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Avalanche Press - I, Mordred - The Fall and Rise of Camelot
Avalanche Press - I, Mordred - The Fall and Rise of Camelot
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Avalanche
p.o. Box
Press
Ltd.
USA
2002
Avalanche
Press LTD.
ISBN
1-932091-00-9
First Printing, 2002.
Return
10 10 10 10 11 11 11 11 12 12 12 12 14 14 14 15 16 17 17 18
Land and the King Are One Taxmen on Dartmoor of War of Opinion
in Chaos
18 18 19 20 21
Lake of Niniane Ideas Your Players Quest Started Grail Getting The
of Arthur
05 05 05 05 05 06
Campaign
Avalon
21 22 27 37 38 41 41 44 44 44 45 47 48
57
Morte d'Arthur Modern Part Approaches Fall Thus Arthur in the Stone and Far Rise of Camelot
Gambit
06 06 06 07 07 08
The Story
King Arthur
Merlin Mordred
Pendragon
57 57 58 59 60 Knight 61 61 62 62 63
Sword
Swordbridge
08 08 09 09 09
White
Parsifal Merlin's
Pure of Heart
Introduction
In Ancient of fear. With the return noble, rightful name This dark, England, a tyrant king holds the land in the grip and the threat holds of the the of the might of a magical sorcerer, sword this fiend the claim of a long-dead
the good,
as you've
never
Once,
was the greatest of ruin, is The is still Few to and ends. to change, Morgan
hero England
had ever known. and his name uttered tyrant's strong, power though.
he has brought
as a curse.
have the courage defy his edicts, many that met with That arms horrible
do have Fey remains Arthur's foe, but Mordred run in a different is no longer direction. Everything is not the torn by civil from places you her
though. Mordred,
One
up son by to
this tyranny:
Arthur's
Ie Fey. As the only true to rally knights despite to take shape it. Mordred to his banners, that
is at once familiar
who are loyal to England continually answered, king will sit on the throne. But deep in the Forest plans for the future Mordred the throne insidious
not expect.
promising
How
Ie Fey has her own Both Arthur and to any final claim Camelot. England examining her before
of Br, Morgan
is aware of her
Part 2 features
the recasting
The
New
Camelot
THE FALL AND RISE OF CAMELOT is a of one of the greatest characters rotting onto Mordred legends from from in Western the Arthurian Here, Arthur solely still like to and Ie within.
rules
and information
in new roles.
is designated
has become
sword, regime,
sword needs
England
theprosperity
of the land,
for power.
Part
The
The This and how it has developed enduring part
1:
Legend
myth legends
origins (for
will introduce
of Arthur
is one of the most civilization. at its origins looks in Western
into
Arthurian
to another penchant
Vulgate
poem,
resolving
the previous
for uncompleted
Cycle.
of the book
The
Vulgate
1215
Cycle
and 1230, another collection Chretien known books: by no less characters of three of poems de Troyes' than four as Lancelot en and confused Lancelot Propre, theology role is of and a dark brother in the introduces suggested (who into to complete Compiled
Foundation
The dates number originated, took written presents differemt The First recorded. story of King Arthur that was passed and his magical Its origins orally down sword, Excalibur, back to the 5th Century. of generations. how much There between details. Telling de Troyes poems first recorded the tale of King Arthur Table 1170 fashion in a long and 1190. to Chaucer's that go are is not between and dozens and plot Lancelot their The of nature, story are in a Celtic where until the tale or if any of it it was finally Each but vastly
attempting storylines.
tradition
poets,
The Vulgate Cycle (also of composite It is comprised a strong the Grail Most
Prose) is a miasma conclusions. Cycle introduces the tale not greatly Christ, who knight Chretien' Galahad, Grail that reduced, and guilt affair. appears called
Le Queste del Saint Graal, and Le Mort de Roi Artu. The Vulgate element of Christian work. into Merlin's found in Chretien's is introduced
of the legend
and 16th
Centuries.
a tale with
is revealed confusing
Guinevere's
and his Knights these poems Tales with and complex with guilt
of the Round
bore a hateful
of short
sometime dozens
s version).
It is The Vulgate Cycle that as the knight de Troyes, it as part to Camelot to Chretien glimpsed returning leads
The Canterbury interwoven not burdened figure elements fashion Each quest representative in all directions.
as opposed Parsifal
the story
of Christianity.
of the tale. D 'Arthur Century, what an English is perhaps is, in many Mallory dose knight named Thomas version of the
and is told
In the 15th Mallory Although Each previous attempt He adds including Merlin's little
on a knight then
leaving
wrote
the best
known
a deed
returning
to court
of the legend,
the daunting
to tell what happened. tale spans roughly two years in the life of the king and his reign laden amount humor compared later with of when with retellings. the considerable and is a
this version two works, to define a much-needed on Arthur's a war with that
the characters
of action,
spending
deal of time
campaigns
all over the world, However, he also reduces much Grail of the in The Vulgate Quest, fall sapping
the Romans.
degree,
mysticism
in a hurry
and his war with Mordred. and Mordred a heroic and bloody death
It is in this version on the battlefield, hand. together joins at the other's Lancelot - always
At times, stories
step all
of the Church
Modern Approaches
The 1981 story has been retold Perhaps numerous times since in nearly Boorman's as its all Arthurian every medium. principle films the best known Boorman the standatd is John
Part Rise
This story tale, where the roles deals with The second the events concerns
2: The
Fall
and
of Camelot
portion diverges of the book setting. from deals Here, part with the vision of the
in so doing,
the popular
are measured. the other most famous film tackling comedy the myth often rendition those of is the
Arthur
the British
troupe's
versions
of the tale,
particularly
Vulgate
The
have attempted is perhaps novel. to approach T.H. White's which part, the myth, classic, which him the The cycle Before
Story
thus
Far
Several most
novelists famous
of which
England was not always ruled by a tyrant. It was at one time a veritable paradise. Here is how it came to be as it is today.
Arthur of the land were at war. They hold of their small fiefs. the others. His name fought However, The latter the these natives goal: each
Once and Future King. This of the myth, on Arthur's day be king. Marion feminist center version concerns throne Zimmer retelling Bradley's She is best known childhood
focuses to one
and Merlin's
All of the warlords other savagely one was greater Pendragon, power warlords one land, than
to claim
and his ally was the wizard, and an incubus. army against Urher and of the sun. The fought
Merlin. union
was the son of a woman of the Earth could men formed and foreigners, a powerful not stand. crushing
between
as powers
which
the men - the traditional central figures in the drama - in a struggle between the old religion (Druidism) and Christianity. Stephen novels Here, Atlantis, through most The the legend faithful Grail R. Lawhead's that Merlin Arthur. bring The Pendragon Cycle is a series back from to forge research makes story. theme in modern film and times it to its Celtic a unified into this origins. of of England the origins series one of the the last refugees of
and defeated
one king. to defy the Pendragon Gorlois' army stymied urging, banner. the he Uther in agreed,
At last, only one man chose Despite would-be needed called exchange and Uther Uther's king, might, refusing He traded Duke
the myth
is descended Lawhead's
to allow him the final victory At Merlin's Duke the Duke a vast amount Gorlois
of land
tradition
as king.
was crowned
King of all England. Following coronation, and Gorlois feast their alliance. despite by both with the the Uther held a
Quest
literature. Spielberg's
Sometimes
it is adapted
directly
as in Stephen Tolkien's
Indiana Jones and the Last Crusade. Other metaphorically such as in J.R.R.
is used more
The Hobbit.
to celebrate
elements settings.
of the The
story
frequently sword
in a boy
However, claims hood other, lived. feast, caught Duke's captivated was he that begged
transforming
men of brotherthe truce During Uther sight of the So her to Uther beautiful with Merlin the
and emerges
figure
is a common as Stephen
was to be short-
of Thomas
Covenant.
imagination.
It is a powerful
wife, Igraine.
and audience
enchant
victim
The winner would win the right to attempt to free the sword. The man who could draw the sword from the stone would rule all England. All of Britain's greatest warriors came to the tournament including Sirs Ector and Kay and the youthful Arthur, who squired for his father and brother. However, when it was Kay's turn to participate, he discovered his sword was missing. Ashamed at having forgotten his brother's weapon, Arthur hurried back to the family's tent to retrieve it only to find that it had been stolen. Despondent, the young squire spotted Excalibur lodged in the stone. Thinking quickly, he withdrew it easily and returned, presenting the artifact to Kay. Arthur's triumph was immediately discredited as a mistake. However, Merlin appeared and instructed Arthur to return the sword to the stone and to try again. Arthur did so, once again drawing the blade out easily. Many knights swore fealty to Arthur as the true king, but not all were so easily swayed. Sir Urienes and Sir Cuthbert both refused to acknowledge Arthur's claim to the throne, and they assembled their armies against him. As the battle culminated, Arthur faced Urienes and defeated him with Excalibur. Rather then finish his foe, he spared the knight's life. Consequently, Urienes at last accepted Arthur and joined the rest of the noble knights in joining Arthur at his father's great keep, Camelot, forming an allegiance that would come to be known throughout the land. The enigmatic Merlin joined this fledgling royal court, acting as advisor just as he had to Arthur's father. The wizard counseled Arthur to unite his knights around a round table where all would be equal since there ' was no head or foot.
To stop the bloodshed, Merlin relented. He agreed to enchant Uther so that he would look like the Duke. In this disguise, Uther could then sneak into the castle, pose as Igraine's husband, and have sex with her. However, he made the king swear that any child conceived from the union would belong to Merlin, not Uther. Burning with destructive lust and heedless of the consequences, Uther agreed. Merlin enchanted Uther, and the king rode to Gorlois's castle in the guise of the Duke. There, he raped Igraine without her ever knowing it was a man other than her husband who shared her bed that night. After he had spent his passion, he returned home, leaving Igraine sleeping and pregnant. Upon his return, he learned that the Duke had been killed in battle. With no one left to stop him, Uther returned to the Duke's castle, claimed Igraine as his queen, and married her. Several months later, Igraine gave birth to a baby boy, whom they named Arthur. Their joy was short-lived, though. Merlin appeared and forced Uther to make good on his bargain. The wizard took the sleeping child from his mother's arms and left the castle. He delivered Arthur to an upstanding knight named Sir Ector and bade him to raise the child as his own son. No one was ever to know the truth. Ector agreed and raised Arthur with his own son, Kay. Shortly thereafter, Uther became sick from a mysterious illness. He perished only a few days later. The land was without a king again and plunged into war.
The Sword
in the Stone
gland's warlords once again ring each other in a mad quest Uther's vacant throne, Merlin searched for some means by which to bring about peace. He watched the bloodshed from his cave on the southern shore and used his magic to ind a sign that would give him me clue as to how to resolve the emma. Eventually, he made his to a long-forgotten undernd lake. Here, he communed ' with the Lady of the Lake, an ancient spirit and the guardian of Excalibur, the Sword of Kings. The wizard obtained the sword from her and took it to the Forest of Br. There, he lodged it in a stone the size of a cart and enchanted it so that only the hand of Uther Pendragon's true heir could free it. Once finished, he whispered into the dreaming ears of all of England's noble knights that there would be a tournament in three days. 7
Morgan
Arthur crushing
Ie Fey ruled with an iron fist, his knights all who opposed him. After allegiance forgiveness young woman swore rooting out and king.
The Upon
Swordbridge, meeting
Lancelot love with They secret another, from Merlin unspoken felt both kept
last of the opposition In the aftermath, came forth She was a radiant Guinevere, peace in return
of the last of the warlords for her father. named He offered after and soon
passions
they were married. In the darkness watched before, married doing. lingered learning Merlin destroy guise smell everyone knowledge Uther Her of the forest, scowling Igraine, living Pendragon though, with another hatred. woman years Gorlois, in so Fey people, and to in the - and could her magical
the wedding her mother, in the woods, their magic, for the death with
Twenty Arthur
had deceived
her father,
He said nothing,
to
her thirst
Uther. the only who noticed he travel their secret desire. Morgan Tristam, what she this news to against
was not
for Merlin,
Ie Fey also spied it. She told her agent, and suggested Meleagant, and his court. Lancelot The married his cousin, Arthur who had long
a fixture
in the Royal
close to the king and queen, ears in an attempt paradise. of Lyoness. of a bold about
In the meantime, lady-in-waiting. Galahad's attacked would, time turret. sword urged Camelot, Lancelot
in the form
christening,
knight
was loyal to the king, but he was also bitter of his castle peace. Morgan mold and watching and his betrothed, used his anger into with suspicious Lady Isolde, given away in marriage Sir Tristam to seal a breach
away to save his queen. carry the lovely a surface his quarry.
to see Meleagant However, separated his steed leap. he faced rushed into
of heart,
and successfully
the bridge
Lancelot
greatest
du Lac
from France. Aboard was one of the Lancelot was of to one du knights in the world, shined pure. To his great of his sword. the legendary sorrow, When
in a single Once stabbed Meleagant seen again unable Guinevere unwittingly inside,
Later, a ship arrived Lac. His armor unequivocally found Arthur test after
in mortal
combat
in the chest,
like silver,
to save himself
Overcome passion
a king worthy and his Knights mettle. Arthur that unable knight's another their
to resist
each other
any longer,
Table,
in the Tower
and Camelot.
at Lancelot's
Parsifal
During pursued chased could
knight
to take him to Camelot of them laughed at him, blood them boy. of noble a stable
become that
explaining
a king to serve.
that Finally,
had sinned, with that regard Morgan's knowing was certain without
Ruin was furious to create. combat, with Morgan He pulled determined Foolishly, he arrived, wizard for corrupting what he had her to of
vicious
to the two of
hers in a Contest
to be rid of her once and for all. her at the remains for him met her as she was waiting they were able to to remain closed
just man on the field of battle. Lancelot Tristam Moreover, power eventual was Morgan's of Excalibur vindication, creature to assist
was the false one, Guinevere no one had ever beaten she challenged dawn.
equally secure
feeling
the powerful
was set for the following However, Arthur his affair as a result, some struck time
Lancelot
his he swore
him down
Excalibur.
guilty
destiny
and was not seen again. Conceiving In Camelot, heavily an Heir Arthur fell into childless, altogether. despair. Morgan First He began moved to drink in exile to play her a He saw
in ruling.
With
Guinevere
and the royal couple masterstroke from vision, her half-brother dropping fierce
She contrived
return.
sweaty that
Morgan
then
Merlin slipped
Arthur, made
the union
the Grail and Arthur's to control in wine and fell into Galahad, with into despair, now a as a fat and at his of came to kingdom the land, became more
years passed,
decayed. The next morning, prepared with no champion King Arthur. hand boy, Parsifal, unable to defend With her honor, and Morgan He his because, Tristam drowning debauchery. praying grown wretched servants hate him.
In place of wisdom sword people his misery The for deliverance. man, watched tyrant,
and strength,
and his magical Guinevere prepared volunteered queen's as king, to face the justice of the royal court a smirk, when
to raise Tristam's
the scruffy
and punishing
the smallest
transgressions.
to a nunnery honor
Morgan
first
betrayed vision.
Arthur
who whispered
in his sleep. The time when kingdom beacon Then, Riddle Upon Camelot
king's
ancient Arthur
friend
showed
Now, former
Mordred glory.
is assembling Behind
an army of any who will see a returned to its and the of the Fey, his mother, The war is only
beautiful a shining
king fall and the land him are a legion Before Knights.
indignation.
of the Grail
as the vision
told
him to unravel
of the Throne. awakening, that he summoned the remaining the dream Knights of
Life in Arthur's
At one time, The Land
England
was idyllic. are is more One thorough Arthur than became disinterested even she despondent. in virtuNot so anymore.
to them.
he must have the Grail - the legendary Cup to solve the Riddle of the Throne, Arthur his knights to find it for him. Galahad, Parsifal, Gawaine, and Gareth them exchanged time looks of disbelief. and their this to none of At dawn, rode out had been lost since unguarded. return Galahad to Camelot knights immemorial,
Morgan realizes.
Ie Fey's The
fortunes
he was forced ally anything When produce. winters there that miserable Arthur
to exile Guinevere,
to find it, even at the risk of leaving attempted until to explain that him and declared it was found. in the kingdom quest.
but wine and his own dissatisfaction. the land too gave up its will to began to drop seasons off rapidly. set in. Before and the people he hopes Longer long, were as growing
yields
remaining
to be a doomed
is the Riddle
with people
the return
her half-brother's
she doomed
too.
to fight
among
Toodepressed
Arthur cannot lashes At some his fault, unable him the secrets for his father He grew strong marriage corrupt not blind
In the Forest
of Br, Morgan
nevertheless reach
of his fall. He is
grow while her Fey People Morgan overlong fearless, kingdom. Mordred instilled
taught
to his people's
suffering.
him. So sorry
out at any who dare to point level deep in his soul, Arthur but he is unable it. to forgive to acknowledge he turns barks them orders foolhardy when tribute,
his rage and his self-loathing at his knights. and dangerous citing
He
He
commands
set the land to rights. Morgan magical gave him a suit of armor and an capable any coat or with anticipation, rode to Camelot time and met half-spear
to undertake chastises
and the to
enchanted mail. Flush Mordred for the his father encountered man, weakly
he knows
of penetrating
the less he is willing he believes himself he becomes him. There he shares crueler is a and he
to
of which
to be
As this inner
conflict of those
escalates, around
first
in court. a broken
He
old clutching that
by his sorrow,
find anything
his misery.
