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ROLEPLAYING GAME

A Time of Knight
A Time Travel Adventure
Can You Stop the Black Knight
from Stealing the Future?
When Power Rangers learn about the Black Knight’s scheme to rule the
future, they must face the past to stand a chance against the Knight’s draconic
dynasty! Can the Rangers overcome the knight’s sinister allies, recover magic
artifacts, and prevail against a timeless evil?

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• Adventure across time, unraveling the villain’s plans throughout
Angel Grove’s past to save the future!
• Challenge mythical creatures, new villains, and Power

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Ranger fan-favorite monsters.
• Gain new allies from several eras to
help you end a threat to all of time.
An adventure for four to six 5th-level Power
Rangers, and perfect for heroes created
from the Power Rangers Roleplaying Game:
A Jump Through Time sourcebook. This
adventure requires the Power Rangers
Roleplaying Game Core
Rulebook to play.
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14+
renegadegames.com
LOT# 062623-01 $15.00
ISBN 978-1-957311-40-1
/PlayRGS @PlayRenegade @Renegade_Game_Studios /RenegadeGameStudios 51500>
Manufacturer: Renegade Games, LLC. 306N West El Norte Parkway #325, Escondido, California 92026. Importers: Renegade France 52
Avenue Pierre Semard 94200 Ivry sur Seine France. P:+33 (0)1 77 37 60 47. Renegade Games, LLC. Solar House 915 High Road London,
London, England N12 8QJ.
Game Rules are © 2023 Renegade Game Studios. All Rights Reserved. TM & ©2023 SCG Power Rangers LLC and Hasbro. Power
Rangers and all related logos, characters, names, and distinctive likenesses thereof are the exclusive property of SCG Power Rangers
9 781957 311401
LLC. All Rights Reserved. Used Under Authorization.
Made in China.
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ROLEPLAYING GAME

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A Time of Knight
A Time Travel Adventure

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ROLEPLAYING GAME

A Time of Knight

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A Time Travel Adventure

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Authors: John Kennedy and Bryan C.P. Steele RENEGADE GAME STUDIOS
Developer: Ben Heisler President & Publisher: Scott Gaeta
Producer: Kevin Schluter Vice President Sales: Andrew Lupp
Cover Artist: Mirco Paganessi Controller: Robyn Gaeta
Illustrators: Robert Lazzaretti, Francisco Silva Director of Operations: Leisha Cummins
Mauriz, Mirco Paganessi, and Simone Ragazzoni Associate Project Manager: Katie Gjesdahl
Graphic Designers: Matthew Fisher Sales Assistant: Sophia Gambill
Editor: Scott Thomas E-Commerce: Nick Medinger
Cultural Consulting: James Mendez Hodes

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Essence20 Designers: Ryan Costello, Ben Heisler,
Gabriel Hicks, Paige Leitman, JF Sambrano, Bryan
C.P. Steele, TJ Storm, Elisa Teague, Eddy Webb
Marketing Manager: Jordan Gaeta
Marketing Assistant: Anais Morgan
Senior Producer, Board & Card Games:
Dan Bojanowski
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Associate Producer, Board & Card Games:
Kane Klenko
Producer, RPGs: Kevin Schluter
Associate Producer, RPGs: Ben Heisler
Lead Developer, World of Darkness:
Juhana Pettersson
Senior Game Designer: Matt Hyra
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Game Designers: Dan Blanchett & Christopher Chung


Director of Visual Design: Anita Osburn
Creative Director, Games: Jeanne Torres
Creative Director, RPGs: Sarah Robinson
Creative Production: Noelle Lopez & Gordon Tucker
Customer Service Manager: Jenni Janikowski
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Customer Service: Bethany Bauthues


Finance Clerk: Madeline Minervini

Game Rules are © 2023 Renegade Game Studios. All Rights Reserved. TM & ©2023 SCG Power Rangers LLC and Hasbro. Power Rangers and all related logos, characters,
names, and distinctive likenesses thereof are the exclusive property of SCG Power Rangers LLC.
All Rights Reserved. Used Under Authorization.
TABLE OF CONTENTS
Welcome to The Time of Knight 5
Preparing the Game 5
Adventure Summary 6

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Part 1: A Medieval Call to Action 8
Development 10

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Part 2: The Lair is Open 10
Story Objective 10
Facing the Dragon 11
Development 13

Part 3: Colonial Angel Grove 14


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Story Objective
A Town in Turmoil
The Rats Cometh
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Development 16

Part 4: Wild Strange West 18


Story Objective 18
Arriving in the Wild West 18
Eye of the Needlenose 19
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There Isn’t Enough Town for the Two of Us, Rangers 21


Development 22

Part 5: The Dragon Awakens 22


Story Objective 22
Arriving in the Present 22
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Fight for the Future 24


Development 24

Rewards 25

Appendix: Threats 26

Appendix 2: Time Travel Concerns 36


POWER RANGERS ROLEPLAYING GAME

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WELCOME TO THE
TIME OF KNIGHT

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A Time of Knight is a time-crossing adventure for you to know in case you need to describe an
where the Rangers must stop a villain from raising a area, reveal a Threat, unveil a clue, or have any
powerful monster from the Medieval Era to conquer other knowledge on hand in case your players ask
the world. To do so they’ll have to recover missing a question about the scene. Characters discover this
pieces of the Wizard of Deception’s Dark Wand in information on their own, through exploration or
order to break through the barrier and prevent the social interaction, using Skill Tests.
Black Knight from empowering his Great Drake. Bold text is used to indicate the following:

