KNIGHT OF ILL-REPUTE POPULAR: GAIN +2
LINEAGE UPON ASCENSION
10 points: increase an heir’s ability by +1
3. A SIBLING HIGHWAYMAN MARKED: STARTING
15 points: Ancestral Weapon, unbreakable, ignores a tier of CHIVALRY IS A MAX OF -1,
armor STARTING DEVILRY
MINIMUM +2
25 points: -4DR to persuade or woo fellow nobles as Current 4. A NEPHEW/NIECE WARD OF LE FAY HONEST: STARTING
Character DEVILRY IS A MAX OF -1,
STARTING CHIVALRY
30 points: gain a Holy Relic entrusted by the church to your MINIMUM +2
family 5. A DISTANT COUSIN STUDENT OF MERLIN SICKLY: STARTING
STRENGTH A MAX OF -1,
STARTING AGILITY
MINIMUM +2
6. AN IN-LAW WOAD WARRIOR SPITTING IMAGE: STARTS
Gaining Lineage Points WITH PARENT/RELATION’S
EXACT ABILITY BONUSES
+1 Purchasing a Bard (1000g)
7. A SPOUSE WARMONGER UNNATURAL: STARTS WITH
A RANDOM DEVILRY SPELL
+2 Completing a Quest

+3 Owning an Estate (2,000g) 8. A STEP-CHILD DISPLACED NOBLE BLESSED: STARTS WITH A


RANDOM CHIVALRIC SPELL
+4 Winning a Tournament

+7 Owning a Castle (5,000g)


If Heir Status is Incompatible with Background, pick the best combination or omit Background. For

+15 Owning a Large Castle (10,000g) example, a Woad Warrior Wooden Statue given life could be a statue of a heroic Uncle. Pagan-
Related backgrounds could have been children/cousins kidnapped by the Saxons and raised in
their ways

3 3
MAKINGS OF A HERO

1. CHOOSE A CLASS

2. ROLL ABILITIES (3D6 OR CLASS)

3. ROLL HP (MIN. 1 HP)

4. ROLL FATE CLASSES


5. ROLL GEAR (ARSENAL, ARMOR, EQUIPMENT)

6. ROLL STARTING GOLD, 2D8 X 10 G

3 3
PARAGON OF VIRTUE
STARTING LINEAGE (D6) KNIGHT OF ILL REPUTE
1-2 FOUL BIRTH: -2

3-4 FALLEN HERO: 1 HP: TOUGHNESS + D8

5-6 DARK PRINCE: 4 DISHONORABLE 3D6+2 DEVILRY, 3D6-2 CHIVALRY

BRUTAL 3D6+2 STRENGTH

1. DARK ONE: CAN USE DEVILRY SPELLS IN MEDIUM ARMOR AND IN


HEAVY ARMOR AT A +2DR

2. POISONED BLADE: D6 SHORTSWORD, ON A CRITICAL HIT, THE


TARGET IS INFLICTED WITH A STRONG POISON, THEY MUST PASS A
DR10 TOUGHNESS CHECK OR DIE IN D4 HOURS IN AGONY.

3. CURSED BLOOD: UPON DEATH PARTS OF YOUR SOUL LEECH ONTO


YOUR HEIR, THEY GAIN BOTH YOUR HIGHEST AND LOWEST ABILITY
BONUSES

4. CRUEL PLATE: -D6 HEAVY PLATE ARMOR WRAPPED IN THORNS.


UPON A FUMBLED MELEE ATTACK, THE AGGRESSOR TAKES D6
DAMAGE IMMEDIATELY

5. MOCKERY OF FATE: CHANGE A FUMBLE INTO A CRIT, BUT FOR


THE REST OF THE DAY ALL 20’S ROLLED ARE FUMBLES AND ALL
BACKGROUND (D6) 1’S ROLLED ARE CRITS.
1. BASTARD CHILD OF A LORD/LADY
6. CRUEL MACE: D8 MACE, CRITICAL HITS WITH THIS WEAPON
2. SOLD THEIR SOUL TO A DEVIL TO EVADE DEATH DESTROY AN ADDITIONAL TIER OF ARMOR
3. KIN-SLAYER, BUT FOR GOOD REASON