The Taxmen
As the land suffered, Suddenly, functioning, began could 10 give. so did the coffers of the king. Arthur than it it was difficult to keep his army fed, his castle Consequently, the land for more
Disgusted,
he demanded heir.
the king abdicate to him, its rightful Arthur promised balked, war.
the throne
and Mordred
Sir Kay, Arthur's given Instead cleaning With steal. a cadre Collectively, have begun these
brother became
was
to the starving
The
of soldiers
to help him in his duties. as the Taxmen. Sir Kay and his men after village and are put to death. has set no gold to for the money, village who resist
and Dartmoor.
And to Arthur's
frustration,
vanish in the wind when their raids are complete. At last someone resentful Mordred's and, with Kay than folk have joined Casualties Unfortunately, his actions hopes with in his costs just the people from banner. the Grail have what Now, the Taxmen, tyranny Knights In the Forest they villagers have yearned for: to
little
or no money, he takes
and starvation
notably
in Ireland,
Kay has found or livestock it to his men. comes through burning sickness. bodies
hide supplies
Instead,
he can find,
hunger
Famine rather
not returned,
the kingdom.
feel now is the time of War while Mordred have made with
themselves to carry
life difficult
of Orkney
to save. A battle the lives of some peasants of what up and cause because
to rest and grow before and having commands England the king
own self-loathing they take all that to give and then Unfortunately, of nobles to their stances, suggested ters them Raid
no suitable
as Arthur slipping
take whatever
is left when that is gone. only the richest and owing made have anything, willing tributes once the daughand sell to pay.
the kingdom all dictators Higher swift become England. more often righteous, for small taxes, and grim
the circum-
punishment
Sir Gareth
To defy the king is risk that Mordred suffering. of Opinion itself is plagued and conflicting one problem son: he's pure of useful may be than not does not but his war is terrible
willing
on Dartmoor began overtaxing. tribute his campaign to the Last winter, to in to back then sent him back to for the
Mordred of terror king's wring through him. They Taxmen Camelot king: as Kay's
out of Dartmoor, rode snow with the and effective instructions. encampment, the Taxmen in seemingly can be from They are than people thus Rather of his men and a message shall be free. Where He rides collected gold, from
with indecision visions. of heart. revenge, far. But he has begun than bring them raided among with Morgan's
the people
he distributes physicians,
the people.
Since then, the raids have continued. found, thin steal more soldiers so can Mordred's air with their and return weapons Food weapons. forces.
kill Arthur's
he forces to suffer.
to tend to the
the Fey at his side. They the goods and their supplies
slaughter
the king's
to Morgan's While
plans. Mordred
She has ruined but she still and that's the is well on his way
Morgan to suffer
wants.
So black
is her hatred, that she wants Arthur he loved some that it takes
in Chaos has to give soon. people defenses across are weakened the known larger, Mordred now. The It is early summer, are starving with senses world. the Grail that thirst and the time Knights still to build his
her desire
for revenge
She wants
she utterly
the land
is still a chance
for redemption. When completely is growing more difficult to of her assistance. has plans signs doubt.
Tensions
knights
had only the Fey to support her for his success. to challenge to realize large enough
him, he depended the king without he has become neither is showing further
king must
if he wants
in his wine. on the edge of final ruin. everything both needs sides heroes, The but coming battle hope to
As he has come break with strain, Merlin Despite Merlin uncertain approached being
teeters
of the conflict
land desperately
it remains
apocalypse.
vanquished
by Morgan Arthur
and the Fey years ago, as best he can. He has he has become The great wizard has
to advise fitness
not given up on his friend Ironically, Merlin Camelot whether Arthur has begun
yet, however. to speak of his contact This with beasts tained Game from within Content.
.
Knight,
some
new options
A new Character Class, the Noble appears followed by several legendary Mythos. All of the material is designated conOpen of the book
more
in recent
weeks.
and the rest of England Arthur's ravings return. of a drunk spread hand
afire. No one is certain with Merlin has begun guides further the wizard's
As a result,
New CharacterClass
The following class is a standard of a character's PC Class career. and may be taken at the beginning
of the king, giving to the rebellion. convinced evidence and, thus, that
Ie Fey is
it cannot
Noble Knight
More than a mere Fighter, and upright from the nobility humility, their these warriors are the most They of the early portions Once sovereign, chivalrous are drawn their knighted, swearing A Noble agent Round waiting Despite conflict claim tyranny the lawful Camelot, individuals honor, in all of England. and service.
and spend
to gain credence.
they dedicate
lives to their
the law in his name. a Paladin. Prior Knights before Lawful. He or she is less an to the Fall of were members aren't, and some there they choose support of the are a side. him as Mordred neglect and
of the Church
a lord.
are, some
is no inherent
of England.
adventures
were many
and
12
Hit
Die:
d1o at 1st Level: Animal Handle Swim, (4 + Int Modifier) Level: Balance, Heal, Climb, x 4 Craft, Jump, Ride, at Each Additional Empathy, Animal, Use Rope Proficiency: Noble Knights are proficient of armor Weapons and all forms 4 + Int Modifer
of their Class
3 - I.
Class Features:
Features,
Noble
they
at a rate
on Table
Intimidate,
reaching to focus
2nd
Motive,
and Armor
character
of Courage
Saves against
(Su):
The
character
to the to
Bonus
Restriction: blood.
Knights
must
be born must
from
10 feet of him or
her at will.
because
Noble
Bonus
Grace
(Ex):
The
knight
may
add
his
or her
Charisma
Throw The
from
this point
forward. he or the
or it cannot
is so virtuous spells.
that
and Charm
Further,
Knight
Fort
+2 +3
Class Features
Will
+0 +0 Class Features Bonus Feat Weapon Focus: Lance
Ref
+0 +0
3 4 5 6 7 8 9
10
+3 +4 +5 + 6/ + I +7/+2 + 8/ + 3 +9/+4
+3 +4 +4 +5 +5 +6 +6
+7 I +7 +8 +8 +9 +9 +10 +10 +11 +11 +12
+1 +1 +1 +2 +2 +2 +3
+3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
+1 +1 +1 +2 +2 +2 +3
+3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Bonus Feat Bonus Feat Bonus Feat Bonus Feat Pure of Heart Bonus Feat Bonus Feat Aura of Courage
Noble Grace
+ 10/ + 5
+ 11/+6/+ + 12/+7/+2 +13/+8/+3 + 14/+9/+4 +15/+10/+5
+ 16/ + I 1/ + 6/ + I + 17/ + 12/ + 7/+ 2
14/+ 10/+5
13
their hands a great deal when speaking a useful distraction should they decide to weave an illusion. Many wanderers in the Forest of Br have become lost forever or
Table
3- 2: Restricted Equipment
been driven
hopelessly
mad as a result
of the
In her youth,
of her
of the woods.
Martial
Weapons:
at the size
there.
accepted
Curious,
into
she approached
their fold
magic.
For
their
Exotic
Weapons:
Hand Crossbow Kama Nunchaku Repeating Crossbow Shuriken Alchemist's Inkpen Spyglass Water Sled Clock Fire
she shared
family, After
Adventuring
Equipment:
a year, Morgan
to partake
Class Mounts
Tools and
and
Skill
Kits: Gear:
Green Knight.
Related
He recognized
living amongst
for
what
rule as King of the Fey, and he didn't became of the human of humanity and, therefore, inconsequential. kingdom. was a blink
care what
Equipment
Not all equipment from
players. item Restricted items may not be purchased.
the standard
are listed
Society
and
each
of these
The virtually all
system.
and control
The Fey
The Fey are an ancient racethat dwells in the darkest reaches of the Forest of Br.Longbelieved to be a myth by the people of Camelot, they were discovered to be very real in the last twenty years thanks to Morgan and her son, Mordred. The Fey worship a god called Silvanis, a Celtic deity with power over nature, and they believethat de
Hautdesert
Silverkiels
mastery people
of combat and devotion to the defense of their has earned them the respect of all others among their
Silverkiels chafe under the caste system, despite
- the Green Knight (seebelow) - is his earthly extension. Due to their devout belief in Silvanis, and their heathen mastery of illusionarymagic,the Fey are shunned many of Camelot's more refined denizens.
race. The
their position
of
prominence
within
it. While
they have
by
never
revolted,
an undercurrent
of dissatisfaction within
hierarchy
Many yearsof inbreeding and hard living havemade the Fey a strange sight to behold. They have gangly limbs, narrow features, luminescent eyes, and long, pointed ears. They use
14
in the
these
are the
hold little social
Giantsteppers.
individuals
Experts
they contribute
as a people.
Giantsteppers
Fey Racial
All Fey possess the following
Traits
qualities:
ally to those
At the bottom Stonegrinders, nation. Despite they are almost the Giantsteppers, Even among who must work
of the Fey social who provide their history universally most reviled
structure
are the labor for the and animals. those clan of the Fey, more than
of the general
Medium 30 ft. The Fey can see twice as far as a human in starlight, moonlight, torchlight, or other low-light conditions. retain the ability to distinguish between texture, and size. color, detail, They
the magical
The Fey believe that the caste system Because on Earth, prefer they see the Green there is little encourage it because it protects threat Knight their that impetus
is the will of the Old God. as his living The atop position embodiment Lobeholders Fey society, God's them. Will In and
to change.
and they thus angry truth, worship The hatred most system. that to claim
the doctrine
de Hautdesert will become care how the Fey rule to pay him tribute
themselves
him as a god. and respected Phelot, Silverkiels system urges make no secret of government, any course Mordred Phelot. Morgan, Ironically, attempts off taking Phelot he found to make the the throne with does a King Arthur, of their the
Spell-Casting
(Sp):
feared
All Fey can cast the following spells three times per day in addition to any other spells to which they may have access:
the throne
Lights,
and Ghost Sound. Fey are immune to Illusion and Sleep spells. They receive
not dare to make a move. for opportunities good youth without more Mordred Within political sixteenth leader before Neither Neither The believe human that foil in Mordred.
he bides
his time,
looking
the aid of the Fey and offers knights. growing the clans power. increasingly themselves, Thus,
to help him recruit to bear fruit with his Fey allies. receives equal
Skills:
Fey receive
a + 3
gets one vote in clanon a clan member's is recognized This as clan rule is also the revolution
wide matters.
he is the only Fey chieftain. nor Mordred observes the Fey caste into one. system.
I +
Level
Character
a clan or married
Clans
of the Fey is a close-knit bivouac known darkest extended family. All of in the task in 15
Each of the Fey clans them which Forest coexist in a huge is located
in the deepest,
in greater
The Lobeholders
The
Lobeholders They
five to seven and commonly their workshops clan-common appraise They status, This an object. the other with clans them
burrow Their
Alignment:
Classes:
at their
regard
as lesser, openly.
and
As a result
of their
Abilities:
+1
Intelligence, + 1 Wisdom Lobeholders may take the following Skills as Class Skills in addition to those from their Character Classes: Alchemy, Appraise, Balance, Bluff, Climb, Craft, Handle Animal, Hide, Spellcraft, Wilderness Lore.
they receive
the resentment
of the Stonegrinders
Skills:
the Silverkiels strength, they keep their The their consult Lobeholders authority others
to grow. Due to the Silverkiels' remarks dictate and jibes as infrequent policy
the Lobeholders
for all of the Fey, yielding In matters of policy, knowledge with they does the
to conferring
on military
Spell-Casting
(Sp):
All Lobeholders may cast the following spells three times a day: Charm Person and Hypnotism. Twice per day, the character may
cast Hypnotic Pattern
and Minor Image. The Lobeholder may cast Suggestion once per day. Caster Level is equal to the Lobeholder's Dice. Hit
Clan Color:
Red
Lobeholders can
Clan Bonus:
Appraise any object to within 1% of its value on a successful Skill check. If the roll fails the character is within 10% of its actual value.
Master Craftsman
16
The Silverkiels
The Silverkiels are the warriors protecting and brigands. skilled of the Fey. They the Camp They from brook are forever alert and watchful, eyes of outsiders refusing Silverkiels combat, Silverkiels only observe Giantsteppers Stonegrinders of the Camp, Stonegrinders to barter the prying The of the Fey in army. and they or alongside that the strata the Classes:
no nonsense,
and dangerous
and they make up the bulk are not interested members them
Giantstepper Alignment:
Clan
Usually Neutral Rogue, Sorcerer
Traits
Chaotic
it when
Shadowdancer,
Abilities: Skills:
+1
Dexterity
Silverkiel
Clan
Traits
Spell-casting (Sp):
traits in following have the All Silverkiels to the ones they have for being Fey: addition Good Usually Chaotic Alignment: Fighter, Ranger Classes: Abilities: + 1 Dexterity may take the Silverkiels skills: Skills as Class following to the addition Skills in their ones from Class: Bluff, Character Information, Gather Ride, Sense Intimidate, Motive. Spell-casting (Sp): Silverkiels following times may cast the' spells three
Ventriloquism.
Concentration, Diplomacy, Gather Information, Hide, Heal, Speak Language. Three times per day a Giantstepper may cast Change Self and Sleep. He or she may also cast Invisibility and Misdirection twice per day and Hold Person once per day.
Clan Clan
Color: Bonus:
at
Spray
They may cast Blur and Mirror Image twice per Displacement day and once per day. Clan Clan Color: Bonus: Black Silverkiels Weapon free. receive Focus the Feat for
The The
Giantsteppers Giantsteppers brokers. sense are the Fey's They thieves, spies, worldly and and
of all the Fey People, of humor. the caste staggering to the ancient them, quiet. system
and, as a result,
religious Lobeholders disregard the Silverkiels peace by keeping information Lobeholder about masters
zeal. They
complaints
transgressions
17
S tonegrinder
Clan Traits
+ 120
Stonegrinders have all of the following traits in addition to their Fey Racial Traits: Alignment: Classes: Abilities: Skills:
Any Chaotic Cleric, Fighter, Sorcerer
- I (Dex)
Speed: 20 feet AC: 22 (-2 Size, - I Dex, + I 5 Natural) or 17 (-I Dex, +8 Full Plate Armor) (when polymorphed) Attacks: Slam +27/+22/+17/+12 melee (2d10+16) Battle Axe + 31/+26/+201+ 15 (ld8+ 14) Face/Reach: 10 feet by 5 feet 1 15 feet or 5 feet by 5 feet 1 5 feet (when polymorphed) Special Attacks: Animate Trees, Earth Mastery, Push Special Qualities: Elemental, Polymorph Self or
+ I Strength
In addition to those of their Character Class, Stonegrinders may take the following Skills as Class Skills: Craft, Ride, Spellcraft, and Wilderness Lore. Three times a day a Stonegrinder can cast Nystul's Magical Aura and Nystul's UndetectableAura. Twice a day the character can cast Leomund's Trap and Magic Mouth. He or she can cast Illusory Script once a day. Bronze Stonegrinders gain one Metamagic Feat for free.
Spell-Casting
(Sp):
Saves: Fort + 19, Ref +7, Will +9 Abilities: Cha 20 Str 33, Dex 8, Con 21, Int 16, Wis 12,
Skills: Hide -9*, Intimidate +20, Knowledge (Nature) +18, Listen +16, Spot +18, Wilderness Lore +25 Feats: Alertness, Cleave, Great Cleave, Improved Critical (Battle Axe), Improved Critical (Slam), Power Attack, Sunder, Weapon Focus (Battle Axe) Climate/Terrain: Organization: Any Forest Unique 18
Chaotic
Neutral
The 5 tonegrinders The Stonegrinders are the are the body of the Camp, other clans. Stone grinders Fey laborers who founded in their background, often their clan's origins. most common of the Fey. They and are less specialized than the take their name from the original their society, and take great pride reminding higher-caste Fey of
De Hautdesert - the Green Knight - is a unique Earth Elemental. In addition to the usual powers, he also has a few special ones of his own. He is attuned to the forest, and thus is a sort of tree elemental. In his usual form, he appears as an enormous oak tree, reaching some 30 feet in height. In this aspect, he resembles a treant, but he is no plant. He is from beyond this plane of existence. The Green Knight is a force with which to be reckoned in the dark depths of the Forest of Bur. He is the leader and king of the Fey and a master of trickery. He has no opinion regarding the impending war for the human throne since he is certain that he will continue to reign in the wilds unchallenged. Even Morgan Ie Fey is frightened of him, and she bows to his power over the woods (though she seeks some way to master him). The Fey are convinced that he is the last remaining "Old God," ruling the wilds as the One True God rules the faith of the humans. He resides deep in the darkest heart of Bur, where he plots his next prank against Arthur's questing knights. He is full of mirth at all times, although his humor is often cruel. No one knows how old he is, and none dare to ask.
As a result of their low station, the Stonegrinders do the lion's share of the work, eat the least appetizing food, and live in filthy hovels and diseased conditions on the outskirts of the Camp. Despite their misery, they rarely complain.