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If you are a player who has not played through
that adventure or are planning on playing through
this Adventure Series—STOP READING NOW. The
rest of this adventure is full of secrets, spoilers, and
twist events that are for a GM’s EYES ONLY.
• Skill Tests that detail a difficulty (DIF) and a
specific skill (and sometimes Specialization)
within the text of the adventure.
• The first instance of a proper name or place
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important to the adventure.
This adventure is designed for a team of four • If the name is flanked by symbols (for instance,
to six 5th-level Power Ranger characters. Playing Dragon ), you can find this character’s stat
this adventure with characters of higher or lower block in Appendix 1.
levels requires work from the GM to provide an
appropriate challenge. Text like this presents descriptions of areas and
events, as well as dialogue from one or more
Preparing the Game
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NPCs that you can read aloud to your players,


paraphrasing where you see fit.
To prepare for this adventure, the GM (and only
the GM) should read this adventure in its entirety
to fully understand what to expect from the story. Area Descriptions and Points of Interest: Area
Sometimes clever players can come up with unique descriptions give basic highlights of the location in
solutions, and knowing the adventure’s inner the adventure. This may include lighting, flooring,
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workings ahead of time will better help you (and and key points of interest in the room. Reveal
your players) stay focused. these features as characters explore the area. If a
character needs to succeed at an Alertness Skill Test
Reading an Adventure to notice a detail in the room, that will be noted
here. Otherwise, most of these key points should be
Essence20 Roleplaying System adventures often follow obvious to the characters.
a specific format. Advice on running an adventure
NPCs and Stat Blocks: If an NPC has important
can be found on pages 224–226 of the Power
information and is willing to talk, looking at
Rangers Roleplaying Game Core Rulebook, but
their Social-based Skills will help you roleplay
here are the basics:
the character. If the NPC is a Threat, most of the
Text for the GM’s eyes only (which is the bulk of important Stat Block information will be what they
the adventure) will be written like this and is not do in combat.
meant to be shared with players. This is information

5
A TIME OF KNIGHT
POWER RANGERS ROLEPLAYING GAME

Adjusting Encounters Lines and Veils: Talk to your players beforehand


to know what their lines and veils are. A “line” is
Each combat encounter offers adjustments for
something they never want to see in a game. Many
stronger and weaker parties. With a crew of combat-
things that are lines for people just don’t occur in
specialized Rangers and players who love fight
Essence20 games. A “veil” is something that can be
scenes, lean toward the Strong adjustments. For
mentioned briefly but not in detail, like a scene that
a group of non-combat Rangers or players who
“fades to black.”
prefer exploration and roleplaying, use the Weak

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adjustments. There’s no wrong way to play, and Red, Yellow, and Green Lights: This is a card with
these simple adjustments are offered to customize three colors on it like a stoplight. A player can hold
the experience for your table. it up or point to it to communicate how they’re
feeling about what’s going on in the game. Green
Safety Tools means “This is awesome! I like this! Do that more!”

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Yellow means “Caution: This is okay, but don’t push
Adventures like this one can be stressful and it further.” Red means “I am uncomfortable.”
scary in good ways, like a suspenseful film. As not
When a player uses an X-card or a red light, the
everyone has the same comfort level with all topics,
GM should skip over that part, describe things in
consider using the following safety tools for tabletop
less detail, or make time for a 5-minute break for the
roleplaying to help the game be appropriate and fun
table. People don’t have to explain why they need
for your players. Using safety tools sends a message
to avoid a topic. It’s probably private. Just move past
to your players that you want them to have a
it quickly, simply move forward with the adventure,
positive experience in your game. Be sure to discuss
keeping this feedback in mind so everyone can

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the tools you want to use with your players before
the game. If you need any more information, these
tools are discussed in greater detail online.
Many roleplaying games are played at game stores
continue to enjoy the game.
Finally, during the game, watch people’s faces to
see if they are uncomfortable. Don’t be afraid to ask
if they’re okay.
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and conventions where you may be interacting with
people you don’t know or don’t know well. That
means you may not know what each player finds Adventure Summary
to be too much. Talk to your players at the start of
A Time of Knight takes place over five parts.
the game to let them know you’re using safety tools
and that you are taking them seriously. If the GM Part 1: A Medieval World—The Power Rangers are
treats the safety tools seriously with respect and whisked away from their own time and threatened
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professionalism, the players will as well. by the Black Knight, dispatching his minions before
Time Force calls them to action.
You may think that nothing in this mission would
be upsetting to a player, but you never know what’s Part 2: The Lair is Open—The Rangers take
going on in someone else’s life. Maybe their husky the fight to the Black Knight, searching his lair
just died, and so fighting wolves (because they to uncover clues about how to stop his dastardly
look a bit like huskies) will make them very sad. plot. Along the way, they meet the White Knight
Or someone who is trying to quit smoking may and learn they must recover the pieces of the
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have anxiety and cravings when you describe Dark Wand.


an NPC smoking a pipe. These tools enable the Part 3: Colonial Angel Grove—Following the trail
GM to change the scene (describe the wolves as of the Dark Wand, the Power Rangers must defeat
giant centipedes but don’t change their stat block) Rat Monsters to recover the Wand’s crown.
or to move along (so the scene with the pipe-
Part 4: Wild Strange West—The Rangers visit
smoking NPC concludes) so that everyone can
1880s Angel Grove to free it from the Needlenose
enjoy the game.
gang and recover the Dark Wand’s central rod.
The X-Card: This is a card with an X on it. When
Part 5: The Dragon Awakens—Armed with the
a player is experiencing something they’re not
fully recovered Dark Wand, the Rangers face
comfortable with, they can tap, hold up, or point to
the Black Knight to stop him from conquering
the X-card. Or the player can make an X with their
the world!
fingers or arms.

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