4. SLEPT WITH THE WIFE OF A NOBLE, EXILED FROM THEIR LANDS

5. SLEW YOUR LORD/LADY, ON THE RUN

6. CONVERTED TO PAGANISM

4 4
HP: TOUGHNESS + D4

SORCERESS 3D6+2 DEVILRY

FRAIL 3D6+2 AGILITY, 3D6-2 TOUGHNESS

D4 ON ARMS TABLE, D2 ON ARMOR

1. POISONOUS WORDS: DR12 DEVILRY CHECK TO SHOUT AN


ANCIENT VENOMOUS INSULT AT AN OPPONENT,
STARTING LINEAGE (D6) DEMORALIZING THEM. -2DR TO ATTACKS AGAINST THEM
FOR D2 ROUNDS
1-2 SCHEMER: -4
2. DAGGER OF BLOOD MAGIC: A DAGGER THAT DEALS D4
3-4 COURTESAN: 2
DAMAGE. ON A SUCCESSFUL HIT YOUR NEXT CHECK TO
5-6 TRUSTED ADVISER: 5 CAST A DEVILRY SPELL IS MADE AT -2DR

3. TALKING SKULL: CAN ABSORB THE SPIRIT OF A


RECENTLY SLAIN HUMAN, ANSWERING 4 QUESTIONS
TRUTHFULLY AND ONE 1 WITH A LIE

BACKGROUND (D6)
4. HONEYED WORDS: SEDUCTION AND DECEPTION CHECKS
ARE MADE AT -2DR.
1. FAE ANCESTRY
5. DEVILS BARGAIN: WHEN YOU DIE, MAKE A DR12
2. PAGAN EXILE
DEVILRY CHECK, ON A SUCCESS YOU ESCAPE HELL AND
3. BORN UNDER A RED STAR CRAWL YOUR SOUL BACK TO YOUR CORPSE, BUT LOSE -1
TO ONE RANDOM ABILITY AND ONE HEIR
4. JEALOUS SIBLING OF A NOBLE

5. FOUL VIRGIN BIRTH IN A PAGAN RITUAL


6. SOULSUCKER: CAN ABSORB THE SOULS OF FALLEN
FOES TO REGAIN D4 HP. ON A CRITICAL SUCCESS A
6. BORN BEYOND HADRIAN’S WALL RANDOM ABILITY INCREASES BY +1 TO A MAX OF +6. ON
A FUMBLE, THE SOUL DRAINS YOU, DEALING D4 DAMAGE,
AND A RANDOM ABILITY DECREASES BY -1.

4 4
APPRENTICE OF MERLIN
STARTING LINEAGE
HP: TOUGHNESS + D4
(D6)
WIZARD 3D6+2 CHIVALRY
1-2 ADEPT: 0
FRAIL 3D6+2 AGILITY, 3D6-2 TOUGHNESS
3-4 STAR PUPIL: 1
D4 ON ARMS TABLE, D2 ON ARMOR
5-6 PRODIGY: 3

1. FLASK OF UTHER: ONCE PER DAY ONE CAN SIP FROM THE FLASK,
RECEIVING VISIONS OF THE FUTURE. -4DR TO ONE SKILL CHECK,
KNOWING THE OUTCOME