New Monsters
The following monsters are presented for addition to your campaign. Most are drawn directly from Arthurian myth. One - the Power Wraith - is a new creation based on Merlin's transformation and designed to enhance the setting. 18
De Hautdesert frequently polymorphs himself into a human wearing shining green plate armor. It is in this form that he generally chooses to approach human beings. He is particularly fond of chasing human women. While so disguised, he wields a + 3 magical battle axe. The Green Knight is a wild card in the power struggle for England and, regardless of the Fey People's loyalty to Morgan, should de Hautdesert command them to return to the forests, they will obey. This is one more reason Morgan seeks some means master him. As for Mordred, he is frightened of the Green Knight, having once seen his shift from elemental to human form. He is one more reason why Mordred would like to be less reliant on the Fey. Combat: The Green Knight is happy to battle in either of his two forms, though the elemental one gives him the most natural advantages. In human form he relies on his battle axe. As an elemental he simply beats his opponents into submission with his huge branches. In both guises, he will Animate Trees both to help him and to terrify his foes. Animate Trees (Sp): The Green Knight can Animate Trees within a 300 foot range at will. He can control up to 10 trees at once. It takes a tree a full round to uproot itself, but once it does so, it can move at a Speed of 10 feet. It otherwise fights as a trean t. Earth Mastery (Ex): If both his opponent and he are touching the ground, de Hautdesert gets a + I Attack and Damage Bonus. If his target is flying or in water, the Green Knight suffers a -4 penalty to both attacks and damage. Elemental: Immune to Poison, Sleep, Paralysis, Stunning, Critical Hits. Cannot be Flanked. Polymorph transform plate mail not count and
Speed: 20 ft., Swim 90 ft. AC: 23 (-2 size, +6 Dex, +9 natural) Attacks: Slam +25/+20/+ Face/Reach: 10 ft. by 5 ft./I5 I 5/+ 10 Melee (2d1O+ ft. I 3)
Special Attacks: Water Mastery, Drench, Vortex Special Qualities: Elemental, Damage Reduction Fire Immunity, Telepathy, One with the Land Saves: Fort + 22, Ref + 16, Will + 10 Abilities: Str 28, Dex 22, Con 2 I, Int 13, Wis 16, Cha 16 Skills: Listen + 26, Spot + 26, Scry + 12 Feats: Cleave, Great Cleave, Improved Cleave, Power Attack, Sunder, Improved Critical (Slam) Challenge Rating: Alignment: II 15/ + 3,
Lawful Good
The Lady Of the Lake, protector of Excalibur, is an Elder Water Elemental with a singular mission: to keep the rightful ruler of England on the throne. She is purely good, unable to misrepresent herself or the kingdom, and she and Merlin are forever at odds over his loyalty to the misguided Arthur. She is omniscient and fearless. In the end, she will attempt to guide the forces of magic and nature to depose Arthur through Mordred. It is she who controls the whims of Excalibur, and determines whom it will serve. She appears to her rare visitors as a beautiful, yet indistinct woman floating at the bottom of her subterranean lake. None have ever defeated the Lady in combat, and, although benign, she will battle in mortal combat with any who come to her in violence. are touching water, she gains a + I bonus to both her attack and damage rolls. However, she suffers a -4 penalty if both she and her target are landbound. Drench (Ex): The Lady of the Lake can extinguish any nonmagical flames of Large size or smaller. She can dispel magical fire by touching it as though she had cast Dispel Magic as a 30th Level Caster. Vortex (Ex): If she is submerged in water, the Lady can
Self (Sp): Three times per day, de Hautdesert can himself into a human wearing luminescent green and wielding a battle axe. Transforming back does towards his three times per day limit.
Push (Ex): The Green Knight can start a Bull Rush without provoking an Attack of Opportunity. He must be in elemental form to use this ability.
Size: Huge
Elemental 150
(Water)
19
transform
She can maintain this state for 15 rounds during which time she maintain a maximum height of 60 feet. Creatures caught within the vortex must make a Reflex Save at DC 32 or suffer 2d8 points of damage. An additional Reflex Saving Throw is necessary to avoid being swept up in the powerful currents. Those who fail are caught in the whirlpool and automatically take damage every round. Those with the Swim Skill can attempt a Skill check to escape.The DC is 32. Telepathy (Ex): The Lady of the Lake communicates through a special form of Telepathy. She has a continual link with Excalibur, and it is in this fashion that she communicates with the sword and directs it. Excalibur is completely devoted to her and does whatever she asks. She rarely speaks to those who come before her. Most often, she plants an idea in their minds and allows them to sort it out for themselves. On occasion, she will speak telepathically to others, but she prefers to limit this sort of contact. Resisting telepathic communication with her is possible, though difficult. A Will Save at DC 19 is required to block her thoughts. One with the Land (Ex): Like the Green Knight, the Lady of the Lake is tuned to the land in her case,all of England. She is a part of every lake and river in Britain, and will make appearances within them if she wishes to confront someone directly. Her link to the land allows her to know all of what happens within it. It is in this fashion that she guides the
Power Wraiths
Damage
(Su):
Reduction
Power Wraiths
on the
Ethereal Plane.
Dragon Manifestation (Su): Because is it incorporeal, a PowerWraith can only attack using magical spells, and The creature may circumvent
cannot affect anything on the physical plane of existence. this limitation by choosing to take on the material form of a dragon. This is an enormous strain on the Power Wraith, and the form can only be maintained for one hour for every five Hit Dice the creature has. A Power Wraith can only manifest once per week.
land's destiny through Excalibur and the king who wields it. Because she knows everything that happens in England, she can offer instructions on what should be done next. This also makes her a great source of information for those with the courage, wisdom, and means to contact her.
Power Wraith
Power Wraith is a template that can be added to any humanoid Druid character of at least 15th Level (hereafter, the "base creature"). Any character meeting the prerequisites has the option of accepting this template should their Hit Points ever fall to O. The creature's type changes to Undead. Otherwise, it uses all of the base creature's Special Abilities and statistics, except as noted below. Hit Dice: Increaseto d12. Speed: Power Wraiths maneuverability. fly at a speed of 30 feet with perfect
When in dragon form, the creature's size is Large, it gets a + 8 Natural AC Bonus, its movement increases to 40 feet,
it can fly at 150 feet with Poor maneuverability, and it has
-I
The PowerWraith gains the following Attacks while manifested: I Bite for 2d6, 2 Claws for Id8, 2 Wings for Id6, and I Tail Slap for Id8. The Bite usesthe full attack
bonus, Claws are at -5 to hit, Wings are -5 to hit and deal
half the creature's Strength Bonus instead of the full bonus, andthe Tail Slap is at -5 to the attack roll but deals I and
Strength Bonus in addition to its normal damage. The Power Wraith also acquires the ability
AC: Sameas
encounters. Power Wraiths can only be hit by magical weapons and spells from the Material Plane.
Attacks:
to
Breath Weapon is 1od8. The creature otherwise retains all of its abilities.It is also vulnerable in this state. While manifested as a dragon, the Power Wraith can be hit and killed normally.
creature, although those relying on touch have no effect. The creature also retains its Druidic magic. Damage: Against Ethereal creatures, a PowerWraith usesits basecreature'sdamageratings. Against non-ethereal creatures, the 20
magical effects.
Telekinesis
They
Power
have an SR of 20 as a result.
Wraiths can cast the spell,
Slam (1d4)
+11/+6 or Snake-spit
melee
(1d4+5)
(Sp):
Hit
+9/+4
(Blindness
as a free action.
Caster
Face/Reach: Special
Resistance
A Power Wraith
has +6
Turn
Special Saves:
Resistance.
Whispers
of Xanadu
into Spell, cost.
(Sp):
Once
per
day,
the
Power
Wraith
18, Cha 23
can whisper granting the Divine no experience it wants the vision Saves: Abilities: having receives Skills:
similar chooses
the mortal
Same
as the base creature. as the base creature score to Charisma. with the exception Undead, of it and it
Same
Treasure: Alignment:
due to it being
HD
(Huge)
magical
The
Feats: Same as the base creature. Usually Solitary. Base creature's + 4 wooded areas but can reside anywhere. Climate/Terrain: Organization: Challenge Treasure: Alignment: Advancement:
Beast
Glatisant
or Questing
is a strange
creature sighted
that within
haunts
of England.
the Forest
of Br. This
monster
does little
it a frequent
Same
for themselves. Beast is named for the horrible of 40 hounds cacophony even the bravest roar it makes, pursuing of knights or to is extremely
QuestingBeast (BeastGlatisant)
Size: Large Magical Hit Dice: 6d10 + Beast 12 (45)
prey. This
Initiative:
+ 2 (Dex)
forced
the Beast Glatisant prefers by using its Fearsome cowers When Roar in fear, the target its escape.
to
strike
(see below).
this does-
n't work it will attempt to use its Snake-spit attack or to bite its opponent. The beast can also make a Slam attack by charging Roar its foe. All creatures from within 30 feet of the must make a of Fear as
(Sp):
it roars
Save at DC
19 or suffer
the effects
from
its for
hit by the
make a Reflex
13 or be Blinded
I d6 rounds. Poison Failure is also 21 (Ex): causes Id4 Any creature must the target Damage points hit by the Questing Saving Id4 Throw of Damage Secondary to suffer points Beast's SnakeI I.
at DC
the Poison.
of Constitution
Damage.
Part
This
4: The Campaign
section of the book ideas offers for the and as well elements Grail. information and campaign overviews plus of Bur on Arthur's of Camelot
Knight
Patrols Knights)
Humanoid explorations of the Arthurian Camelot Located Camelot walled granite water. groups near Bodmin is King Arthur mall of brickwork Myth
+ 1 (Dex) 20 feet 20 (+ 1 Dex, +8 Full Plate Armor, + 1 Small Steel Shield) Heavy Lance + 8 melee (ld8+4) or Light Flail +7 melee (ld8+4)
outer
walls, composed
Attacks:
bricks as the rest of the village and castle, are surrounded 15 feet deep. The moat the perimeter opens mans A drawbridge from Knights of three. patrol every 20 minutes
Face/Reach:
5 feet by 5 feet / 5 feet (10 feet with Lance) None. None. Fort + 6, Ref + 3,
2
each of the six turrets. set in a pair of rows. monument with rampant
Special Special
the walls are a dozen heavy buildings the royal standard interloper. jugglers, of Camelot. trades
In the back acres sits the castle itself, a hulking a facade depicting and mauling courtyard merchants a cowering where beggars,
Will +
The dual rows of buildings Between is a massive and other Arthur's blacksmiths,
Abilities:
Str 18, Dex 13, Con 16, Int 11, Wis 12, Cha 13 Balance +4, Diplomacy +4, Heal +4, Intimidate +4, Jump +4, Swim +4 Ride +4,
in a sprawling
marketplace.
Skills:
Feats:
Mounted Combat, Ride-by Attack, Spirited Charge, Weapon Focus (Heavy Lance) Lawful Neutral on Heavy Points and and
Alignment:
Notes: These knights Warhorses. The mounts can attack with Id6+4 points + 1 melee for
2 hooves of damage.
+ 6 melee
+ 1d4 + 2
points
of damage. The
does unless
rider cannot attack while the horse he makes a Ride check at DC 10.
22
this market
as well (use the stats are on foot), or tossing structures below. carrying
The
Contests
of Truth
Marketplace of the village's beggars, the grounds poisons, area is composed Although any item of all makes their of a menagerie Arthur's can be found and varieties, trades, here, and and of
Arthur's subjects believe that in single combat no man who is untrue or unjust can defeat one who is pure in thought, word, and deed. When Morgan's lover, Sir Tristam Queen Guinevere of being young Sir Parsifal to of Lyoness, accused unfaithful and faced her guilt, a new
watchdogs
prove
Hustlers,
are at work
here day and night, many a nave visitor Although corruption criminal through, Arthur
tradition was born in Camelot. Every year on the anniversary of Tristam's victory, a tournament is held to resolve disputes any who hold a grudge through combat, or feud may enter and this
his or her money. the lie elsewhere, center for have wandered close-up.
just outside
test of arms. Known as the Contests the tournament is one of the most days of the year.
of Truth, celebrated
of the ever-busy
From all over England, Ireland, Scotland, and Wales, men travel to face one another in the courtyard of Camelot. All decisions are final, and two knights who've battled in a Contest of Truth may never again confront one another here. The contestants are free to choose their manner of combat, and everything from sword duels to jousts to pugilism is acceptable to settle a score. King Arthur himself judges veranda of his castle-keep. all battles from the
Archers
Hit
(2nd
Size: Dice:
Level
Medium 2d10+4
Warriors)
Humanoid
19 + 3 (Dex) 3
16 (+3
feet
It is dangerous, though, to have the king as the judge of one's dispute. Arthur's pain at the memory of having to exile Guinevere bleeds through his drink on this day, and he often issues extremely harsh and cruel punishments for those that lose. He longs to inflict his pain on Lancelot. Failing that, the poor sods who lose on this day, feel his wrath. Virtually all who participate know this, and savor the opportunity to see Arthur's cruelty inflicted on their foes. Those who fail, though, often wish they had made peace in some other fashion. The Contests of Truth are preceded by a full day
Dex, +3 StUdded Leather Armor) Longbow + 6 ranged (ld8) or Longsword (ld8+2) +4 melee
5 feet by 5 feet / 5 feet None. None. Fort Will +5, Ref +3, + 2
Attacks:
revelry, and all are welcome to Mordred and Morgan use this
Str 15, Dex 16, Con 15, Int 12, Wis 14, Cha 14 Climb +10, Jump +9
as an opportunity to case Camelot and partake of the wares and foodstuffs of their rival. Only Merlin, in his undead state, is aware of their presence. A handful of Fey have joined the Contests in the past, usually pitting an angry Stonegrinder against a member of a higher Fey caste.
23
to the illicit,
goods
desired fruit
can be
Father
Pious
is a kindly or a beggar
dressed
in robes, often
his vow
of poverty
apparent.
mistaken
in the marketplace
the walls of his church, the spells of the Cleric of Lucifer and will not class.
puppeteers,
fire-eaters,
and he rarely leaves as a result. condemning them sanctuary Armory is a small, and grounds. run secretly narrow to any character
or a test of strength
on which
is also the
of a magic-using
of Truth.
The Armory weapons marketplace as a brothel varying beds, There church in the entire an antediluapart. has of porridge
shack
once guards
used
and armor
and archers
archers. is subject
Ten girls of
outside
ages are here at all times, and a lice-ridden each enclosed by a linen
in the dungeon.
here. The men who visit find only and the women from which who provide they cannot it have escape.
the most
Peter Pious,
The pews are creaky and moist in it, and careless stained holes in its ancient shot bullets
with damp-rot,
glass windows
and wandering
to the kingdom.
to anyone
and forefinger
- the price of trying to cheat a Welsh knight. Any character who entrusts his or her mount to the Livery Stables regarding The The with Smithy Smithy is a hulking of metal Inside, metal, shop dozens pound weapons whose inhabitants and the smell and forge quality wares fill the air of acrid suits and are and quality. Caradoc, nosell for of and their faces a 10% chance Regis the character that it won't be there when he or she returns. will have a sudden case of amnesia
on metal
apprentices
produce
as the best
in the kingdom,
creating
the arms
twice the usual price and are considered The owner of the Smithy when the Grail is a former Quest
is not without its hazards. All who lay down with the brothel's prostitutes must make a Fortitude Save at DC 10. Failure saddles the character with a social disease. The incubation time is 24 hours and the character takes 1d3 points of temporary Constitution Damage. The character also takes 1 point of permanent Charisma Damage because the disease causes him to become covered they heal. in scabs that leave scars when
began,
citing
privately
He is a gruff, Mordred
who has put his adventuring in the hopes that one day soon
with doors.
to an outsider,
and similar
furnaces
pots within
light frown
the dank
and Just
interior, Caradoc
on visitors. with a
potential
customers of a visitor.
Scurlock Wizard)
Medium 3d4 + 6 15 + 1 (Dex) 3
11
Humanoid
Pellion's floor
in those
Hit Hit
who seek good and wenches advertised Nickoladis his hand Meals
both
figuratively
and literally.
a big-bellied
feet
Fey named
(+
1 Dex) + 1 melee
Dagger (ld4)
tables
with
seated side by side. Pellion believes this promotes very good, pie. Pellion found make a stop here even if it is out of their stew or mutton his spirits and strangers have often very gently. rooms The price a hand, bill
Special
Attacks:
peace in his establishment. travelers way to sample out the hard Upstairs equipped of a single those the famous way that
Special Qualities:
Saves: Abilities:
Str 10, Dex 13, Con 14, Int 14, Wis 13, Cha 12
consists
Skills:
includes
meal in the price will be forced and exhausting The deems duration
Feats:
Alignment:
to perform
demeaning
is as long
it necessary. House Scurlock a densely oddities, of Esoterica is known packed room throughout Camelot for his His and facade from a disciple due to his something of
Notes: Jericho has a smarmy personality that most people find repellent. He attempts to win over anyone he meets with his "vast magical knowledge" while foisting his questionable goods on them. He is more cautious around true magicians because, while he does seek to cheat them too, he also knows that their wrath can be terrifying. He doesn't wish to make a permanent enemy of any real wizard.
spell-crafting
equipment is located
and his outrageous full of blank across for its brilliantly to have once to finish
the marketplace
and is remarkable but was unable untimely this claim, arts. have been a great here. He engages that are supposed many
and unnerving
magician, largely
though,
he is wasting and magic Those to convince true them that his exorbitant prices are fair. of spell impotent, the price. of finding cause one inher-
to fall in love with another, that Merlin of his items describe. caters their or won in some
but a great many of them are worthless, There is only a 30% chance seeks when is three times a true magician is available he or she enters
people
of enough
the standard
Camelot.
He sells them
and performs
25
and vagrants.
