Death of Chivalry Spreads
Death of Chivalry Spreads
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.
ANGLO-SAXON
FAE LANDS
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.
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
1 1
JOYOUS GARD
1 1
MERLIN’S PRISON
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.
1 1
ACCOLON’S REST
2 2
ABILITIES
COMBAT
EVERY ROUND EQUALS 6 SECONDS, 1 ATTACK/SPELL, 1 MOVE
STRENGTH- MELEE, LIFTING, INTIMIDATION
17-20 +3
Fumble (Natural 1)
A�ack (d4):
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:
Reroll a die
2 2
LE MORTE (DEATH)
4. Dead.
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
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 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
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
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
+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
3 3
PARAGON OF VIRTUE
STARTING LINEAGE (D6) KNIGHT OF ILL REPUTE
1-2 FOUL BIRTH: -2
6. CONVERTED TO PAGANISM
4 4
HP: TOUGHNESS + D4
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
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
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
D8 ON ARMS TABLE
STARTING LINEAGE
(D6)
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
4 4
DISPLACED NOBLE
HP: TOUGHNESS + D4
D6 ON ARMS TABLE
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
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
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
5 5
WARES
THE MARKET ARMOR
WEAPONS
• D4 WEAPON 10G
• D6 WEAPON 25G
• D8 WEAPON 35G
EQUIPMENT
• HORSE 175G
• ROPE 5G
• TORCH 3G
SERVICES
• JESTER 30G/DAY
• BROTHEL 15G
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
HP: 8
Morale: 9
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
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
Start as common peasants and farmhands from a village just outside of Thronbush, dangerously close
to the border with Kent.
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:
[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