2. CLOAK OF TRANSPORTATION: D4 TIMES PER DAY THE CLOAK


CAN BE FLOURISHED AS AN ACTION, MOVING THE USER 30FT TO A
LOCATION THEY CAN SEE

3. TRANSMUTE: D4 TIMES PER DAY FORCE AN ENEMY TO MAKE A


MORALE CHECK, IF THEY FAIL THEY TURN INTO A SMALL ANIMAL
AND SCURRY AWAY
BACKGROUND(D6)
4. CHOSEN ONE: YOU CAN PLACE AN ITEM IN STONE/WOOD/ETC.
1. MERLIN TAUGHT YOU MAGIC IN AN UNSUCCESSFUL
ATTEMPT TO SEDUCE YOU ONCE IN PLACE ONLY YOUR DESIRED OWNER MAY RETRIEVE THE
ITEM.
2. BORN OF A DEMON, BUT BAPTIZED TO REMOVE
DEVILRY 5. COMMUNE WITH MERLIN: COMMUNE DAILY TO ALLOW FOR THE
USE OF A RANDOM CHIVALRIC SPELL FOR THE DURATION OF THAT
3. BURNED DOWN YOUR VILLAGE WITH LACK OF
DAY.
CONTROL, SPARED BY A KNIGHT

4. “RESCUED” FROM YOUR PAGAN WITCH PARENTS 6. REPULSING SHIELD: DR12 CHIVALRY CHECK TO ACTIVATE, -2
INCOMING DAMAGE, ENEMIES THAT MISS YOU GET PUSHED BACK
5. BORN OF AN EXPERIMENT BY MERLIN 2D10 FEET FOR THE DURATION OF THE COMBAT, D4 TIMES PER
DAY.
6. BORN DURING A BAPTISM

4 4
HIGHWAYMAN
HP: TOUGHNESS + D6

WANDERER 3D6+2 AGILITY, 3D6+2 TOUGHNESS

PRAGMATIC 3D6-2 CHIVALRY

D8 ON ARMS TABLE

STARTING LINEAGE
(D6)

1-2 PETTY THIEF: -3


1. BACKSTABBER: ONCE PER COMBAT, ADD D6 DAMAGE TO AN
3-4 OUTLAW: 1 ALLY’S ATTACK ON AN ENEMY THAT IS ADJACENT TO YOU

5-6 PEOPLE’S HERO: 3 2. PRECISION: IGNORE ONE TIER OF ARMOR ON AN ARMORED


ENEMY WHEN CALCULATING DAMAGE

3. DIRTY FIGHTER: WHEN ROLLING A CRITICAL DEFENSE ROLL,


BACKGROUND (D6) SEIZE THE OPPORTUNITY TO KICK SAND IN THE EYES AND DO TWO
ATTACKS INSTEAD OF ONE
1. PEASANT SEEKING WEALTH AND
GLORY
4. ARCHER: -2DR ON RANGED ATTACKS
2. KNIGHT WHO BETRAYED THEIR
LORD/LADY TO SAVE A LOVED ONE 5. FEINT: FORGO AN ATTACK, GAINING -4DR TO YOUR NEXT
DEFENSE ROLL AND -4DR ON A SUBSEQUENT ATTACK ROLL ON
3. ANARCHIST DONE WITH THE YOUR NEXT TURN
FEUDAL SYSTEM
6. SNEAKY BUGGER: ON A SUCCESSFUL SNEAK CHECK PRIOR TO
4. FARMER SEEKING VENGEANCE FOR
THE START OF COMBAT, YOUR FIRST ATTACK IS AN AUTOMATIC
THEIR BURNED VILLAGE
CRITICAL SUCCESS
5. DISPLACED NOBLE SEEKING TO
REGAIN THEIR FAMILY’S HOME

6. MERCENARY-FOR-HIRE WHO ONLY


CARES FOR MONEY

4 4
STARTING LINEAGE (D6)
WOAD WARRIOR
1-2 WANDERER: 0
HP: TOUGHNESS + D10
3-4 CAMPFIRE TALE: 1
STURDY 3D6+2 TOUGHNESS
5-6 FOLK CREATURE: 3
PAGAN BEING 3D6+2 DEVILRY, 3D6-2 CHIVALRY