Rainwater
and stagnates
in the corners
While Jericho does have some things of real magical value (mostly spell components) the vast majority of his wares are junk. This includes the potions and wondrous items he crafts. He uses second-rate components and takes shortcuts when crafting them. While he has managed to make functional Magic Items using shoddy goods, they never seem to work right. Any item purchased from him has a 50% chance to fail, and all of his creations have half as many charges as a properly constructed item. Jericho guarantees his wares only if they are used correctly, and, when they fail and someone complains, he claims that his instructions were not followed as prescribed. knowledge is strong enough average purchaser. His magical to befuddle the
the walls where few cents, Sadly, there the former. The mattresses
a socially
are a great
and smell
of those across
died in
on them
in the past.
to chew on the feet of a drunkof food. lodgers of this hell have must by the desperate life spilling of of Camelot's over a mouthful
at the remains
Jericho has a Wand of Hold Person he keeps up his sleeve for emergencies. It is the only Magic Item of command Spell-casting the a-Level true value that he possesses. The word is "stop," and it has 3 7 charges. (Sp): In addition spells, Jericho knows to knowing all the following:
The Baths
The bathhouse castle-keep holes baths, to tote deposit known, tubs There itself. is the oldest structure in the village box with beside steam the It is a low, flat limestone in the steam eager on the forest's destitute
of the rich has been conducted by frail youngsters from a spring Tenders, hot water
to make a quick
Isf Level: Charm Person, Expeditious Retreat, Hold Portal, Magic Missile, Nystul's Magical Aura, Protection from Evil, Unseen Servant 2nd Level; Arcane Endurance, Invisibility Treasure: Hidden bed, Jericho has savings. The chest Lock, Bull's Strength,
it here. The
as these
in the emptied
at the end of the day. are six tubs, to relax feuds. are, each fashioned members and hammer about The the Tenders out from deals tile and mortar, society and people They they however, in the can be they are will frequent dowry for land,
beneath a large
his his
and the well-heeled the baths or stock, long-running but they village bribed be killed revealing their The or to bring
of Camelot
is covered
so as to
make a potential thief think that it is magically trapped. Any spellcaster will instantly recognize them as bogus. The chest is locked Arcane Lock spell. If it can be opened, 700 pieces of silver inside. The wealth is tied up in his business. with there an are
to hear nothing,
in fact,
regarding to provide
rest of Jericho's
of the bathhouses
discovers
treachery. baths are owned middle-aged court. and quietly to demonstrate of power. While elite, his low birth and illiteracy and operated by Gringamore, of a better barks orders in the the in charge to join his crude realizing an life in at of
he is firmly
forever
26
Arthur's
The Home knights castle-keep hours those bribed Kingdom
Castle-Keep
of the Village - is the castle-keep of the Round Table and its famous as well as Excalibur, is separated from wall. The the Sword the village gate is guarded each armed to those or those the guards Floor - and of the of King Arthur Pendragon. of Camelot and daring of Kings, the by a ten-foot-high twenty-four with a heavy a they recognize, brandishing can be Gallery.
The
castle-keep Floor,
consists
of three
levels:
the Ground
Floor,
of Camelot.
ride in through
double-doors,
hoof. Wall-mounted
entrance
the Ground
27
turrets, manned by a pair of Guardsmen with longbows (use the same stats for regular Guardsmen but substitute a longbow for the halberd). In the southeastern turret is the entrance to the concealed staircase to the second floor, and in the northeastern one is a staircase to the Dungeons of Camelot. These stairwells are functional, wooden steps. The Stables
The
row upon row of wooden stalls, each fitted with a trough and food bucket. At any given time, up to thirty warhorses are housed here including
stables contain a year).
Arthur's
nearly
Attacks:
own mount (he hasn't ridden this fine beast in The floors are covered in straw, sawdust, and heaps of dung nearly Augean in scope. Many a
has found never again. to wander lesson
Treasury
locked
Behind a
The funds stacked Arthur's
his agents
iron floor
door
of
Camelot.
sacks, per
and
year,
Abilities:
Str 15, Dex 16, Con 15, Int 12, Wis 14, Cha 14
and stepbrother,
the
by 12 Guardsmen.
Skills:
Climb + 10, Jump + 10, Ride +6 Feats: Alertness, Toughness Lawful Neutral
The Common
Dining
Room
Alignment:
Once a bustling center of activity and revelry, the common dining room has fallen into disuse and decay. Initially a feasting place for the staff, guards, and visitors of the castle, the cavernous with lukewarm ary. The and echoing chamber stands room
and
mostly on the
carved
empty
are seemingly
crystal chandeliers,
molded
once
The
of
dust
carry like
entire from staff The within.
shouts Now
and,
once upon
sounds ground
a time,
In the midst of the bedlam in the Gallery is a massive marble spiral staircase winding its way up to the second floor and curving down into the menacing darkness of the Dungeon of Camelot. Once a wonder of exquisite craftsmanship and royal elegance, the Royal Staircase has become a chipped, dirty reminder of Camelot's fading glory. It is stained with blood, wine, and boot waste, and has become quite slippery. For this reason, Arthur and his men more often use the concealed staircase within the turret.
Anyone Dexterity unfortunate attempting to climb the Royal Staircase must Failure Id6 points make causes a the check at DC to spill 7 to keep their footing. the hard steps for
kingdom
emanating assorted
it is a breeding
for diseased
or a chicken might be roasting over the open pit in the center of the floor, but it is otherwise silent. A lone cook
galley, muttering about the wood-burning
down
of damage.
The
Turrets
Within the ground floor castle walls are the entrances to each of the four turrets. They are identical to the village's 28
a countertop spanning the length of the room, and all manner of crockery and brass cookware hanging from hooks in the ceiling, most of which is in disrepair. In the center of the floor is the aforementioned cooking pit, once
used to cook entire decades eaten long ago. Along variety sides entire hard the south
by of meals
room. frames
The wounded
and bleeding
are strapped
to bare wooden the ceiling. of the Sick originating or cadre agitated Sarcien, and taken on a of
pain, and the mad and feeble gibber cages that hang from hang from the walls mostly deformed becomes executioner, man of Middle curved killing blade He has never
nonsense wall is a large, walk-in cheeses, grain pantry dried filled with a Heavy House insane to muffle
mats that are one foot thick of the dying. Anyone throughout the village,
and salted
and kegs of beer and wine. There to feed the With of use for most away forgotten. are long gone.
is enough
here to be "pacified" or herself, Sarcien the king's is a huge a massive loincloth. instead slash
by the king's
If a "subject"
the facilities.
himself intercedes.
descent
brandishing
small
foyer a group
Dining arrive
Room
was once
used when
would
the victim
seeking would
a meal and warmth. allow remaining Room. live within from Now it.
of his blade.
Gallery
from Floor from the Royal Gallery Camelot's Staircase greets onto the second eye. A floor of the visitor's first Most - the
Dining
only to refuse
complete
departure
its noisy
Room
for Arthur's houses floor, Chambers furnaces, infernos the king's wind. shop hulk (second within The floor), the is
The heat source Furnace through protecting Room with blacksmith, ragged this domain, Arthur's men. Room
have become
somewhat of them
tarnished
to lack of
ten feet by ten feet. The the brick him from Aclegis, coveralls creating
send heat
and hearty
of the weapons
The Armory Next manner mounted mans take what Common The The beds, man Castle long, king to the Furnace of weaponry racks. the armory, Room is the common here, hanging are suits employed armory. from All wallcan
is housed
of armor.
No one
as a Guardsman
the walls.
of the Guardsmen. sets of sturdy bunk and the men will for each from 2-20
consists
bed. The
of protecting
wine-sodden bunks.
At any given
and ancient
to all but the most pious and kind slashed, in the blood piles
sturdy of holy
and
and mortally
and crushed,
lay in stinking
in every corner
echoes rooms
Merlin's
Hanging
lanterns
light
all
comes restore
Merlin's
does
nothing
to
Merlin's door
from
Merlin's
a secret a carefully
series
of tables
tap at the wall, the door and surprisingly bed, soft thickness. while decadent sheets These
on brass
runners.
vials, oils and potions is no sign that of time, one wall, a in a long period tomes
complete moth-eaten
varieties
everywhere.
and Arthur,
he occasionally
bookcase
and canticles
in every
30
is a hunched books,
is tossed from
they the is
even more
as they
scramble
concerned Chambers
there
separating
in Camelot. and houses Pantry the fine ingredients vegetables three high of Arthur's daily jams,
only be detected
means.
Royal Dining
Opening Royal Endless gold crystal chairs The Dining banquet and chandeliers edges,
Hall
archway, of finished upon the magnificence as opulent. wood, The gilded cut of perfectly room. and stained of the Hall can only be described dozens
of beef, pork,
and condiments.
of cheese covered
corners,
red wax,
and are labeled the year, with silver goblets silver and gold and the servants their The best livery. Royal Hall
one on another.
Noble
This Knights Quest empty rooms,
Quarters houses nine small, richly furnished all of stand The bed, rack. sparse feather
and plates.
to the remaining Unfortunately, They thick now away on the Grail gray dust. a thick
sign of No of room
King Arthur's one has feasted matters of state in a decade, day, the places sumptuous Quest
decay.
and meal
Under
cross from
Lancelot)
and hidden
the common of the first Kitchens Three and many simmers and hum brass with most floor, with fireoil-burning warm. lamb potent Silver stew, and kegs of of potables line the floor. grill embers, In charcoal-burning char the
The
of the rooms
and impersonal.
Antechamber
deeply-set
Set just Room is a glorified are high-backed carpeted south through House's mounted corner, caged in dense to the first cage, Portas in the village, waiting and thickly
off the Throne Court, Along Behind the Antechamber three chairs. of its walls The floor in the is room.
keep it always
of the Royal
cushioned
is a giant
one chair
a hole the size of a pea is drilled the work From madmen. his vantage point
venison
to perfection
day after Appetizing another apprentices one. The street strange these Only
an outspoken listens
from
open perfect
Arthur
mad by years
work
of master
Cooks
constantly
the truth
tongue-twisters
community
up hours
31
Excalibur,
Excalibur is a magical sword that is imbued with the very essence of the land itself. It serves the true king and none other. While the blade can be wielded by someone else, it will not confer any of its powers upon that person. Excalibur is an intelligent following traits: Attack/Damage Bonus: Int: Wis: Cha: Ego: Alignment: Primary Abilities: weapon with the
Set off the Antechamber and Royal Throne Room, the War Room is walled in obsidian bricks covered by tapestries depicting war, victory, the Resurrection, and the glory of Excalibur raised high over the head of a likeness of Uther Pendragon. In the center of the room is the legendary Round Table, which measures 15 feet in diameter and is fashioned from stained black wood engraved with the royal standard of a rampant dragon devouring a frightened intruder. Around it are twelve hulking, heavy iron chairs also bearing the Royal Standard of Camelot. Arthur often comes here alone to relive the days of his glory, when the entire civilized world rejoiced in his name and rule. He sits in his chair, speaking to faces and friends only he can see, kisses the hand of his lost Guinevere, and converses with Merlin (who actually is there, though Arthur hardly knows it). The Round Table last sat in session on the day that Arthur made the Grail Quest a royal decree, sending the last of his great knights out into the world on a wild search that may never end. Arthur allows no one to enter this tomb of past glory without his permission (which he rarely gives), and those who do so are severely punished. The Throne Room and Royal
+5 22
19 24 29 Lawful Good Combat Reflexes, Improved Initiative
Extraordinary
Court
Fear
In addition to its other powers, the sword communicates telepathically, both with its wielder and with the Lady of the Lake. Excalibur is completely devoted to the latter. She guides its actions, and all that it does, it does in her name. It is she who determines who its rightful wielder is, and the sword will not convey its powers upon anyone else. Arthur has not wielded the legendary weapon in over a decade. Thus, he does not know that it no longer recognizes him as the rightful king and that he no longer has the benefit of the sword's magic. Combat Reflexes: The wielder has free use of the Combat Reflexes Feat so long as he fights with Excalibur. Improved Initiative: The true King of England benefits from the Improved Initiative Feat at will when Excalibur is by his side. Bull's Strength (Sp): Once per day, the wielder can cast Bull's Strength upon himself. Fear (Su): When acting in defense of the throne or the honor of England, Excalibur inflicts Fear upon those it hits. Any creature struck by the blade must make a Will Save at DC 14 or fall under the effects of this power. The effect lasts for Id4 rounds.
The centerpiece of the Castle-Keep is the grand and foreboding Throne Room and Royal Court of Camelot. It is here that mad King Arthur spends his long days in a stupor of alcohol and despair, pretending to listen to his court advisors (such as the money-hungry Sir Kay), and ignoring the requests and pleas of visiting dignitaries. Often, Merlin comes here in ethereal Power Wraith form and watches his fallen pupil destroy the kingdom while he futilely tries to sway Arthur's drunken decisions. The floors of the throne room are covered in hand-woven carpet that matches the Antechamber's floors, and the walls bear the same exquisite tapestries as the War Room. A fireplace twice the height of Arthur himself blazes against the south wall, and pillars eight feet around support the heavy brick ceiling in every corner. Minstrels from around the kingdom come to play for the king, and, once every Sunday, the finest bards in Britain compete for his attention in a duel of song and story. Arthur's jester, a foolish lad named Dagus, cavorts and dances for the delight of the king, who never smiles at his comedian. Dagus has even gone as far as to bloody himself in an attempt to crack Arthur's despairing face but has met with no success. The throne itself is a mighty seat, fashioned from the ivorywhite bones of the last known dragon in England and covered in sheepskins. It stands a full three feet off the floor, adding a dimension of gigantic height to the once-imposing king. At his side is Excalibur sheathed in a fine red leather scabbard and coated with a thick layer of dust. On rare occasion, Arthur uses it to gesture, but he never bares its majestic blade, thereby reducing the mighty sword to the status of glorified scepter. 32
Any who attempt retribution. at all times room in true within danger, will defend to materialize Secret Room secret specific sliding
to attack
sooty venting
the and
vault
four the
towering furnace
black room
iron
smoke out
downstairs
of a fight if necessary.
roof. is only
The
room
cannot
be entered shimmies up
by
any
If he believes enemies.
accessible
Manifestation
if
one
through
themselves boring
(2d6
points
of scalding of Arthur's
damage
per round
exposed)
or by Room.
Chambers
or the State
The Armory
All of the weaponsof
Knights of what can be found and stained. simply require of the Many quality once used by the Noble are stored here. Like much are tarnished the treasures and King Arthur himself
respectively. tapping
of the portal.
in Camelot,
The StateRoom
Once an important an escape, center should of political his reign intrigue, the State Room of Camelot to fund pieces door Arthur Approximately
of the weaponshere
a good cleaning,
another
is now a storeroom
50,000
for riches
embezzled
by Arthur
gold worth
of
antiquity
are hidden
in
a heavily barred
is growing should in
opening
led by Mordred
He knows nothing
to defend
of
Merlin's
to
from
the kingdom
at any cost,
of
Excalibur's
own intention
him
makes
Arthur's
Opening
private
and decadence
A king-sized
bed clothed
in
goose
and soft
and dank
of death
Dungeon
and decay.
of Camelot,
by a sheer
of thin
and
the
dungeon
material
to a scrim.
of the dungeon,
bleached bones
a natural
Dirty
bottles
and
undergarments
as the Drowning
Pool chokes
and
and empty
wine
are scattered
carpet
victims. pink
and
The water
color
execution
is poisonous
is
device.
Merlin's
futile,
nightly
visit in Arthur's
dream
illness is only one hour, after which the character takes Id3 points of Temporary Constitution
visits
Arthur
and
in a dream
advise
as he
Damage. Two hours later, he or she also suffers Id3 points Temporary Dexterity Damage.
of
to warn
him.
33
misery
up in the Sick House, here. The king's executioner of its pleasure. the kingdom
Cemetery the western and wire. The as the pauper's and then of mounds wall, a patch into victims grave, with (which and the rest of the mulch-covered and fenced are tossed Each numbers into earth a pit to
can be found
a graveyard
The Cells
The thick moist attention not afraid them dungeon is home dark. to 25 cells, each five feet by five feet, The doors are iron crafted rats. almost locks. These a foot Inside, the are fight beasts the and completely and bound carpet
capacity in a series
heaped
15). The
stench of death is so thick here that it is impossible between the Cemetery comes to within
Constitution
of the
dungeon,
of legions
in the cells
by the smell.
may
for food. 34
Failure
results
in a round
spent vomiting,
be taken until
during
that after
time.
The character
is considered
Nauseated
3 rounds
he or she leaves
the Cemetery.
Saur, Morgan's
Size: Initiative:
Shadow
Medium
Mastiff
Outsider
+ 5 (+
1 Dex,
dark little
belonged is unknown
to the Temple
+ 4 Improved Initiative)
Speed: Hit Hit Dice: Points: AC: Attacks: Face/Reach: Special Attacks: Special Qualities: Saves:
On the coldest through occupants, not enter named cruel, Saur against shortly tributed no longer that Arthur
nights,
+ 12
the blood
melee
by Morgan
to keep prying
he is feeling prisoners
particularly
condemned
to the beast. in her plot altar is an ancient it here Through and it conHe she likely
Bay, Trip Shadow Fort Will Str Con Wis Blend, Scent
masterstrokes
Arthur.
on the desecrated
Fey artifact
- the Orb of Despair. Morgan placed after Arthur was forced to exile Guinevere. Arthur's sense of self-loathing, heavy drink towards needs never his fall into
Abilities:
+7, Ref +5, + 5 17, Dex 13, 17, Int 4, 12, Cha 13 +8, + 7
so despondent comes
Skills:
Feats:
Alignment:
Listen +8, Spot Wilderness Lore Dodge, Improved Initiative Neutral Evil
Bay (Su): When Saur barks, all creatures except Evil Outsiders must make a Will Save at DC 13. Those who fail panic for 2d4 rounds. However, once a creature has heard Saur's Bay, it is immune to its effects for one day thereafter, regardless of whether it made its Saving Throw. Trip (Ex): If Saur hits with his Bite can attempt to trip his opponent Action without making a Touch invoking an Attack of Opportunity. attempt fails, the opponent cannot attempt to trip Saur. Attack, he as a Free Attack or If the Trip react and
as he is not
in
Orb
of Despair
35
always occupied, giving the Moor an audience for his depraved pleasures.