1. NATURAL ARMOR: SKIN IS MADE OF -D4 BARK, CAN STILL


CAST SPELLS WITH THIS ARMOR

2. FRIEND TO FAUNA: DR8 DEVILRY CHECK TO CONTROL


ANIMALS IN COMBAT, MAKING THEM YOUR ALLIES

3. UNNATURAL: CAN REGROW LOST LIMBS, EVEN A HEAD

4. WARRIOR OF THE WOOD: START WITH A WOODEN COPY OF


ANY WEAPON ON THE WEAPON TABLE, UP TO A D8 OF
BACKGROUND(D6)
DAMAGE. CAN REPLACE EVERY MORNING WITH A DIFFERENT
1. WANDERER TRANSFORMED BY OPTION
FAE MAGIC AFTER WANDERING TOO
FAR 5. ACORN GATHERER: START WITH A POCKET OF 5 ACORNS
THAT CAN BE PLANTED TO IMMEDIATELY GROW A 30FT TALL
2. KNIGHT CURSED FOR BREAKING
THEIR VOW
PINE TREE ANYWHERE

3. PAGAN WARRIOR SWORN TO 6. OTHERWORLDLY: UPON CATCHING SIGHT OF YOU, ENEMIES


PROTECT NATURE MAKE AN IMMEDIATE MORALE TEST

4. RESURRECTED SOLDIER BOUND TO


A FAE PATRON

5. SPIRIT OF THE FOREST ASSUMING


THE SHAPE OF A FALLEN HERO

6. WOODEN STATUE GIVEN LIFE BY


DEVILRY

4 4
DISPLACED NOBLE
HP: TOUGHNESS + D4

SILVER TONGUE 3D6+2 CHIVALRY, 3D6+2 DEVILRY

CUSHY LIFESTYLE 3D6-2 TOUGHNESS

D6 ON ARMS TABLE

STARTING LINEAGE 1. PROTECTOR: START WITH A SWORN-PROTECTOR KNIGHT


(HP 10, -D6 PLATE ARMOR, D8 LONGSWORD) WHO FOLLOWS
1-2 ANNOYANCE: -2 YOUR EVERY COMMAND

3-4 LANDOWNER: 3 2. DESTINED TO RULE: D2 BONUS FATE EVERY MORNING

5-6 NOTABLE BLOOD: 4 3. FAMILY BANNER: WHEN HELD ALOFT WHEN ENTERING
COMBAT, ENEMIES ALWAYS GO LAST
BACKGROUND (D6)
4. RARE VINTAGE WINE: D4 USES/DAY, GIVES THE NEXT
1. VASSAL OF ARTHUR WHOSE ATTACK/DEFENSE ROLL OF AN ALLY A +2 BONUS,
LANDS ARE SAXON-OCCUPIED HOWEVER THEIR NEXT CHIVALRY ROLL IS DONE WITH A -2
BONUS
2. VASSAL OF MORDRED NOW
LEFT WITH NOTHING AFTER HIS 5. RARE HOSTAGE: UPON DEATH IN COMBAT, ROLL A D6, ON
DEFEAT AN EVEN NUMBER THE ENEMY INSTEAD KEEPS YOU ALIVE
TO HOLD FOR RANSOM (300G)
3. CRUEL LANDOWNER CURSED
FOR TURNING AWAY A FAE IN 6. HIGHER THAN THOU: YOU ROLL WITH A +2 BONUS ON
DISGUISE PERSUASION OR DECEPTION ROLLS TO CHIVALRIC TARGETS.

4. OUTMANEUVERED BY A
CLEVER RIVAL NOBLE WHO STOLE
YOUR LANDS

5. STRIPPED OF LANDS AFTER A


MISDEED AT COURT

6. ESCAPED A PEASANT
UPRISING. THE WORKING CLASS
OWN YOUR LAND NOW

5 5
STARTING LINEAGE
WARMONGER
HP: TOUGHNESS + D10
1-2 FOREIGN PEST: -2
BATTLE-HARDENED 3D6+2 STRENGTH, 3D6+2 TOUGHNESS
3-4 THREAT: 2
NO GODS NO MASTERS 3D6-2 CHIVALRY
5-6 CONQUEROR: 4