The Gallows
Square
To activate it, the user must place it within 200 feet of the intended target. Then he or she speaks the name of the person to be affected. The victim is allowed a Will Save at DC 18 to resist the Orb's influence. If it is successful, the target character is unaffected. On a failure, though, the character suffers from despair. He or she suffers a -2 Morale Penalty to Saving Throws, attack rolls, Ability checks, Skill checks, and weapon damage rolls. The effects last for as long as the character is within the range of the Orb. If he or she leaves, the Orb's influence is broken, but as soon as he or she is back in range, the character must again make a Will Save to resist the effects. The Orb of Despair can only affect one person at a time. When a new person's name is spoken to it, it ceasesto function against its old target. Until such time as new target's name is spoken, it haunts the current target any time he or she is in range of its power. Caster Level: Prerequisites: Market Price: Weight: 10th Craft Wondrous Item, Emotion 80,000 7 lbs.
Across from the Cemetery is the Gallows Square, an open space occupied by three gallows. They were built by convicted criminals long ago, and Sarcien keeps them in perfect working condition. The wooden platforms cast a formidable shadow in the flickering light, and all "clean" executions (those deemed worthy of an honorable death by King Arthur) are carried out here. Sarcien keeps the trapdoors of the gallows open, creating an eerie squealing sound that sends shivers up the spine of all those who pass through the depths his domain. The support beams of the gallows are scarred with hash marks running their length, a record of the lives left behind in the grip of the hangman's swinging rope. Sarcien is very proud of the ancient and well-used platforms. He brags to the condemned that, had he not fled in the night, Lancelot himself would have swung from the same ropes about to be used on them. This brings, at best, a cold comfort to the men and women who have died in his wicked clutches. Sarcien's Quarters
Wedged between cellblocks on the northern wall is the private living space of Sarcien the Moor. The large room is furnished sparsely with unrefined and functional equipment. The walls are bare, and the floor is hard and cold. Sarcien is only here when sleeping, which is rare. The only personal item is a large, rough-hewn bookcase filled with works in his native Moorish tongue. Most of the volumes are concerned with warfare and methods of information extraction, and are old and moth-eaten. Morgan's Vault
Torture Chamber
In the southwestern corner of the dungeon are the vast and bloodstained boundaries of the Moor's Torture Chamber. This is Sarcien's favorite room in the castle, and it is a collection of racks, stocks, glowing braziers filled with red-hot pokers, iron maidens, and a bed of nails. The closest to his icy heart, though, is a series of swinging chains fitted with three-inch metal hooks. After being hoisted up, most victims reveal all they are concealing. Some simply scream. Either is fine with Sarcien. It only matters that they feel pain. Along the western wall are ten pairs of wall-mounted shackles, and at least half are 36
Long abandoned, Morgan's Vault was once the home and study of Arthur's half-sister and archenemy. It is filled with heavy gothic furnishings and dozens of glass figurines, each the size of a chess piece. Although believed to be used in some arcane rite of cursing, the figurines are in fact the only items remaining from her childhood, inherited from her mother, Queen Igraine. The knickknacks are exhibited on a series of low tables carved from an obscure ebony stone, each one displayed in its own crystal dome. Upon her flight from the castle, Morgan took only one with her, a carving of the Green Knight that she carries on her person at all times. In a large chest of drawers along the west wall is all of the fine clothing she left behind. Gowns of varying valuable materials, tiaras, slippers, and corsets are jumbled here, along with maps of the Forest of Br.
Note
of the
creatures you
it to suit your
assumes
increase
otherwise
that
the
of
the
Challenge
Rating
of
you
by the
may
advance
If the encounter consider on the listed re-rolling. table below. the creature
is too
creatures
listed These
require
are
a result On
of 01-65,
is a
Fighter. 86-95
66-85,
it is a Giantstepper Wizard. The there of this Character entry 96-00 assumes one
indicates
or changing
of
table, Challenge
7 -9 members
The
Rating
by adding
more
wolves
to the pack.
Table
RollId6.
The Forest
Located three
4-1:
Random
in theForest
On the result
Encounters
of Bur
of Bur
days' ride from Camelot is the Forest of Bilr Die Roll
the table
and ancient trees. The land - 200 miles of dense vegetation is hilly within the forests with deep crevasses and chasms that seem to drop up many dwell human swarm in shadow the wind. away into an unwise The nothing. traveler. trees, These Beasts some out pits thick have enough are swallowed and variety to blind older woods stifling mysterious forgotten Traveling best taste than of every size of which
Challenge Rating
Vine
3 5 4 3 3
of insects enough
3-5 6 7 8 9
10 11
Cockatrice Fey Giant Giant Green Questing Shambling Treant Unicorn Wild Wolf Boar Pack COnstrictor Owl Dragon Beast Mound Snake
5 3 7 5 6 8 3 2 6
frontier by using
by the rest of humanity. through the Forest flesh pleasure upon of Bilr is hazardous and creatures with at a
12
13 14 15-17 18-20
at worst.
Animals
and blood
for survival
and prosperity,
in misleading them.
who happen
the Forest
to determine
if an encounter
37
Camp in roughly quality the center arranged of the forest is the Camp, of buildings circles. The houses of the from and is
from
deadfalls
of the higher and cast pine tar. Inside, 50 to 100, Beds are as many of to used as
of hastily
of a succession concentric
Stonegrinders willy-nilly
dwell in groups
from with
of varying
clusters.
to the Giantsteppers,
the second
the floor
the Silverkiels, Lobeholders. Camp home The shack Morgan apart the circles.
of the apart
each common
cast-iron
in seven large common center to all of the most Camp among from is also home those
important to Mordred,
until
the age of 12, eating and scraping the pot (such At 12 they become
elders
of the Giantsteppers.
with
resides
in the Camp
the circles.
house, of
creating
house element
competing
with
a general
of
these
barracks.
He is highly Camelot
respected
keep the Stonegrinders the higher in their respect with are clever
outspoken
Lobeholders Stonegrinders
weapons
on Camelot
have great
and
take great
has entrusted
of the kingdom
Homes masters
of the Giantsteppers of Fey deceit the same, houses and stealth Common reside Houses. in dens half Although are conditions Each of the clan, personal unit items. with The The Dens of the Lobeholders are master passed on from hand artisans, They intellectuals, that Knight and the a than in rivals to himself. of allowing
the size of the Stonegrinders' they look considerably Giantstepper each with The every home community. openly from the items, Giantsteppers gross among often their vote amount referring opinions to their much healthier home a clean bunk contributing Food, home an ironic refuse clothing, to home
Lobeholders
of Fey government. have held the upper can remember, Although or using clans.
believe
and more
holy mandate
the Green
in the Camp
and a locker
Giantsteppers
view their
no question among
of returning
comfortable
huts
housing
10 to 20 of arcane
outside This
Lobeholders, items. as a bookcase Despite to them into secret regard servants their
of inbreeding. to them
deformity
its members.
Silverkiels as "the
Family," as "domestic
and disregarding
defer only no
in matters
Lobeholders
distaste
of burden.
of the Silverkiels are a clan of level-headed of all Fey gives them They warriors them. warriors the second whose highest are a tier
An outsider
may never
the Lobeholders. Hut of the Camp, and shake. from Morgan The Ie Fey resides interior in books, Morgan tomes, in a can lay and magic of the
in the caste
system. group,
and even the Lobeholders A slight as an insult to defense from features archers. equipment of the Clan. preparation. only among despise their to all.
hut of thatch
is dirt-floored
any material
is reflected turret
Each barrack
of illusionary centerpiece
over her years here. The transparent brew. Morgan's battle, Hut ready witch
always bubbling
Each barracks
entering
20 to 40 members
of strangers.
cauldron The
Silverkiels
the time,
as he plans
Mordred's Mordred's
stands home
in the midst of a is a
of the Silverkiels,
having is 39
on the foundations
married
believing
that
larger
plan to see
for
The
Wicker
Man
Festival
Arthur,
is coming
to believe that that is her long term goal. He remains her and the Fey so long that While their loyalty he has moved as it suits is to herself
Silvanis's creation of the trees and of the earth giant's reign over the forests. It is held in the Clearing of the Wise, lasts for one month, and culminates with the sacrifice of a Fey virgin typically drawn from the Stonegrinder clan. This fair is a pagan rite of unbound animal lust and fury. It is only during the Wicker Man Festival that all four Fey clans come together in disregard of their caste system. The sacrifice takes place within the confines of a fifty-foot wicker shell molded and bound into the rough shape of a man, which is ignited with the victim inside. An orgy of feasting and carnal pleasure precedes this ritual with the zeal hitting its zenith during the sacrifice. It is at this festival that de Hautdesert makes his rounds, meeting his followers, hearing complaints, judging contests of arms and livestock, and feasting. Afterwards, he slips away back to his decrepit keep in the darkness of the woods.
not to him. knights increasing motive Upon things though, Mordred's Sitting along
he does independent
and weakening
of the Fey and Morgan. time, many find him to keep him,
He rarely
friends, fighting
preferring alongside
find he warms
up to them.
the row of Stonegrinder shed that houses these Mordred's dogs raised (Faith,
is a
large wooden war dogs. named water, Human Mordred's They among done is equipped
Mordred with
for a virtue
Chastity, is allowed
one for
is mustering
just
outside
have pitched
military
the forest dilapidated and varnish wreck with shingles peeling corrupt letting falling reign, from the roof, and paint Mordred, forever plotting to the eyesore. The pays no attention into a crumbling a smoldering is here 60 maps in search resting entertains of a seat. In a corner rarely alone allows,
a slightly welcome
layout. into the Camp, do not their common to make are happy one for an long but
the end of his father's state of his dwelling, Inside, hearth, stretched percent weakness loosely visitors, the house across
will not hear of it, and the recruits this arrangement. Arthur, They Despite than the humans are more into
featuring
to Fey wines,
distrustful
of Morgan. summons
or when
of them
has to deliver
message
If a newcomer Camelot's invite making expression patience intense Mordred them answers.
to the Camp
has vital information wine, and then presence Phelot some alike nervous
castle-keep
or the state
of the king, Mordred grill the visitor the Fey, among with tests
At the hub of the Camp's clearing business clan sends Mordred, gatherings, with known is conducted five members to speak voicing Morgan,
wheel
is a small Fey Each delegates clan. war at these can at times bonfire. These
All important
are authorized
daily, seeking
way to shake
the Camelot,
he is suspicious
be heard
Man
Festival.
serves
as a the fervor
are sure how it came to exist, but the Fey believe earth giant's keep. the giant's of in lived thousands of this belief. time, Man of years before the Fey began of their The annual became wicker with Silvanis Knight. himself even de Hautdesert. celebration
As a result nature. Mordred's revolutionary hand-to-hand Various While humanthe Fey has forces Over
to observe
as part Festival.
every day, practicing and mounted targets with sword used are spread slashes to train
combat,
the edge of the woods, holes. months regularly, the Fey. Mordred
and humans
as he furthers
Stables
Housed They
between
two of the Stonegrinders' with 50 healthy of raids brigands sure that mounts on the villages passing through into
is a large stable and from Mordred shape, Visitors Any who happen forest
inside.
at any time
to lead them
upon
while
traveling
through
the
are welcomed
openly, offered
him or her away with but smiling, long and illusionary celebrating an On (and unaware they've
magic.
outwardly, drinking,
outsider's occasion, will openly eyes) feast. that Those choose declaring challenged accepted Harvest,"~ This
feasting,
as well, and Fey maidens keeping named until of the at the finds
are often
and become
popular
dance
of revelry
takes place
the visitor
and returns
to the road. may Upon is The Tower of Bur of Bur is an antiquated, It was built defeat during and crumbling that, crumbling ever since. relic of a time Empire of of Aside It was the
is not always
his or her intention can defeat Fey society. a place among of the south circular is floored clearing
the time
of the Roman at the hands it was the home the kidnapped prominent Sir Lancelot.
warriors. Morgan
and has sat wretched site of Merlin's Morgan Meleagant. Guinevere from
If the newcomer won herself The Located the Wise, woods. needles
and imprisonment
he or she is killed.
this fashion.
Clearing
and lost his duel with the gallant is the most England. of powdery
Camelot
of pine
in the heart
itself.
the color
of sadness.
41
cast a Forbiddance
spell around
cube extends
50 feet inside the tower, but it also operates for 10 feet outside the door. Only a character oj Lawful Evil Alignment can approach the door. All others must make a Will Save at DC Alignment. Those who are Lawful take 3d6 points but non-Lawful 21 or take damage based on their and those who are Evil but non-Evil
twin tragedies Guinevere's seems Legends rogues place, tower's cross others powerful cursed
and Lancelot's
of damage if they fail and are hedged All other characters take 6d6 points Throw, he or she may never Forbidden. Those
of Arthur's
and are hedged out back onto the Swordbridge. his or her Saving is permanently with
to all who see it. hidden riches have brought heroes and the to Fey's
If
and decaying ever entering trying The away before
ever fails
but all have been turned cold heart. magic from that Those sealed too. Gaining The the Swordbridge, entering
It is possible
of the tower,
were unable
The DC
it prevents
to Climb
the wall
is 30 because, while
of handholds,
the crumbling
climber fails Entrance which guards the character attained.
make
If
a the
to fall
from
whatever
20 feet
Swordbridge,
A character
entrance enough
it to the top.
on each successful
roll.
ten feet tall by one foot to cut a human points touching DC 20 will
wide. It is sharp Inside Once doors tower's to remnants Merlin's This the inside, distant from Doom room Unable trapped to escape None the greatest of magicians, of the Fey's allowing his dry since this Tower a vast, dusty side. The hall leads to a series of closed rooms
on either
hall stretches
vast majority
are non-descript,
do contain
it is only 30 feet across, attempting cross it must be done slowly attempt round to minimize the damage. Moving faster doubles the damage. survives the bridge, getting into the tower is no easier. than 10 feet per
If
a character
To keep Merlin
to perish.
this room
will find Merlin's red, black, but retain staff shod their with
still clothed
in his flowing
and purple
brilliance. brass
Wand
The power quickly. It
of Petrification
can end a struggle blue ray when its
beside
It is slightly
having
functional
14 charges remaining. Around his wrists are iron bracers. These too look worn from neglect, but they are Bracers of Armor +5. Finally, tucked up his left sleeve is a wand made oj polished at the end with leather. This is Merlin's has 32 charges remaining. bone and wrapped and it Wand oj Petrification,
under the effects of a Flesh to Stone spell. The DC for the Save is 20. A Wand of Petrification has 50 charges when fully charged.
The Haunted
Caster Level: I I th
Chamber
of Avalon
final resting place is another and held the to decipher it once Now,
Prerequisites:
Market
Just across the room from Merlin's faded sigil is inscribed its meaning, power, door Inside, litter 42 perhaps is unlocked a scatter the floor, keeping
Price:
Weight:
ounce
and standing
of
smashed
dried coffin.
blood.
Within
is a human-sized fam-
It is made
ily is painted
A LiAR, A MURDERER,
in the
U ther Pendragon)
Size: Initiative: Speed: Hit Dice: Hit Points: AC: Attacks:
Wight
Medium Undead + 1 (Dex) 30 feet 8d12 76 15 (+1 Dex, + 3 Natural) Slam + 3 melee (1d4+ 1 and Energy Drain) 5 feet by 5 feet / 5 feet Energy Drain, Create Spawn Undead
ENGLAND DESERVED BETTER Merlin Tower Uther begged their was not the first of Br. Morgan married them society. her mother. She slipped enemy that Morgan castle being entombed shortly adopted abducted Morgan after into him and told him destroy his all
She fell in with the Fey, and back into her home and poisoned
it was she who had killed he and Merlin would suffering he could Morgan after
she would
She also told him that she sealed Lock spell upon
and one of her Fey cast an Arcane not escape. wasn't done, The though.
companions
cast a Create
Undead
He has been unable to sealing the former of his coffin son's kingdom.
to him through
Saves: Fort +1, Ref +2, Will + 5 Abilities: Str 12, Dex 12, Con -, Int II, Wis 13, Cha 15 Skills: Climb + 5, Hide + 8, Listen + 16, Move Silently + 16, Search, +7, Spot +8 Lawful Evil
to a Wight's
natural
hatred
of all life, Uther for decades, his prison, unable a he will only with to kill anyone
is to
He has lain in this casket thoughts If he is released He will simply in contact. 6 Encounter.
whom
he comes
If he survives
will attempt
Energy Drain (Su): Any living creature hit by Uther's SlamAttack receivesoneNegative Level. The DC to removeit is 16.
Create Spawn (Su): Any human that Uther slays becomes a Wight under his control in 1d4 rounds.
is a Challenge Rating
Room
Save at
10. Those who fail are Nauseated for ld3 rounds and cannot last living inhabitant, Meleagant. and putrid, The foodstuffs and the stench that
enter. This place hasn't been updated since Lancelot slew the tower's once stored here are rotted
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to Critical Hits, Subdual Damage, Ability Damage, Energy Drain, or death from Massive Damage.
TheKitchens
It is clear that this place was a kitchen long ago, though it looks to have fallen into a state of disrepair when Meleagant was still alive. A massive fireplace dominates the north wall, and a cauldron big enough to fit a human-sized creature
Strength check at
'5
is required to pull open the vault doors and reveal a dry well
feet deep.
dried up over time, or if Meleagant deliberately emptied it so that he might use the space to incarcerate someone. 43
rests little
in its ashes.
The
is rusted, rusted
a is
Getting
Your
Players
to the left owing What over it. from them, the ceiling pulling Quarters oaken
on part
to have once
I, MORDRED presumes
Mordred's there
is he who has the rightful are numerous down hanging chains. crash. are a variety through, them and a strong with a great pull will circumstances. The first is a standard will fight door bound Here toll. The in iron locks again, frame though, is the only as living age and in battles Mordred's ongoing against Arthur's tyranny. Mordred doesn't enough humans part with to the still have war in the
to the throne.
these
space in the tower, and bedchambers. have taken (though their it needs Meleagant's clothes
to be refinished) and the cloth personal stands nightstand. return. effects Aside
the bed have all molded, moth-eaten. filled with rotted of the clothes seems
The
A wardrobe
in the corner.
Fey, so he is fighting moment. He can't Camelot parties. tasked The attack raiding constantly high action
guerilla army
At the top of the Tower shown on the Tower by archer's surrounded the brick. lust with
and instead
has resorted
map).
PC's are one such party, and they are with raiding supply trains, attacking the government officials. This players is a like and is ideal if your
tax collectors, lots of combat. You can modify and suspense Camelot
and here he also betrayed line of the forest, of Camelot. The Hidden Lake from of Niniane human
It gives
a perfect
a bit and add more first victim. and tax collection They
intrigue
if you have the characters routes to a kidnap their party thumb. under
to learn
schedules, home times have visitors, time of in is somewhere underground, Many pilgrims to these body. at which information Another knights attached all others. looking on them Mordred's remaining does not actually worthy. Others to those exist in that to contact thrilling Arthur report The Lady knows The all who seek her, claim
or to get close
even be regulars
Arthur's
retinue,
secretly sovereign.
the Lady of the Lake. The water and only Merlin past centuries, happened upon in its perfectly the lake itself still and quiet she will form the offending It's said that one particular there appears glory hunters time
is privy to its whereabouts. and wandering Unbeknownst or polluted, body it, taking blue waters.
be aristocrats They
and
that
may be closely like he is with and are to has his eye the makes who will for if
or bathing
to him, but he is abusive The for an opportunity at all times. rebellion ones with court closely. intrigue, police He's already.
and cruel
to defect, Thus,
too many
of his subjects
for herself
the rebels
of water
the characters
for Mordred. of Arthur's report plans back and raids. intrigues. It relies
Ideas section Legend offers undefined suggestions for I, MORDRED matters Avalon, from and Quest,
his counterattacks
Both The
including death.
and unresolved
on suspense
and role-playing
44
the ideas of heavy action of Mordred, against that their element the PC's lord from raiding of action) among
convinced
that
tle intrigue.
As confidants
must missions
- Galahad, Parsifal, Gawaine, Gareth, and them at once to find this relic. Tristam - and dispatched Although doubtful both of Arthur's vision and of their chance for success, to court they agreed to undertake decreed the quest and save the not return land. As motivation, has declined The Arthur that they could
source hands.
Could
they persuade
until one of them found to an even greater of the Round and Wales. from
degree, and the king with it. Table have searched rumors, of angry separated all over They
n't find out and come Along to step or knight directed characters' knuckle enemy forced enemy The name. abound Arthur. defeated decides by Merlin find out a similar
of "recruiting" has decided and lords the lord they will be Some may
They
new members
have followed
and false leads, At one point, from the drunk and in the
up pressure
everything
of Orkney
him of the error may not. The Because a noble. Mordred Arthur, After choose
of his ways. The may make a deadly afford to have may be is an the party
job is to strongarm
the role of
of the latter. to kill such of the land. could could other Merlin
to the Castle
of the Fisher them Lancelot, himself to his best the of the on to some tidbits swing
a legendary
place they have yet to find. Joining is the returning and prove his wrongs Kings
also be sent
on this leg of the journey determined friend, long Grail, other to to right Arthur, and that hero.
the Holy
or on some
It is said that
is still alive and will return be since fighting He sends him in the Tower for sure since matter. might
Morgan
swears
one day they will pass this honor is determined final result even the illiterate
him and sealed he has to know is a whole if it is true. to learn you could to Arthur
to be the new protector and mad for possible of their quest forces could be given. in
different They
try investigating
the Tower
and Mordred's
are always
with
ready to go to war should the legend Knights them short. of the Grail
the word
the truth. run your campaign with the characters their lord. of in
ways. First
but still on the side of the angels. attempting have heard under lord is ruled to redeem (or they
In this
case, they are continually remember know that the days when disconsolation. ill humor, England their
King Arthur
in search
of rebels
by King Arthur
have scoured
the countryto
Jesus Christ,
catch speared
the blood
by a Roman
If they want to play their accomplish He too has had a vision. able to restore trusted Arthur's group balance of knights
there are two ways to for Mordred. he will be a before the Grail,
Actually resolved Mordred. return land. real good respective acceptable or that
Mallory
this. The first is to have them working to the land. Thus, (the PC's) type of approach
he has dispatched
it in Excalibur, but it does no to finish battle. the Grail (and most cannot
He and Mordred
to beat their rivals. Of course, to no purpose. Secondly, become he might second since
in an apocalyptic
Each clue leads only to a dead end. be working for Arthur. for his knights against time" Perhaps he sends brings he has or a forth his
but fruitless
with waiting
to return,
offers that
PC's They
Note
the rumors
feel to it,
they must
Mordred
is the Grail's
army to Camelot.
ultimate
Table
responses
Roll Id20 for information when the character asks anyone about the quest. The below are not just clues. Some of them are simply responsesto questions regarding the Grail.
Die Roll
I 2 3 4 5 6-9 10 11-13 14
Response
King
Arthur
has sent
on a wild goose
for years. Quest.
chase.
The Grail Knights are all dead and have been Sir Lancelot
The Grail has joined is a
myth.
Camelot
it seeks
to overthrow
Respondent has information but demands divulging it. Roll again to determine what Queen
Arthur's
15 16 17 18 19 20
location.
Sir Gareth is dead of the pox, and only he knew the Grail's Merlin hid the Grail from Arthur using magical
he knew its location. Only one of absolute purity can even touch
means, and only
who
die instantly.
drink
never
Respondent
who does.
has an accurate
the party
to a person
46
If the characters determine individual drinking does wisdom Arthur Specific sort what
find
the Grail, they'll then renew drinks if Arthur them it, but
Clearly,
who assigned drink from it simply If Mordred effect restore than Grail finding automatically
the Grail
effect
on any character
.
.
.
Heals
all damage
diseases,
instantly health.
Fills the
restoring
the character
to perfect
page, but you will have to answer of impact campaign. on the Avalon At the end of Mallory's each other. unseen that, Following and mystical one day when
character
with
a sense
of hope
Any depressions
or malaises
Morte d'Arthur, Mordred his death, island Arthur called needs Avalon with
and Arthur
kill
is sent sailing
off to an
. .
.
increases increases
character's character's
+ 2. +2.
character
a permanent
Bonus
of + 2. natural lifespan
England
Avalon is a Celtic myth that Mallory into his epic. Its source
to have incorporated who is the Lord He resides (literally, which Sea. go is in Thus, there in "the
cast
the
Divine
Spell,
Commune,
three
times.
Caster
level is equal
Isle of Avallon"), lies in the Western This after Arthur's symbolic heroism is where their journey
to the character's Hit Dice. Once all three uses have been cast, this ability vanishes. The ability can be used at will, and the spells can be saved for years, but it can only be used a maximum of three times. of drinking
heroes
deaths.
A character can only gain the benefits from the Grail once. Characters Evil, not Alignment the Grail. is
of his great and importance of Britain. the legend the villain will if and
of Neutral (in relation to Good or Law or Chaos) Alignment have their changed to Good by drinking The change is permanent. from
the mythology In this setting, turned With Arthur drunk land Mordred he is slain? Arthur
Evil characters suffer 10d6 points of damage and Id3 points of Permanent Wisdom and Charisma Damage if they drink from the Grail. They also age 2d10 years instantly. Such characters can suffer this effect multiple times.
he was a hero who united and brought he needs himself from prosperity though, to redeem drinks to it. Perhaps, somehow first.
If he Grail,
It may be possible be another be deceased ends that players suggest is where quest to find a means that
while alive. This would Some all, one usually of the Dead. That would
the characters
he will be cleansed to his former decide for about this if there happen. Should setting? Table? Knights the other
and restored You can ways are other What characters Mordred The of the
there.
the Fisher
motivation
47
Part 5:
Merlin's
Following characters that Mordred throne. some adjustments some If that's to it. should warriors be Noble Knights or they
He simply operation.
doesn't However,
men
to spare that
expect
Gambit
is a sample of Levels adventure for 7- I 0. It assumes
surprise the odds unless Mordred It takes point time) with Upon some rolling is dotted expected for them interesting,
specifically
of assistance,
the PC's are rebels working for in his guerilla war against the not the case, you'll need to make
a week to reach
their
of Bur (three
At least Fighters.
him take
go straight
to the encounter
of which a Cleric
at the location they discover The particular towards by this the crest, advantages. This trees
best
in combat. addition
or a Wizard
the scenario.
Background
Merlin He's Morgan consumed matters Doing body has decided a serious threat that Mordred to everyone has grown too strong. makes Arthur to his father's rule now, and that in the land. With
to pass
will be able to fire exposed. them, and the the trees and the elevation. to approach will slow them while
on the caravan,
which
will be completely
they'll have 9/10 Cover from guarding the caravan In short, mounts charge the hill, which attacks.
he had to give up his He has whispered Angus McGinnis to convince gave Arthur north Merlin into who
trapped
it will be next to impossible the heroes instead of near the top. to conceive extent, works that what
players
they you
like. To a certain recommend If they it to stop then them Still, terrain onto supply the ambush traps.
of characters
he at last relented.
to have Mordred's
the cover of the trees lead pack animals, causing should engaging Silverkiels. do. The safe)
The plan is for Mordred's discover themselves. trap right its purpose, In that to Mordred
rebels
to capture that
and then
way, he hopes
it equally
(though
Chapter
The Arthur instructs to bring foodstuffs, needed England. route, route that both the task
1:
TheSecret Caravan
opens traders to make with into perhaps Mordred the north to replace assigning He has heard Merlin. never the PC's that Mordred arrives and contains of along the the caravan. to seek the alliance
for them
down
the hillside
the caravan. train arrives the morning have plenty after the PC's to rest is standing recover presents. the for
of capturing wizard,
site. They'll
of time
of a powerful
and set their the caravan's quickly knights behind them Knights If the PC's
out in the open, they will be able make a free initial attack, catching defenders Flat-Footed. to meet attempt the death the caravan. and move any challenge from above leaving the party strategy, rounds
It allegedly
all of which
are desperately
by Mordred's
It takes as escort
the PC's
to be outnumbered,
48
for the Guardsmen to fight are there at first Mordred's for in their
Escorts Noble
5d10+ 45
it looks is their
Knights)
Humanoid 15
Medium
its mad tyrant. The food Chests present 10,000 supplies Among with caravan present is a treasure a total trove of supplies. or an army pieces There is enough
Hit Points:
to feed a village
of 5,000
Initiative:
Speed: AC:
2 (Dex)
to fine linens
and jewelry
20 feet
21 (+2 Dex, +8 Full Plate Armor, + I Small Steel Shield) Heavy Lance + 9 melee (1d8+3) or Longsword + 8 melee (1d8+3) 5 feet by 5 feet / 5 feet (10 feet with Lance) None. None. Fort + 6, Ref + 3,
2
Mordred
treasures signet.
is a letter
sealed Attacks:
the king's
If the party
the following
MASTER MACGINNIS: WE HOPE THIS LETTER FINDS YOU WELL. PLEASE ACCEPT THE GIFTS BROUGHT BY THIS CADRE OF KNIGHTS AS TOKENS OF OUR FRIENDSHIP AND PAYMENT FOR THE WEAPON YOU HAVE CRAFTED. You ARE DOUBTLESS AWARE OF OUR CURRENT TROUBLES, AND WE BELIEVE THAT THE WEAPON YOU HAVE CONSTRUCTED TO OUR SPECIFICATIONS WILL PUT AN END TO THEM ONCE AND FOR ALL. PLEASE EXERCISE CAUTION, THOUGH. IF THE DEVICE WERE TO FALL INTO MORDRED'S HANDS, HE WOULD SURELY USE IT AGAINST US, AND THAT MIGHT PROVE OUR RUIN. THIS IS WHY WE HAVE ENTRUSTED THIS MISSION TO THESE KNIGHTS. THEY ARE LOYAL TO US, AND YOU SHALL KNOW THEM BY THEIR KNOWLEDGE OF THE KEY WORD, "CALIBURN," UPON YOUR REQUEST. OUR THANKS TO YOU AGAIN FOR YOUR ASSISTANCE IN OUR SUPPRESSING THIS REBELLION. IF YOUR WEAPON WORKS AS WELL AS YOU CLAIM, MORE REWARDS SHALL BE FORTHCOMING. YOUR KING, ARTHUR PENDRAGON
The letter is part of Merlin's trap. Any character
Face/Reach:
Special Special
Will + Abilities:
Str 17, Dex 15, Con 17, Int II, Wis 12, Cha 13 Balance +4, Diplomacy +4, Heal +4, Intimidate + 8, Jump +4, Ride +8, Swim Combat, Attack, Charge, Focus Lance) Neutral +4
Skills:
Feats:
who readsit
why not pose This may is
Alignment:
Lawful
Notes: These knights are mounted on Heavy Warhorses. The mounts have 35 Hit Points and can attack with 2 hooves at + 6 melee and Id6+4 points of damage. They can also bite at + I melee for + Id4+2 points of damage. The rider cannot attack while the horse does unless he makes a Ride check at DC 10.
get the idea to do it anyway, in their heads who misses the Saving Throw
to put the
support undertaking here them is to make come subtly that outside Mordred
that
If they
own,
the scope
of their
49
Winston
Applegate
If no one falls under the spell's influence, and they do not undertake the mission on their own, they should follow through on their orders to return the stolen goods to the Camp. Once Mordred has seen the letter, he will conceive of the plan himself and send the PC's after the weapon.
(5tb
Level
Size:
Wizard)
Medium Humanoid 24 + 3 (Dex) 30 feet 13 (+3 Dex) Dagger +4 melee (1d4+2) 5 feet by 5 feet / 5 feet Spellcasting None.
Chapter
2:
Meeting theMacGinnises
Among the other supplies is a map of the caravan route. The party will have no trouble following it to Angus McGinnis's home on the North Sea. It takes several more days to make the journey, and, as they go, the weather grows considerably fouler. Temperatures drop, the wind picks up, and a cold rain beats down upon them on and off for days. The sky is overcast and threatening, and, while it never rains for more than an hour, its does so several times a day. By the time they reach Angus's home, the characters are drenched, cold, and miserable. Angus MacGinnis lives in an inhospitable part of the world. The North Sea churns outside his door, and the wind off the water is bone-chilling most of the year. Even now in the summertime, it is unpleasant with the temperature rarely rising above 50 degrees and the wind chill making it feel much colder. His tower is a black aberration rising off jagged rocks and overlooking the sea and looks as though it might collapse into the water at any moment. The truth is, it is sturdily built but unattractive. It is some 50 feet in height, and there is only one path that leads up the steep precipice to its gate. All other approaches are impassable due to the large jagged rocks that surround it on all sides. The door is made of oak and banded metal. It is locked from the inside. Wood-burned onto it is Angus's standard of an angry griffon adorning a shield. Knocking loudly is the only way to get the attention of the inhabitants, but doing so results in loud complaints. Shouting and grumbling can be heard from within even over the roar of the sea. After a few moments of this, the PC's will be able to hear someone thumping over to the door, and a small peephole opens. Gruffly, a man asks what the characters want. Any response that involves seeing Angus on business of the king will be sufficient, but the man on the other side of the door doesn't seem happy about it. He shuts the peephole and then unbars the door, admitting the characters. The doorman is an old man with wild hair that looks as though it hasn't been combed in years. He instructs them to follow him and then shuffles off down a short hallway. He stops in a large round antechamber, tells the party to wait there, and leaves via a door on the opposite side. After a minute or two, Angus's apprentice, Winston Applegate, comes in through the door by which the grumpy old man left. He appraises the characters, looking them up and down with a highly snooty look on his face. He shows disapproval unabashedly, and appears to be offended by the 50
Abilities: Skills:
Str 14, Dex 17, Con 14, Int 19, Wis 12, Cha 13 Alchemy +4, Concentration + 12, Knowledge (Arcana) + 16, Scry +4, Spellcraft + 16
Feats: Empower Spell, Enlarge Spell, Heighten Spell Alignment: Chaotic Good
Notes: Winston is an extremely talented and often likable wizard. He can joke with just about anyone and acts warmly towards those he considers his friends (which are a great many more people than actually return the sentiment). However, he is extremely arrogant about his own abilities, and he will not tolerate anyone who doesn't acknowledge his abilities as superior. Sadly, to get around this foible, numerous people have told him what he wants to hear, and now he believes it fervently. However, his bravado is not a defense mechanism against any self-loathing. As the saying goes,he's not conceited, he's convinced.