1. STURDY AS OAK: START WITH AN EXTRA D8 OF HP AND GAIN AN


EXTRA D4 HP ON TOP OF THE CLASS DIE UPON EVERY
IMPROVEMENT

2. WRECKING BLOW: YOU DEAL X3 DAMAGE ON ANY CRITICAL


ATTACK INSTEAD OF X2

3. FURY: ENTER A MAD FURY, ALL STRENGTH CHECKS AND


BACKGROUND (D6) ATTACKS ARE DONE AT -2DR BUT ALL AGILITY AND DEFENSE
CHECKS ARE DONE AT +2DR
1. FOREIGN INVADER SEEKING
GLORY AND WEALTH IN A NEW 4. FEARSOME: ENEMY MORALE CHECKS ARE MADE WITH A -2 TO
LAND THEIR MORALE SCORE
2. PAGAN WARRIOR SEEKING 5. PAY TRIBUTE: YOUR TRIBUTARIES PAY YOU D4X10 GOLD PER
INDEPENDENCE FROM ALL KINGS DAY AT THE END OF EVERY DAY
OF MEN
6. AXEMAN: START WITH A WARAXE THAT DOES D10 DAMAGE,
3. LOWBORN WHO JUST LOVES TO ALL ATTACKS WITH THIS AXE AND ALL OTHER AXES ARE MADE
FIGHT AT -2DR
4. PROTECTOR OF A SMALL
VILLAGE BURNED TO THE GROUND
IN A BATTLE BETWEEN BRITONS
AND PAGANS

5. EXILE RETURNING HOME TO


AID THEIR FAMILY

6. POSSESSED BY A DEMON

5 5
ARMS AND ARMAMENTS
(D12)

[Link] D4

2. SLING D4

3. SHORTBOW D6

4. SHORTSWORD D6

5. LONGSWORD D8

6. LONGBOW D8

7. SPEAR D8 10’ REACH


ARMOR(D4)
[Link] D6 1- NONE
9. WARAXE D10 2- LIGHT (GAMBESON, HIDE)
3- MEDIUM (MAIL, LEATHER), +2DR TO AGILITY & DEFENSE TESTS
10. HALBERD D10 10’ REACH
4- HEAVY (PLATE, HEAVY FURS), +4DR TO AGILITY TESTS, DEFENSE +2DR
11. MAUL D10
SHIELD -2 DAMAGE, CAN SHATTER AND ABSORB ALL DAMAGE
12. EXECUTIONER’S SWORD D12

5 5
WARES
THE MARKET ARMOR

• LIGHT -D2 30G

• MEDIUM -D4 75G

• HEAVY -D6 150G

• SHIELD -2 DMG, SHATTER TO AVOID ALL 25G

WEAPONS

• D4 WEAPON 10G

• D6 WEAPON 25G

• D8 WEAPON 35G

• D10 WEAPON 60G

EQUIPMENT

• POULTICES (REGAIN D4 HP) 20G

• HORSE 175G

• ROPE 5G

• TORCH 3G

• CAMPING SUPPLIES (TENT, TINDER, ETC.) 20G

SERVICES

• JESTER 30G/DAY

• BROTHEL 15G

• ROOM (INN) 25G/DAY

• BLACKSMITH (REPAIR WEAPON/ARMOR) 30G

• HEALER (CURE INFECTION) 25G

5 5
THREATS TO THE REALM Pe�y Brigand

HP: 6

Morale: 7

Knife d4 or Bow d6
No armor
NPC Reac�ons (d6)

[Link]�le Exile

[Link]/Annoyed HP: 7

[Link] Morale: 8

[Link] Shortsword d6

[Link] Light Armor -d2

[Link] Need of Aid Saxon Warrior

HP: 8

Morale: 9

War Axe d10


Morale Medium armor -d4
Some�mes enemies don’t want to die. Test 2d6 versus Morale score Saxon Warlord
any �me a leader is killed, the enemy is at half health themselves, or
half their group is killed. If the 2d6 is greater than their Morale they HP: 15
flee or beg for mercy
War Axe d10

Heavy Furs -d6


Fury: Enter a furious state, defense checks against the Warlord are +2DR
but a�acks against them are -2DR