Winston
he folds punches
the letter
and puts
it in his sleeve.
He then
smiles
on his shoulders,
Margaret
for the rest of his head. if they are there business. to see Angus and then to deny
him in the arm and demands to tell her to be patient, him, arguing with he asks the characters If the characters ever more under she is a shrew is wholly
to see the payment. he relents. please begins With see cajoland it and a
but she will have none of it. him until refuse, abusive. if they could Margaret It quickly He seems
He has no authority
She henpecks smile, the gifts ing them, obvious rassed that Angus first. that
do so, but the less cooperative He has no cognizance the royal court of them. that he has and even the in all of He could up as from
they are, the more he will sneer at them. of the fact that, they claim Winston become smallest England will claim easily best Morgan will assert are knights be more to be, he should is a talented arrogant. opportunity. that, his mastery
becoming
becomes embar-
respectful
magnitude to stop
magician.
So talented
by her behavior,
He is boastful
supports Short
her every position. of violence, there She's is no satisfying clearly accustomed enough is a powerful Margaret until that she has her own she
to getting wizard
were still alive today, Winston If any character at her name, without
brings
calls her a charlatan, the Fey to back her. for him. She
and says she would In a one-on-one in no way deserves After his bragging
be no match
she has been accorded. overly might after that tedious, expect. Angus Despite This enters his is a Aside from his prowess at magic, Winston holds strong opinions on any number of obscure subjects. He is absolutely convinced of the rectitude of these positions, arguing with him about impossible to tell which of might be stepping on with Winston makes no secret of though, and begins politely and there is rio them. Worse, it's these opinions one a casual statement. it when it happens, explaining why he is
Winston
Applegate
Wizard) (cont' d)
accompanied than
by his wife, Margaret. and well-groomed. him. on the surface. his madness
He is much
(5th Level
obvious. smiles warmly at the characters, genuinely introduces by their himself presence. to
each of them, Afterwards, which flaming tightly a threat After tation draws Once point, causes
pleased
her to scowl and glare at the PC's smiles. it. Winston only barely smiles look that She gathers
right. As the argument escalates, he becomes more vituperative and will not back down from his opinion no matter what evidence is brought to the contrary. His self-righteousness knows no bounds. Sadly, Winston is a talented Wizard, and he may in a the
there
he needs
conceals
some day be a great one. It's all lost, though, mire of arrogance and righteous conviction. Spellcasting 0-Level spells, (Sp): Winston In addition knows to all of
disapproving
the following:
Winston
asks if they have something him the letter in opening would opening at this if the seal read his masif they the them so it. If they it, they may
for him. The have a problem. on the letter ter's words. were careful weren't, king's long
present
I sf Level: Change Self, Color Spray, Comprehend Languages, Enlarge, Erase, Grease, Mage Armor, Magic Magical Weapon, Message, Aura, Sleep Reduce, Nystul's
but if they were not careful He will know is broken. It is possible, not to break Angus
the letter
2nd Level: Alter Self, Glitterdust, Hypnotic Minor Image, Laughter See
Invisibility,
they'll
3rd Level: Explosive Runes, Illusory Script, Major Image, Secret Page, Sepia Snake Sigil, Shrink Item
If they give him the letter, he reads it over carefully asks them for the password. Assuming
they answer
51
Margaret MacGinnis
(4th Level
Size: Hit Dice: Hit Points: Initiative: Speed: AC: Attacks: Face/Reach: Special Attacks: Special Qualities:
doesn't feel threatened by knights from Camelot. Moreover, she knows that the PC's need what Angus has made for them, and, since they don't know what it is, they can't just kill him. The MacGinnises have the superior bargaining position, and she refuses to relent as a result. When the characters concede, she tells Angus that if he knew how to run his businessbetter, he wouldn't need her. He acceptsthis in the sameway he acceptsher other insults. He assures her that she is correct and thanks her despite his obvious embarrassment.
Commoner)
Medium Humanoid
com-
plains about it being a paltry sum for her husband's work), Angus takes them up to his laboratory. Books are scattered everywhere, and there appear to be hundreds of vials and beakers filled with strange liquids. The place smells of exotic chemicals, and a bubbling cauldron in the fireplace helps contribute to the stench. Margaret trails behind, henpecking Angus about the cleanliness (specifically the lack of it) of his lab. Angus waves her away claiming she doesn't understand his work. He unlocks a chest, stoops over it, and then produces what appears to be a large, shining green egg. It's made of stone, but it's not clear what sort. It has a hinge and a seam twothirds of the way up the side, and Angus has a wild gleam in his eye as he hands it over. "Here it is,"~he says. "Perhaps my greatest creation."~ If the players ask what it is, he looks at them as though they were insane. He replies simply that it is the weapon. It is the only answer that he has, and his eyes continue to have a wild look in them. If asked how it works, he expounds for as long as he is allowed on various magical theories and technical information that makes no sense to the unenlightened. To tbose wbo bave tbe Spellcraft Skill or wbo are spellcasters tbemselves, it is only a little more understandable. Anyone wbo makes a knows tbat tbese are tbe ravings of a madSpellcraft cbeck at DC '5 man. What he says does not follow logically, and has no connection with any known magical theory. Those who fail the
Abilities: Skills:
Str 7, Dex II, Con ro, Int 12, Wis 10, Cha 3 Craft +4, Handle Animal +8, Jump +6, Spot +6, Use Rope +4 Chaotic Neutral
She constantly dabbles in her husband's business even though she doesn't understand it, orders
getting
the amount
of
attention she wants, and yells at anyone who challenges her ideas. She greatly suffers from a lack of self-confidence and compensates by making herself seem strong with her rabid attacks on all things with which she disagrees. She has a hair-trigger temper, and it is impossible to tell what will set it off. When she blows, though, shehasall the fury of anangered god. Those who are unfortunate enough to be the target of her ire would rather face an enraged dragon in battle. She continues in this unsocial behavior because her husband, Angus, does nothing to stop it. He allows her to vent even against him or his apprentice, Winston, thus perpetuating her childish temper tantrums. She, secure in the knowledge that few will challenge him due to his magical power, behaves as badly as she likes as a result.
outrageous,
but
they
are not
No amount of grilling will get any useful information out of Angus beyond him saying that Merlin himself showed him how it could be done. If he is askedhow to activate the item, he instructs them to pop open the lid (where the seam is). Inside there is a switch.
who
makes a move to do so will be scolded by him with a "Not now! Do you want to kill us all?" He will not tell them how it works or what it does, though. If they press him, he says simply that Arthur knows. The conversation with Angus over the weapon should give the characters the impression that he doesn't really know what he's doing. He's clearly powerful, but he doesn't have
52
Whatever
is going
on in of
to any sense
on their they
them there
Cbapter
The journey
3: Springing
tbe Trap
is as exciting random upon another as you would across of Arthur's the encounters
like it to be. You can generate England agents device uneventful or have the PC's that journey, moving
have it be an delivering
to Mordred. to experiment They fiddle with with it on their the lid, push way back, the switch, make it work. know they are in actually The what
If they choose nothing They that doing. does, with most Morgan and otherwise it's equally Between you ought sensible
can open
+8,
Ref +7,
+6
they have been had, but let them possible warning not to push what them
Str 13, Dex 15, Con 16, Int 16, Wis 5, Cha 12 Alchemy + 20, Concentration + 1 5, Craft + 1 5, Knowledge
Angus's
his laboratory
the thing
(Arcana)
Profession
1 5,
the device
does nothing.
+ 15, Spellcraft
A spellcaster
defense,
Throw though,
must make a Will Save at DC '4. If the is successful, the character is able to determine that
spell does not Based on the to assume that
Notes: Everything
Empower
the device casts Plane Shift on its target. The how it may be triggered. they got from the switch Angus, is the triggering information the case. device is actually triggered
Maximize Scribe
Alignment:
Angus is insane, makes he does
Chaotic
but this is
know Others
it.
by Mordred.
When
he
trouble likable
following on the
of his
He and to say.
touches it, the weapon is activated. It castsa modified version of Plane Shift in a 500 yard radius. Everyone in the range of the
surface.
in what
depends
on both appar-
those
politely
as though
a difference.
the Saving
of everyone
is as it was before. Things yards there are not as they were, though. in a parallel If a person and reappears The It stays in radius. reaches The affected that characters 500 he
way. This
to distraction,
but him
him by brow-beating her unaware to manipulate to do that as she she has him into
dimension
is exactly
the limit
of the circle,
to shut
is no way to escape.
the aperture.
53
This Morgan,
is Merlin's
master
plan.
by simply
removing
Angus MacGinnis
and Merlin
his longtime
(15th
Level
Wizard) (cont' d)
Margaret is not the only one controlling him, though. He's been under the influence of Merlin for years. Knowing that he may one day need a powerful magical ally against Morgan, Merlin frequently visits Angus in his dreams whispering ideas into his ears. Because Angus doesn't realize that he could be so much more than Merlin, he takes these visions at their word as revelations from the source of all magic. A combination of Merlin's influence self-determination that cause repeatedly others missed and Angus's own pig-headed has led him to do the things to call him opportunities mad. to He has improve
Mordred after
for them will want long. where acquire tiative upset. Mordred bring He'll
the weapon,
If they went
(as will Morgan) gave them them Morgan scowls is simple. reduces for their until
up to
Morgan's
motivation of initiative
and, despite
it may
himself because Merlin has him chasing down some blind alley. Utterly convinced of his own ability to succeed under any circumstances, he ignores more sound advice from others, and follows his mad they take him. Spellcasting Level spells, dreams in whatever direction
the party
they did the right they present look. take it from a curious
thing,
and he
asks to see the weapon. his head and gives them look like a weapon. he does, it goes off.
When He'll
automatically to maintain
miss
their
Saving to have You in the story. you can have unaffected), trapped from to to some them them that
Ist Level: Change Self, Charm Person, Comprehend Languages, Feather Fall, Hypnotism, Identify, Mage Armor, Magic Missile, Mount, Nystul's Magical Undetectable Aura, Obscuring Shocking Grasp, Sleep Magic Aura, Mist, Weapon, Nystuls' Shield,
of them
As for the PC's, can have them them them automatically to proceed Mordred,
you can take one of three fail (no Saving succeed from forcing Mordred Throw. may make here. them from Throw (they
approaches.
If you want
2nd Level: Alter Self, Arcane Lock, Detect Thoughts, Fog Cloud, Ghoul Touch, Invisibility, Knock, Melf's Acid Arrow, Minor Image, Misdirection, Pyrotechnics, Whispering Wind 3rd Level: Clairaudience/Clairvoyance, Magic, Fireball, Greater Magic Waepon, Person, Major Image, Sleet Tongues, Vampiric Touch Storm, Dispel Hold
the inside,
have them
Suggestion,
Door, Dimensional Anchor, Evard's Black Tentacles, Charm Monster, Confusion, Hallucinatory Terrain, Scrying, Solid Fog Person, Mind Fog,
5th Level: Dismissal. Dominate Persistent Image, Passwall 6th Level: Analyze Dweomer, Mislead, Tenser's Transformation 7th Level: Banishment, Plane Shift
Contingency,
Delayed
Blast
Fireball,
54
Chapter
they won't Only when apparent discover coming they After
4: Escape
are trapped immediately aren't on the inside that as they They with Mordred, is wrong. realize they that something used
If the characters
Fighters Fighters)
Medium 4d 10 + 4 28 +7 (+3 Dex, +4 Improved Initiative) 30 feet 16 (+3 Dex, + 3 Studded Leather Armor) Longsword (ld8+ 5) + 8 melee Fey
things
this as it happens.
is no perceptible
no matter
incidents, research that within but given grasped While that traitors
others by Morgan
will have noticed what and the top was some They
to discuss
has happened. sort of trap that how right this was the or be killed. to
Speed: AC:
this was done, Mordred purpose. is sure dupes. either its true Morgan complete They're the mission If the party doubts suspicious them The that
the weapon
and both
are damaging
and to plans
for some
time,
Saves:
Will + 3
Abilities:
to speak for themselves. PC's may address threaten the council or attack, to their pleas. to death. in any fashion Otherwise, they see them Skills:
Str 16, Dex 16, Con 12, Int 13, Wis 14, Cha 14 Bluff +4, Climb +4, Handle Animal +4, Hide +7, Intimidate +4, Jump +4, Ride Lore + 4, Wilderness +7
fit. If they and attempt listens Mordred She chides desperate prove their Reluctantly, The battle. fight there which who players They
jump
to put them
is convinced
they are not traitors, for being through agrees. one of two ways all fight combat. together too trusting She proposes a Contest
like Arthur.
innocence Mordred
Blind-Fight, Combat Reflexes, Improved Initiative, Weapon Focus (Longsword), Weapon Specialization (Longsword) Chaotic
These
Good
Fey can cast the
Spell-casting
(Sp):
Fighters.
one Fighter
following spells three times per Spray, Daze, Dancing Lights, Ghost Ventriloquism. and Mirror Displacement
4th Level ones, but add two Hit Dice and the appropriate amount of Skill Ranks. The Then Fey fight they start after to yield, off fighting straight using until their the PC's magic. yields then The land a good fight solid blow. is to the death and can They're
Twice per day, they can cast Blur Image. They can also cast once per day.
Spell Immunity (Ex): Fey are immune to all Sleep and Charm spells. They get a + 2 Racial Bonus to Saving Throws against Enchantment spells.
be judged
55
Once the
Mordred should Morgan
matter
is settled
(assuming
the party
they need him to explain mean party fiber feat. Angus will take some doing.
This beating
is no him the
is a powerful Once
though,
He has no moral
if he's beaten. kill him or don't with the answer. Lake several think to
of Truth. it is up to them, where Mordred but the key to the set off the trap. includes thought following Merlin that
If the characters inquire, they'll have will from omnipotence heard their
accidentally
they can also question can provide of the present location part location. them have to find her first.
the Lady of the Lake. Her However, to It days ride Allow of the Roll one of the characters of Niniane. many random creatures
his own way, and that Merlin. sealed Despite might away forever,
instructions
of the country
he left a gateway the trap the gate's a Detect Magic tbrougb a cbaracter Morgan first
as they fight
off horrid
if tbey
spellcasters,
a Fey discovers
it. Furtber
divination
disappearance.
they must
reveals it to be a portal can pass. To qualify, barbor will find no ill intentions. cannot evil. Mordred
and speak
the spell will be broken, to prevent Merlin learns These They They them
tberefore fall
to a Good-Aligned
agents
If none them
can make
the spell,
he will send a cadre have the same the caravan, than their clever
some
If
but Mordred
as possible,
and retreat
the gate, the characters they were, except The remains, Camp however. that and everyone The
sign of trouble.
of them
are killed,
a third off for reinforcements . . continue pursuIt. As the characters knights Guardsmen the knight attack who (same is necessary A cbaracter tbe figbt, pulls bim reach them rode stats
remainder
party
the site of the trap, with a squad Arthur's the party to spring as in the caravan
to free them.
Discovering
along
of 10
8 obstacle.
Chapter
Once Saving everyone ground. happened. They could
5: Rescuing
Mordred
or if they made the magic. drop will see Mordred what their Those and to the
whatever the trap. pany making character reappear out the men what during
the
to tell immediately
may have
characters
will have to seek answers. and ask him how to undo to know what of The will to Margaret they are agents them
counterattack,
to Angus
on the
weapon's happened, Mordred, characters not attack sneak chance. Applegate characters
work.
However,
the characters for preserving alive. them Morgan trapping about Upon
them.
he discovers
and keeping
out as traitors.
but she will take the opportunity in the back if she gets the
place, enough
one of them
a wizard
powerful smash
and Margaret
can be killed
with
impunity, Angus
Mordred cannot
to preserve
Appendix:
Contained re-imagined this section license below
Legends
for this setting.
of Camelot
from Game the legend material for in All of the
Unfortunately, ruler
he has no idea that the forces of magic view Mordred and corrupted reflects Knight throne.
of the Lake and Excalibur) and heir to his fallen Evil Alignment Lawful
is designated
Content
purposes.
him, including
and damage
Knight)
Size:
Hit Hit Medium Dice: Points: Humanoid I8d10+54 15 8 + 2 (Dex) Aura He can grant a +4 + 1 Small Steel Shield) melee melee (ld8+2) Lance) (ld8+2) those Noble Saving within Grace Lance +21/+16/+11/+6
of his once forhe was bold, he is now a old man. His legs,
is long and unkempt. (Su): Arthur Will is immune Throws to Fear. to all
ofCourage Morale
Bonus
Saving
Attacks:
Throws.
Noble + 10
Grace
17, Int
17, Wis
15, Cha
18
Hit Hit
Dice: Points:
+ 12, Motive
+ 12, Heal
+ 12, Ride
+ 18, Sense
50 feet 13* (+3 Staff Dex) +21/+ 16/+ 11/+6/+ 1 melee* (ld6+2)
Feats: Blind-Fight, (Longsword), Combat, Charge, Weapon Alignment: Notes: ruler become drunken longs Merlin's kingdom Arthur's in both which bottom and he's those fits been who Power Sunder, Focus
Attacks:
Improved
Ride-by
Face/Reach: Special Special Spell Whispers Saves: Abilities: Skills: Intuit Scry and Fort Str
5 feet by 5 feet / 5 feet Spell-casting Damage Reduction, Turn Dragon Resistance Manifestation, +6,
Lawful
20, Telekinesis,
old man who lives in a of the Grail from back and save him. allowing forces. only by his experience him a force out with of the and of and Mordred
15, Dex 16, Con -, Int 25, Wis 22, Cha 22 + 32, Animal + 32, Handle + 32, Knowledge + 32, Swim Craft Wand, Spell, Spell, Spell, Still Good Magic Craft Enlarge Spell Empathy Animal + 32, Concentration + 32, Heal + 32, + 32, (Religion) + 3,2,
He awaits presence
for his old friends to be overrun lack of chivalry leadership of a wine of crying known stand to be reckoned flask. when to order before than
Alchemy Direction
keeps Arthur
(Nature)
+ 32, Knowledge
is balanced should
+ 32, Spellcraft
and combat,
making
Feats: Brew Potion, Craft Casting, Ring, Scroll, Staff, Craft Empower Heighten Silent
Craft Combat
Rod,
outbursts or death
Wondrous
are questioned,
Spell, Spell,
Forge Scribe
Maximize
is no different pretenders
Alignment: *57
Chaotic
he has faced
Etbereal Plane only. Merlin cannot affect tbe Prime Material Plane.
Notes: Once the most feared person in all of England, Merlin has been forgotten by a great many. No longer a common sight by Arthur's side, they don't remember how he helped guide the king through difficult decisions. Others remember only too well and long for his return. Few suspect that Merlin has not really left them. He haunts Arthur's court and sends him dreams on a regular basis in a mostly vain attempt to guide the king from beyond the grave. At times, Merlin regrets letting his body perish and taking on the form of the Power Wraith. It makes it much more difficult for him to influence Arthur and watch over England's destiny. However, he is stronger than he used to be, and, though he has never used it, he does have the Dragon Manifestation ability. Merlin is heartbroken over Arthur's fall. He replays the sequence of events that led to it over and over in his mind, searching for clues of where he went wrong and what he should have done differently. At times he thinks he should have stepped in with regard to Lancelot and Guinevere. Other times, he believes he should have steered Arthur away from her altogether. Most often, he regrets not destroying Morgan Ie Fey when he first suspected her plans for revenge. Despite the king's tyranny, Merlin still believes that Arthur is the one. He just needs to find some way to reinvigorate him. He has thus contacted him more often, and Arthur has begun to speak openly in court about his dreams of Merlin. This has led some to conjecture that Merlin will return. The wizard does nothing to squelch such rumors. They are the closest thing to hope the land has. Spell-casting (Sp): Merlin knows all of the Arcane Spells. He is still limited in the number he can cast per day, but he knows them all. He also has access to any Divine Spell through his Druidic abilities. Damage Reduction (Su): Merlin's ghostlybodycanonly be hit from the Prime Material Plane with a magic weapon of + 3 or greater. All other weapons pass through him
58
I3d10+
39
Hit Points: I 16
Initiative:
Speed: 20
+ 20/ + I 5/ + 8 melee (I d8 + 7)
by 5 feet
feet
/ 5
feet
Special Special
Attacks:
None.
Qualities: Spell-casting, Track, Favored Enemies: Animals (+ 3), Beasts (+ 2), Magical Beasts (+ 1)
Saves: Fort
+ I I,
Ref + 6, Will + 6
Abilities: Str 18, Dex 15, Con 17, Int 17, Wis 14, Cha 16 Skills: Climb + 6, Concentration + 8, Handle Animal + 6,
Direction + 8, Jump
+ 6,
+ 6, Wilderness Lore + 6
Good
the rightful heir to Camelot and Morgan, and son of has spent his for the of Arthur
union
of England from
hatred his love for her, Mordred
and plotting.
knows
deny her vengeance, he too will face her boundless and fearsome wrath. He suspects that she covets the throne for herself, and he does not intend to be her tool for very much longer. Mordred's youth amongst the Fey People was spent training for his eventual revolution, and, thus, he was robbed of any true childhood. Although schooled in chivalry and the ways of the noble knight, he has only rarely been outside the forests of his mother's people. When he does leave the woods, it is usually on a mission. Thus, despite his legitimate claim to the throne and his compassion for the suffering people of England, he is in many ways unfit to rule. He knows no true joy, and he is uncomfortable around people except when he is engaged in tactical planning or battle. Mordred is a tall, wiry young man with longish brown hair and piercing brown eyes. He is taciturn and stoic, rarely making small talk or socializing because his mind is forever set to tactics and war. Mordred is rarely seen out of his armor or unarmed. Magic Items: Mordred has two Magic Items that were gifts from his mother. He wears a +4 suit of chainmail armor. He also wields Kingslayer, a + 3 Chaotic Defender shortspear.
Face/Reach: 5 feet by 5 feet / 5 feet Special Attacks: None. Special Qualities: Spell-casting Saves: Fort + 8, Ref + 8, Will + I 3 Abilities: Str 13, Dex 17, Con 17, Int 18, Wis 16, Cha 18 Skills: Alchemy + 26, Concentration + 26, Knowledge (Arcana) +26, Scry +26, Spell craft +26 Feats: Brew Potion, Craft Magic Arms and Armor, Combat Casting, Craft Wondrous Item, Empower Spell, Forge Ring, Maximize Spell, Silent Spell, Still Spell Alignment:
Chaotic Evil
Spell-casting
Since the age of twelve when King Uther Pendragon slew her father and married her mother, Morgan has ached to destroy all he accomplished. She ran away from home shortly after Uther took her father's castle, fearing that he would kill her. She found her way into the Forest of Bur and eventually to the mysterious Fey people. After winning a place among them, she learned all that they had to teach about illusionary magic. She persuaded them to help her destroy Uther, and then turned her attention to his son. Everything ruinous that has happened to Camelot since then has Morgan's hand behind it. She helped orchestrate the failure of the king's marriage, she seduced him to conceive a son to take his throne, and she has used her magic to keep him mired in drink and despair. Her rage and thirst for revenge is bottomless, and she will not be satisfied until every last vestige of the Pendragon legacy has been wiped from the face of the Earth. In her heart of hearts, Morgan wants to destroy all of England. Though she has not admitted this to herself, she will never stand for Mordred to restore order to the land. If he does not rule over it as a corrupt and vile tyrant, she will destroy him too. After all, he is heir to the Pendragon line. Morgan was once among the most beautiful maidens in the kingdom. She has become withered and haggard, though, from her dark hatred and endless scheming. Her hair is thin and gray, and her once emerald eyes have faded to the murky pea-green color of swamp water. A sneering scowl is permanently etched on her face, and she wears old, dirty robes. On the rare occasions that she ventures from the Fey Camp, Morgan uses her illusory magic to assume the guise of a 59
or that
Sir Lancelot
on what
steal the face of a familiar into Camelot, see through her visage,
member
Size:Medium Humanoid
Hit Dice: 14d10+42
Hit Points: I 50 Initiative: + 2 (Dex)
will somehow
and therefore,
number Level:
of
Speed: 20 feet
Level: 2. In addition
she knows
1st Level: Alarm, Erase, Expeditious Hypnotism, Message, Protection Ventriloquism 2nd Level: Alter Darkness, Pattern, Image, Arrows, Undetectable
Color Portal,
Spray,
Retreat,
Special Attacks: None. Special Qualities: Aura of Courage, Noble Grace, Pure of Heart
Saves: Fort
Magic Nystul's
Obscuring
Protection Image,
+ I 5, Ref + 9, Will + II
Law, Shield,
Abilities: Str 17, Dex 14, Con 16, Int 15, Wis 15, Cha 17
Skills: Balance
Self, Arcane Lock, Blur, Continual Glitterdust, Magic Wind Trap, Mouth, Protection Flame, Hypnotic Minor from Darkvision, Fog Cloud, Leomund's Image, Swarm,
+ 12, Climb
Misdirection,
Whispering
Dispel Magic, Displacement, Fireball, Gust Person, Illusory Script, Invisibility Sphere, Circle against Good, Steed, Magic Sepia Circle Snake Sigil, Image, Wall Curse, Charm Hallucinatory Lesser Phantasmal Monster, Emotion, Evard's Terrain, Illusory Wall, Geas, Minor Globe Pattern, Rary' s Phantom
Invisibility, Enchancer
Killer, Rainbow
5th Level: Cloudkill, Dominate Person, Fabricate, Hold Fog, Mirage Nightmare, Persistent Seeming, Monster,
Dream,
Notes: Lancelot left Camelot on the eve of his scheduled defense of Guinevere's honor.Fully aware that one who is untrue is unable to defeat one who is just, he snuck away in the night rather than face the embarrassment of defeat. Full of shameand fear, he fled back to his father's abandoned keep in France and assumed the duties of the provincial lord and master. He lived quietly for many years, still wracked with guilt over his actions and unaware of the fate of his lover, Guinevere, or the sad state of affairs in Camelot. Then he heard of the Grail Quest and saw an opportunity for redemption. He is unable to face his old friend, Arthur, but he hopes to help save him. He returned to England
6th Level: Contingency, Geas/Quest, Invulnerability, and Wards, Suggestion, Permanent 7th Mass Mislead, Image, Programmed Blast Fireball, Image, Veil Globe of Guards
Shadow
and joined his old brethrenin their search. He is immensely proud of his son's, Galahad's, leadership of the Quest, and he hopes that the White Knight may one day forgive him. Aura of Courage (Su): Lancelot is immune to the effects of Fear.He can extend a +4 Morale Bonusto all within 10 feet of him for Savesagainst Fear. 60
Spells,
Screen
adds
his Charisma
Bonus
to all
Throws.
Pure of Hearl (Su): Immune to Sleep and Charm spells. Lancelot also gains a + 2 Class Bonus to Will Saves.
Notes: Sir Galahad is the son of Sir Lancelot and Lady Elaine. He was raised by his mother in the wake of his father's scandal and self-imposed exile and grew up in the royal court. Galahad's lifelong training as a Noble Knight kept him from refusing the Grail Quest, but in the long years of fruitless searching, he has begun to despair. He fears that he will never be able to redeem his king. Galahad has found it within himself to forgive his father, but he remains ashamed of him. He admires him for joining the Quest, and he is pleased that Lancelot has accepted his leadership, but he does not know what to say to him. Lancelot betrayed everything in which Galahad believes and helped bring about the ruin of the kingdom in the process. It is difficult for him to know what to say to his father in the wake of that kind of sin. He is deeply concerned about the suffering and misery he sees. All that he hears of Arthur's rule causes him to despair further. He has become increasingly convinced that the king is unfit to rule. Consequently, he is torn between his duty to find the Grail so that Arthur may be redeemed and the urge to leave the fruitless quest and join Mordred's army. Aura of Courage (Su): Galahad is immune to the effects of
Fear.He can extend a +4 Morale Bonus to feet of him for Savesagainst Fear.
Saving Throws.
all within
10
Sir (12th
Galahad, Level
Knight
Pureof Hearl (Su): Immuneto Sleep and Charm spells. Galahad also gains a + 2 Class Bonus to Will Saves.
Sir Parsifal, the Brave (loth Level Fighter)
Size:Medium Humanoid Hit Dice: 12d10+48 Hit Points: 130 Initiative: + 3 (Dex) Speed:20 feet AC: 20 (+ I Dex, + 8 Full PlateArmor, + I Small SteelShield) Attacks: Heavy Lance +17/+12/+7 melee (1d8+4) or Longsword +16/+11/+6 melee (1d8+4) Face/Reach: 5 feet by 5 feet / 5 feet (10 feet with Lance) SpecialAttacks: None. SpecialQualities: Aura of Courage,Noble Grace,Pure of Heart Saves:Fort + I 5, Ref + 10, Will + 12 Abilities: Str 18, Dex 17, Con 18, Int 15, Wis 16, Cha 17 Skills: Balance+9, Climb +9, Diplomacy +9, Handle Animal +9, Heal + 12, Intimidate +9, Jump +9, Ride +9, SenseMotive + 12, Swim +9, Use Rope +9
feet
(+
I Dex, + 8 Full
Plate
Armor, +
melee
I Small
Steel
Shield)
(1d8+3)
or
Qualities: None.
Saves: Fort +10, Ref +5, Will +4 Abilities: Str 16, Dex 14, Con 17, Int 14, Wis 13, Cha 16 Skills: Climb + 13, Handle Animal + 13, Jump + 13, Ride +13, Swim +13 Feats: Blind-Fight, Combat Reflexes, Improved Critical (Heavy Lance), Mounted Combat, Power Attack, Cleave, Ride-by Attack, Spirited Charge,Trample,WeaponFocus (Heavy Lance) Alignment: 61 Lawful Good
Feats:Blind-Fight, Combat
Reflexes,Mounted Combat, PowerAttack, Cleave,Ride-by Attack, Spirited Charge, Trample, Weapon Focus (Heavy Lance)
Parsifal poor
is a study
in determination with
He of the Parsifal on
Special
Saves:
Qualities:
Fort
Noble
Grace
was born
and downtrodden
in a village
deep in the
+
Str
16, Dex 15, Con + 6, Climb Heal +6, + 10, Swim Combat Charge,
17, Int
13, Wis
12, Cha
16
wandered their
ride through
Intimidate
back from
Impressed
Trample,
Weapon
Focus
Alignment: place to defend Parsifal but earned Soon accepted knighted the after, he Notes: Round regrets court. moment
Lawful
Neutral was one of the original lover of Morgan. He allowed Lancelot Looking association. one between triumph. think Knights Morgan of the to twist in Arthur's He in all to be his
in the Contest
He deeply
as King Arthur
he came to look
in what
of greatest
Quest
gladly,
Parsifal's loyalty or Lancelot's desire for redemption, he does hope that he can find the Grail and somehow make amends for his earlier doesn't damage Lancelot actions. He has learned He longs that righteousness of both always make one noble, that he has done. and Parsifal, the thought has crossed consider is just sort and seeks to repair some of the to beg forgiveness to do so. Arthur's to that rightly)
Contest
oj Truth
refused
of Morgan's
and he won't
Parsifal unequalled
accepted
Quest Knights.
with
a zeal knights
to the
effects
of
Bonus
to all within
10
is not a Noble
He is a Fighter. from
Dice: 12d10+36
Initiative:
Speed:20
AC: 20
Speed: 20 feet AC: Steel Attacks: 20 (+ 1 Dex, Shield) Heavy Lance +13/+8 melee melee (1d8+ 3) (10 feet with Lance) (ld8+3) or + 8 Full Plate Armor, + 1 Small
(+
Attacks: Heavy Lance +15/+101+5 melee (ld8+2) Longsword + 14/+9/+4 melee (1d8+2)
or
(10
feet wi th Lance)
+ 12/+7
Special Qualities: Aura of Courage, Noble Grace, Pure of Heart Saves: Fort + 1 5, Ref + 11, Will + 11 62
Attacks:
Abilities: 16, Con Wis Skills: Climb +9, idate Ride Motive
Str
Speed: 20 feet AC: 20 (+ 1 Dex, + 8 Full Plate Armor, Attacks: Sword Heavy +7/+2 Lance melee + 8/ + 3 melee (1d8+2) (1O feet with Lance) + 1 Small Steel Shield) (1 d8 + 2) or Bastard
17, Int
+ 12, Handle
+ 1O, Ref + 3, Will 17, Dex 12, Con + 16, Jump +8 Fortitude, Weapon Evil is a swarthy he acted Arthur's into
Use Rope
10, Wis
10, Cha
16
Skills: +12,
+ 10, Sense
Motive
Great
Combat, Lance)
Power
Sir Gawaine
Toughness, Lawful
Green Knight's
Lawful joined
Good the Round asked Table Gawaine renowned through the effects illusions, of arms. at its inception of his king. to deliver Once After terms of by saw he and years of
Bulldog."
in many
crusades Arthur
in the name
of loyal service, surrender the Green thought his host. through Green Gawaine and told never became Gawaine former with
to the Fey King, Knight, Gawaine myriad Knight Gawaine, resisted horrific in a test and chastity,
de Hautdesert.
to browbeat
was put
fun-loving to an parallels
self to this soulless of Camelot "unnatural they don't Arthur's, refer When attraction"
and the departure speak of such things and the other knights as a nobleman
In the end,
held by Gareth
was undone
Knight's
openly. Gareth's
returned
are not sure how he can still and keep a straight Quest, Knights confident face. beat and Sir
to himself
or his respect
he was engaged
he once was. the Grail will return him to his to do one him
he and Galahad,
that
eventually path.
He has no idea what Arthur and he doesn't Knight's him to suffer. Gawaine Morale Fear. adds his Charisma is immune Bonus
intends
He is no closer
to finding
care. He intends
and now the pox has got him. His days are numbered. of Courage (Su): Gareth is immune Bonus Fear. to the effects to all within of 10
to the Green
a +4
Morale
of Courage
a +4
feet of him for Saves against Noble Saving Grace (Su): Gawaine
Bonus
to all
also gains
a + 2 Class
Saves.
Credits
Text: F.S. Kessler Art Direction: and John R. Phythyon, Jr.
Peggy Gordon
Illustrations: Whitmer Jr. Terry Moore Strickland
Editing: John
R. Phythyon,