Tac�cian: Allies of the Warlord within 15� are +2DR to defend against

5 5
Corrupted Mordredian Dark Tempter

HP: 8 HP: 9

Morale: - Morale: 8

Shadow Blade d8 Soul Siphoning Kiss d6/Claws d4


Medium Armor -d4 Weathered Wings -d2

Spread: on a kill by a Corrupted Mordredian the slain Fast: uses both a�acks each round
target rises instantly as a Corrupted Mordredian
Corrupter: Add or Subtract target’s Chivalry ability
Guardian of the Green bonus to the damage of any a�ack done by the
Tempter. Heals by half the damage of soul-siphon.
HP: 12
Ques�ng Beast
Morale: -
HP: 25
Greataxe d10
Morale: 7
Barkskin -d6
Mul�-Headed Bite 2d6
Regenera�ve: regains d2 hp at the start of every
round Beastly Hide -d4

All Natural: -1 armor �er against damage done with Venomous: On a successful bite, the target must
fire roll a DR8 Toughness check, on failure they cannot
regain HP by any means un�l they receive an
an�dote derived from the beast’s glands
Holy Knight
Puca
HP: 9
HP: 7
Morale: 10
Morale: 6
Longsword d8
Claws d6
Plate -d6
Bringers of Ill Fortune: Fate cannot be used when a
Righteous Cause: Add or Subtract target’s Devilry Puca is nearby
ability bonus to the damage of any a�ack done by the
Holy Knight

6 6
Dullahan

HP: 15
Afanc
Morale: –
HP: 45
Hand-Axe d6
Morale: 7
Plate Armor -d6
Poison Dart Spit d6
Death-Incarnate: Creatures brought to 0 HP by a
Dullahan are dead and do not make a d4 roll on Scales -d2
the 0 HP table
Invisible: +2DR to a�ack/defend against unless
Headless: If one finds the skull of a Dullahan and holding an adder stone of the beast’s crystallized
returns it to them, the Dullahan owes them one saliva
favor within its power to fulfill

Giant

HP: 35

Morale: 8

Club 2d8

Patchwork Hides -d4

Huge: Slow, -2DR to a�ack/defend against


OPTIONAL START:
COMMONERS 6. 7.

Start as common peasants and farmhands from a village just outside of Thronbush, dangerously close
to the border with Kent.

• Your star�ng ability bonuses are all -1


5.
• Your star�ng health is d4, Fate d2, Lineage -2

• You start with one of the following (d4)

` 1. Pitchfork d6 (reach 10’)


3. 4.
2. Cleaver d4

3. Blacksmith’s Hammer d8
2.
4. Sickle d6 1.
A raiding party of Saxon Warriors have a�acked your village, burning your homes and killing your
families. Your goal is to escape your ruined home on horseback and reach Thornbush to warn Lord
Gaunt of the Saxon invasion.

.The survivors gain the benefits of their chosen or randomly rolled class, re-roll all abili�es, but keep
the peasant health and add the class health die to it. Class Lineage is added to the star�ng -2 Lineage.
Do not roll for background, instead your class background is as follows:
1. Starting Point: The Chapel, d4 frail and elderly hide here with you. The
front door is barred and has 15hp
• Paragon of Virtue: Lord Gaunt knights you for your efforts, you are sworn to seek jus�ce
against those who have wronged you while ensuring this tragedy never happens to anyone 2. Provisions Shop: Contains x2 Poultices on a successful DR10 Toughness
again
survival check to search for the right herbs
• Knight of Ill-Repute: You swear brutal vengeance at any cost upon the Saxons, chivalry be
damned. You know the raid leader’s name: Wulffred; his head will look fine on your wall. 3. Blacksmith’s: Has a set of light armor (-d2) and a Longsword (d8). Roll a
d6, on an odd result a Saxon Warrior is here searching for gold
• Ward of LeFay: Lord Gaunt is wowed by your tact and charm, and assigns you to tutor under his
top adviser Karissa, a student of Le Fay herself
4. Burned House: Nothing but rubble now
• Student of Merlin: Merlin reaches out to your mind, having felt your essence, something is
awakened in you 5. The Tavern: d4 Saxons sit in here drinking and celebrating. Drunk (DR10
to hit,and defend against). Occasionally one will go outside to relieve
• Highwayman: You lost everything. Time to earn it back, either from Saxons, or wanderers himself.

• Woad Warrior: Seeing poten�al in you, a Fae hiding in Gaunt’s court curses you to teach you a 6. Stables: Contains d4 Horses, your ticket out of here if you can reach it!
vague lesson about loss and trus�ng strangers

• Displaced Noble: In Gaunt’s court you discover your royal lineage, stolen from you by Saxons in 7. Guard House: d2 Saxon Warriors keeping watch
Kent decades ago, forcing your parents to flee. You swear no one of your line will flee again

• Warmonger: The thrill of figh�ng awoke a rage in you, a beau�ful one. You can’t wait to kill
again. Only through blood can you earn back what was taken from you
Abilities CRITS (Nat 20)
Weapons Armor Example Ratings
Strength- Melee, Lifting, Attacks: x2 Damage, reduce
[Link] d4 Light -d2 Intimidation Easy - 6 Leather tier by one

Less Easy - 8
2. Sling d4 Medium* -d4 Agility- Defense, Ranged, Defense: Target gets free
acrobatics, Stealth attack
Normal - 12
Heavy** -d6
3. Shortbow d6 Toughness- Health, Resist Daunting- 14 Fumbles (Nat 1)
Poison, Survival
*+2 DR Agility tests
Hard - 16 Attack (d4):
4. Shortsword d6
Chivalry- Chivalric Magic,
**+4 DR Agility tests Persuasion, Insight, Aid Valorous Feat- 18+
1-2 Enemy gets a free
5. Longsword d8 counterattack
Devilry- Devilish Magic,
Deception, Trickery, Poison 3-4 Your Weapon breaks/is lost
6. Longbow d8
Fate
Defense: You take x2 damage
7. Spear d8 10’ reach
Regain d2 or class die Fate each and leather is reduced one
morning Tests tier
[Link] d6
Can expend Fate for one of the D20 plus or minus ability, meet or
following: exceed DR. NPCs don't have
9. WarAxe d10 abilities, just the d20 result
Deal Max Damage At 0 HP
10. Halberd d10 10’ Reach Reroll a die roll a d4:

Lower damage taken by d6 NPC Reactions 1. Fall unconscious for d4


11. Maul d10
(d6) rounds, awaken with d4 HP
Neutralize Crit or Fumble and a cool scar.
12. Executioner’s Sword d12 [Link]
Lower test DR by -4 before rolling 2. Broken or severed limb.
[Link]/Annoyed Can’t act for d2 rounds then
become active with d4 HP.

[Link]
3. Last Stand: death in d2
hours unless treated.
COMBAT Morale [Link] Adrenaline Rush! All tests
are DR10 the first hour. DR18
Initiative(d6): 1-3 Threats Sometimes enemies don’t want to the last hour as the rush
die. Test 2d6 versus Morale score [Link] fades.
First, 4-6 players first
any time a leader is killed, the
enemy is at half health themselves, [Link] Need of help [Link].
Melee: DR12 Strength or half their group is killed. If the
2d6 is greater than their Morale
they flee or beg for mercy
Ranged: DR12 Agility
Magic Resting to Avoid Death
DEFENSE: DR12 Agility
Can Use Chivalry/Devilry +d4 Times per day -Take a Breather, 5 mins,
recover d4 HP
Chivalry/Devilry Test DR12 to Activate
DEAD PEOPLE’S THINGS -Sleep in a bed for 8 hours,
If you fail casting a spell, lose d2 hp and develop a recover d6 HP
migraine, unable to use that specific power for d2
On looting, roll a d6 hours
-You can’t recover HP if you
1-2: d100 Gold Those hindered by Medium or Heavy Armor Cannot have an infected wound and
Use magic
instead lose d4 health per day
3-4: A random Weapon

5-6: A random Equipment Item

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